1,564 research outputs found

    Streaming Video over HTTP with Consistent Quality

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    In conventional HTTP-based adaptive streaming (HAS), a video source is encoded at multiple levels of constant bitrate representations, and a client makes its representation selections according to the measured network bandwidth. While greatly simplifying adaptation to the varying network conditions, this strategy is not the best for optimizing the video quality experienced by end users. Quality fluctuation can be reduced if the natural variability of video content is taken into consideration. In this work, we study the design of a client rate adaptation algorithm to yield consistent video quality. We assume that clients have visibility into incoming video within a finite horizon. We also take advantage of the client-side video buffer, by using it as a breathing room for not only network bandwidth variability, but also video bitrate variability. The challenge, however, lies in how to balance these two variabilities to yield consistent video quality without risking a buffer underrun. We propose an optimization solution that uses an online algorithm to adapt the video bitrate step-by-step, while applying dynamic programming at each step. We incorporate our solution into PANDA -- a practical rate adaptation algorithm designed for HAS deployment at scale.Comment: Refined version submitted to ACM Multimedia Systems Conference (MMSys), 201

    A study of event traffic during the shared manipulation of objects within a collaborative virtual environment

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    Event management must balance consistency and responsiveness above the requirements of shared object interaction within a Collaborative Virtual Environment (CVE) system. An understanding of the event traffic during collaborative tasks helps in the design of all aspects of a CVE system. The application, user activity, the display interface, and the network resources, all play a part in determining the characteristics of event management. Linked cubic displays lend themselves well to supporting natural social human communication between remote users. To allow users to communicate naturally and subconsciously, continuous and detailed tracking is necessary. This, however, is hard to balance with the real-time consistency constraints of general shared object interaction. This paper aims to explain these issues through a detailed examination of event traffic produced by a typical CVE, using both immersive and desktop displays, while supporting a variety of collaborative activities. We analyze event traffic during a highly collaborative task requiring various forms of shared object manipulation, including the concurrent manipulation of a shared object. Event sources are categorized and the influence of the form of object sharing as well as the display device interface are detailed. With the presented findings the paper wishes to aid the design of future systems

    Analysis domain model for shared virtual environments

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    The field of shared virtual environments, which also encompasses online games and social 3D environments, has a system landscape consisting of multiple solutions that share great functional overlap. However, there is little system interoperability between the different solutions. A shared virtual environment has an associated problem domain that is highly complex raising difficult challenges to the development process, starting with the architectural design of the underlying system. This paper has two main contributions. The first contribution is a broad domain analysis of shared virtual environments, which enables developers to have a better understanding of the whole rather than the part(s). The second contribution is a reference domain model for discussing and describing solutions - the Analysis Domain Model

    Mobile Edge Computing Empowers Internet of Things

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    In this paper, we propose a Mobile Edge Internet of Things (MEIoT) architecture by leveraging the fiber-wireless access technology, the cloudlet concept, and the software defined networking framework. The MEIoT architecture brings computing and storage resources close to Internet of Things (IoT) devices in order to speed up IoT data sharing and analytics. Specifically, the IoT devices (belonging to the same user) are associated to a specific proxy Virtual Machine (VM) in the nearby cloudlet. The proxy VM stores and analyzes the IoT data (generated by its IoT devices) in real-time. Moreover, we introduce the semantic and social IoT technology in the context of MEIoT to solve the interoperability and inefficient access control problem in the IoT system. In addition, we propose two dynamic proxy VM migration methods to minimize the end-to-end delay between proxy VMs and their IoT devices and to minimize the total on-grid energy consumption of the cloudlets, respectively. Performance of the proposed methods are validated via extensive simulations

    Human Swarm Interaction for Radiation Source Search and Localization

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    This study shows that appropriate human interaction can benefit a swarm of robots to achieve goals more efficiently. A set of desirable features for human swarm interaction is identified based on the principles of swarm robotics. Human swarm interaction architecture is then proposed that has all of the desirable features. A swarm simulation environment is created that allows simulating a swarm behavior in an indoor environment. The swarm behavior and the results of user interaction are studied by considering radiation source search and localization application of the swarm. Particle swarm optimization algorithm is slightly modified to enable the swarm to autonomously explore the indoor environment for radiation source search and localization. The emergence of intelligence is observed that enables the swarm to locate the radiation source completely on its own. Proposed human swarm interaction is then integrated in a simulation environment and user evaluation experiments are conducted. Participants are introduced to the interaction tool and asked to deploy the swarm to complete the missions. The performance comparison of the user guided swarm to that of the autonomous swarm shows that the interaction interface is fairly easy to learn and that user guided swarm is more efficient in achieving the goals. The results clearly indicate that the proposed interaction helped the swarm achieve emergence
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