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1.
The same direction multi-hop downloading network flow model was proposed for vehicle communication range and channel competition under forwarding.According to the model and video streaming media characteristic,the same & opposite direction cooperative downloading quality of service (SODCD-QoS) scheme was presented.First,the same direction vehicles helped the target vehicle to achieve multi-hop cooperative downloading.It can reduce the waste of time which the target vehicle has to wait for opposite direction cooperative vehicle.Secondly,the next base stations loaded data into eligible opposite direction vehicles according to vehicles option strategy based on time first or picture quality first.Then the opposite direction vehicles helped the target vehicle to achieve one-hop cooperative downloading.NS simulations show that the SODCD-QoS scheme is better than DSRelay and VCoDS algorithm in terms of download time.Further,the new scheme can maintain good picture quality PSNR.  相似文献   

2.
提出一种新颖的基于可重构路由器上缓存的协作分发策略来加速流媒体。通过网络存储即多个边缘路由器节点对热点视频数据进行合作缓存,就近为用户提供服务,从而使得流媒体服务器的性能要求尤其是带宽需求得到巨大的降低,骨干网传输的流量也明显减少,同时用户响应延迟也得到明显的改善。此外,实现了一个原型系统来评价基于路由器上缓存的流媒体协作分发策略的性能,结果表明该方案相比于现有的方案在改善网络性能以及用户体验方面取得很大的提升。  相似文献   

3.
5G 通信技术的到来为车载自组网(VANET)提供高质量的视频流服务奠定了基础。然而,现有的VANET 仍然采用以主机通信而非内容分发的 IP 网络来分发视频数据,造成了网络功能与设计目标之间的不匹配,为提供高质量的视频服务带来了巨大挑战。基于上述问题,提出了一种以信息为中心的社会感知流媒体缓存和转发策略(SACF),其时间复杂度为O(m2)。首先,通过分析用户节点的行为构建社会感知的虚拟社区;然后,提出了一种视频快速转发机制来支持用户就近获取视频内容;最后,提出了一种基于社区的缓存策略来优化视频的缓存分布。仿真实验结果表明,与最新的解决方案相比,该算法的缓存命中率提高了18%,查找时延降低了33%,平均网络开销减少了14.6%。  相似文献   

4.
Hypertext Transfer Protocol adaptive streaming switches between different video qualities, adapting to the network conditions, and avoids stalling streamed frames over high‐oscillation client's throughput improving the users' quality of experience (QoE). Quality of experience has become the most important parameter to lead the service providers to know about the end‐user feedback. Implementing Hypertext Transfer Protocol adaptive streaming applications to find out QoE in real‐life scenarios of vast networks becomes more challenging and complex task regarding to cost, agile, time, and decisions. In this paper, a virtualized network testbed to virtualize various machines to support implementing experiments of adaptive video streaming has been developed. Within the test study, the metrics which demonstrate performance of QoE are investigated, respectively, including initial delay (ie, startup delay at the beginning of playback a video), frequency switches (ie, number of times the quality is changed), accumulative video time (ie, number and length of stalls), CPU usage, and battery energy consumption. Furthermore, the relation between effective parameters of QoS on the aforementioned metrics for different segment length is investigated. Experimental results show that the proposed virtualized system is agile, easy to install and use, and costs less than real testbeds. Moreover, the subjective and objective performance studies of QoE evaluation in the system have proven that the segment lengths of 6 to 8 seconds were faired and more efficient than others according to the investigated parameters.  相似文献   

5.
The explosive growth of mobile data traffic has made cellular operators to seek low‐cost alternatives for cellular traffic off‐loading. In this paper, we consider a content delivery network where a vehicular communication network composed of roadside units (RSUs) is integrated into a cellular network to serve as an off‐loading platform. Each RSU subjecting to its storage capacity caches a subset of the contents of the central content server. Allocating the suitable subset of contents in each RSU cache such that maximizes the hit ratio of vehicles requests is a problem of paramount value that is targeted in this study. First, we propose a centralized solution in which, we model the cache content placement problem as a submodular maximization problem and show that it is NP‐hard. Second, we propose a distributed cooperative caching scheme, in which RSUs in an area periodically share information about their contents locally and thus update their cache. To this end, we model the distributed caching problem as a strategic resource allocation game that achieves at least 50% of the optimal solution. Finally, we evaluate our scheme using simulation for urban mobility simulator under realistic conditions. On average, the results show an improvement of 8% in the hit ratio of the proposed method compared with other well‐known cache content placement approaches.  相似文献   

6.
随着Internet技术的发展和普遍应用,流媒体技术在Internet上得到了广泛的应用.对流媒体对象的访问,需要高且稳定的传送速率,网络带宽消耗大且持续时间长,容易给其他类型文件的访问带来影响,若用户过多,还会使初始流媒体服务器过载.代理缓存技术可帮助解决上述问题.文中介绍了流媒体代理缓存的特点,流媒体代理缓存的算法,流媒体代理缓存的评价指标和影响流媒体代理缓存效果的因素.  相似文献   

7.
The software‐defined networking (SDN) paradigm proposes to decouple the control plane (decision‐making process) and the data plane (packet forwarding) to overcome the limitations of traditional network infrastructures, which are known to be difficult to manage, especially at scale. Although there are previous works focusing on the problem of quality of service (QoS) routing in SDN networks, only few solutions have taken into consideration the network consistency, which reflects the adequacy between the decisions made and the decisions that should be taken. Therefore, we propose a network architecture that guarantees the consistency of the decisions to be taken in an SDN network. A consistent QoS routing strategy is then introduced in a way that avoids any quality degradation of prioritized traffic while optimizing resources usage. Thus, we proposed a traffic dispersion heuristic in order to achieve this goal. We compared our approach with several existing framework in terms of best‐effort flows average throughput, average video bitrate, and video quality of experience (QoE). The emulation results, which are performed using the Mininet environment, clearly demonstrate the effectiveness of the proposed approach that outperforms existing frameworks.  相似文献   

8.
陈文竹  陈岳林  蔡晓东 《电视技术》2015,39(17):113-116
针对视频监控系统中传统的处理方法计算机资源能力不足,无法满足海量高效的视频流数据内容分析的问题, 引入Storm并行计算平台,提出了一种弹性的基于多路视频流的并行化处理方法,并通过一种高效的内存共享机制,集成人车分类算法到分布式处理平台,使算法与高性能并行计算资源有效融合。通过对比实验表明,该并行化处理方案高效稳定,集群运行良好,负载均衡,能满足大规模视频流数据处理的需要。  相似文献   

9.
User interactive behaviors play a dual role during the hypertext transfer protocol (HTTP) video service: reflection and influence. However, they are seldom taken into account in practices. To this end, this paper puts forward the user interactive behaviors, as subjective factors of quality of experience (QoE) from viewer level, to structure a comprehensive multilayer evaluation model based on classic network quality of service (QoS) and application QoS. First, dual roles of user behaviors are studied and the characteristics are extracted where the user experience is correlated with user interactive behaviors. Furthermore, we categorize QoE factors into three dimensions and build the metric system. Then we perform the subjective tests and investigate the relationships among network path quality, user behaviors, and QoE. Ultimately, we employ the back propagation neural network (BPNN) to validate our analysis and model. Through the simulation experiment of mathematical and BPNN, the dual effects of user interaction behaviors on the reflection and influence of QoE in the video stream are analyzed, and the QoE metric system and evaluation model are established.  相似文献   

10.
一个基于速率控制的Internet视频流服务方案   总被引:3,自引:0,他引:3  
由于视频流服务对于网络服务质量有着较高的要求,而现有的Internet所提供的是尽力而为的服务,无法保证数据的实时传输。该文设计了一个用于Internet上视频流的端到端传输方案.整个方案设计的目的是在网络本身缺乏服务质量保证的条件下尽可能达到最好的视频传输质量。根据可用带宽估计和网络信息反馈,系统对发送速率进行调整,并提供两种视频流服务:存储视频和实时视频。仿真结果表明方案的性能良好,能满足Internet视频流的需求。  相似文献   

11.
Interactive multimedia applications such as peer‐to‐peer (P2P) video services over the Internet have gained increasing popularity during the past few years. However, the adopted Internet‐based P2P overlay network architecture hides the underlying network topology, assuming that channel quality is always in perfect condition. Because of the time‐varying nature of wireless channels, this hardly meets the user‐perceived video quality requirement when used in wireless environments. Considering the tightly coupled relationship between P2P overlay networks and the underlying networks, we propose a distributed utility‐based scheduling algorithm on the basis of a quality‐driven cross‐layer design framework to jointly optimize the parameters of different network layers to achieve highly improved video quality for P2P video streaming services in wireless networks. In this paper, the quality‐driven P2P scheduling algorithm is formulated into a distributed utility‐based distortion‐delay optimization problem, where the expected video distortion is minimized under the constraint of a given packet playback deadline to select the optimal combination of system parameters residing in different network layers. Specifically, encoding behaviors, network congestion, Automatic Repeat Request/Query (ARQ), and modulation and coding are jointly considered. Then, we provide the algorithmic solution to the formulated problem. The distributed optimization running on each peer node adopted in the proposed scheduling algorithm greatly reduces the computational intensity. Extensive experimental results also demonstrate 4–14 dB quality enhancement in terms of peak signal‐to‐noise ratio by using the proposed scheduling algorithm. Copyright © 2015 John Wiley & Sons, Ltd.  相似文献   

12.
At present,the influence of the image sustained damage is often neglected in the objective method of the quality of user experience in video service.In view of this problem,the effect of the visible duration of visual impairment on the quality of the user experience was discussed.At the same time,the objective reason of continuous damage was analyzed,and a Bayesian network was constructed which included hierarchical objective index and subjective evaluation result.On this basis,a no-reference evaluation method for the quality of video service experience was proposed,and the accuracy of the method is verified by subjective test.  相似文献   

13.
Aiming at the problem of mass data content transmission and limited wireless backhaul resource of UAV in UAV-assisted cellular network,a cooperative caching algorithm for cache-enabled UAV and user was proposed.By deploying caches on UAV and user device,the popular content requested by user was cached and delivered,which alleviated the backhaul resource and energy consumption of UAV,reduced the traffic load and user delay.A joint optimization problem of UAV and user caching was established with the goal of minimizing user content acquisition delay,and decomposed into UAV caching sub-problem and user caching sub-problem,which were solved based on alternating direction method of multiplier and global greedy algorithm respectively.The iterative way was used to obtain convergent optimization result,and the cooperative caching of UAV and user was realized.Simulation results show that the proposed algorithm can effectively reduce user content acquisition delay and improve system performance.  相似文献   

14.
Currently, VR video delivery over 5G systems is still a very complicated endeavor. One of the major challenges for VR video streaming is the expectations for low latency that current mobile networks can hardly meet. Network caching can reduce the content delivery latency efficiently. However, current caching schemes cannot obtain ideal results for VR video since it requests the viewport interactively. In this paper, we propose a tiled scalable VR video caching scheme over 5G networks. VR chunks are first encoded into multi-granularity quality layers, and are then partitioned into tiles to facilitate viewport data access. By accommodating the 5G network infrastructure, the tiles are cooperatively cached in a three-level hierarchal system to reduce delivery latency. Furthermore, a quality-adaptive request routing algorithm is designed to cater for the 5G bandwidth dynamics. Experimental results show that the proposed scheme can reduce the transmission latency over conventional constant bitrate video caching schemes.  相似文献   

15.
Over the last decade, the emergence of new multimedia devices has motivated the research on efficient media streaming mechanisms that adapt to dynamic network conditions and heterogeneous devices’ capabilities. Network coding as a rateless code has been applied to collaborative media streaming applications and brings substantial improvements regarding throughput and delay. However, little attention has been given to the recoverability of encoded data, especially for the streaming with a strict deadline. This in turn leads to severe quality of experience. In this paper, we solve the unrecoverable transmission by proposing a multi-generation packet scheduling problem, which is treated as a video quality maximization problem and solved using dynamic programming algorithm. Experimental results confirm that the proposed algorithm brings better data recoverability and better quality of service in terms of video quality, delivery ratio, lower redundancy rate under different network sizes.  相似文献   

16.
移动社交网络平台的多元化发展与推广,使得移动用户对数据传输的需求呈爆发式增长趋势,并对匮乏的频谱资源及高负荷基站的管理提出了新挑战.为了解决这些问题,将分布式缓存系统引入无线协作网络中,鼓励移动用户间协作缓存热门内容,以实现用户间低能耗、高可靠、低时延的内容共享,同时为基站和回程链路减负.分析了无线分布式缓存系统中无线资源管理所面临的机遇和挑战,针对频谱高效、能量高效及安全传输等关键问题,围绕图论和匹配理论对无线资源管理方法展开了讨论和总结.此外,讨论和分析了挖掘和利用社交信息有效提升无线资源效率的可行性,同时对社会学和无线网络领域的交叉研究进行了展望.  相似文献   

17.
Because of of the characteristics of high mobility, time varying and dynamic topology, how to provide multimedia streaming service for connected vehicles becomes one emerging and popular technical research. The motivation of this paper is to utilize cooperation among neighboring vehicles for video streaming's quality improvement over vehicular networks. In the proposed cooperative streaming scenario, a connected vehicle requests a video stream from the Internet by using its 3G/3.5G interface, which may not have enough bandwidth to receive good quality of video. Thus, the vehicle is suggested to ask neighboring members belonging to the same fleet to download the requested video data by using their 3G/3.5G interfaces. Then, neighboring members should forward video data to the requested vehicle by using another wireless technique, for example, dedicated short range communication (DSRC). Regarding the differentiation between the two access networks, that is, 3G/3.5G network and DSRC network, a buffer‐aware scheduling mechanism based on layered streaming is designed in this paper to adapt to the networking situation of the vehicular networks. Two selection algorithms are proposed to select neighboring vehicles from the fleet. According to our simulation results, the 3G/3.5G‐based selection algorithm is suitable to improve video quality for vehicles at low speeds. On the other hand, the DSRC‐based selection algorithm can get better performance when vehicles move at high speeds or too many data are transmitted among vehicles.Copyright © 2013 John Wiley & Sons, Ltd.  相似文献   

18.
The demands of instant video communication have recently increased as a means to improve user experience. Meanwhile, the cache mechanism has become an effective technology used in video transmission so that delay jitter could be reduced to a insignificant value. We propose a novel video service quality assurance scheme in multirelay networks (MRNs) with cache. Both wireless channel state information on the transmitting side and optimal receiver schemes on the receiving side are considered in the proposed scheme. We derive closed form expressions of video streaming for cache‐based MRN and investigate the impact of cache length when it is changed. Then, we proved that the optimal solution is difficult to acquire, and the suboptimal solution could be achieved by decomposing the original optimization problem into several simpler subproblems, which include graph and convex optimization. Specifically, we obtain a limit for the cache queuing model in MRNs. Detailed algorithms with corresponding theoretical reasoning are provided as well. Simulations demonstrate the effectiveness of our proposed scheme by comparing with some other existed high–video‐quality transmission schemes. The analysis also shows that our scheme outperforms others in jitter reducing.  相似文献   

19.
In interactive multiview video streaming (IMVS), users can periodically select one out of many captured views available for observation. In single-view video streaming, cooperative strategies where peers share received packets of the same video have proven to be effective in reducing server׳s upload burden, and incentive mechanisms are designed to stimulate user cooperation. However, exploiting user cooperation in higher dimensional IMVS is difficult, since users watching different views makes it difficult to establish partnership, and users switching views frequently and independently makes it difficult to maintain partnership over time. In this paper, we use a multiview video frame structure for IMVS to support cooperative view-switching, where peers may help each other even if they are observing different views. We then model peers׳ interaction as an indirect reciprocity game, where each user is assigned a reputation level. To gain a higher reputation level, users help others, which in turn leads to a higher likelihood to receive others׳ help later. In this work, we focus on how view switching, the key feature of IMVS, affects user cooperation. By modeling users׳ decision making as a Markov decision process, our analysis shows that users tend to cooperate at some views but not others: given peers can predict their future view navigation paths probabilistically, for a peer who is likely to enter a view-switching path not requiring others׳ help, he also has less incentive to cooperate. Furthermore, we observe that the game may have multiple Nash Equilibria corresponding to different cooperation levels, e.g., users cooperate at all views in the full cooperation equilibrium, while users only cooperate at certain views in the partial cooperation equilibrium. The particular equilibrium the game will converge to depends on the initial cooperation level of the game. To stimulate user cooperation at all views, we propose a Pay-for-Cooperation (PfC) scheme at the beginning of the game to drive the game to the full cooperation equilibrium to improve system efficiency. Our simulation results show the effectiveness of PfC.  相似文献   

20.
Dynamic Adaptive Streaming over HTTP (DASH) is the state-of-the-art technology for video streaming and has been widely deployed in both wired and wireless environments. However, mobile DASH users often suffer from video quality oscillation and even video freeze in wireless environments, which results in poor user experience. This is mainly because most quality adaptation algorithms in DASH rely highly on bandwidth estimation to adjust the video quality while wireless network bandwidth is unstable in nature and changes frequently according to wireless channel contention and condition. To provide stable performance, even during severe bandwidth fluctuation, this paper proposes the Wireless Quality Adaptation (WQUAD) algorithm, which eliminates bandwidth estimation from quality adaptation. Thanks to the Scalable Video Codec (SVC), the proposed scheme always prioritizes to lower layers over higher ones as long as the play-out buffer is not completely filled by the lower layers. As a result, the client always fills the buffer with the base layers first and then the upper enhancement layers sequentially. This horizontal adaptation is straightforward and does not require any bandwidth estimation. Through NS-2 simulations, we show that WQUAD achieves (i) stable performance, keeping the video quality level with respect to the long-term network bandwidth, (ii) effective video freeze prevention, and (iii) high video quality on average.  相似文献   

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