319 research outputs found
Measuring internet activity: a (selective) review of methods and metrics
Two Decades after the birth of the World Wide Web, more than two billion people around the world are Internet users. The digital landscape is littered with hints that the affordances of digital communications are being leveraged to transform life in profound and important ways. The reach and influence of digitally mediated activity grow by the day and touch upon all aspects of life, from health, education, and commerce to religion and governance. This trend demands that we seek answers to the biggest questions about how digitally mediated communication changes society and the role of different policies in helping or hindering the beneficial aspects of these changes. Yet despite the profusion of data the digital age has brought upon us—we now have access to a flood of information about the movements, relationships, purchasing decisions, interests, and intimate thoughts of people around the world—the distance between the great questions of the digital age and our understanding of the impact of digital communications on society remains large. A number of ongoing policy questions have emerged that beg for better empirical data and analyses upon which to base wider and more insightful perspectives on the mechanics of social, economic, and political life online. This paper seeks to describe the conceptual and practical impediments to measuring and understanding digital activity and highlights a sample of the many efforts to fill the gap between our incomplete understanding of digital life and the formidable policy questions related to developing a vibrant and healthy Internet that serves the public interest and contributes to human wellbeing. Our primary focus is on efforts to measure Internet activity, as we believe obtaining robust, accurate data is a necessary and valuable first step that will lead us closer to answering the vitally important questions of the digital realm. Even this step is challenging: the Internet is difficult to measure and monitor, and there is no simple aggregate measure of Internet activity—no GDP, no HDI. In the following section we present a framework for assessing efforts to document digital activity. The next three sections offer a summary and description of many of the ongoing projects that document digital activity, with two final sections devoted to discussion and conclusions
Quality-aware Content Adaptation in Digital Video Streaming
User-generated video has attracted a lot of attention due to the success of Video Sharing Sites such as YouTube and Online Social Networks. Recently, a shift towards live consumption of these videos is observable. The content is captured and instantly shared over the Internet using smart mobile devices such as smartphones. Large-scale platforms arise such as YouTube.Live, YouNow or Facebook.Live which enable the smartphones of users to livestream to the public. These platforms achieve the distribution of tens of thousands of low resolution videos to remote viewers in parallel. Nonetheless, the providers are not capable to guarantee an efficient collection and distribution of high-quality video streams. As a result, the user experience is often degraded, and the needed infrastructure installments are huge. Efficient methods are required to cope with the increasing demand for these video streams; and an understanding is needed how to capture, process and distribute the videos to guarantee a high-quality experience for viewers. This thesis addresses the quality awareness of user-generated videos by leveraging the concept of content adaptation. Two types of content adaptation, the adaptive video streaming and the video composition, are discussed in this thesis. Then, a novel approach for the given scenario of a live upload from mobile devices, the processing of video streams and their distribution is presented. This thesis demonstrates that content adaptation applied to each step of this scenario, ranging from the upload to the consumption, can significantly improve the quality for the viewer. At the same time, if content adaptation is planned wisely, the data traffic can be reduced while keeping the quality for the viewers high. The first contribution of this thesis is a better understanding of the perceived quality in user-generated video and its influencing factors. Subjective studies are performed to understand what affects the human perception, leading to the first of their kind quality models. Developed quality models are used for the second contribution of this work: novel quality assessment algorithms. A unique attribute of these algorithms is the usage of multiple features from different sensors. Whereas classical video quality assessment algorithms focus on the visual information, the proposed algorithms reduce the runtime by an order of magnitude when using data from other sensors in video capturing devices. Still, the scalability for quality assessment is limited by executing algorithms on a single server. This is solved with the proposed placement and selection component. It allows the distribution of quality assessment tasks to mobile devices and thus increases the scalability of existing approaches by up to 33.71% when using the resources of only 15 mobile devices. These three contributions are required to provide a real-time understanding of the perceived quality of the video streams produced on mobile devices. The upload of video streams is the fourth contribution of this work. It relies on content and mechanism adaptation. The thesis introduces the first prototypically evaluated adaptive video upload protocol (LiViU) which transcodes multiple video representations in real-time and copes with changing network conditions. In addition, a mechanism adaptation is integrated into LiViU to react to changing application scenarios such as streaming high-quality videos to remote viewers or distributing video with a minimal delay to close-by recipients. A second type of content adaptation is discussed in the fifth contribution of this work. An automatic video composition application is presented which enables live composition from multiple user-generated video streams. The proposed application is the first of its kind, allowing the in-time composition of high-quality video streams by inspecting the quality of individual video streams, recording locations and cinematographic rules. As a last contribution, the content-aware adaptive distribution of video streams to mobile devices is introduced by the Video Adaptation Service (VAS). The VAS analyzes the video content streamed to understand which adaptations are most beneficial for a viewer. It maximizes the perceived quality for each video stream individually and at the same time tries to produce as little data traffic as possible - achieving data traffic reduction of more than 80%
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"A Community Unlike Any Other": Incorporating Fansubbers into Corporate Capitalism on Viki.com
Viki.com, founded in 2008, is a streaming site that offers Korean (and other East Asian) television programs with subtitles in a variety of languages. Unlike other K-drama distribution sites that serve audiences outside of South Korea, Viki utilizes fan-volunteers, called fansubbers, as laborers to produce its subtitles. Fan subtitling and distribution of foreign language media in the United States is a rich fan practice dating back to the 1980s, and Viki is the first corporate entity that has harnessed the productive power of fansubbers.
In this thesis, I investigate how Viki has been able to capture the enthusiasm and productive capacity of fansubbers. Particularly, I examine how Viki has been able to monetize fansubbing in while still staying competitive with sites who employee trained, professional translators. I argue that Viki has succeeded in courting fansubbers as laborers by co-opting the concept of the “fan community.” I focus on how Viki strategically speaks about the community and builds its site to facilitate the functioning of its community so as to encourage fansubbers to view themselves as semi-professional laborers instead of amateur fans. In reframing the role of the fansubbing community, Viki creates a new image for what being a fansubber means and why fansubbing is valuable that emphasizes creating value for Viki over creating value for the fan community.Plan II Honors Progra
Providing crowd-sourced and real-time media services through a NDN-based platform
International audienceThe diffusion of social networks and broadband technologies is letting emerge large online communities of people that stay always in touch with each other and exchange messages, thoughts, photos, videos, files, and any other type of contents. At the same time, due to the introduction of crowd-sourcing strategies, according to which services and contents can be obtained by soliciting contributions from a group of users, the amount of data generated and exchanged within a social community may experience a radical increment never seen before. In this context, it becomes essential to guarantee resource scalability and load balancing to support real time media delivery. To this end, the present book chapter aims at investigating the design of a network architecture, based on the emerging Named Data Networking (NDN) paradigm, providing crowd-sourced real-time media contents. Such an architecture is composed by four different entities: a very large group of heterogeneous devices that produce media contents to be shared, an equally large group of users interested in them, a distributed Event Management System that creates events and handles the social community, and a NDN communication infrastructure able to efficiently manage users requests and distribute multimedia contents. To demonstrate the effectiveness of the proposed approach, we have evaluate its performance through a simulation campaign using real-world topologies
Systems and Methods for Measuring and Improving End-User Application Performance on Mobile Devices
In today's rapidly growing smartphone society, the time users are spending on their smartphones is continuing to grow and mobile applications are becoming the primary medium for providing services and content to users. With such fast paced growth in smart-phone usage, cellular carriers and internet service providers continuously upgrade their infrastructure to the latest technologies and expand their capacities to improve the performance and reliability of their network and to satisfy exploding user demand for mobile data. On the other side of the spectrum, content providers and e-commerce companies adopt the latest protocols and techniques to provide smooth and feature-rich user experiences on their applications.
To ensure a good quality of experience, monitoring how applications perform on users' devices is necessary. Often, network and content providers lack such visibility into the end-user application performance. In this dissertation, we demonstrate that having visibility into the end-user perceived performance, through system design for efficient and coordinated active and passive measurements of end-user application and network performance, is crucial for detecting, diagnosing, and addressing performance problems on mobile devices. My dissertation consists of three projects to support this statement. First, to provide such continuous monitoring on smartphones with constrained resources that operate in such a highly dynamic mobile environment, we devise efficient, adaptive, and coordinated systems, as a platform, for active and passive measurements of end-user performance. Second, using this platform and other passive data collection techniques, we conduct an in-depth user trial of mobile multipath to understand how Multipath TCP (MPTCP) performs in practice. Our measurement study reveals several limitations of MPTCP. Based on the insights gained from our measurement study, we propose two different schemes to address the identified limitations of MPTCP. Last, we show how to provide visibility into the end- user application performance for internet providers and in particular home WiFi routers by passively monitoring users' traffic and utilizing per-app models mapping various network quality of service (QoS) metrics to the application performance.PHDComputer Science & EngineeringUniversity of Michigan, Horace H. Rackham School of Graduate Studieshttps://deepblue.lib.umich.edu/bitstream/2027.42/146014/1/ashnik_1.pd
Communicating with Citizens on the Ground: A Practical Study
Availability and access to information is critical for a highly effective response to an ongoing event however, information reported by citizens is based on their context, bias and subjective interpretation, and the channel of communication may be too narrow to provide clear, accurate reporting. This can often lead to inadequate response to an emergency, which can in turn result in loss of property or even lives. Excessive response to an emergency can also result in a waste of highly resources. Our solution to address this problem is to make the citizen act as a camera for the control room by exploiting the user’s mobile camera. The system is designed to provide a live view of the citizen’s immediate surroundings, while control room personnel can provide instructions. In this paper, we introduce our approach and share initial insights from a focus group validation session and then four evaluations with users within a separate but closely related domain. We discuss our observations, evaluation results and provide a set of recommendations for the Emergency Response domain
Crowdsourcing Indie Movies
Crowdsourcing Indie Movies Henry H. Perritt, Jr. Abstract Internet-centered technology developments are revolutionizing the ways in which movies can be made. The use of crowdsourcing to make indie movies is a possibility that has not yet been explored fully, although the use of crowdsourcing to raise money for artistic works is growing. Crowdsourcing can be used for every step of making a movie, increasing the range of collaboration available to creators and reducing capital requirements. The article uses a fictional account of a team of young moviemakers to explain how they can use crowdsourcing for each step of making their movie, considering what plans they should make for crowdsourcing, the available Web-based and software tools, and the business and legal issues that arise from that use of crowdsourcing. It concludes by identifying desirable technology developments and legal reform
Crowdsourcing Indie Movies
Crowdsourcing Indie Movies Henry H. Perritt, Jr. Abstract Internet-centered technology developments are revolutionizing the ways in which movies can be made. The use of crowdsourcing to make indie movies is a possibility that has not yet been explored fully, although the use of crowdsourcing to raise money for artistic works is growing. Crowdsourcing can be used for every step of making a movie, increasing the range of collaboration available to creators and reducing capital requirements. The article uses a fictional account of a team of young moviemakers to explain how they can use crowdsourcing for each step of making their movie, considering what plans they should make for crowdsourcing, the available Web-based and software tools, and the business and legal issues that arise from that use of crowdsourcing. It concludes by identifying desirable technology developments and legal reform
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