预测移动网络中虚拟现实视频流的性能

R. I. T. D. C. Filho, M. C. Luizelli, M. T. Vega, Jeroen van der Hooft, Stefano Petrangeli, T. Wauters, F. Turck, L. Gaspary
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引用次数: 38

摘要

随着普通大众可以使用虚拟现实技术,移动设备对虚拟现实视频流的需求正在蓬勃发展。然而,移动网络条件的可变性会以意想不到的方式影响对这类高带宽要求服务的感知。在这种情况下,需要新的性能评估模型来适应新的虚拟现实应用。在本文中,我们提出了一种两阶段方法,用于预测通过移动网络传输的自适应VR视频的感知质量。通过机器学习技术,我们的方法能够首先预测自适应VR视频播放性能,使用网络服务质量(QoS)指标作为预测指标。在第二阶段,它采用预测的VR视频播放性能指标来建模和估计最终用户感知的质量。对感知的评估考虑了现实世界的环境,其中VR视频在LTE/4G网络条件下流式传输。利用预测值与实测值之间的残差对感知的精度进行了评价。我们的方法以低于3.7%的平均预测误差预测VR播放的不同性能指标,并以低于4%的预测误差估计感知质量,超过90%的测试用例。此外,它使我们能够确定影响自适应VR流媒体服务的QoS条件。
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Predicting the performance of virtual reality video streaming in mobile networks
The demand of Virtual Reality (VR) video streaming to mobile devices is booming, as VR becomes accessible to the general public. However, the variability of conditions of mobile networks affects the perception of this type of high-bandwidth-demanding services in unexpected ways. In this situation, there is a need for novel performance assessment models fit to the new VR applications. In this paper, we present PERCEIVE, a two-stage method for predicting the perceived quality of adaptive VR videos when streamed through mobile networks. By means of machine learning techniques, our approach is able to first predict adaptive VR video playout performance, using network Quality of Service (QoS) indicators as predictors. In a second stage, it employs the predicted VR video playout performance metrics to model and estimate end-user perceived quality. The evaluation of PERCEIVE has been performed considering a real-world environment, in which VR videos are streamed while subjected to LTE/4G network condition. The accuracy of PERCEIVE has been assessed by means of the residual error between predicted and measured values. Our approach predicts the different performance metrics of the VR playout with an average prediction error lower than 3.7% and estimates the perceived quality with a prediction error lower than 4% for over 90% of all the tested cases. Moreover, it allows us to pinpoint the QoS conditions that affect adaptive VR streaming services the most.
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