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COMMIT: A Multimedia Collaboration System for Future Workplaces with the Internet of Things COMMIT:面向未来物联网工作场所的多媒体协作系统
Pub Date : 2017-06-20 DOI: 10.1145/3083187.3084022
Kutalmis Akpinar, Trevor Ballard, K. Hua, Kai Li, Sansiri Tarnpradab, Jun Ye
We present COMMIT (Collaborative MultiMedia Interactive Table), a collaborative multimedia environment for remote group interaction. COMMIT enables collaboration among people at different locations by allowing them to not only share multimedia objects such as images, PDFs and videos, but also co-operate on these cyber objects. COMMIT is also motivated by the emerging Internet of Things (IoT), and provides a team-thing interface which supports the sharing of data streams from physical IoT objects, such as IP cameras. It enables collaborators to more effectively exploit huge volumes of valuable IoT data. COMMIT has been evaluated using real-life scenarios with random users. Feedback from our user study shows that COMMIT is intuitive and can aid group interactions in collaborative tasks requiring the Internet of Things.
我们提出了COMMIT (Collaborative MultiMedia Interactive Table),一个用于远程群组交互的协同多媒体环境。COMMIT允许人们在不同地点之间进行协作,不仅允许他们共享图像、pdf和视频等多媒体对象,还允许他们在这些网络对象上进行合作。COMMIT还受到新兴物联网(IoT)的推动,并提供了一个团队-事物接口,支持共享来自物理物联网对象(如IP摄像机)的数据流。它使协作者能够更有效地利用大量有价值的物联网数据。COMMIT已经使用随机用户的真实场景进行了评估。来自用户研究的反馈表明,COMMIT是直观的,可以在需要物联网的协作任务中帮助组交互。
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引用次数: 3
Video on Mobile CPU: UHD Video Parallel Decoding for Asymmetric Multicores 移动CPU上的视频:非对称多核的超高清视频并行解码
Pub Date : 2017-06-20 DOI: 10.1145/3083187.3083229
Yeongil Ryu, Eun‐Seok Ryu
This paper proposes a novel High Efficiency Video Coding (HEVC) Tile partitioning method for parallel processing by analyzing the computing ability of asymmetric multicores. The proposed method (i) analyzes the computing ability of asymmetric multicores and (ii) makes a regression model of computational complexity per video resolutions. Finally, the model (iii) determines the optimal HEVC Tile resolution for each core and partitions/allocates the Tiles to suitable cores.; AB@The proposed method minimizes the decoding time gap between faster CPU cores and power-efficient cores (big/LITTLE cores). Experimental results with 4K ultra-high definition (UHD) test sequences show an average improvement of 25% in decoding speed for most recent Android smart phones.
本文通过分析非对称多核的计算能力,提出了一种新的高效视频编码(HEVC)分片并行处理方法。该方法(1)分析了非对称多核的计算能力,(2)建立了每个视频分辨率计算复杂度的回归模型。最后,模型(iii)确定每个核心的最佳HEVC Tile分辨率,并将Tile划分/分配到合适的核心。AB@The提出的方法最大限度地减少了更快的CPU内核和节能内核(大/小内核)之间的解码时间差距。4K超高清(UHD)测试序列的实验结果表明,最新的Android智能手机的解码速度平均提高了25%。
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引用次数: 7
Network Assisted Content Distribution for Adaptive Bitrate Video Streaming 自适应比特率视频流的网络辅助内容分发
Pub Date : 2017-06-20 DOI: 10.1145/3083187.3083196
Divyashri Bhat, Amr Rizk, M. Zink, R. Steinmetz
State-of-the-art Software Defined Wide Area Networks (SD-WANs) provide the foundation for flexible and highly resilient networking. In this work we design, implement and evaluate a novel architecture (denoted SABR) that leverages the benefits of SDN to provide network assisted Adaptive Bitrate Streaming. With clients retaining full control of their streaming algorithms we clearly show that by this network assistance, both the clients and the content providers benefit significantly in terms of QoE and content origin offloading. SABR utilizes information on available bandwidths per link and network cache contents to guide video streaming clients with the goal of improving the viewer's QoE. In addition, SABR uses SDN capabilities to dynamically program flows to optimize the utilization of CDN caches.; AB@Backed by our study of SDN assisted streaming we discuss the change in the requirements for network-to-player APIs that enables flexible video streaming. We illustrate the difficulty of the problem and the impact of SDN-assisted streaming on QoE metrics using various well established player algorithms. We evaluate SABR together with state-of-the-art DASH quality adaptation algorithms through a series of experiments performed on a real-world, SDN-enabled testbed network with minimal modifications to an existing DASH client. Our measurements show the substantial improvement in cache hitrates in conjunction with SABR indicating a rich design space for jointly optimized SDN-assisted caching architectures for video streaming applications.
最先进的软件定义广域网(sd - wan)为灵活和高弹性的网络提供了基础。在这项工作中,我们设计、实现和评估了一种新的架构(称为SABR),它利用SDN的优势提供网络辅助的自适应比特率流。由于客户端保留了对其流媒体算法的完全控制,我们清楚地表明,通过这种网络帮助,客户端和内容提供商在QoE和内容源卸载方面都受益匪浅。SABR利用关于每个链路和网络缓存内容的可用带宽的信息来指导视频流客户端,以提高观看者的QoE。此外,SABR使用SDN功能来动态编程流,以优化CDN缓存的利用率。AB@Backed通过对SDN辅助流媒体的研究,我们讨论了网络到播放器api需求的变化,从而实现灵活的视频流。我们使用各种完善的播放器算法说明了问题的难度和sdn辅助流对QoE指标的影响。通过在现实世界中支持sdn的测试平台网络上进行的一系列实验,我们对SABR和最先进的DASH质量自适应算法进行了评估,并对现有DASH客户端进行了最小的修改。我们的测量显示,与SABR相结合,缓存命中率有了实质性的提高,这表明为视频流应用程序联合优化sdn辅助缓存架构提供了丰富的设计空间。
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引用次数: 40
Automatically Discovering Surveillance Devices in the Cyberspace 网络空间监控设备自动发现
Pub Date : 2017-06-20 DOI: 10.1145/3083187.3084020
Qiang Li, Xuan Feng, Haining Wang, Limin Sun
Surveillance devices with IP addresses are accessible on the Internet and play a crucial role in monitoring physical worlds. Discovering surveillance devices is a prerequisite for ensuring high availability, reliability, and security of these devices. However, today's device search depends on keywords of packet head fields, and keyword collection is done manually, which requires enormous human efforts and induces inevitable human errors. The difficulty of keeping keywords complete and updated has severely impeded an accurate and large-scale device discovery. To address this problem, we propose to automatically generate device fingerprints based on webpages embedded in surveillance devices. We use natural language processing to extract the content of webpages and machine learning to build a classification model. We achieve real-time and non-intrusive web crawling by leveraging network scanning technology. We implement a prototype of our proposed discovery system and evaluate its effectiveness through real-world experiments. The experimental results show that those automatically generated fingerprints yield very high accuracy of 99% precision and 96% recall. We also deploy the prototype system on Amazon EC2 and search surveillance devices in the whole IPv4 space (nearly 4 billion). The number of devices we found is almost 1.6 million, about twice as many as those using commercial search engines.
具有IP地址的监控设备可以在互联网上访问,在监控物理世界中起着至关重要的作用。发现监控设备是保证监控设备高可用性、可靠性和安全性的前提。然而,目前的设备搜索依赖于包头字段的关键字,关键字的收集是手工完成的,这需要大量的人力,并且不可避免地会产生人为错误。保持关键字完整和更新的难度严重阻碍了准确和大规模的设备发现。为了解决这一问题,我们提出基于嵌入监控设备的网页自动生成设备指纹。我们使用自然语言处理来提取网页内容,使用机器学习来建立分类模型。我们利用网络扫描技术实现实时、非侵入式的网页抓取。我们实现了我们提出的发现系统的原型,并通过现实世界的实验评估了其有效性。实验结果表明,自动生成的指纹具有99%的准确率和96%的查全率。我们还在Amazon EC2上部署了原型系统,并在整个IPv4空间(近40亿)中搜索监视设备。我们发现的设备数量接近160万台,大约是使用商业搜索引擎的设备数量的两倍。
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引用次数: 17
Load Balancing of Multimedia Workloads for Energy Efficiency on the Tegra K1 Multicore Architecture 基于Tegra K1多核架构的多媒体工作负载能源效率负载均衡
Pub Date : 2017-06-20 DOI: 10.1145/3083187.3083195
K. Stokke, H. Stensland, C. Griwodz, P. Halvorsen
Energy efficiency is a timely topic for modern mobile computing. Reducing the energy consumption of devices not only increases their battery lifetime, but also reduces the risk of hardware failure. Many researchers strive to understand the relationship between software activity and hardware power usage. A recurring strategy for saving power is to reduce operating frequencies. It is widely acknowledged that standard frequency scaling algorithms generally overreact to changes in hardware utilisation. More recent and original efforts attempt to balance software workloads on heterogeneous multicore architectures, such as the Tegra K1, which includes a quad-core CPU and a CUDA-capable GPU. However, it is not known whether it is possible to utilise these processor elements in parallel to save energy. Research into these types of systems are unfortunately often evaluated with the Performance Per Watt (PPW) metric, which is an unaccurate method because it ignores constant power usage from idle components. We show that this metric can end up increase energy usage on the Tegra K1, and give a false impression of how such systems consume energy. In reality, we show that it is much harder to save energy by balancing workloads between the heterogeneous cores of the Tegra K1, where we demonstrate only a 5% energy saving by offloading 10% DCT workload from the GPU to the CPU. Significantly more energy can be saved (up to 50 %) using the appropriate processor for different workloads.
对于现代移动计算来说,能源效率是一个及时的话题。降低设备的能耗不仅可以延长电池寿命,还可以降低硬件故障的风险。许多研究人员努力理解软件活动和硬件功率使用之间的关系。一个反复出现的节能策略是降低工作频率。人们普遍认为,标准频率缩放算法通常对硬件利用率的变化反应过度。最近和最初的尝试是在异构多核架构上平衡软件工作负载,比如Tegra K1,它包括一个四核CPU和一个支持cuda的GPU。然而,目前尚不清楚是否有可能并行利用这些处理器元件来节省能源。不幸的是,对这些类型的系统的研究通常使用每瓦特性能(PPW)度量来评估,这是一种不准确的方法,因为它忽略了空闲组件的恒定功率使用。我们表明,这个指标最终会增加Tegra K1的能源使用,并给出这样的系统如何消耗能源的错误印象。在现实中,我们表明,通过在Tegra K1的异构内核之间平衡工作负载来节省能源要困难得多,其中我们通过将10%的DCT工作负载从GPU卸载到CPU来展示仅节省5%的能源。为不同的工作负载使用合适的处理器可以节省更多的能量(最多50%)。
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引用次数: 1
A Boundary and Texture Preserving Mesh Simplification Algorithm for Virtual Reality 一种保持边界和纹理的虚拟现实网格简化算法
Pub Date : 2017-06-20 DOI: 10.1145/3083187.3083188
K. Bahirat, Chengyuan Lai, Ryan P. McMahan, B. Prabhakaran
With the increasing accessibility of the mobile head-mounted displays (HMDs), mobile virtual reality (VR) systems are finding applications in various areas. However, mobile HMDs are highly constrained with limited graphics processing units (GPUs), low processing power and onboard memory. Hence, VR developers must be cognizant of the number of polygons contained within their virtual environments to avoid rendering at low frame rates and inducing simulator sickness. The most robust and rapid approach to keeping the overall number of polygons low is to use mesh simplification algorithms to create low-poly versions of preexisting, high-poly models. Unfortunately, most existing mesh simplification algorithms cannot adequately handle meshes with lots of boundaries or non-manifold meshes, which are common attributes of 3D models made with computer-aided design tools.; AB@In this paper, we present a high-fidelity mesh simplification algorithm specifically designed for VR. This new algorithm, QEM4VR, addresses the deficiencies of prior quadric error metric (QEM) approaches by leveraging the insight that the most relevant boundary edges lie along curvatures while linear boundary edges can be collapsed. Additionally, our QEM4VR algorithm preserves key surface properties, such as normals, texture coordinates, colors, and materials. It pre-processes the 3D models and generate their low-poly approximations offline. We used six publicly available, high-poly models, with and without textures to compare the accuracy and fidelity of our QEM4VR algorithm to previous QEM variations. We also performed a frame rate analysis with original high-poly models and low-poly models obtained using QEM4VR and previous QEM variations. Our results indicate that QEM4VR creates low-poly, high-fidelity virtual environments for VR applications on devices that are constrained by the low number of polygons they can work with.
随着移动头戴式显示器(hmd)的日益普及,移动虚拟现实(VR)系统正在各个领域得到应用。然而,移动头显受到有限的图形处理单元(gpu)、低处理能力和板载内存的高度限制。因此,VR开发者必须认识到他们的虚拟环境中包含的多边形数量,以避免低帧率渲染和诱发模拟器疾病。保持低多边形总数的最稳健和快速的方法是使用网格简化算法来创建预先存在的高多边形模型的低多边形版本。遗憾的是,大多数现有的网格简化算法不能充分处理具有大量边界或非流形网格的网格,而这是用计算机辅助设计工具制作的三维模型的共同属性。AB@In本文提出了一种专为VR设计的高保真网格简化算法。这种新的算法,QEM4VR,解决了先验二次误差度量(QEM)方法的不足之处,利用了最相关的边界边缘沿着曲率而线性边界边缘可以折叠的洞察力。此外,我们的QEM4VR算法保留了关键的表面属性,如法线、纹理坐标、颜色和材料。它预处理3D模型并离线生成它们的低多边形近似值。我们使用了六个公开可用的高多边形模型,带和不带纹理来比较我们的QEM4VR算法与以前的QEM变体的准确性和保真度。我们还对使用QEM4VR和以前的QEM变体获得的原始高多边形模型和低多边形模型进行了帧率分析。我们的研究结果表明,QEM4VR为设备上的VR应用程序创建了低多边形、高保真的虚拟环境,这些设备受限于它们可以使用的多边形数量少。
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引用次数: 5
WiFi Network Access Control for IoT Connectivity with Software Defined Networking WiFi网络访问控制与软件定义网络的物联网连接
Pub Date : 2017-06-20 DOI: 10.1145/3083187.3084021
Michael Baird, Bryan K. F. Ng, Winston K.G. Seah
The Internet of Things (IoT) is a fundamental change to the nature of the Internet whereby a massive and diverse range of objects will become network addressable. This may be the networking of previously discrete devices but also the embedding of computers into devices or components that did not previously have it. Not all connected devices have the same access needs nor rights, and network access control must be able to address the diversity effectively. Using a Software Defined Networking (SDN) approach with captive portals and port based network access (IEEE 802.1X) this paper demonstrates the first network access control (NAC) using SDN through judicious use of multiple flow tables in the widely used OpenFlow v1.3 protocol. We show that the 802.1X approach requires up to 72% fewer packets to be exchanged compared to the captive portal approach and up to 80% reduction in terms of authentication delay. Our results also show that access control via DHCP, DNS and HTTP services experience similar authentication delays because the dominant delay is due to the OpenFlow control channel delay. The work presented herein makes significant progress towards empowering network administrators with fine grained control over WiFi networks.
物联网(IoT)是对互联网本质的根本性改变,大量多样的对象将成为网络可寻址的对象。这可能是以前分立设备的联网,也可能是将计算机嵌入到以前没有联网的设备或组件中。并非所有连接的设备都具有相同的访问需求和权限,网络访问控制必须能够有效地解决这种多样性。本文使用软件定义网络(SDN)方法,通过在广泛使用的OpenFlow v1.3协议中明智地使用多个流表,演示了使用SDN的第一个网络访问控制(NAC),该方法具有强制门户和基于端口的网络访问(IEEE 802.1X)。我们表明,与强制门户方法相比,802.1X方法需要交换的数据包最多减少72%,身份验证延迟最多减少80%。我们的结果还表明,通过DHCP、DNS和HTTP服务的访问控制经历了类似的身份验证延迟,因为主要延迟是由于OpenFlow控制通道延迟。本文提出的工作在授权网络管理员对WiFi网络进行细粒度控制方面取得了重大进展。
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引用次数: 5
Towards Engineering a Web-Scale Multimedia Service: A Case Study Using Spark 构建网络规模的多媒体服务:以Spark为例
Pub Date : 2017-06-20 DOI: 10.1145/3083187.3083200
Gylfi Þór Guðmundsson, L. Amsaleg, B. Jónsson, M. Franklin
Computing power has now become abundant with multi-core machines, grids and clouds, but it remains a challenge to harness the available power and move towards gracefully handling web-scale datasets. Several researchers have used automatically distributed computing frameworks, notably Hadoop and Spark, for processing multimedia material, but mostly using small collections on small clusters. In this paper, we describe the engineering process for a prototype of a (near) web-scale multimedia service using the Spark framework running on the AWS cloud service. We present experimental results using up to 43 billion SIFT feature vectors from the public YFCC 100M collection, making this the largest high-dimensional feature vector collection reported in the literature. The design of the prototype and performance results demonstrate both the flexibility and scalability of the Spark framework for implementing multimedia services.
如今,随着多核机器、网格和云的出现,计算能力已经变得非常强大,但如何利用现有的计算能力,优雅地处理网络规模的数据集,仍然是一个挑战。一些研究人员已经使用自动分布式计算框架,特别是Hadoop和Spark来处理多媒体材料,但主要是在小集群上使用小集合。在本文中,我们描述了一个(近)web规模多媒体服务原型的工程过程,该原型使用运行在AWS云服务上的Spark框架。我们展示了使用来自公共YFCC 100M集合的多达430亿个SIFT特征向量的实验结果,使其成为文献中报道的最大的高维特征向量集合。原型的设计和性能结果证明了Spark框架实现多媒体服务的灵活性和可扩展性。
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引用次数: 15
A Measurement Study of Oculus 360 Degree Video Streaming Oculus 360度视频流的测量研究
Pub Date : 2017-06-20 DOI: 10.1145/3083187.3083190
Chao Zhou, Zhenhua Li, Yao Liu
360 degree video is anew generation of video streaming technology that promises greater immersiveness than standard video streams. This level of immersiveness is similar to that produced by virtual reality devices -- users can control the field of view using head movements rather than needing to manipulate external devices. Although 360 degree video could revolutionize streaming technology, large scale adoption is hindered by a number of factors. 360 degree video streams have larger bandwidth requirements, require faster responsiveness to user inputs, and users may be more sensitive to lower quality streams.; AB@In this paper, we review standard approaches toward 360 degree video encoding and compare these to a new, as yet unpublished, approach by Oculus which we refer to as the offset cubic projection. Compared to the standard cubic encoding, the offset cube encodes a distorted version of the spherical surface, devoting more information (i.e., pixels) to the view in a chosen direction. We estimate that the offset cube representation can produce better or similar visual quality while using less than 50% pixels under reasonable assumptions about user behavior, resulting in 5.6% to 16.4% average savings in video bitrate. During 360 degree video streaming, Oculus uses a combination of quality level adaptation and view orientation adaptation. We estimate that this combination of streaming adaptation in two dimensions can cause over 57% extra segments to be downloaded compared to an ideal downloading strategy, wasting 20% of the total downloading bandwidth.
360度视频是新一代视频流技术,承诺比标准视频流更具沉浸感。这种沉浸感类似于虚拟现实设备——用户可以通过头部运动来控制视野,而不需要操纵外部设备。尽管360度视频可能会给流媒体技术带来革命性的变化,但大规模采用仍受到许多因素的阻碍。360度视频流对带宽的要求更大,对用户输入的响应速度更快,用户可能对低质量的视频流更敏感。AB@In在本文中,我们回顾了360度视频编码的标准方法,并将其与Oculus尚未发布的新方法进行比较,我们将其称为偏移立方投影。与标准立方编码相比,偏移立方编码的是球面的扭曲版本,在选择的方向上为视图提供更多信息(即像素)。我们估计,在合理假设用户行为的情况下,当使用不到50%的像素时,偏移立方体表示可以产生更好或相似的视觉质量,导致视频比特率平均节省5.6%至16.4%。在360度视频流中,Oculus使用质量水平适应和视图方向适应的组合。我们估计,与理想的下载策略相比,这种二维流适应的组合可能会导致超过57%的额外片段被下载,浪费20%的总下载带宽。
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引用次数: 104
Can Multisensorial Media Improve Learner Experience? 多感官媒体能改善学习者体验吗?
Pub Date : 2017-06-20 DOI: 10.1145/3083187.3084014
Longhao Zou, Irina Tal, A. Covaci, Eva Ibarrola, G. Ghinea, Gabriel-Miro Muntean
In recent years, the emerging immersive technologies (e.g. Virtual/Augmented Reality, multisensorial media) bring brand-new multi-dimensional effects such as 3D vision, immersion, vibration, smell, airflow, etc. to gaming, video entertainment and other aspects of human life. This paper reports results from an European Horizon 2020 research project on the impact of multisensoral media (mulsemedia) on educational learner experience. A mulsemedia-enhanced test-bed was developed to perform delivery of video content enhanced with haptic, olfaction and airflow effects. The results of the quality rating and questionnaires show significant improvements in terms of mulsemedia-enhanced teaching.
近年来,新兴的沉浸式技术(如虚拟/增强现实、多感官媒体等)为游戏、视频娱乐等人类生活的方方面面带来了3D视觉、沉浸、振动、嗅觉、气流等全新的多维效果。本文报告了欧洲地平线2020研究项目关于多感官媒体(多媒体)对教育学习者体验的影响的结果。开发了一个多媒体增强试验台,以执行通过触觉、嗅觉和气流效果增强的视频内容交付。质量评价和问卷调查结果显示,在多媒体强化教学方面有显著改善。
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引用次数: 55
期刊
Proceedings of the 8th ACM on Multimedia Systems Conference
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