Proceedings Volume 6504

Multimedia Computing and Networking 2007

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Proceedings Volume 6504

Multimedia Computing and Networking 2007

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Volume Details

Date Published: 28 January 2007
Contents: 8 Sessions, 26 Papers, 0 Presentations
Conference: Electronic Imaging 2007 2007
Volume Number: 6504

Table of Contents

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Table of Contents

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  • Front Matter: Volume 6504
  • Video Coding
  • Systems and Measurements
  • User Perception
  • Resource Management
  • Streaming Scalability
  • Short Papers: Multimedia Systems
  • Multimedia Middleware
Front Matter: Volume 6504
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Front Matter: Volume 6504
This PDF file contains the front matter associated with SPIE Proceedings Volume 6504, including the Title Page, Copyright information, Table of Contents, Introduction, and the Conference Committee listing.
Video Coding
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Optimal bit allocation for fine-grained scalable video sequences in distributed streaming environments
We present optimal schemes for allocating bits of fine-grained scalable video sequences among multiple senders streaming to a single receiver. This allocation problem is critical in optimizing the perceived quality in peer-to-peer and distributed multi-server streaming environments. Senders in such environments are heterogeneous in their outgoing bandwidth and they hold different portions of the video stream. We formulate the allocation problem as an optimization problem, which is nonlinear in general. We use rate-distortion models in the formulation to achieve the minimum distortion in the rendered video, constrained by the outgoing bandwidth of senders, availability of video data at senders, and incoming bandwidth of receiver. We show how the adopted rate-distortion models transform the nonlinear problem to an integer linear programming (ILP) problem. We then design a simple rounding scheme that transforms the ILP problem to a linear programming (LP) one, which can be solved efficiently using common optimization techniques such as the Simplex method. We prove that our rounding scheme always produces a feasible solution, and the solution is within a negligible margin from the optimal solution. We also propose a new algorithm (FGSAssign) for the allocation problem that runs in O(n log n) steps, where n is the number of senders. We prove that FGSAssign is optimal. Because of its short running time, FGSAssign can be used in real time during the streaming session. Our experimental study validates our analytical analysis and shows the effectiveness of our allocation algorithm in improving the video quality.
A framework for MPEG-21 DIA based adaptation and perceptual encryption of H.264 video
Razib Iqbal, Shervin Shirmohammadi, Abdulmotaleb El Saddik
A ubiquitous computing concept permits end users to have access to multimedia and digital content anywhere, anytime and in any way they want. As a consequence, the importance of resource customization according to user preferences and device requirements set the primary challenge towards seamless access. Moreover, once a suitable customization approach has been decided (e.g. adaptation), deploying it in the existing network requires a generic and widely accepted standard applied to the process. With the advancement of time, performing encryption in the compressed domain should also be taken care of not only for serving sensitive digital contents but also for offering security as an embedded feature of the adaptation practice to ensure digital right management and confidentiality. In this paper, we present an architecture for temporal adaptation of ITU-T H.264 video conforming to ISO/IEC MPEG-21 DIA. In addition, we present a perceptual encryption scheme that is integrated in the system for video encryption. The framework enables video bitstreams to be adapted and encrypted in the compressed domain, eliminating cascaded adaptation (i.e. decoding - adaptation - encoding). The encryption framework is applied on the adapted video content, which reduces computational overhead compared to that on the original content. A prototype, based on the proposed architecture and experimental evaluations of the system as well as its performance supporting the architecture are also presented.
FMOE-MR: content-driven multiresolution MPEG-4 fine grained scalable layered video encoding
S. Chattopadhyay, X. Luo, S. M. Bhandarkar, et al.
The MPEG-4 Fine Grained Scalability (FGS) profile aims at scalable layered video encoding, in order to ensure efficient video streaming in networks with fluctuating bandwidths. In this paper, we propose a novel technique, termed as FMOEMR, which delivers significantly improved rate distortion performance compared to existing MPEG-4 Base Layer encoding techniques. The video frames are re-encoded at high resolution at semantically and visually important regions of the video (termed as Features, Motion and Objects) that are defined using a mask (FMO-Mask) and at low resolution in the remaining regions. The multiple-resolution re-rendering step is implemented such that further MPEG-4 compression leads to low bit rate Base Layer video encoding. The Features, Motion and Objects Encoded-Multi- Resolution (FMOE-MR) scheme is an integrated approach that requires only encoder-side modifications, and is transparent to the decoder. Further, since the FMOE-MR scheme incorporates "smart" video preprocessing, it requires no change in existing MPEG-4 codecs. As a result, it is straightforward to use the proposed FMOE-MR scheme with any existing MPEG codec, thus allowing great flexibility in implementation. In this paper, we have described, and implemented, unsupervised and semi-supervised algorithms to create the FMO-Mask from a given video sequence, using state-of-the-art computer vision algorithms.
Impact of reference distance for motion compensation prediction on video quality
Yubing Wang, Mark Claypool, Robert Kinicki
Transmitting high-quality, real-time interactive video over lossy networks is challenging because data loss due to the network can severely degrade video quality. A promising feedback technique for low-latency video repair is Reference Picture Selection (RPS), whereby the encoder selects one of several previous frames as a reference frame for predictive encoding of subsequent frames. RPS can operate in two different modes: an optimistic policy that uses negative acknowledgements (NACKs) and a more conservative policy that relies upon positive acknowledgements (ACKs). The choice between RPS ACK mode and NACK mode to some extent depends upon the effects of reference distance on the encoded video quality. This paper provides a systematic study of the effects of reference distance on video quality for a range of video coding conditions. High-quality videos with a wide variety of scene complexity and motion characteristics are selected and encoded using H.264 with a bandwidth constraint and a range of reference distances. Two objective measures of video quality, PSNR and VQM, are analyzed to show that scene complexity and motion characteristics of the video determine the amount of degradation in quality as reference distance increases. In particular, videos with low motion degrade in quality more with an increase in reference distance since they cannot take advantage of the strong similarity between adjacent frames. Videos with high motion do not suffer as much with higher reference distance since the similarity between adjacent frames is already low. The motion characteristics also determine the initial quality under the bandwidth constraint. The data presented should be useful for selecting ACK or NACK mode or for modeling video repair techniques.
Perceptual multimedia compression based on predictive Kalman filter eye movement modeling
In this paper we propose an algorithm for predicting a person's perceptual attention focus (PAtF) through the use of a Kalman Filter design of the human visual system. The concept of the PAtF allows significant reduction of the bandwidth of a video stream and computational burden reduction in the case of 3D media creation and transmission. This is possible due to the fact that the human visual system has limited perception capabilities and only 2 degrees out of the total of 180 provide the highest quality of perception. The peripheral image quality can be decreased without a viewer noticing image quality reduction. Multimedia transmission through a network introduces a delay. This delay reduces the benefits of using a PAtF due to the fact that the person's attention area can change drastically during the delay period, thus increasing the probability of peripheral image quality reduction being detected. We have created a framework which uses a Kalman Filter to predict future PAtFs in order to compensate for the delay/lag and to reduce the bandwidth/creation burden of any visual multimedia.
Systems and Measurements
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Share with thy neighbors
Surendar Chandra, Xuwen Yu
Peer to peer (P2P) systems are traditionally designed to scale to a large number of nodes. However, we focus on scenarios where the sharing is effected only among neighbors. Localized sharing is particularly attractive in scenarios where wide area network connectivity is undesirable, expensive or unavailable. On the other hand, local neighbors may not offer the wide variety of objects possible in a much larger system. The goal of this paper is to investigate a P2P system that shares contents with its neighbors. We analyze the sharing behavior of Apple iTunes users in an University setting. iTunes restricts the sharing of audio and video objects to peers within the same LAN sub-network. We show that users are already making a significant amount of content available for local sharing. We show that these systems are not appropriate for applications that require access to a specific object. We argue that mechanisms that allow the user to specify classes of interesting objects are better suited for these systems. Mechanisms such as bloom filters can allow each peer to summarize the contents available in the neighborhood, reducing network search overhead. This research can form the basis for future storage systems that utilize the shared storage available in neighbors and build a probabilistic storage for local consumption.
Video to go: the effects of mobility on streaming media in a CDMA2000 1xEV-DO network
Phillipa Sessini, Matei Leventer, Anirban Mahanti
This paper experimentally examines the performance of streaming media applications over a CDMA2000 1xEV-DO network. The performance of streaming in a cellular network is tested across three different levels of mobility, two applications, and the two transport layer protocols, TCP and UDP. Findings of this study are that streaming applications are impacted more by sources of interference such as high-rise buildings than by increased velocity. Also, when the mobile client is stationary, high data rates and high video quality are consistently achieved. We also find that for the streaming applications considered, UDP streams outperform TCP streams, consistently achieving higher bandwidth.
iTVP: large-scale content distribution for live and on-demand video services
Ewa Kusmierek, Miroslaw Czyrnek, Cezary Mazurek, et al.
iTVP is a system built for IP-based delivery of live TV programming, video-on-demand and audio-on-demand with interactive access over IP networks. It has a country-wide range and is designed to provide service to a high number of concurrent users. iTVP prototype contains the backbone of a two-level hierarchical system designed for distribution of multimedia content from a content provider to end users. In this paper we present experience gained during a few months of the prototype operation. We analyze efficiency of iTVP content distribution system and resource usage at various levels of the hierarchy. We also characterize content access patterns and their influence on system performance, as well as quality experienced by users and user behavior. In our investigation, scalability is one of the most important aspects of the system performance evaluation. Although the range of the prototype operation is limited, as far as the number of users and the content repository is concerned, we believe that data collected from such a large scale operational system provides a valuable insight into efficiency of a CDN-type of solution to large scale streaming services. We find that the systems exhibits good performance and low resource usage.
User Perception
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Olfactory enhanced multimedia applications: perspectives from an empirical study
Oluwakemi A. Ademoye, Gheorghita Ghinea
The increasing demand for multi-modal systems and applications that are highly interactive and multi-sensory in nature has led to the introduction of new media and new user interface devices in multimedia computing. Computer generated smell, also known as olfactory data, is one of such media objects currently generating a lot of interest in the multimedia industry. We are currently focusing our attention on exploring user perception of computer generated smell when combined with other media to enrich their multimedia experience. In this paper, we present the results of an empirical study into users' perception of olfactory enhanced multimedia displays. Results showed that users generally enjoy an enhanced multimedia experience when augmented by olfactory stimuli, and that the presence of such stimuli increases the sense of relevance. Whilst there is a general positive bias towards olfactory enhanced multimedia applications, specific properties of smell such as diffusion and lingering mean that in practice specific attention needs to be given when a mix of smells is associated with visualised multimedia content; moreover, it was found that whilst smell was incorrectly identified in some instances, the presence of smell per se is generally enough to create a richer user multimedia experience.
The effects of resolution on users playing first person shooter games
Kajal Claypool, Mark Claypool
Computer games are often played on devices with varying display resolutions. While higher resolutions generally provide more immersive game play they can yield reduced frame rates and/or increased costs, making choosing the optimal resolution important. Despite this importance, to the best of our knowledge, there has been no extensive study of the effects of resolution on users playing computer games. This paper presents results from extensive user studies measuring the impact of resolution on users playing First Person Shooter games. The studies focus on the effects of resolution in conjunction with low and high contrast virtual environments, full screen and windowed modes and identification of long-range objects. Analysis indicates resolution has little impact on performance over the range of conditions tested and only matters when the objects being identified are far away or small and are reduced to too few pixels to be distinguishable.
Resource Management
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Efficient cost-based scheduling for scalable media streaming
The number of media streams that can be supported concurrently is highly constrained by the stringent requirements of real-time playback and high transfer rates. To address this problem, media delivery techniques, such as Batching and Stream Merging, utilize the multicast facility to increase resource sharing. The achieved resource sharing depends greatly on how the waiting requests are scheduled for service. Scheduling has been studied extensively when Batching is applied, but up to our knowledge, it has not been investigated in the context of stream merging techniques, which achieve much better resource sharing. In this study, we analyze scheduling when stream merging is employed and propose a simple, yet highly effective scheduling policy, called Minimum Cost First (MCF). MCF exploits the wide variation in stream lengths by favoring the requests that require the least cost. We present two alternative implementations of MCF: MCF-T and MCF-P. We compare various scheduling policies through extensive simulation and show that MCF achieves significant performance benefits in terms of both the number of requests that can be serviced concurrently and the average waiting time for service.
Resource management in a shared infrastructure video CDN
Adrian J. Cahill, Cormac J. Sreenan
In any large scale distribution architecture, considerable thought needs to be given to resource management, particularly in the case of high quality TV on-demand. This work presents a globally accessible network storage architecture operating over a shared infrastructure, termed Video Content Distribution Network (VCDN). The goal of which is to store all TV content broadcast over a period of time within the network and make it available to clients in an on-demand fashion. This paper evaluates a number of content placement approaches in terms of their ability to efficiently manage system resources. Due to the dynamic viewing patterns associated with TV viewing, the effectiveness of content placement is expected to change over time, therefore so too should the content placement. The placement of content within such a system is the single most influential factor in resource usage. Intuitively, the further content is placed from a requesting client, the higher the total bandwidth requirements are. Likewise, the more replicas of an object that are distributed throughout the network, the higher the storage costs will be. Ideally, the placement algorithm should consider both these resources when making placement decisions. Another desirable property of the placement algorithm, is that it should be able to converge on a placement solution quickly. A number of placement algorithms are examined, each with different properties, such as minimizing delivery path. There are a large number of variables in such a system, which are examined and their impact on the algorithms performance is shown.
Flash on disk for low-power multimedia computing
Mobile multimedia computers require large amounts of data storage, yet must consume low power in order to prolong battery life. Solid-state storage offers low power consumption, but its capacity is an order of magnitude smaller than the hard disks needed for high-resolution photos and digital video. In order to create a device with the space of a hard drive, yet the low power consumption of solid-state storage, hardware manufacturers have proposed using flash memory as a write buffer on mobile systems. This paper evaluates the power savings of such an approach and also considers other possible flash allocation algorithms, using both hardware- and software-level flash management. Its contributions also include a set of typical multimedia-rich workloads for mobile systems and power models based upon current disk and flash technology. Based on these workloads, we demonstrate an average power savings of 267 mW (53% of disk power) using hardware-only approaches. Next, we propose another algorithm, termed Energy-efficient Virtual Storage using Application-Level Framing (EVS-ALF), which uses both hardware and software for power management. By collecting information from the applications and using this metadata to perform intelligent flash allocation and prefetching, EVS-ALF achieves an average power savings of 307 mW (61%), another 8% improvement over hardware-only techniques.
Streaming Scalability
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On providing reliability guarantees in live video streaming with collaborative clients
Although many overlay and P2P approaches have been proposed to assist large-scale live video streaming, how to ensure service quality and reliability still remains a challenging issue. Peer dynamics, especially unscheduled node departures, affect the perceived video quality at a peer node in two ways. In particular, the amplitude of quality fluctuations and the duration for which stable quality video is available at a node heavily depend on the nature of peer departures in the system. In this paper, we first propose a service quality model to quantify the quality and stability of a video stream in a P2P streaming environment. Based on this model, we further develop tree construction algorithms that ensure that every peer in the collaborative network receives a video stream with a statistical reliability guarantee on quality. A key advantage of the proposed approach is that we can now explicitly control the quality and stability of the video stream supplied to every node. This is the fundamental difference of our approach from existing approaches that provide stream stability by over-provisioning resources allocated to every peer. Also, the proposed tree construction schemes decide the position of a node in the delivery tree based on both its estimated reliability and upstream bandwidth contribution while striving to minimize the overall load on the server. Our simulations show that our algorithms use the server resources very efficiently while significantly improving the video stability at peers.
Priority-progress CPU adaptation for elastic real-time applications
Charles Krasic, Anirban Sinha, Lowell Kirsh
As multimedia-capable, network-enabled devices become ever more abundant, device heterogeneity and resource sharing dynamics remain difficult challenges in networked continuous media applications. These challenges often cause the applications to exhibit very brittle real-time performance. Due to heterogeneity, minor variations in encoding can mean a continuous media item performs well on some devices but very poorly on others. Resource sharing can mean that content can work for some of the time, but real-time delivery is frequently interrupted due to competition for resources. Quality-adaptive approaches seek to preserve real-time performance, by evaluating and executing trade-offs between the quality of application results and the resources required and available to produce them. Since the approach requires the applications to adapt the results they produce, we refer to them as elastic real-time applications. In this paper, we use video as a specific example of an elastic real-time application. We describe a general strategy for CPU adaptation called Priority-Progress adaptation, which compliments and extends previous work on adaptation for network bandwidth. The basic idea of Priority-Progress is to utilize priority and timestamp attributes of the media to reorder execution steps, so that low priority work can be skipped in the event that the CPU is too constrained to otherwise maintain real-time progress. We have implemented this approach in a prototype video application. We will present benchmark results that demonstrate the advantages of Priority-Progress adaptation in comparison to techniques employed in current popular video players. These advantages include better timeliness as CPU utilization approaches saturation, and more user-centric control over quality-adapation (for example to boost the video quality of selected video in a multi-video scenario). Although we focus on video in this paper, we believe that the Priority-Progress technique is applicable to other multimedia and other real-time applications, and can similarly help them address the challenges of device heterogenity and dynamic resource sharing.
Short Papers: Multimedia Systems
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CompatPM: enabling energy efficient multimedia workloads for distributed mobile platforms
Ripal Nathuji, Keith J. O'Hara, Karsten Schwan, et al.
The computation and communication abilities of modern platforms are enabling increasingly capable cooperative distributed mobile systems. An example is distributed multimedia processing of sensor data in robots deployed for search and rescue, where a system manager can exploit the application's cooperative nature to optimize the distribution of roles and tasks in order to successfully accomplish the mission. Because of limited battery capacities, a critical task a manager must perform is online energy management. While support for power management has become common for the components that populate mobile platforms, what is lacking is integration and explicit coordination across the different management actions performed in a variety of system layers. This papers develops an integration approach for distributed multimedia applications, where a global manager specifies both a power operating point and a workload for a node to execute. Surprisingly, when jointly considering power and QoS, experimental evaluations show that using a simple deadline-driven approach to assigning frequencies can be non-optimal. These trends are further affected by certain characteristics of underlying power management mechanisms, which in our research, are identified as groupings that classify component power management as "compatible" (VFC) or "incompatible" (VFI) with voltage and frequency scaling. We build on these findings to develop CompatPM, a vertically integrated control strategy for power management in distributed mobile systems. Experimental evaluations of CompatPM indicate average energy improvements of 8% when platform resources are managed jointly rather than independently, demonstrating that previous attempts to maximize battery life by simply minimizing frequency are inappropriate from a platform-level perspective.
Efficient MPEG-21-based adaptation decision-taking for scalable multimedia content
The MPEG-21 standard defines a framework for the interoperable delivery and consumption of multimedia content. Within this framework the adaptation of content plays a vital role in order to support a variety of terminals and to overcome the limitations of the heterogeneous access networks. In most cases the multimedia content can be adapted by applying different adaptation operations that result in certain characteristics of the content. Therefore, an instance within the framework has to decide which adaptation operations have to be performed to achieve a satisfactory result. This process is known as adaptation decision-taking and makes extensive use of metadata describing the possible adaptation operations, the usage environment of the consumer, and constraints concerning the adaptation. Based on this metadata a mathematical optimization problem can be formulated and its solution yields the optimal parameters for the adaptation operations. However, the metadata is represented in XML resulting in a verbose and inefficient encoding. In this paper, an architecture for an Adaptation Decision-Taking Engine (ADTE) is introduced. The ADTE operates both on XML metadata and on metadata encoded with MPEG's Binary Format for Metadata (BiM) enabling an efficient metadata processing by separating the problem extraction from the actual optimization step. Furthermore, several optimization algorithms which are suitable for scalable multimedia formats are reviewed and extended where it was appropriate.,
Cross-channel collaborations in peer-to-peer streaming
Peer-to-Peer(P2P) streaming has become a very popular technique to realize live media broadcast over the Internet. Most previous research of P2P streaming focuses on the delivery of a single media stream (called a channel). The widely deployed implementations, however, all concurrently offer multiple channels through their P2P networks. This paper investigates the overlay organization for multi-channel P2P streaming systems through modeling and simulations. In particular, this paper examines the potential collaborations among nodes across multiple channels. Our investigation shows that collaboration among nodes across different channels can improve the overall performance of the multi-channel P2P streaming system. However, the collaboration strategies need to be carefully selected. Simple collaboration strategies, such as treating collaborative nodes (those "borrowed" from other channels) the same as a channel's native nodes (those playing the channel), tend to have marginal or even negative effects on the whole system performance. This result is contrary to common impression - the larger population the better performance of P2P system - and we found that this is caused by the differences between P2P streaming and traditional P2P file-sharing systems. Furthermore, this paper proposes a set of simple strategies that controls the upload-download ratio of collaborative nodes. We showed that this set of strategies produces a much better collaboration result for multi-channel P2P streaming systems. Although only a preliminary study, we believe the results will promote further investigation on the topic of multi-channel P2P streaming.
Resource estimation methodology for multimedia applications
Hari Kalva, Ravi Shankar, Tuhina Patel, et al.
Reducing the product development cycle time is one of the most important and challenging problems faced by the industry today. As the functionality and complexity of devices increases, so does the time required to design, test, and develop the devices. Developing products rapidly in the face of this increasing complexity requires new methodologies and tools. This paper presents a methodology for estimating the resources consumed by a video decoder. The proposed methodology enables resource estimation based on high level user requirements. Component architecture for a H.264 video decoder is developed to enable design space exploration. The resources required to decode H.264 video are estimated based on a measure of the complexity of the H.264 bitstreams and the target architecture. The proposed approach is based on the hypothesis that the complexity of a H.264 video bitstream significantly influences resource consumption and the complexity of a bitstream can thus be used to determine resource estimation. The bitstream complexity is characterized to capture the data dependencies using a process called Bitstream Abstraction. The decoder is componentized and component level resource requirements determined in a process called Decoder Abstraction. The proposed methodology uses Bitstream Abstraction together with Decoder Abstraction to estimate resource requirements. A component model for the H.264 video decoder is developed. Resources consumed by each component are determined using the VTune performance analyzer. These resource estimates and video bitstream complexity are used in developing a parametric model for resource estimation based on bitstream complexity. The proposed methodology enables high level resource estimation for multimedia applications without a need for extensive and time consuming simulations.
Multimodal event streams for virtual reality
J. von Spiczak, E. Samset, S. DiMaio, et al.
Applications in the fields of virtual and augmented reality as well as image-guided medical applications make use of a wide variety of hardware devices. Existing frameworks for interconnecting low-level devices and high-level application programs do not exploit the full potential for processing events coming from arbitrary sources and are not easily generalizable. In this paper, we will introduce a new multi-modal event processing methodology using dynamically-typed event attributes for event passing between multiple devices and systems. The existing OpenTracker framework was modified to incorporate a highly flexible and extensible event model, which can store data that is dynamically created and arbitrarily typed at runtime. The main factors impacting the library's throughput were determined and the performance was shown to be sufficient for most typical applications. Several sample applications were developed to take advantage of the new dynamic event model provided by the library, thereby demonstrating its flexibility and expressive power.
A multichannel, multi-encoding transmission scheme for wireless video streaming
The wireless industry has seen a surge of interest in upcoming broadband wireless access (BWA) networks like WiMAX that are based on orthogonal frequency division multiplexing (OFDM). These wireless access technologies have several key features such as centralized scheduling, fine-grained allocation of transmission slots, adaptation of the modulation and coding schemes (MCS) to the SNR variations of the wireless channel, flexible and connection oriented MAC layer as well as QoS awareness and differentiation for applications. As a result, such architectures provide new opportunities for cross-layer optimization, particularly for applications that can tolerate some bit errors. In this paper, we describe a multi-channel video streaming protocol for video streaming over such networks. In addition, we propose a new combined channel coding and proportional share allocation scheme for multicast video distribution based upon a video's popularity. Our results show that we can more efficiently allocate network bandwidth while providing high quality video to the application.
Fine granularity adaptive multireceiver video streaming
Viktor S. Wold Eide, Frank Eliassen, Jørgen Andreas Michaelsen, et al.
Effcient delivery of video data over computer networks has been studied extensively for decades. Still, multi-receiver video delivery is challenging, due to heterogeneity and variability in network availability, end node capabilities, and receiver preferences. Our earlier work has shown that content-based networking is a viable technology for fine granularity multireceiver video streaming. By exploiting this technology, we have demonstrated that each video receiver is provided with fine grained and independent selectivity along the different video quality dimensions region of interest, signal to noise ratio for the luminance and the chrominance planes, and temporal resolution. Here we propose a novel adaptation scheme combining such video streaming with state-of-the-art techniques from the field of adaptation to provide receiver-driven multi-dimensional adaptive video streaming. The scheme allows each client to individually adapt the quality of the received video according to its currently available resources and own preferences. The proposed adaptation scheme is validated experimentally. The results demonstrate adaptation to variations in available bandwidth and CPU resources roughly over two orders of magnitude and that fine grained adaptation is feasible given radically different user preferences.
Multimedia Middleware
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CameraCast: flexible access to remote video sensors
Jiantao Kong, Ivan Ganev, Karsten Schwan, et al.
New applications like remote surveillance and online environmental or traffic monitoring are making it increasingly important to provide flexible and protected access to remote video sensor devices. Current systems use application-level codes like web-based solutions to provide such access. This requires adherence to user-level APIs provided by such services, access to remote video information through given application-specific service and server topologies, and that the data being captured and distributed is manipulated by third party service codes. CameraCast is a simple, easily used system-level solution to remote video access. It provides a logical device API so that an application can identically operate on local vs. remote video sensor devices, using its own service and server topologies. In addition, the application can take advantage of API enhancements to protect remote video information, using a capability-based model for differential data protection that offers fine grain control over the information made available to specific codes or machines, thereby limiting their ability to violate privacy or security constraints. Experimental evaluations of CameraCast show that the performance of accessing remote video information approximates that of accesses to local devices, given sufficient networking resources. High performance is also attained when protection restrictions are enforced, due to an efficient kernel-level realization of differential data protection.
Plasma: a scripting language for processing media streams
Tao Zhu, Pavel Korshunov, Bing Liu, et al.
Media streaming has found applications in many domains such as education, entertainment, communication and video surveillance. Many of these applications require non-trivial manipulations of media streams, beyond the usual capture/playback operations supported by typical multimedia software and tools. To support rapid development of such applications, we have designed and implemented a scripting language called Plasma. Plasma treats media streams as first-class objects, and caters to the characteristic differences between stored media files and live media streams. In this paper, we illustrate the design and features of Plasma through several small examples, and describe two example applications that we developed on top of Plasma. These two applications demonstrate that using Plasma, complex applications that compose, mix, and filter multimedia streams can be written with relatively little effort.
SenseTK: a multimodal, multimedia sensor networking toolkit
Phillip Sitbon, Wu-chi Feng, Nirupama Bulusu, et al.
This paper describes the design and implementation of a multi-modal, multimedia capable sensor networking framework called SenseTK. SenseTK allows application writers to easily construct multi-modal, multimedia sensor networks that include both traditional scalar-based sensors as well as sensors capable of recording sound and video. The distinguishing features of such systems include the need to push application processing deep within the sensor network, the need to bridge extremely low power and low computation devices, and the need to distribute and manage such systems. This paper describes the design and implementation of SenseTK and provides several diverse examples to show the flexibility and unique aspects of SenseTK. Finally, we experimentally measure several aspects of SenseTK.