With the advancements of wireless network transmission technology, 2D video is hard to satisfy people's requirement for multimedia. Therefore, the high-definition 3D video that can bring a whole new viewing experi...
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With the advancements of wireless network transmission technology, 2D video is hard to satisfy people's requirement for multimedia. Therefore, the high-definition 3D video that can bring a whole new viewing experience is starting to enter people's vision. However, when a tremendously large number of users play 3D video, it puts enormous computational pressure on the cloud server, which incurs high transmission latency. To release the tension, in this articl we consider a promising computing and networking architecture by incorporating Mobile Edge computing (MEC) and Software-defined networking (SDN) and propose a novel resource allocation model (RAM) to allocate resources and reduce delay. At the same time, we introduce the Quality of Experience (QoE) Model (QoEM), which uses information collected during 3D video playback to adaptively allocate the rate of future tiles. The model addresses the problem of assigning the best transmission speed to the block in the case of time-varying characteristicfactors during transmission. We propose an Actor-Critic-based deep reinforcement learning algorithm for viewport prediction and QoE optimization, called QoE-AC. For the differential transmission in the playback phase, we use the LSTM network for bandwidth and viewport prediction, while combining the historical information of the blocks into the Actor-Critic network as observations. The network can be adaptively assigned the best transmission speed for future tiles based on observations to maximize QoE. Finally, the experimental results show that the actual performance of the model is much better than other existing 3D video network models. Under different QoE targets, our proposed system can be adapted to all situations and has a 10%-15% performance improvement.
In the preceding decade world has witnessed the emergence of a new phenomenon: a predominately mobile based computing paradigm aiming to meet the needs of the broader society termed Social computing. This new computin...
In the preceding decade world has witnessed the emergence of a new phenomenon: a predominately mobile based computing paradigm aiming to meet the needs of the broader society termed Social computing. This new computing paradigm has introduced a myriad of applications. Three main characteristics observed within this phenomenon were these applications gained a rapid growth, built remarkably large user communities and disrupted the traditional societal and business practices. The recent advancements in Information and Communication Technologies (ICTs) have facilitated the emergence of this new computing paradigm. Enabling technologies of this computing paradigm can be considered as broadband connectivity mobile or WiFi, frontend devices with sensors such as smart phones. The other enablers are, backend cloud computing and growth of the Web from 1.0 which was for one-way communication that wasn't providing interactive content to 2.0 which support effective two-way rich multimedia communication. Social computing has changed how we find accommodation like Airbnb, how we book a taxi like Uber, or how we reference a book with access over ownership by accessing only the necessary chapter for a short period on Amazon. We socially interact with peers across the globe for free using social networking site Facebook or share user generated content with a global audience on YouTube. These successful applications possess exponential growth curves and exceptionally large community sizes. Facebook initiated in 2004 by 2017 has a community of 2.2 billion users, YouTube 1.5 billion users and Airbnb 200 million users. These applications have demonstrated new approaches to enhance triple bottom line of businesses: financially, social corporate responsibly and environmentally. For example, application like Airbnb cause extra income for a host, YouTube cause empowerment through user generated content shared to international audience for free, Uber cut down fuel consumption by ride sharing.
Emerging Internet of Things (IoT) applications share the same characteristics of involving multiple processing components (i.e., function modules) and requiring a massive amount of data to be processed with low latenc...
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The notion of the Internet of Things (IoT) has emerged as a last-mile solution for connecting various cyber technologies to our everyday life. It envisions a three-tier architecture where highly distributed and hetero...
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The notion of the Internet of Things (IoT) has emerged as a last-mile solution for connecting various cyber technologies to our everyday life. It envisions a three-tier architecture where highly distributed and heterogeneous sensor data will be collected through a gateway and made available to the Internet to be readily accessible for a wide range of applications. Today, with ever increasing types of IoT devices as well as the growing demand being placed on the end user, the sensing platform, and the computing and storage infrastructure, more is being asked of engineers, designers, and scientists. Discusses how we can leverage today’s pervasive cloud and network infrastructure to foster more intriguing applications with more demanding signal processing and machine learning techniques.
Network of workstation (NOW) is a cost-effective alternative to massively parallel supercomputers. As commercially available off-the-shelf processors become cheaper and faster, it is now possible to build a cluster th...
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Network of workstation (NOW) is a cost-effective alternative to massively parallel supercomputers. As commercially available off-the-shelf processors become cheaper and faster, it is now possible to build a cluster that provides high computing power within a limited budget. However, a cluster may consist of different types of processors and this heterogeneity complicates the design of efficient collective communication protocols. For example, it is a very hard combinatorial problem to find an optimal reduction schedule for such heterogeneous clusters. Nevertheless, we show that a simple technique called slowest-node-first (SNF) is very effective in designing efficient reduction protocols for heterogeneous clusters. First, we show that SNF is actually a 2-approximation algorithm, which means that an SNF schedule length is always within twice of the optimal schedule length, no matter what kind of cluster is given. In addition, we show that SNF does give the optimal reduction time when the cluster consists of two types of processors, when the ratio of communication speed between them is at least two. When the communication speed ratio is less than two, we develop a dynamic programming technique to find the optimal schedule. Our dynamic programming utilizes the monotone property of the objective function, and can significantly reduce the amount of computation time. Finally, combined with an approximation algorithm for broadcast 2004, we propose an all-reduction algorithm which sends the reduction answer to all processors, with approximation ratio 3.5. We conduct three groups of experiments. First, we show that SNF performs better than the built-in MPI-Reduce in a test cluster. Second, we observe a factor of 93 times saving in computation time to find the optimal schedule, when compared with a naive dynamic programming implementation. Thirdly, we apply the theoretical results to a branch-and-bound search and show that they can reduce the search time of the optimal reduct
Push to talk over Cellular (PoC) is a new still evolving service concept for mobile systems. Traditionally Push to Talk (PTT) service has been used in proprietary networks for decades but recently new Internet Protoco...
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Push to talk over Cellular (PoC) is a new still evolving service concept for mobile systems. Traditionally Push to Talk (PTT) service has been used in proprietary networks for decades but recently new Internet Protocol (IP) based specifications for PoC have been introduced. The service has been available in lead markets since 2004 but the mass-market adoption has not yet taken place. Commercialization process of PoC still includes many technical and market risks. The PoC technology has, however, potential to create new mobile service evolution path starting from voice and extending later on to other group applications. This document reviews different strategies related to standardization, system architecture, vendors' product strategies, substitutes, regulation and service provision relevant for PoC and discusses the various options for mobile operators and vendors how to implement this new service successfully.
Push to talk over Cellular (PoC) is a new still evolving service concept for mobile systems. Traditionally Push to Talk (PTT) service has been used in proprietary networks for decades but recently new Internet Protoco...
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The proceedings contain 18 papers from the Conference on SPIE: multimedia computing and networking 2004. The topics discussed include: movie placement in a hierarchical CDN with stream merging mechanism;congestion con...
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The proceedings contain 18 papers from the Conference on SPIE: multimedia computing and networking 2004. The topics discussed include: movie placement in a hierarchical CDN with stream merging mechanism;congestion control and maessage loss in Gnutella networks;energy conservation in ad hoc multimedia networks using traffic-shaping mechanisms;process group management in cross-layer adaptation and performance analysis of a hybrid media streaming system.
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