HTTP Adaptive Streaming (HAS) is quickly becoming the de facto standard for video streaming services. In HAS, each video is temporally segmented and stored in different quality levels. Rate adaptation heuristics, deployed at the video player, allow the most appropriate level to be dynamically requested, based on the current network conditions. It has been shown that today's heuristics underperform when multiple clients consume video at the same time, due to fairness issues among clients. Concretely, this means that different clients negatively influence each other as they compete for shared network resources. In this article, we propose a novel rate adaptation algorithm called FINEAS (Fair In-Network Enhanced Adaptive Streaming), capable of increasing clients' Quality of Experience (QoE) and achieving fairness in a multiclient setting. A key element of this approach is an in-network system of coordination proxies in charge of facilitating fair resource sharing among clients. The strength of this approach is threefold. First, fairness is achieved without explicit communication among clients and thus no significant overhead is introduced into the network. Second, the system of coordination proxies is transparent to the clients, that is, the clients do not need to be aware of its presence. Third, the HAS principle is maintained, as the in-network components only provide the clients with new information and suggestions, while the rate adaptation decision remains the sole responsibility of the clients themselves. We evaluate this novel approach through simulations, under highly variable bandwidth conditions and in several multiclient scenarios. We show how the proposed approach can improve fairness up to 80% compared to state-of-the-art HAS heuristics in a scenario with three networks, each containing 30 clients streaming video at the same time. Latré, Middelheimlaan 1, B-2020 Antwerp, Belgium; emails: {jeroen.famaey, steven.latre}@uantwerpen.be. Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies show this notice on the first page or initial screen of a display along with the full citation. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, to republish, to post on servers, to redistribute to lists, or to use any component of this work in other works requires prior specific permission and/or a fee.
In HTTP Adaptive Streaming (HAS), video content is temporally divided into multiple segments, each encoded at several quality levels. The client can adapt the requested video quality to network changes, generally resulting in a smoother playback. Unfortunately, live streaming solutions still often suffer from playout freezes and a large end-to-end delay. By reducing the segment duration, the client can use a smaller temporal buffer and respond even faster to network changes. However, since segments are requested subsequently, this approach is susceptible to high round-trip times. In this letter, we discuss the merits of an HTTP/2 push-based approach. We present the details of a measurement study on the available bandwidth in real 4G/LTE networks, and analyze the induced bit rate overhead for HEVCencoded video segments with a sub-second duration. Through an extensive evaluation with the generated video content, we show that the proposed approach results in a higher video quality (+7.5%) and a lower freeze time (-50.4%), and allows to reduce the live delay compared to traditional solutions over HTTP/1.1.
Virtual Reality (VR) devices are becoming accessible to a large public, which is going to increase the demand for 360°VR videos. VR videos are often characterized by a poor quality of experience, due to the high bandwidth required to stream the 360°video. To overcome this issue, we spatially divide the VR video into tiles, so that each temporal segment is composed of several spatial tiles. Only the tiles belonging to the viewport, the region of the video watched by the user, are streamed at the highest quality. The other tiles are instead streamed at a lower quality. We also propose an algorithm to predict the future viewport position and minimize quality transitions during viewport changes. The video is delivered using the server push feature of the HTTP/2 protocol. Instead of retrieving each tile individually, the client issues a single push request to the server, so that all the required tiles are automatically pushed back to back. This approach allows to increase the achieved throughput, especially in mobile, high RTT networks. In this paper, we detail the proposed framework and present a prototype developed to test its performance using real-world 4G bandwidth traces. Particularly, our approach can save bandwidth up to 35% without severely impacting the quality viewed by the user, when compared to a traditional non-tiled VR streaming solution. Moreover, in high RTT conditions, our HTTP/2 approach can reach 3 times the throughput of tiled streaming over HTTP/1.1, and consistently reduce freeze time. These results represent a major improvement for the e cient delivery of 360°VR videos over the Internet.
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