5 research outputs found

    QoE-Aware Resource Allocation For Crowdsourced Live Streaming: A Machine Learning Approach

    Get PDF
    In the last decade, empowered by the technological advancements of mobile devices and the revolution of wireless mobile network access, the world has witnessed an explosion in crowdsourced live streaming. Ensuring a stable high-quality playback experience is compulsory to maximize the viewers’ Quality of Experience and the content providers’ profits. This can be achieved by advocating a geo-distributed cloud infrastructure to allocate the multimedia resources as close as possible to viewers, in order to minimize the access delay and video stalls. Additionally, because of the instability of network condition and the heterogeneity of the end-users capabilities, transcoding the original video into multiple bitrates is required. Video transcoding is a computationally expensive process, where generally a single cloud instance needs to be reserved to produce one single video bitrate representation. On demand renting of resources or inadequate resources reservation may cause delay of the video playback or serving the viewers with a lower quality. On the other hand, if resources provisioning is much higher than the required, the extra resources will be wasted. In this thesis, we introduce a prediction-driven resource allocation framework, to maximize the QoE of viewers and minimize the resources allocation cost. First, by exploiting the viewers’ locations available in our unique dataset, we implement a machine learning model to predict the viewers’ number near each geo-distributed cloud site. Second, based on the predicted results that showed to be close to the actual values, we formulate an optimization problem to proactively allocate resources at the viewers’ proximity. Additionally, we will present a trade-off between the video access delay and the cost of resource allocation. Considering the complexity and infeasibility of our offline optimization to respond to the volume of viewing requests in real-time, we further extend our work, by introducing a resources forecasting and reservation framework for geo-distributed cloud sites. First, we formulate an offline optimization problem to allocate transcoding resources at the viewers’ proximity, while creating a tradeoff between the network cost and viewers QoE. Second, based on the optimizer resource allocation decisions on historical live videos, we create our time series datasets containing historical records of the optimal resources needed at each geo-distributed cloud site. Finally, we adopt machine learning to build our distributed time series forecasting models to proactively forecast the exact needed transcoding resources ahead of time at each geo-distributed cloud site. The results showed that the predicted number of transcoding resources needed in each cloud site is close to the optimal number of transcoding resources

    A quality of experience approach in smartphone video selection framework for energy efficiency

    Get PDF
    Online video streaming is getting more common in the smartphone device nowadays. Since the Corona Virus (COVID-19) pandemic hit all human across the globe in 2020, the usage of online streaming among smartphone user are getting more vital. Nevertheless, video streaming can cause the smartphone energy to drain quickly without user to realize it. Also, saving energy alone is not the most significant issues especially if with the lack of attention on the user Quality of Experience (QoE). A smartphones energy management is crucial to overcome both of these issues. Thus, a QoE Mobile Video Selection (QMVS) framework is proposed. The QMVS framework will govern the tradeoff between energy efficiency and user QoE in the smartphone device. In QMVS, video streaming will be using Dynamic Video Attribute Pre-Scheduling (DVAP) algorithm to determine the energy efficiency in smartphone devices. This process manages the video attribute such as brightness, resolution, and frame rate by turning to Video Content Selection (VCS). DVAP is handling a set of rule in the Rule Post-Pruning (RPP) method to remove an unused node in list tree of VCS. Next, QoE subjective method is used to obtain the Mean Opinion Score (MOS) of users from a survey experiment on QoE. After both experiment results (MOS and energy) are established, the linear regression technique is used to find the relationship between energy consumption and user QoE (MOS). The last process is to analyze the relationship of VCS results by comparing the DVAP to other recent video streaming applications available. Summary of experimental results demonstrate the significant reduction of 10% to 20% energy consumption along with considerable acceptance of user QoE. The VCS outcomes are essential to help users and developer deciding which suitable video streaming format that can satisfy energy consumption and user QoE

    QoE-aware distributed cloud-based live streaming of multisourced multiview videos

    No full text
    Video streaming is one of the most prevailing and bandwidth consuming Internet applications today. Advancements in technology and prevalence of video capturing devices result in massive multi-sourced (aka crowdsourced) live video broadcasting over the Internet. A single scene may be captured by multiple spectators from different angles (views), enabling an opportunity for interactive multiview video by integrating these individually captured views. Such multi-sourced multiview video offers more realistic and immersive experience of a scene. In this paper, we present a Quality of Experience (QoE) driven, cost effective Crowdsourced Multiview Live Streaming (CMLS) system. The CMLS aims to minimize the overall system cost by selecting optimal cloud site for video transcoding and the number of representations, based on the view popularity and viewer's available bandwidth. In addition, we present a QoE metric considering delay and received video quality. We formulate the selection of optimal cloud site and number of representations to meet the required QoE as a resource allocation problem using Integer Programming (IP). Moreover, we present a Greedy Minimal Cost (GMC) algorithm to perform resource allocation efficiently. We use real live video traces collected from three large-scale live video providers (Twitch.tv, YouTube Live, and YouNow) to evaluate our proposed strategy. We evaluate the GMC algorithm considering the overall cost, QoE, video quality, and average latency between viewers and transcoding location. We compare our results with the optimal solution and the state-of-the art policy used in a popular video steaming system. Our results demonstrate that the GMC achieves near optimal results and substantially outperforms the state-of-the art policy.This publication was made possible by NPRP grant # [ 8-519-1-108 ] from the Qatar National Research Fund (a member of Qatar Foundation). We are thankful to the Denny Stohr for providing YouNow dataset. The findings achieved herein are solely the responsibility of the author[s].Scopu

    Exploring the Emerging Domain of Research on Video Game Live Streaming in Web of Science: State of the Art, Changes and Trends

    Get PDF
    In recent years, interest in video game live streaming services has increased as a new communication instrument, social network, source of leisure, and entertainment platform for millions of users. The rise in this type of service has been accompanied by an increase in research on these platforms. As an emerging domain of research focused on this novel phenomenon takes shape, it is necessary to delve into its nature and antecedents. The main objective of this research is to provide a comprehensive reference that allows future analyses to be addressed with greater rigor and theoretical depth. In this work, we developed a meta-review of the literature supported by a bibliometric performance and network analysis (BPNA). We used the PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analysis) protocol to obtain a representative sample of 111 published documents since 2012 and indexed in the Web of Science. Additionally, we exposed the main research topics developed to date, which allowed us to detect future research challenges and trends. The findings revealed four specializations or subdomains: studies focused on the transmitter or streamer; the receiver or the audience; the channel or platform; and the transmission process. These four specializations add to the accumulated knowledge through the development of six core themes that emerge: motivations, behaviors, monetization of activities, quality of experience, use of social networks and media, and gender issues
    corecore