3,136 research outputs found

    Service Migration from Cloud to Multi-tier Fog Nodes for Multimedia Dissemination with QoE Support.

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    A wide range of multimedia services is expected to be offered for mobile users via various wireless access networks. Even the integration of Cloud Computing in such networks does not support an adequate Quality of Experience (QoE) in areas with high demands for multimedia contents. Fog computing has been conceptualized to facilitate the deployment of new services that cloud computing cannot provide, particularly those demanding QoE guarantees. These services are provided using fog nodes located at the network edge, which is capable of virtualizing their functions/applications. Service migration from the cloud to fog nodes can be actuated by request patterns and the timing issues. To the best of our knowledge, existing works on fog computing focus on architecture and fog node deployment issues. In this article, we describe the operational impacts and benefits associated with service migration from the cloud to multi-tier fog computing for video distribution with QoE support. Besides that, we perform the evaluation of such service migration of video services. Finally, we present potential research challenges and trends

    Towards QoE-Driven Optimization of Multi-Dimensional Content Streaming

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    Whereas adaptive video streaming for 2D video is well established and frequently used in streaming services, adaptation for emerging higher-dimensional content, such as point clouds, is still a research issue. Moreover, how to optimize resource usage in streaming services that support multiple content types of different dimensions and levels of interactivity has so far not been sufficiently studied. Learning-based approaches aim to optimize the streaming experience according to user needs. They predict quality metrics and try to find system parameters maximizing them given the current network conditions. With this paper, we show how to approach content and network adaption driven by Quality of Experience (QoE) for multi-dimensional content. We describe components required to create a system adapting multiple streams of different content types simultaneously, identify research gaps and propose potential next steps

    Long-term drivers of broadband traffic in next-generation networks

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    This paper is concerned with long-term (20+ years) forecasting of broadband traffic in next-generation networks. Such long-term approach requires going beyond extrapolations of past traffic data while facing high uncertainty in predicting the future developments and facing the fact that, in 20 years, the current network technologies and architectures will be obsolete. Thus, "order of magnitude" upper bounds of upstream and downstream traffic are deemed to be good enough to facilitate such long-term forecasting. These bounds can be obtained by evaluating the limits of human sighting and assuming that these limits will be achieved by future services or, alternatively, by considering the contents transferred by bandwidth-demanding applications such as those using embedded interactive 3D video streaming. The traffic upper bounds are a good indication of the peak values and, subsequently, also of the future network capacity demands. Furthermore, the main drivers of traffic growth including multimedia as well as non-multimedia applications are identified. New disruptive applications and services are explored that can make good use of the large bandwidth provided by next-generation networks. The results can be used to identify monetization opportunities of future services and to map potential revenues for network operators

    SurfaceCast: Ubiquitous, Cross-Device Surface Sharing

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    Real-time online interaction is the norm today. Tabletops and other dedicated interactive surface devices with direct input and tangible interaction can enhance remote collaboration, and open up new interaction scenarios based on mixed physical/virtual components. However, they are only available to a small subset of users, as they usually require identical bespoke hardware for every participant, are complex to setup, and need custom scenario-specific applications. We present SurfaceCast, a software toolkit designed to merge multiple distributed, heterogeneous end-user devices into a single, shared mixed-reality surface. Supported devices include regular desktop and laptop computers, tablets, and mixed-reality headsets, as well as projector-camera setups and dedicated interactive tabletop systems. This device-agnostic approach provides a fundamental building block for exploration of a far wider range of usage scenarios than previously feasible, including future clients using our provided API. In this paper, we discuss the software architecture of SurfaceCast, present a formative user study and a quantitative performance analysis of our framework, and introduce five example application scenarios which we enhance through the multi-user and multi-device features of the framework. Our results show that the hardware- and content-agnostic architecture of SurfaceCast can run on a wide variety of devices with sufficient performance and fidelity for real-time interaction
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