103 research outputs found

    Survey of Transportation of Adaptive Multimedia Streaming service in Internet

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    [DE] World Wide Web is the greatest boon towards the technological advancement of modern era. Using the benefits of Internet globally, anywhere and anytime, users can avail the benefits of accessing live and on demand video services. The streaming media systems such as YouTube, Netflix, and Apple Music are reining the multimedia world with frequent popularity among users. A key concern of quality perceived for video streaming applications over Internet is the Quality of Experience (QoE) that users go through. Due to changing network conditions, bit rate and initial delay and the multimedia file freezes or provide poor video quality to the end users, researchers across industry and academia are explored HTTP Adaptive Streaming (HAS), which split the video content into multiple segments and offer the clients at varying qualities. The video player at the client side plays a vital role in buffer management and choosing the appropriate bit rate for each such segment of video to be transmitted. A higher bit rate transmitted video pauses in between whereas, a lower bit rate video lacks in quality, requiring a tradeoff between them. The need of the hour was to adaptively varying the bit rate and video quality to match the transmission media conditions. Further, The main aim of this paper is to give an overview on the state of the art HAS techniques across multimedia and networking domains. A detailed survey was conducted to analyze challenges and solutions in adaptive streaming algorithms, QoE, network protocols, buffering and etc. It also focuses on various challenges on QoE influence factors in a fluctuating network condition, which are often ignored in present HAS methodologies. Furthermore, this survey will enable network and multimedia researchers a fair amount of understanding about the latest happenings of adaptive streaming and the necessary improvements that can be incorporated in future developments.Abdullah, MTA.; Lloret, J.; Canovas Solbes, A.; García-García, L. (2017). Survey of Transportation of Adaptive Multimedia Streaming service in Internet. Network Protocols and Algorithms. 9(1-2):85-125. doi:10.5296/npa.v9i1-2.12412S8512591-

    Simulation of a Tele-Surgery process through a Live Video Streaming service, using Simu5G and Wowza

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    Telematic services that require low latency for real-time applications and that make use of wireless mobile networks are increasingly popular. In the case of Tele-Surgery services that employ Live Video Streaming (LVS), latency times of the order of 1ms are needed. Given the difficulty of implementing real 5G test scenarios that enable this type of service to be characterized, this paper presents an emulation scenario that uses Simu5G to simulate the network, Wowza as a real video server, OBS Studio for transmission and VLC media player for content playback. This emulation scenario makes it possible to modify such parameters as bitrate, bandwidth, frequency and numerology index in order to evaluate different network configurations. By varying these parameters in a controlled way, packet losses are obtained for different bitrate values. The best quality video was obtained with a bitrate of 3000 Kbps.Los servicios telemáticos que requieren baja latencia para aplicaciones en tiempo real y que utilizan las redes móviles inalámbricas son cada vez más populares. El caso del servicio de Tele-Cirugía que emplea la técnica de Live Video Streaming –LVS requiere tiempos de latencia del orden de 1ms. Ante la dificultad de implementar escenarios de prueba reales de 5G que permitan caracterizar este tipo de servicios, se presenta en este trabajo un escenario de emulación que emplea Simu5G para simular la red, Wowza como servidor real de video, OBS Studio para la transmisión y VLC media player para la reproducción del contenido. Este escenario de emulación permite modificar parámetros como bitrate, ancho de banda, frecuencia e índice de numerología; con el objetivo de evaluar diferentes configuraciones de red. Variando de forma controlada los parámetros mencionados, se obtienen las pérdidas de paquetes para diferentes valores de bitrate. De acuerdo a los resultados, y para el escenario de prueba particular, el vídeo con una mejor calidad se obtuvo con un bitrate de 3000 Kbps.

    Foveated Video Streaming for Cloud Gaming

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    Video gaming is generally a computationally intensive application and to provide a pleasant user experience specialized hardware like Graphic Processing Units may be required. Computational resources and power consumption are constraints which limit visually complex gaming on, for example, laptops, tablets and smart phones. Cloud gaming may be a possible approach towards providing a pleasant gaming experience on thin clients which have limited computational and energy resources. In a cloud gaming architecture, the game-play video is rendered and encoded in the cloud and streamed to a client where it is displayed. User inputs are captured at the client and streamed back to the server, where they are relayed to the game. High quality of experience requires the streamed video to be of high visual quality which translates to substantial downstream bandwidth requirements. The visual perception of the human eye is non-uniform, being maximum along the optical axis of the eye and dropping off rapidly away from it. This phenomenon, called foveation, makes the practice of encoding all areas of a video frame with the same resolution wasteful. In this thesis, foveated video streaming from a cloud gaming server to a cloud gaming client is investigated. A prototype cloud gaming system with foveated video streaming is implemented. The cloud gaming server of the prototype is configured to encode gameplay video in a foveated fashion based on gaze location data provided by the cloud gaming client. The effect of foveated encoding on the output bitrate of the streamed video is investigated. Measurements are performed using games from various genres and with different player points of view to explore changes in video bitrate with different parameters of foveation. Latencies involved in foveated video streaming for cloud gaming, including latency of the eye tracker used in the thesis, are also briefly discussed

    Avaliação da qualidade de experiência de vídeo em várias tecnologias

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    Mestrado em Engenharia Eletrónica e TelecomunicaçõesNowadays the internet is associated with many services. Combined with this fact, there is a marked increase of the users joining this service. In this perspective, it is required that the service providers guarantee a minimum quality to the network services. The Quality of Experience of services is quite crucial in the development of services in networks. Also noteworthy, the tra c increase in multimedia services, including video streaming, increases the probability of congesting the networks. In the perspective of the service provider, the monitoring is a solution to avoid saturation in network. This way, this dissertation proposes to develop a platform that allows a multimedia tra c monitoring in the Meo Go service provided by the operator Portugal Telecom Communications. The architecture of the adaptive streaming over HTTP has been studied and tested to obtain the quality of experience metrics. This adaptive streaming technique presents the smooth streaming, an architecture made by Microsoft company, and it is used in the Meo Go service. Then, it is monitored the metrics obtained with the video player. This analysis is done objectively and subjectively. In this phase, the objective implementation of the method allows to obtain the prediction value of the Quality of Experience by consumers. The selected metrics were derived from the state / performance of network and terminal device. The obtained metrics aim to simulate human action in video score quality. Otherwise, subjectively, it is conducted a survey based in a questionnaire to compare methods. In this phase it was created an on-line platform to allow the obtain a greater number of rankings and data processing. In the obtained results, rstly in the smooth streaming player, it is shown the adaptive streaming implementation technique. On the next phase, test scenarios were created to demonstrate the functioning of the method in many cases, with greater relevance for those ones with higher dynamic complexity. From the perspective of subjective and objective methods, these have values that con rm the architecture of the implemented module. Over time, the performance of the scoring the quality of video streaming services approaches the one in a human mental action.Nos dias de hoje a Internet é um dos meios com mais serviços associados. Conjugado a este facto, existe um acentuado aumento de utilizadores a aderir a este serviço. Nesta perspectiva existe a necessidade de garantir uma qualidade mínima por parte dos prestadores de serviços. A Qualidade de Experiência que os consumidores têm dos serviços é bastante crucial no desenvolvimento e optimização dos serviços nas redes. É ainda de salientar que o aumento do tráfego multimédia, nomeadamente os streamings de vídeo, apresenta incrementos na probabilidade de as redes se congestionarem. Na perspectiva do prestador de serviços a monitorização é a solução para evitar a saturação total. Neste sentido, esta dissertação pretende desenvolver uma plataforma que permite a monitorização do tráfego de multimédia do serviço do Meo Go, fornecido pela operadora Portugal Telecom Comunicações. Neste trabalho foi necessário investigar e testar a arquitectura do streaming adaptativo sobre HTTP para ser possível obter métricas de qualidade de experiência. Este streaming adaptativo apresenta a técnica de smooth streaming, sendo esta arquitectura projectada pela empresa Microsoft e utilizada no serviço Meo Go. Posteriormente foram monitorizadas as métricas que se obtiveram no player de vídeo. Esta análise foi realizada de forma objectiva e subjectiva. Nesta fase da implementação objectiva do método em que se pretende obter uma predição do valor de Qualidade de Experiência por parte do consumidor, foram seleccionadas as métricas oriundas do estado/desempenho da rede e do dispositivo terminal. As métricas obtidas entram num processo de tratamento que pretende simular a ação humana nas classificações da qualidade dos vídeos. De outra forma, subjectivamente, foi realizada uma pesquisa, com base num questionário, de modo a comparar os métodos. Nesta etapa foi gerada uma plataforma online que possibilitou obter um maior número de classificações dos vídeos para posteriormente se proceder ao tratamento de dados. Nos resultados obtidos, primeiramente ao nível do player de smooth streaming, estes permitem analisar a técnica de implementação de streaming adaptativo. Numa fase seguinte foram criados cenários de teste para comprovar o funcionamento do método em diversas situações, tendo com maior relevância aqueles que contêm dinâmicas mais complexas. Na perspectiva dos métodos subjectivo e objectivo, estes apresentam valores que confirmam a arquitectura do módulo implementado. Adicionalmente, o desempenho do método em classificar a qualidade de serviço de vídeo streaming, ao longo do tempo, apresentou valores que se aproximam da dinâmica esperada numa ação mental humana

    QoE estimation for different adaptive streaming techniques in mobile networks

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    Video services are becoming more and more popular for mobile network users and require greater and greater resources and provisions from telecommunications service providers. But operators suffer from problems of interoperability between the different adaptive transmissions techniques they employ in an attempt to satisfy the quality of experience (QoE) of the service provided to users and improve network performance. This article presents a comparison of four such streaming techniques - DASH (dynamic adaptive streaming over HTTP), HDS (HTTP dynamic streaming), HLS (HTTP2 live streaming) and HSS (HTTP smooth streaming) - used in a live video playback by a user in different test scenarios on an emulated long-term evolution (LTE) network. Comparison of performance was carried out using the mean opinion score (MOS) metric calculated based on ITU-T Recommendation P.1203. The streaming techniques that performed best in each of the different test scenarios are revealed.El servicio de video es cada vez más popular por parte de los usuarios de redes móviles, además exige mayores recursos y prestaciones por parte de los proveedores de servicios de telecomunicaciones. Para satisfacer la calidad de la experiencia del servicio suministrado a los usuarios - QoE y mejorar el rendimiento de las redes, los operadores utilizan diferentes técnicas de transmisión adaptativa, las cuales presentan inconvenientes de interoperabilidad entre ellas.  En este artículo se presenta una comparación de las técnicas de streaming DASH (dynamic adaptive streaming over HTTP), HDS (HTTP dynamic streaming), HLS (HTTP2 live streaming) and HSS (HTTP smooth streaming) empleadas en la reproducción de vídeo en vivo por parte de un usuario en diferentes escenarios de prueba, en una red LTE emulada. La comparación de desempeño se realiza mediante la métrica de la MOS calculada a partir de la Recomendación ITU-T P.1203. Se presenta para los diferentes escenarios bajo prueba, la técnica de streaming que mejor desempeño obtiene

    QoE estimation for different adaptive streaming techniques in mobile networks

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    Video services are becoming more and more popular for mobile network users and require greater and greater resources and provisions from telecommunications service providers. But operators suffer from problems of interoperability between the different adaptive transmissions techniques they employ in an attempt to satisfy the quality of experience (QoE) of the service provided to users and improve network performance. This article presents a comparison of four such streaming techniques - DASH (dynamic adaptive streaming over HTTP), HDS (HTTP dynamic streaming), HLS (HTTP2 live streaming) and HSS (HTTP smooth streaming) - used in a live video playback by a user in different test scenarios on an emulated long-term evolution (LTE) network. Comparison of performance was carried out using the mean opinion score (MOS) metric calculated based on ITU-T Recommendation P.1203. The streaming techniques that performed best in each of the different test scenarios are revealed.El servicio de video es cada vez más popular por parte de los usuarios de redes móviles, además exige mayores recursos y prestaciones por parte de los proveedores de servicios de telecomunicaciones. Para satisfacer la calidad de la experiencia del servicio suministrado a los usuarios - QoE y mejorar el rendimiento de las redes, los operadores utilizan diferentes técnicas de transmisión adaptativa, las cuales presentan inconvenientes de interoperabilidad entre ellas.  En este artículo se presenta una comparación de las técnicas de streaming DASH (dynamic adaptive streaming over HTTP), HDS (HTTP dynamic streaming), HLS (HTTP2 live streaming) and HSS (HTTP smooth streaming) empleadas en la reproducción de vídeo en vivo por parte de un usuario en diferentes escenarios de prueba, en una red LTE emulada. La comparación de desempeño se realiza mediante la métrica de la MOS calculada a partir de la Recomendación ITU-T P.1203. Se presenta para los diferentes escenarios bajo prueba, la técnica de streaming que mejor desempeño obtiene

    QoE estimation for different adaptive streaming techniques in mobile networks

    Get PDF
    Video services are becoming more and more popular for mobile network users and require greater and greater resources and provisions from telecommunications service providers. But operators suffer from problems of interoperability between the different adaptive transmissions techniques they employ in an attempt to satisfy the quality of experience (QoE) of the service provided to users and improve network performance. This article presents a comparison of four such streaming techniques - DASH (dynamic adaptive streaming over HTTP), HDS (HTTP dynamic streaming), HLS (HTTP2 live streaming) and HSS (HTTP smooth streaming) - used in a live video playback by a user in different test scenarios on an emulated long-term evolution (LTE) network. Comparison of performance was carried out using the mean opinion score (MOS) metric calculated based on ITU-T Recommendation P.1203. The streaming techniques that performed best in each of the different test scenarios are revealed.El servicio de video es cada vez más popular por parte de los usuarios de redes móviles, además exige mayores recursos y prestaciones por parte de los proveedores de servicios de telecomunicaciones. Para satisfacer la calidad de la experiencia del servicio suministrado a los usuarios - QoE y mejorar el rendimiento de las redes, los operadores utilizan diferentes técnicas de transmisión adaptativa, las cuales presentan inconvenientes de interoperabilidad entre ellas.  En este artículo se presenta una comparación de las técnicas de streaming DASH (dynamic adaptive streaming over HTTP), HDS (HTTP dynamic streaming), HLS (HTTP2 live streaming) and HSS (HTTP smooth streaming) empleadas en la reproducción de vídeo en vivo por parte de un usuario en diferentes escenarios de prueba, en una red LTE emulada. La comparación de desempeño se realiza mediante la métrica de la MOS calculada a partir de la Recomendación ITU-T P.1203. Se presenta para los diferentes escenarios bajo prueba, la técnica de streaming que mejor desempeño obtiene
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