8,171 research outputs found

    BOLA360: Near-optimal View and Bitrate Adaptation for 360-degree Video Streaming

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    Recent advances in omnidirectional cameras and AR/VR headsets have spurred the adoption of 360-degree videos that are widely believed to be the future of online video streaming. 360-degree videos allow users to wear a head-mounted display (HMD) and experience the video as if they are physically present in the scene. Streaming high-quality 360-degree videos at scale is an unsolved problem that is more challenging than traditional (2D) video delivery. The data rate required to stream 360-degree videos is an order of magnitude more than traditional videos. Further, the penalty for rebuffering events where the video freezes or displays a blank screen is more severe as it may cause cybersickness. We propose an online adaptive bitrate (ABR) algorithm for 360-degree videos called BOLA360 that runs inside the client's video player and orchestrates the download of video segments from the server so as to maximize the quality-of-experience (QoE) of the user. BOLA360 conserves bandwidth by downloading only those video segments that are likely to fall within the field-of-view (FOV) of the user. In addition, BOLA360 continually adapts the bitrate of the downloaded video segments so as to enable a smooth playback without rebuffering. We prove that BOLA360 is near-optimal with respect to an optimal offline algorithm that maximizes QoE. Further, we evaluate BOLA360 on a wide range of network and user head movement profiles and show that it provides 13.6%13.6\% to 372.5%372.5\% more QoE than state-of-the-art algorithms. While ABR algorithms for traditional (2D) videos have been well-studied over the last decade, our work is the first ABR algorithm for 360-degree videos with both theoretical and empirical guarantees on its performance.Comment: 25 page

    Streaming and User Behaviour in Omnidirectional Videos

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    Omnidirectional videos (ODVs) have gone beyond the passive paradigm of traditional video, offering higher degrees of immersion and interaction. The revolutionary novelty of this technology is the possibility for users to interact with the surrounding environment, and to feel a sense of engagement and presence in a virtual space. Users are clearly the main driving force of immersive applications and consequentially the services need to be properly tailored to them. In this context, this chapter highlights the importance of the new role of users in ODV streaming applications, and thus the need for understanding their behaviour while navigating within ODVs. A comprehensive overview of the research efforts aimed at advancing ODV streaming systems is also presented. In particular, the state-of-the-art solutions under examination in this chapter are distinguished in terms of system-centric and user-centric streaming approaches: the former approach comes from a quite straightforward extension of well-established solutions for the 2D video pipeline while the latter one takes the benefit of understanding users’ behaviour and enable more personalised ODV streaming
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