Proceedings of the 18th International Workshop on Network and Operating Systems Support for Digital Audio and Video 2008
DOI: 10.1145/1496046.1496074
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Adaptive video streaming for mobile clients

Abstract: Digital video streaming has attracted large interest in research as well as in commercial areas in recent years. The evolution of digital video coding and broadband Internet access enables a large number of users to access high quality video streams with several devices varying from mobile phones to notebooks. However, digital video streaming still has high resource requirements concerning the transmission and decoding of the streams. Especially mobile devices often cannot comply with such resource demands. Th… Show more

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Cited by 8 publications
(4 citation statements)
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“…An example of the research work for cloud gaming services can be seen in [5], where the H.264 video encoding parameter was adjusted to match for the client device capability. More examples [6][7][8] can be found in the field of video-on-demand. DOI: 10.5176/2251-3043_4.2.318…”
Section: Background and Related Workmentioning
confidence: 99%
“…An example of the research work for cloud gaming services can be seen in [5], where the H.264 video encoding parameter was adjusted to match for the client device capability. More examples [6][7][8] can be found in the field of video-on-demand. DOI: 10.5176/2251-3043_4.2.318…”
Section: Background and Related Workmentioning
confidence: 99%
“…Existing systems often monitor the observed throughput, but foreseeing future degradations or even connectivity loss is hard. To better enable the streaming application to predict future bandwidth availability and then adapt the video quality, regardless of whether adaptation is performed using a scalable codec [Huang et al 2003;Schierl et al 2010], transcoding [Brandt and Wolf 2008] or multi-quality segments [Pantos et al 2010;Zambelli 2009;Adobe 2010;Move Networks 2008], we propose to use a GPS-based bandwidth lookup service with a predictive video quality selection algorithm, i.e., similar to have been done by Wac et al [2006b], but in a completely different application scenario.…”
Section: Related Workmentioning
confidence: 99%
“…In contrast to adaptive streaming techniques, where the video stream is adapted to the client after its creation, e.g. during transmission [6], in the Games@Large framework the visual output is already generated with respect to the clients capabilities. As each graphics command issued by the game passes through our proxy DLL library, the parameters are adapted to render images which are optimal for streaming to the corresponding client: for example the viewport is adapted to the client's screen size, so that no additional image adjustment besides video encoding is needed.…”
Section: Low Complexity H264 Video Encoding On Server-sidementioning
confidence: 99%