97 research outputs found

    Streaming and User Behaviour in Omnidirectional Videos

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    Omnidirectional videos (ODVs) have gone beyond the passive paradigm of traditional video, offering higher degrees of immersion and interaction. The revolutionary novelty of this technology is the possibility for users to interact with the surrounding environment, and to feel a sense of engagement and presence in a virtual space. Users are clearly the main driving force of immersive applications and consequentially the services need to be properly tailored to them. In this context, this chapter highlights the importance of the new role of users in ODV streaming applications, and thus the need for understanding their behaviour while navigating within ODVs. A comprehensive overview of the research efforts aimed at advancing ODV streaming systems is also presented. In particular, the state-of-the-art solutions under examination in this chapter are distinguished in terms of system-centric and user-centric streaming approaches: the former approach comes from a quite straightforward extension of well-established solutions for the 2D video pipeline while the latter one takes the benefit of understanding users’ behaviour and enable more personalised ODV streaming

    Do Users Behave Similarly in VR? Investigation of the User Influence on the System Design

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    With the overarching goal of developing user-centric Virtual Reality (VR) systems, a new wave of studies focused on understanding how users interact in VR environments has recently emerged. Despite the intense efforts, however, current literature still does not provide the right framework to fully interpret and predict users’ trajectories while navigating in VR scenes. This work advances the state-of-the-art on both the study of users’ behaviour in VR and the user-centric system design. In more detail, we complement current datasets by presenting a publicly available dataset that provides navigation trajectories acquired for heterogeneous omnidirectional videos and different viewing platforms—namely, head-mounted display, tablet, and laptop. We then present an exhaustive analysis on the collected data to better understand navigation in VR across users, content, and, for the first time, across viewing platforms. The novelty lies in the user-affinity metric, proposed in this work to investigate users’ similarities when navigating within the content. The analysis reveals useful insights on the effect of device and content on the navigation, which could be precious considerations from the system design perspective. As a case study of the importance of studying users’ behaviour when designing VR systems, we finally propose a user-centric server optimisation. We formulate an integer linear program that seeks the best stored set of omnidirectional content that minimises encoding and storage cost while maximising the user’s experience. This is posed while taking into account network dynamics, type of video content, and also user population interactivity. Experimental results prove that our solution outperforms common company recommendations in terms of experienced quality but also in terms of encoding and storage, achieving a savings up to 70%. More importantly, we highlight a strong correlation between the storage cost and the user-affinity metric, showing the impact of the latter in the system architecture design

    Error resilience and concealment techniques for high-efficiency video coding

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    This thesis investigates the problem of robust coding and error concealment in High Efficiency Video Coding (HEVC). After a review of the current state of the art, a simulation study about error robustness, revealed that the HEVC has weak protection against network losses with significant impact on video quality degradation. Based on this evidence, the first contribution of this work is a new method to reduce the temporal dependencies between motion vectors, by improving the decoded video quality without compromising the compression efficiency. The second contribution of this thesis is a two-stage approach for reducing the mismatch of temporal predictions in case of video streams received with errors or lost data. At the encoding stage, the reference pictures are dynamically distributed based on a constrained Lagrangian rate-distortion optimization to reduce the number of predictions from a single reference. At the streaming stage, a prioritization algorithm, based on spatial dependencies, selects a reduced set of motion vectors to be transmitted, as side information, to reduce mismatched motion predictions at the decoder. The problem of error concealment-aware video coding is also investigated to enhance the overall error robustness. A new approach based on scalable coding and optimally error concealment selection is proposed, where the optimal error concealment modes are found by simulating transmission losses, followed by a saliency-weighted optimisation. Moreover, recovery residual information is encoded using a rate-controlled enhancement layer. Both are transmitted to the decoder to be used in case of data loss. Finally, an adaptive error resilience scheme is proposed to dynamically predict the video stream that achieves the highest decoded quality for a particular loss case. A neural network selects among the various video streams, encoded with different levels of compression efficiency and error protection, based on information from the video signal, the coded stream and the transmission network. Overall, the new robust video coding methods investigated in this thesis yield consistent quality gains in comparison with other existing methods and also the ones implemented in the HEVC reference software. Furthermore, the trade-off between coding efficiency and error robustness is also better in the proposed methods

    Understanding user interactivity for the next-generation immersive communication: design, optimisation, and behavioural analysis

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    Recent technological advances have opened the gate to a novel way to communicate remotely still feeling connected. In these immersive communications, humans are at the centre of virtual or augmented reality with a full sense of immersion and the possibility to interact with the new environment as well as other humans virtually present. These next-generation communication systems hide a huge potential that can invest in major economic sectors. However, they also posed many new technical challenges, mainly due to the new role of the final user: from merely passive to fully active in requesting and interacting with the content. Thus, we need to go beyond the traditional quality of experience research and develop user-centric solutions, in which the whole multimedia experience is tailored to the final interactive user. With this goal in mind, a better understanding of how people interact with immersive content is needed and it is the focus of this thesis. In this thesis, we study the behaviour of interactive users in immersive experiences and its impact on the next-generation multimedia systems. The thesis covers a deep literature review on immersive services and user centric solutions, before develop- ing three main research strands. First, we implement novel tools for behavioural analysis of users navigating in a 3-DoF Virtual Reality (VR) system. In detail, we study behavioural similarities among users by proposing a novel clustering algorithm. We also introduce information-theoretic metrics for quantifying similarities for the same viewer across contents. As second direction, we show the impact and advantages of taking into account user behaviour in immersive systems. Specifically, we formulate optimal user centric solutions i) from a server-side perspective and ii) a navigation aware adaptation logic for VR streaming platforms. We conclude by exploiting the aforementioned behavioural studies towards a more in- interactive immersive technology: a 6-DoF VR. Overall in this thesis, experimental results based on real navigation trajectories show key advantages of understanding any hidden patterns of user interactivity to be eventually exploited in engineering user centric solutions for immersive systems

    Network and Content Intelligence for 360 Degree Video Streaming Optimization

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    In recent years, 360° videos, a.k.a. spherical frames, became popular among users creating an immersive streaming experience. Along with the advances in smart- phones and Head Mounted Devices (HMD) technology, many content providers have facilitated to host and stream 360° videos in both on-demand and live stream- ing modes. Therefore, many different applications have already arisen leveraging these immersive videos, especially to give viewers an impression of presence in a digital environment. For example, with 360° videos, now it is possible to connect people in a remote meeting in an interactive way which essentially increases the productivity of the meeting. Also, creating interactive learning materials using 360° videos for students will help deliver the learning outcomes effectively. However, streaming 360° videos is not an easy task due to several reasons. First, 360° video frames are 4–6 times larger than normal video frames to achieve the same quality as a normal video. Therefore, delivering these videos demands higher bandwidth in the network. Second, processing relatively larger frames requires more computational resources at the end devices, particularly for end user devices with limited resources. This will impact not only the delivery of 360° videos but also many other applications running on shared resources. Third, these videos need to be streamed with very low latency requirements due their interactive nature. Inability to satisfy these requirements can result in poor Quality of Experience (QoE) for the user. For example, insufficient bandwidth incurs frequent rebuffer- ing and poor video quality. Also, inadequate computational capacity can cause faster battery draining and unnecessary heating of the device, causing discomfort to the user. Motion or cyber–sickness to the user will be prevalent if there is an unnecessary delay in streaming. These circumstances will hinder providing im- mersive streaming experiences to the much-needed communities, especially those who do not have enough network resources. To address the above challenges, we believe that enhancements to the three main components in video streaming pipeline, server, network and client, are essential. Starting from network, it is beneficial for network providers to identify 360° video flows as early as possible and understand their behaviour in the network to effec- tively allocate sufficient resources for this video delivery without compromising the quality of other services. Content servers, at one end of this streaming pipeline, re- quire efficient 360° video frame processing mechanisms to support adaptive video streaming mechanisms such as ABR (Adaptive Bit Rate) based streaming, VP aware streaming, a streaming paradigm unique to 360° videos that select only part of the larger video frame that fall within the user-visible region, etc. On the other end, the client can be combined with edge-assisted streaming to deliver 360° video content with reduced latency and higher quality. Following the above optimization strategies, in this thesis, first, we propose a mech- anism named 360NorVic to extract 360° video flows from encrypted video traffic and analyze their traffic characteristics. We propose Machine Learning (ML) mod- els to classify 360° and normal videos under different scenarios such as offline, near real-time, VP-aware streaming and Mobile Network Operator (MNO) level stream- ing. Having extracted 360° video traffic traces both in packet and flow level data at higher accuracy, we analyze and understand the differences between 360° and normal video patterns in the encrypted traffic domain that is beneficial for effec- tive resource optimization for enhancing 360° video delivery. Second, we present a WGAN (Wesserstien Generative Adversarial Network) based data generation mechanism (namely VideoTrain++) to synthesize encrypted network video traffic, taking minimal data. Leveraging synthetic data, we show improved performance in 360° video traffic analysis, especially in ML-based classification in 360NorVic. Thirdly, we propose an effective 360° video frame partitioning mechanism (namely VASTile) at the server side to support VP-aware 360° video streaming with dy- namic tiles (or variable tiles) of different sizes and locations on the frame. VASTile takes a visual attention map on the video frames as the input and applies a com- putational geometric approach to generate a non-overlapping tile configuration to cover the video frames adaptive to the visual attention. We present VASTile as a scalable approach for video frame processing at the servers and a method to re- duce bandwidth consumption in network data transmission. Finally, by applying VASTile to the individual user VP at the client side and utilizing cache storage of Multi Access Edge Computing (MEC) servers, we propose OpCASH, a mech- anism to personalize the 360° video streaming with dynamic tiles with the edge assistance. While proposing an ILP based solution to effectively select cached variable tiles from MEC servers that might not be identical to the requested VP tiles by user, but still effectively cover the same VP region, OpCASH maximize the cache utilization and reduce the number of requests to the content servers in congested core network. With this approach, we demonstrate the gain in latency and bandwidth saving and video quality improvement in personalized 360° video streaming

    Dissecting the performance of VR video streaming through the VR-EXP experimentation platform

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    To cope with the massive bandwidth demands of Virtual Reality (VR) video streaming, both the scientific community and the industry have been proposing optimization techniques such as viewport-aware streaming and tile-based adaptive bitrate heuristics. As most of the VR video traffic is expected to be delivered through mobile networks, a major problem arises: both the network performance and VR video optimization techniques have the potential to influence the video playout performance and the Quality of Experience (QoE). However, the interplay between them is neither trivial nor has it been properly investigated. To bridge this gap, in this article, we introduce VR-EXP, an open-source platform for carrying out VR video streaming performance evaluation. Furthermore, we consolidate a set of relevant VR video streaming techniques and evaluate them under variable network conditions, contributing to an in-depth understanding of what to expect when different combinations are employed. To the best of our knowledge, this is the first work to propose a systematic approach, accompanied by a software toolkit, which allows one to compare different optimization techniques under the same circumstances. Extensive evaluations carried out using realistic datasets demonstrate that VR-EXP is instrumental in providing valuable insights regarding the interplay between network performance and VR video streaming optimization techniques
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