Recent improvements in Extended Reality (XR) technology created an increase in XR products and solutions in the industry, while raising new requirements for new or improved architectural concepts. This need can be particularly complex as XR applications often relate both to 3D geometric rendering and multimedia paradigms. This paper outlines the main concepts relevant to XR, both from a game engineering and multimedia streaming system perspective. XR requires new metadata and media/game orchestration to allow complex interaction between users, objects, and (volumetric) multimedia content, which also results in new requirements on synchronisation (i.e., for global object state and positioning). Furthermore, the paper presents the functional blocks needed in new XR system architectures and how they will glue both (game and media) spaces together. The discussion of functional components and architecture relates to the ongoing activities in relevant standardisation bodies like Khronos, MPEG, and 3GPP. To make XR successful on the long term, the industry needs to agree on interoperable solutions and how to merge both game and media paradigms to allow complex multi-user XR applications.
The aim of this paper is to introduce a new schema, based on a Compressive Sampling technique, for the recovery of lost data in multimedia streaming. The audio streaming data are encapsuled in different packets by using an interleaving technique. The Compressive Sampling technique is used to recover audio information in case of lost packets. Experimental results are presented on speech and musical audio signals to illustrate the performances and the capabilities of the proposed methodology.
Immersive video offers the freedom to navigate inside virtualized environment. Instead of streaming the bulky immersive videos entirely, a viewport (also referred to as field of view, FoV) adaptive streaming is preferred. We often stream the high-quality content within current viewport, while reducing the quality of representation elsewhere to save the network bandwidth consumption. Consider that we could refine the quality when focusing on a new FoV, in this paper, we model the perceptual impact of the quality variations (through adapting the quantization stepsize and spatial resolution) with…
eXtended reality (XR) technologies such as virtual reality and 360° stereoscopic streaming enable the concept of the Metaverse, an immersive virtual space for collaboration and interaction. To ensure high fidelity display of immersive media, the bandwidth, latency and network traffic patterns will need to be considered to ensure a user's Quality of Experience (QoE). In this article, examples and calculations are explored to demonstrate the requirements of the abovementioned parameters. Additionally, future methods such as network-awareness using reinforcement learning (RL) and XR content aware…
The widespread availability of networked multimedia potentials embedded in an infrastructure of qualitative superior kind gives rise to new approaches in the areas of teleteaching and internet presentation: The distribution of professionally styled multimedia streams has fallen in the realm of possibility. This paper presents a prototype - both model and runtime environment - of a time directed media system treating any kind of presentational contribution as reusable media object components. The plug-in free runtime system is based on a database and allows for a flexible support of static medi…
This paper proposes a novel energy-efficient multimedia delivery system called EStreamer. First, we study the relationship between buffer size at the client, burst-shaped TCP-based multimedia traffic, and energy consumption of wireless network interfaces in smartphones. Based on the study, we design and implement EStreamer for constant bit rate and rate-adaptive streaming. EStreamer can improve battery lifetime by 3x, 1.5x and 2x while streaming over Wi-Fi, 3G and 4G respectively.
The increasing demand for video streaming services is the key driver of modern wireless and mobile communications. For robust and high-quality delivery of video content over wireless and mobile networks, the main challenge is sending image and video signals to single and multiple users over unstable and diverse channel environments. To this end, many studies have designed digital-based video delivery schemes, which mainly consist of a sequence of digital-based coding and transmission schemes. Although digital-based schemes perform well when the channel characteristics are known in advance, sig…
This paper presents a study of audio-video streaming using the additional possibilities of a DVB-S card. The board used for experiments (Technisat SkyStar 2) is one of the most frequently used cards for this purpose. Using the main blocks of the board's software support it is possible the implement a really useful and full functional system for audio-video streaming. The streaming is possible to be implemented either for decoded MPEG stream or for transport stream. In this last case it is possible to view not only a program, but any program from the same multiplex. This allows us to implement
Multimedia streaming to mobile devices is challenging for two reasons. First, the way content is delivered to a client must ensure that the user does not experience a long initial playback delay or a distorted playback in the middle of a streaming session. Second, multimedia streaming applications are among the most energy hungry applications in smartphones. The energy consumption mostly depends on the delivery techniques and on the power management techniques of wireless access technologies (Wi-Fi, 3G, and 4G). In order to provide insights on what kind of streaming techniques exist, how they …
The discursive space represents the reordering of knowledge gained through accumulation. In the digital age, multimedia has become the language of information, and the space for archival practices is provided by non-immersive technologies, resulting in the disappearance of several layers from discursive activities. Heterotopias are unique, multilayered epistemic contexts that connect other systems through the exchange of information. This paper describes a process to create a framework for Virtual Reality, Mixed Reality, and personal computer environments based on heterotopias to provide absen…
The adaptation of the BitTorrent protocol to multimedia on-demand streaming systems essentially lies on the modification of its two core algorithms, namely the piece and the peer selection policies, respectively. Much more attention has though been given to the piece selection policy. Within this context, this article proposes three novel peer selection policies for the design of BitTorrent-like protocols targeted at that type of systems: Select Balanced Neighbour Policy (SBNP), Select Regular Neighbour Policy (SRNP), and Select Optimistic Neighbour Policy (SONP). These proposals are validated…
University of Minnesota(明尼苏达大学);Tulane University(杜兰大学);CEA LIST(法国原子能与替代能源委员会信息技术与系统实验室)
Generating multimedia streams, such as in a netradio, is a task which is complex and difficult to adapt to every users' needs. We introduce a novel approach in order to achieve it, based on a dedicated high-level functional programming language, called Liquidsoap, for generating, manipulating and broadcasting multimedia streams. Unlike traditional approaches, which are based on configuration files or static graphical interfaces, it also allows the user to build complex and highly customized systems. This language is based on a model for streams and contains operators and constructions, which m…
The commercialization of Virtual Reality (VR) headsets has made immersive and 360-degree video streaming the subject of intense interest in the industry and research communities. While the basic principles of video streaming are the same, immersive video presents a set of specific challenges that need to be addressed. In this survey, we present the latest developments in the relevant literature on four of the most important ones: (i) omnidirectional video coding and compression, (ii) subjective and objective Quality of Experience (QoE) and the factors that can affect it, (iii) saliency measure…
In this paper, we consider dynamic precoder/decorrelator optimization for multimedia streaming in MIMO interference networks. We propose a truly cross-layer framework in the sense that the optimization objective is the application level performance metrics for multimedia streaming, namely the playback interruption and buffer overflow probabilities. The optimization variables are the MIMO precoders/decorrelators at the transmitters and the receivers, which are adaptive to both the instantaneous channel condition and the playback queue length. The problem is a challenging multi-dimensional stoch…
With recent developments in cloud computing, a paradigm shift from rather static deployment of resources to more dynamic, on-demand practices means more flexibility and better utilization of resources. This demands new ways to efficiently configure networks. In this paper, we will characterize a class of competitive cloud services that telecom operators could provide based on the characteristics of telecom infrastructure through an applicable streaming service architecture. Then, we will model this architecture as a cost-based mathematic model. This model provides a tool to evaluate and compar…
We provide in this paper a tutorial and a comprehensive survey of QoE management solutions in current and future networks. We start with a high level description of QoE management for multimedia services, which integrates QoE modelling, monitoring, and optimization. This followed by a discussion of HTTP Adaptive Streaming (HAS) solutions as the dominant technique for streaming videos over the best-effort Internet. We then summarize the key elements in SDN/NFV along with an overview of ongoing research projects, standardization activities and use cases related to SDN, NFV, and other emerging ap…
Immersive 3D media is an emerging type of media that captures, encodes and reconstructs the 3D appearance of people and objects, with applications in tele-presence, teleconference, entertainment, gaming and other fields. In this paper, we discuss a novel concept of live 3D immersive media streaming in a serverless setting. In particular, we present a novel network-centric adaptive streaming framework which deviates from a traditional client-based adaptive streaming used in 2D video. In our framework, the decisions for the production of the transcoding profiles are taken in a centralized manner…
The provisioning of immersive point cloud video (PCV) streaming on pervasive mobile devices is a cornerstone for enabling immersive communication and interactions in the future 6G metaverse era. However, most streaming techniques are dedicated to efficient PCV compression and codec extending from traditional 3-DoF video services. Some emerging AI-enabled approaches are still in their infancy phase and are constrained by intensive computational and adaptive flow techniques. In this paper, we present ISCom, an Interest-aware Semantic Communication Scheme for PCV, consisting of a region-of-intere…
In this paper, we propose a quality-centric congestion control for multimedia streaming over IP networks, which we refer to as media-TCP. Unlike existing congestion control schemes that adapt a user's sending rate merely to the network condition, our solution adapts the sending rate to both the network condition and the application characteristics by explicitly considering the distortion impacts, delay deadlines, and interdependencies of different video packet classes. Hence, our media-aware solution is able to provide differential services for transmitting various packet classes and thereby, …
As an important application form of immersive multimedia services, free-viewpoint video(FVV) enables users with great immersive experience by strong interaction. However, the computational complexity of virtual view synthesis algorithms poses a significant challenge to the real-time performance of an FVV system. Furthermore, the individuality of user interaction makes it difficult to serve multiple users simultaneously for a system with conventional architecture. In this paper, we novelly introduce a CNN-based view interpolation algorithm to synthesis dense virtual views in real time. Based on…
Several overlay-based live multimedia streaming platforms have been proposed in the recent peer-to-peer streaming literature. In most of the cases, the overlay neighbors are chosen randomly for robustness of the overlay. However, this causes nodes that are distant in terms of proximity in the underlying physical network to become neighbors, and thus data travels unnecessary distances before reaching the destination. For efficiency of bulk data transmission like multimedia streaming, the overlay neighborhood should resemble the proximity in the underlying network. In this paper, we exploit the …
Live multimedia streaming from mobile devices is rapidly gaining popularity but little is known about the QoE they provide. In this paper, we examine the Periscope service. We first crawl the service in order to understand its usage patterns. Then, we study the protocols used, the typical quality of experience indicators, such as playback smoothness and latency, video quality, and the energy consumption of the Android application.
360-degree video provides an immersive 360-degree viewing experience and has been widely used in many areas. The 360-degree video live streaming systems involve capturing, compression, uplink (camera to video server) and downlink (video server to user) transmissions. However, few studies have jointly investigated such complex systems, especially the rate adaptation for the coupled uplink and downlink in the 360-degree video streaming under limited bandwidth constraints. In this letter, we propose a quality of experience (QoE)-driven 360-degree video live streaming system, in which a video serv…
Point cloud video is the most popular representation of hologram, which is the medium to precedent natural content in VR/AR/MR and is expected to be the next generation video. Point cloud video system provides users immersive viewing experience with six degrees of freedom and has wide applications in many fields such as online education, entertainment. To further enhance these applications, point cloud video streaming is in critical demand. The inherent challenges lie in the large size by the necessity of recording the three-dimensional coordinates besides color information, and the associated…
HTTP Adaptive Streaming (HAS) has become a cost-effective means for multimedia delivery nowadays. However, how the quality of experience (QoE) is jointly affected by 1) varying perceptual quality and 2) interruptions is not well-understood. In this paper, we present the first attempt to quantitatively quantify the relative impacts of these factors on the QoE of streaming sessions. To achieve this purpose, we first model the impacts of the factors using histograms, which represent the frequency distributions of the individual factors in a session. By using a large dataset, various insights into…
Multimedia content delivery over the Internet is predominantly using the Hypertext Transfer Protocol (HTTP) as its primary protocol and multiple proprietary solutions exits. The MPEG standard Dynamic Adaptive Streaming over HTTP (DASH) provides an interoperable solution and in recent years various adaptation logics/algorithms have been proposed. However, to the best of our knowledge, there is no comprehensive evaluation of the various logics/algorithms. Therefore, this paper provides a comprehensive evaluation of ten different adaptation logics/algorithms, which have been proposed in the past …
Over the last few years, the evolution of network and user handsets' technologies, have challenged the telecom industry and the Internet ecosystem. Especially, the unprecedented progress of multimedia streaming services like YouTube, Vimeo and DailyMotion resulted in an impressive demand growth and a significant need of Quality of Service (QoS) (e.g., high data rate, low latency/jitter, etc.). Mainly, numerous difficulties are to be considered while delivering a specific service, such as a strict QoS, human-centric features, massive number of devices, heterogeneous devices and networks, and un…
HTTP Adaptive Streaming (HAS) is nowadays a popular solution for multimedia delivery. The novelty of HAS lies in the possibility of continuously adapting the streaming session to current network conditions, facilitated by Adaptive Bitrate (ABR) algorithms. Various popular streaming and Video on Demand services such as Netflix, Amazon Prime Video, and Twitch use this method. Given this broad consumer base, ABR algorithms continuously improve to increase user satisfaction. The insights for these improvements are, among others, gathered within the research area of Quality of Experience (QoE). Wit…
HTTP/2 video streaming has caught a lot of attentions in the development of multimedia technologies over the last few years. In HTTP/2, the server push mechanism allows the server to deliver more video segments to the client within a single request in order to deal with the requests explosion problem. As a result, recent research efforts have been focusing on utilizing such a feature to enhance the streaming experience while reducing the request-related overhead. However, current works only optimize the performance of a single client, without necessary concerns of possible influences on other …
Moscow Institute of Physics and Technology(莫斯科物理技术学院)
Dynamic adaptive streaming over HTTP provides the work of most multimedia services, however, the nature of this technology further complicates the assessment of the QoE (Quality of Experience). In this paper, the influence of various objective factors on the subjective estimation of the QoE of streaming video is studied. The paper presents standard and handcrafted features, shows their correlation and p-Value of significance. VQA (Video Quality Assessment) models based on regression and gradient boosting with SRCC reaching up to 0.9647 on the validation subsample are proposed. The proposed reg…
Applications that allow sharing of user-created short videos exploded in popularity in recent years. A typical short video application allows a user to swipe away the current video being watched and start watching the next video in a video queue. Such user interface causes significant bandwidth waste if users frequently swipe a video away before finishing watching. Solutions to reduce bandwidth waste without impairing the Quality of Experience (QoE) are needed. Solving the problem requires adaptively prefetching of short video chunks, which is challenging as the download strategy needs to matc…
With the advent of immersive media applications, the requirements for the representation and the consumption of such content has dramatically increased. The ever-increasing size of the media asset combined with the stringent motion-to-photon latency requirement makes the equation of a high quality of experience for XR streaming services difficult to solve. The MPEG-I standards aim at facilitating the wide deployment of immersive applications. This paper describes part 13, Video Decoding Interface, and part 14, Scene Description for MPEG Media of MPEG-I which address decoder management and the …