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360-Degree Video Head Movement Dataset 360度视频头部运动数据集
Pub Date : 2017-06-20 DOI: 10.1145/3083187.3083215
Xavier Corbillon, F. D. Simone, G. Simon
While Virtual Reality applications are increasingly attracting the attention of developers and business analysts, the behaviour of users watching 360-degree (i.e. omnidirectional) videos has not been thoroughly studied yet. This paper introduces a dataset of head movements of users watching 360-degree videos on a Head-Mounted Display (HMD). The dataset includes data collected from 59 users watching five 70 s-long 360-degree videos on the Razer OSVR HDK2 HMD. The selected videos span a wide range of 360-degree content for which different viewer's involvement, thus navigation patterns, could be expected. We describe the open-source software developed to produce the dataset and present the test material and viewing conditions considered during the data acquisition. Finally, we show some examples of statistics that can be extracted from the collected data, for a content-dependent analysis of users' navigation patterns. The source code of the software used to collect the data has been made publicly available, together with the entire dataset, to enable the community to extend the dataset.
虽然虚拟现实应用越来越受到开发者和商业分析师的关注,但用户观看360度(即全方位)视频的行为尚未得到彻底研究。本文介绍了用户在头戴式显示器(HMD)上观看360度视频时头部运动的数据集。该数据集收集了59名用户在Razer OSVR HDK2 HMD上观看5个70秒长的360度视频的数据。所选的视频涵盖了广泛的360度内容,不同的观众可以参与其中,从而可以预期导航模式。我们描述了开发用于生成数据集的开源软件,并展示了数据采集过程中考虑的测试材料和查看条件。最后,我们展示了一些可以从收集的数据中提取的统计数据示例,用于对用户导航模式进行内容相关的分析。用于收集数据的软件的源代码已与整个数据集一起公开,以使社区能够扩展数据集。
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引用次数: 239
SAP: Stall-Aware Pacing for Improved DASH Video Experience in Cellular Networks SAP:在蜂窝网络中改进DASH视频体验的失速感知调整
Pub Date : 2017-06-20 DOI: 10.1145/3083187.3083199
A. Zahran, Jason J. Quinlan, K. Ramakrishnan, C. Sreenan
The dramatic growth of cellular video traffic represents a practical challenge for cellular network operators in providing a consistent streaming Quality of Experience (QoE) to their users. Satisfying this objective has so-far proved elusive, due to the inherent system complexities that degrade streaming performance, such as variability in both video bitrate and network conditions. In this paper, we present SAP as a DASH video traffic management solution that reduces playback stalls and seeks to maintain a consistent QoE for cellular users, even those with diverse channel conditions. SAP achieves this by leveraging both network and client state information to optimize the pacing of individual video flows. We extensively evaluate SAP performance using real video content and clients, operating over a simulated LTE network. We implement state-of-the-art client adaptation and traffic management strategies for direct comparison. Our results, using a heavily loaded base station, show that SAP reduces the number of stalls and the average stall duration per session by up to 95%. Additionally, SAP ensures that clients with good channel conditions do not dominate available wireless resources, evidenced by a reduction of up to 40% in the standard deviation of the QoE metric.
蜂窝视频流量的急剧增长对蜂窝网络运营商在向用户提供一致的流媒体体验质量(QoE)方面提出了实际挑战。由于固有的系统复杂性会降低流媒体性能,例如视频比特率和网络条件的可变性,到目前为止,实现这一目标被证明是难以实现的。在本文中,我们将SAP作为DASH视频流量管理解决方案提出,该解决方案可以减少播放延迟,并寻求为蜂窝用户保持一致的QoE,即使是那些具有不同信道条件的用户。SAP通过利用网络和客户端状态信息来优化单个视频流的节奏来实现这一点。我们使用在模拟LTE网络上运行的真实视频内容和客户端广泛评估SAP性能。我们采用最先进的客户适应和流量管理策略进行直接比较。我们使用一个负载很重的基站,结果表明SAP将每个会话的失速次数和平均失速持续时间最多减少了95%。此外,SAP确保具有良好信道条件的客户端不会支配可用的无线资源,QoE指标的标准偏差降低了40%。
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引用次数: 16
Nerthus: A Bowel Preparation Quality Video Dataset Nerthus:肠准备质量视频数据集
Pub Date : 2017-06-20 DOI: 10.1145/3083187.3083216
Konstantin Pogorelov, K. Randel, T. Lange, S. Eskeland, C. Griwodz, Dag Johansen, C. Spampinato, M. Taschwer, M. Lux, P. Schmidt, M. Riegler, P. Halvorsen
Bowel preparation (cleansing) is considered to be a key precondition for successful colonoscopy (endoscopic examination of the bowel). The degree of bowel cleansing directly affects the possibility to detect diseases and may influence decisions on screening and follow-up examination intervals. An accurate assessment of bowel preparation quality is therefore important. Despite the use of reliable and validated bowel preparation scales, the grading may vary from one doctor to another. An objective and automated assessment of bowel cleansing would contribute to reduce such inequalities and optimize use of medical resources. This would also be a valuable feature for automatic endoscopy reporting in the future. In this paper, we present Nerthus, a dataset containing videos from inside the gastrointestinal (GI) tract, showing different degrees of bowel cleansing. By providing this dataset, we invite multimedia researchers to contribute in the medical field by making systems automatically evaluate the quality of bowel cleansing for colonoscopy. Such innovations would probably contribute to improve the medical field of GI endoscopy.
肠道准备(清洁)被认为是结肠镜检查成功的关键先决条件。肠道清洁程度直接影响疾病的发现,并可能影响筛查和随访检查间隔的决定。因此,准确评估肠道准备质量非常重要。尽管使用了可靠和有效的肠道准备量表,但分级可能因医生而异。对肠道清洁进行客观和自动评估将有助于减少这种不平等现象并优化医疗资源的利用。这也将是未来自动内窥镜检查报告的一个有价值的功能。在本文中,我们展示了Nerthus,一个包含胃肠道内部视频的数据集,显示了不同程度的肠道清洁。通过提供这个数据集,我们邀请多媒体研究人员在医学领域做出贡献,使系统自动评估结肠镜检查的肠道清洁质量。这些创新可能有助于改善胃肠道内窥镜的医学领域。
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引用次数: 62
AdViSE: Adaptive Video Streaming Evaluation Framework for the Automated Testing of Media Players 建议:媒体播放器自动测试的自适应视频流评估框架
Pub Date : 2017-06-20 DOI: 10.1145/3083187.3083221
Anatoliy Zabrovskiy, Evgeny Kuzmin, E. Petrov, C. Timmerer, Christopher Müller
Today we can observe a plethora of adaptive video streaming services and media players which support interoperable formats like DASH and HLS. Most of the players and their rate adaptation algorithms work as a black box. We have developed a system for easy and rapid testing of media players under various network scenarios. In this paper, we introduce AdViSE, the Adaptive Video Streaming Evaluation framework for the automated testing of adaptive media players. The presented framework is used for the comparison and testing of media players in the context of adaptive video streaming over HTTP in web/HTML5 environments.; AB@The demonstration showcases a series of experiments with different media players under given context conditions (e.g., network shaping, delivery format). We will also demonstrate the real-time capabilities of the framework and offline analysis including several QoE metrics with respect to a newly introduced bandwidth index.
今天,我们可以看到大量的自适应视频流服务和媒体播放器,它们支持像DASH和HLS这样的可互操作格式。大多数玩家和他们的速率适应算法就像一个黑盒。我们开发了一个系统,可以在各种网络场景下轻松快速地测试媒体播放器。本文介绍了用于自适应媒体播放器自动测试的自适应视频流评估框架AdViSE。所提出的框架用于比较和测试媒体播放器在web/HTML5环境下的自适应视频流。AB@The演示展示了在给定的环境条件下(例如,网络塑造,交付格式)使用不同媒体播放器进行的一系列实验。我们还将展示框架的实时功能和离线分析,包括与新引入的带宽指数相关的几个QoE指标。
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引用次数: 22
Improving Virtual Reality Streaming using HTTP/2 使用HTTP/2改进虚拟现实流
Pub Date : 2017-06-20 DOI: 10.1145/3083187.3083224
Stefano Petrangeli, F. Turck, Viswanathan Swaminathan, Mohammad Hosseini
The demand for 360° Virtual Reality (VR) videos is expected to grow in the near future, thanks to the diffusion of VR headsets. VR Streaming is however challenged by the high bandwidth requirements of 360° videos. To save bandwidth, we spatially tile the video using the H.265 standard and stream only tiles in view at the highest quality. The video is also temporally segmented, so that each temporal segment is composed of several spatial tiles. In order to minimize quality transitions when the user moves, an algorithm is developed to predict where the user is likely going to watch in the near future. Consequently, predicted tiles are also streamed at the highest quality. Finally, the server push in HTTP/2 is used to deliver the tiled video. Only one request is sent from the client; all the tiles of a segment are automatically pushed from the server. This approach results in a better bandwidth utilization and video quality compared to traditional streaming over HTTP/1.1, where each tile has to be requested independently by the client. We showcase the benefits of our framework using a prototype developed on a Samsung Galaxy S7 and a Gear VR, which supports both tiled and non-tiled videos and streaming over HTTP/1.1 and HTTP/2. Under limited bandwidth conditions, we demonstrate how our framework can improve the quality watched by the user compared to a non-tiled solution where all of the video is streamed at the same quality. This result represents a major improvement for the efficient streaming of VR videos.
由于VR头显的普及,对360°虚拟现实(VR)视频的需求预计将在不久的将来增长。然而,VR流媒体受到360°视频高带宽要求的挑战。为了节省带宽,我们使用H.265标准对视频进行空间平铺,并仅以最高质量流式传输。视频也是时间分段的,因此每个时间段由几个空间块组成。为了最大限度地减少用户移动时的质量转换,开发了一种算法来预测用户在不久的将来可能会观看的内容。因此,预测的瓷砖也以最高的质量流式传输。最后,使用HTTP/2中的服务器推送来传送贴片视频。客户端只发送一个请求;段的所有磁贴都自动从服务器推送。与传统的HTTP/1.1上的流媒体相比,这种方法带来了更好的带宽利用率和视频质量,在传统的HTTP/1.1上,每个tile都必须由客户端独立请求。我们使用在三星Galaxy S7和Gear VR上开发的原型来展示我们框架的好处,它支持平铺和非平铺视频以及HTTP/1.1和HTTP/2上的流媒体。在有限的带宽条件下,我们演示了我们的框架如何提高用户观看的质量,而不是以相同质量流式传输所有视频的非平铺解决方案。这一结果代表了VR视频高效流媒体的重大改进。
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引用次数: 37
Follow Me: Personalized IPTV Channel Switching Guide 跟着我:个性化IPTV频道切换指南
Pub Date : 2017-06-20 DOI: 10.1145/3083187.3083194
Chenguang Yu, Hao Ding, Houwei Cao, Yong Liu, Can Yang
Compared with the traditional television services, Internet Protocol TV (IPTV) can provide far more TV channels to end users. However, it may also make users feel confused even painful to find channels of their interests from a large number of them. In this paper, using a large IPTV trace, we analyze user channel-switching behaviors to understand when, why and how they switch channels. Based on user behavior analysis, we develop several base and fusion recommender systems that generate in real-time a short list of channels for users to consider whenever they want to switch channels. Evaluation on the IPTV trace demonstrates that our recommender systems can achieve up to 45 percent hit ratio with only three candidate channels. Our recommender systems only need access to user channel watching sequences, and can be easily adopted by IPTV systems with low data and computation overheads.
与传统的电视业务相比,互联网协议电视(IPTV)可以为终端用户提供更多的电视频道。然而,从众多的渠道中寻找自己感兴趣的渠道也会让用户感到困惑甚至痛苦。在本文中,我们使用一个大的IPTV跟踪,分析用户的频道切换行为,以了解他们何时,为什么以及如何切换频道。基于用户行为分析,我们开发了几个基础和融合推荐系统,这些系统可以实时生成一个简短的频道列表,供用户在想要切换频道时考虑。对IPTV跟踪的评估表明,我们的推荐系统可以在只有三个候选频道的情况下实现高达45%的命中率。我们的推荐系统只需要访问用户频道的观看序列,可以很容易地被IPTV系统采用,具有较低的数据和计算开销。
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引用次数: 13
A Deep Convolutional Neural Network Based Virtual Elderly Companion Agent 基于深度卷积神经网络的虚拟老年伴侣代理
Pub Date : 2017-06-20 DOI: 10.1145/3083187.3083220
Ming-Che Lee, Sheng-Cheng Yeh, Sheng Yu Chiu, Jia-Wei Chang
This study presents a Virtual Elderly Companion Agent that based on speech spectrograms and deep convolutional neural networks. The system can dynamically detect and analyze the user's emotion from the dialogue and give appropriate positive feedback. The proposed system architecture is divided into two parts. The client side supports Android operating system; the server side is implemented in python, and applied GoogleLeNet and AlexNet for emotion recognition. The system supports natural language speech input, and then analyzes the converted speech spectrogram to provide appropriate feedback.
提出了一种基于语音谱图和深度卷积神经网络的虚拟老年伴侣代理。该系统可以从对话中动态检测和分析用户的情绪,并给出适当的积极反馈。提出的系统架构分为两部分。客户端支持Android操作系统;服务器端使用python语言实现,并应用GoogleLeNet和AlexNet进行情感识别。系统支持自然语言语音输入,然后对转换后的语音谱图进行分析,给出相应的反馈。
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引用次数: 4
CWI-ADE2016 Dataset: Sensing nightclubs through 40 million BLE packets CWI-ADE2016数据集:通过4000万个BLE数据包感知夜总会
Pub Date : 2017-06-20 DOI: 10.1145/3083187.3083213
Sergio Cabrero Barros, Jack Jansen, Thomas Röggla, J. Gómez, David A. Shamma, Pablo César
The CWI-ADE2016 Dataset is a collection of more than 40 million Bluetooth Low Energy (BLE) packets and of 14 million accelerometer and temperature samples generated by wristbands that people wore in a nightclub. The data was gathered during Amsterdam Dance Event 2016 in an exclusive club experience curated around human senses, which leveraged technology as a bridge between the club and the guests. Each guest was handed a custom-made wristband with a BLE-enabled device that broadcast movement, temperature and other sensor readings. A network of Raspberry Pi receivers deployed for the occasion captured broadcast packets from wristbands and any other BLE device in the environment. This data provides a full picture of the performance of the real life deployment of a sensing infrastructure and gives insights to designing sensing platforms, understanding networks and crowds behaviour or studying opportunistic sensing. This paper describes an analysis of this dataset and some examples of usage.
CWI-ADE2016数据集收集了超过4000万个蓝牙低功耗(BLE)数据包和1400万个加速度计和温度样本,这些样本是人们在夜总会佩戴的腕带产生的。这些数据是在2016年阿姆斯特丹舞蹈活动期间收集的,该活动是围绕人类感官策划的独家俱乐部体验,利用技术作为俱乐部和客人之间的桥梁。每位客人都拿到了一个定制的腕带,上面有一个启用ble的设备,可以广播运动、温度和其他传感器读数。为此部署的树莓派接收器网络捕获了来自腕带和环境中任何其他BLE设备的广播数据包。这些数据提供了传感基础设施在现实生活中部署性能的全貌,并为设计传感平台、理解网络和人群行为或研究机会传感提供了见解。本文描述了对该数据集的分析和一些使用示例。
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引用次数: 9
BUFFEST: Predicting Buffer Conditions and Real-time Requirements of HTTP(S) Adaptive Streaming Clients 预测缓存条件和实时需求的HTTP(S)自适应流客户端
Pub Date : 2017-06-20 DOI: 10.1145/3083187.3083193
Vengatanathan Krishnamoorthi, Niklas Carlsson, Emir Halepovic, E. Petajan
Stalls during video playback are perhaps the most important indicator of a client's viewing experience. To provide the best possible service, a proactive network operator may therefore want to know the buffer conditions of streaming clients and use this information to help avoid stalls due to empty buffers. However, estimation of clients' buffer conditions is complicated by most streaming services being rate-adaptive, and many of them also encrypted. Rate adaptation reduces the correlation between network throughput and client buffer conditions. Usage of HTTPS prevents operators from observing information related to video chunk requests, such as indications of rate adaptation or other HTTP-level information. This paper presents BUFFEST, a novel classification framework that can be used to classify and predict streaming clients' buffer conditions from both HTTP and HTTPS traffic. To illustrate the tradeoffs between prediction accuracy and the available information used by classifiers, we design and evaluate classifiers of different complexity. At the core of BUFFEST is an event-based buffer emulator module for detailed analysis of clients' buffer levels throughout a streaming session, as well as for automated training and evaluation of online packet-level classifiers. We then present example results using simple threshold-based classifiers and machine learning classifiers that only use TCP/IP packet-level information. Our results are encouraging and show that BUFFEST can distinguish streaming clients with low buffer conditions from clients with significant buffer margin during a session even when HTTPS is used.
视频播放过程中的停顿可能是客户观看体验的最重要指标。因此,为了提供最好的服务,主动网络运营商可能希望了解流客户端的缓冲条件,并使用这些信息来帮助避免由于空缓冲区而导致的停机。然而,由于大多数流媒体服务是速率自适应的,并且其中许多服务也是加密的,因此对客户端缓冲条件的估计很复杂。速率自适应降低了网络吞吐量和客户端缓冲区条件之间的相关性。使用HTTPS可以防止运营商观察到与视频块请求相关的信息,例如速率适应的指示或其他http级信息。本文提出了一种新的分类框架BUFFEST,它可以用于从HTTP和HTTPS流量中分类和预测流客户端的缓冲条件。为了说明预测精度和分类器使用的可用信息之间的权衡,我们设计和评估了不同复杂性的分类器。BUFFEST的核心是一个基于事件的缓冲区仿真器模块,用于在整个流会话中详细分析客户端的缓冲区级别,以及在线包级别分类器的自动训练和评估。然后,我们使用简单的基于阈值的分类器和仅使用TCP/IP包级信息的机器学习分类器给出示例结果。我们的结果令人鼓舞,并且表明即使在使用HTTPS的情况下,BUFFEST也可以在会话期间区分具有低缓冲条件的流客户端和具有显著缓冲余量的客户端。
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引用次数: 55
Time Evaluation for the Integration of a Gestural Interactive Application with a Distributed Mulsemedia Platform 手势交互应用与分布式多媒体平台集成的时间评估
Pub Date : 2017-06-20 DOI: 10.1145/3083187.3084013
Estêvão Bissoli Saleme, J. R. Celestrini, Celso A. S. Santos
Mulsemedia applications have become increasingly popular. There have been many efforts to increase the Quality of Experience (QoE) of users by using them. From the users' perspective, it is crucial that systems produce high levels of enjoyment and utility. Thus, many experimental tools have been developed and applied to different purposes such as entertainment, health, and culture. Despite that, little attention is paid to the evaluation of mulsemedia tools and platforms. In this paper, we present a time evaluation of the integration between a distributed mulsemedia platform called PlaySEM and an interactive application whereby users interact by gestures, in order to discover how long this process takes. We describe the test scenario and our approach for measuring this integration. Then, we discuss the results and point out aspects that bring implications to be taken into account for future similar solutions. The results showed values in the range of 27ms to 67ms on average spent throughout the process before the effective activation of the sensory effect devices on a wired network.
多媒体应用已经变得越来越流行。通过使用它们来提高用户的体验质量(QoE)已经做了很多努力。从用户的角度来看,系统产生高水平的乐趣和实用性是至关重要的。因此,许多实验工具被开发出来并应用于不同的目的,如娱乐、健康和文化。尽管如此,对多媒体工具和平台的评价却很少受到重视。在本文中,我们对一个名为PlaySEM的分布式多媒体平台和一个用户通过手势交互的交互式应用程序之间的集成进行了时间评估,以发现这个过程需要多长时间。我们描述了测试场景和度量这种集成的方法。然后,我们讨论了结果,并指出了未来类似解决方案需要考虑的影响方面。结果显示,在有线网络上的感觉效应装置有效激活之前,整个过程平均花费的时间在27ms至67ms之间。
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引用次数: 9
期刊
Proceedings of the 8th ACM on Multimedia Systems Conference
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