• Title/Summary/Keyword: Video playback

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A Novel Bit Rate Adaptation using Buffer Size Optimization for Video Streaming

  • Kang, Young-myoung
    • International Journal of Internet, Broadcasting and Communication
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    • v.12 no.4
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    • pp.166-172
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    • 2020
  • Video streaming application such as YouTube is one of the most popular mobile applications. To adjust the quality of video for available network bandwidth, a streaming server provides multiple representations of video of which bit rate has different bandwidth requirements. A streaming client utilizes an adaptive bit rate scheme to select a proper video representation that the network can support. The download behavior of video streaming client player is governed by several parameters such as maximum buffer size. Especially, the size of the maximum playback buffer in the client player can greatly affect the user experience. To tackle this problem, in this paper, we propose the maximum buffer size optimization according to available network bandwidth and buffer status. Our simulation study shows that our proposed buffer size optimization scheme successfully mitigates playback stalls while preserving the similar quality of streaming video compared to existing ABR schemes.

Impact of playout buffer dynamics on the QoE of wireless adaptive HTTP progressive video

  • Xie, Guannan;Chen, Huifang;Yu, Fange;Xie, Lei
    • ETRI Journal
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    • v.43 no.3
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    • pp.447-458
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    • 2021
  • The quality of experience (QoE) of video streaming is degraded by playback interruptions, which can be mitigated by the playout buffers of end users. To analyze the impact of playout buffer dynamics on the QoE of wireless adaptive hypertext transfer protocol (HTTP) progressive video, we model the playout buffer as a G/D/1 queue with an arbitrary packet arrival rate and deterministic service time. Because all video packets within a block must be available in the playout buffer before that block is decoded, playback interruption can occur even when the playout buffer is non-empty. We analyze the queue length evolution of the playout buffer using diffusion approximation. Closed-form expressions for user-perceived video quality are derived in terms of the buffering delay, playback duration, and interruption probability for an infinite buffer size, the packet loss probability and re-buffering probability for a finite buffer size. Simulation results verify our theoretical analysis and reveal that the impact of playout buffer dynamics on QoE is content dependent, which can contribute to the design of QoE-driven wireless adaptive HTTP progressive video management.

Affective Effect of Video Playback Style and its Assessment Tool Development (영상의 재생 스타일에 따른 감성적 효과와 감성 평가 도구의 개발)

  • Jeong, Kyeong Ah;Suk, Hyeon-Jeong
    • Science of Emotion and Sensibility
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    • v.19 no.3
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    • pp.103-120
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    • 2016
  • This study investigated how video playback styles affect viewers' emotional responses to a video and then suggested emotion assessment tool for playback-edited videos. The study involved two in-lab experiments. In the first experiment, observers were asked to express their feelings while watching videos in both original playback and articulated playback simultaneously. By controlling the speed, direction, and continuity, total of twelve playback styles were created. Each of the twelve playback styles were applied to five kinds of original videos that contains happy, anger, sad, relaxed, and neutral emotion. Thirty college students participated and more than 3,800 words were collected. The collected words were comprised of 899 kinds of emotion terms, and these emotion terms were classified into 52 emotion categories. The second experiment was conducted to develop proper emotion assessment tool for playback-edited video. Total of 38 emotion terms, which were extracted from 899 emotion terms, were employed from the first experiment and used as a scales (given in Korean and scored on a 5-point Likert scale) to assess the affective quality of pre-made video materials. The total of eleven pre-made commercial videos which applied different playback styles were collected. The videos were transformed to initial (un-edited) condition, and participants were evaluated pre-made videos by comparing initial condition videos simultaneously. Thirty college students evaluated playback-edited video in the second study. Based on the judgements, four factors were extracted through the factor analysis, and they were labelled "Happy", "Sad", "Reflective" and "Weird (funny and at the same time weird)." Differently from conventional emotion framework, the positivity and negativity of the valence dimension were independently treated, while the arousal aspect was marginally recognized. With four factors from the second experiment, finally emotion assessment tool for playback-edited video was proposed. The practical value and application of emotion assessment tool were also discussed.

Estimating the Optimal Buffer Size on Mobile Devices for Increasing the Quality of Video Streaming Services (동영상 재생 품질 향상을 위한 최적 버퍼 수준 결정)

  • Park, Hyun Min
    • The Journal of the Korea Contents Association
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    • v.18 no.3
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    • pp.34-40
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    • 2018
  • In this study, the optimal buffer size is calculated for seamless video playback on a mobile device. Buffer means the memory space for multimedia packet which arrives in mobile device for video play such as VOD service. If the buffer size is too large, latency time before video playback can be longer. However, if it is too short, playback service can be paused because of shortage of packets arrived. Hence, the optimal buffer size insures QoS of video playback on mobile devices. We model the process of buffering into a discret-time queueing model. Mean busy period length and mean waiting time of Geo/G/1 queue with N-policy is analyzed. After then, we uses the main performance measures to present numerical examples to decide the optimal buffer size on mobile devices. Our results enhance the user satisfaction by insuring the seamless playback and minimizing the initial delay time in VOD streaming process.

Adaptive Load Balancing Scheme for Real-Time Video Stream Transmission in Mobile Environment (모바일 환경에서 실시간 비디오 스트림 전송을 위한 적응형 부하 조정 기법)

  • Kim, Jin-Hwan
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.11 no.4
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    • pp.105-112
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    • 2011
  • We propose an adaptive load balancing scheme to transport real-time video streams efficiently in this paper. The playback buffer level of a video requesting client is high or low temporarily in mobile environment. This scheme attempts to allocate more network bandwidth to serve a video request with the lower buffer level preferentially. In this scheme, the amount of network bandwidth is dynamically allocated to the requesting clients according to their playback buffer levels in a distributed mobile system. In order to improve the quality of service and real-time performance of individual video playback, the proposed load balancing scheme tries to maximize the number of frames that are transported successfully to the client prior to their playback times. Fair services can also be provided to all the concurrent clients by making their playback situation more adaptive. The performance of this load balancing scheme is compared with that of other static load balancing scheme through extensive simulation experiments, resulting in the higher ratio of frames transmitted successfully within given deadlines.

A Bi-directional Information Learning Method Using Reverse Playback Video for Fully Supervised Temporal Action Localization (완전지도 시간적 행동 검출에서 역재생 비디오를 이용한 양방향 정보 학습 방법)

  • Huiwon Gwon;Hyejeong Jo;Sunhee Jo;Chanho Jung
    • Journal of IKEEE
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    • v.28 no.2
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    • pp.145-149
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    • 2024
  • Recently, research on temporal action localization has been actively conducted. In this paper, unlike existing methods, we propose two approaches for learning bidirectional information by creating reverse playback videos for fully supervised temporal action localization. One approach involves creating training data by combining reverse playback videos and forward playback videos, while the other approach involves training separate models on videos with different playback directions. Experiments were conducted on the THUMOS-14 dataset using TALLFormer. When using both reverse and forward playback videos as training data, the performance was 5.1% lower than that of the existing method. On the other hand, using a model ensemble shows a 1.9% improvement in performance.

A Synchronization of Audio/Video Stream on Software MPEG-1 Playback System (Software MPEG-1 재생 시스템을 위한 Audio/Video 스트림의 동기화)

  • 박태강;이호석
    • Proceedings of the Korean Information Science Society Conference
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    • 1998.10c
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    • pp.303-305
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    • 1998
  • MPGE(Moving Picture Expert Group)은 디지털 동영상 압축 부호화의 표준으로 자리잡고 있으며 MPEG-1에 이어 현재는 MPEG-2가 상용화되어 있는 실정이다. 복잡한 압축 기법의 적용으로 이를 재생하기 위해서는 전용의 하드웨어가 필요했지만 CPU의 성능이 향상됨에 따라 소프트웨어적으로 구현이 가능하게 되었다. 본 논문에서는 Software MPEG-1 Playback System에서 가장 큰 문제가 되는 Audio와 Video간의 동기화에 관한 기법을 제시한다.

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ServerNet and ATM Interconnects: Comparison for Compressed Video Transmission

  • Ashfaq Hossain;Kang, Sung-Mo;Robert Horst
    • Journal of Communications and Networks
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    • v.1 no.2
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    • pp.134-142
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    • 1999
  • We have developed fully functional Video Server and Client applications which can transmit, receive, decompress and display compressed video over various networks. Our video trans-port allows dynamic rate control feedback, loss detection, and repair requests from Clients to the Server. Our experiments show how feedvack-before-degradation scheme for rate adaptation maintains good display frame-rate for video playback. We show how the playback degradation(reduction in display frame-rate) oc-curs and what happens if corrective measures are not taken to im-prove the situation. The degradation is attributed to the increased internal kernel buffering which consumes scarce CPU resources. We demontrate with our experimental results that ServerNet, with improved hardware delivery guarantees, can significantly reduce host CPU resource consumption while serving video streams. We present the maximum number of streams which can be served for each of ATM and ServerNet interconnects. The appropriate user-level packet size for the video server are also determined for each case.

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Implementation and Performance Analysis of a Multichannel Visual Monitoring System based on DirectX (DirectX 기반 다채널 영상 감시 시스템 구현 및 성능 분석)

  • Chung Sun-Tae
    • The Journal of the Korea Contents Association
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    • v.5 no.1
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    • pp.217-227
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    • 2005
  • In this paper, we present the result of an efficient implementation of DirectX-based multichannel visual monitoring system and the performance analysis of it. Our proposed system mainly consists of three subsystems: display, storage, and retrieval/playback. The display subsystem is designed to utilize efficiently H/W acceleration, overlay and flip of DirectX for faster real-time display, display synchronization among channels, and improvement of tearing artifact. For the performance improvement of storage speed, the storage subsystem is designed and implemented in DirectShow Filter-based multithreading architecture so that it can store multichannel video streams efficiently in each channel with minimizing data bottleneck among channels. In the retrieval and playback subsystem, efficient index file architecture and video data storage architecture, efficient playback architecture which can make playback be processed parallel among channels are designed and implemented for faster retrieval and playback,. Through experiments, our proposed system is shown to be maximally 2 times as fast in storaging speed and maximally 3.5 times as fast in retrieval and playback speed as the previous system.

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A Synchronized Playback Method of 3D Model and Video by Extracting Golf Swing Information from Golf Video (골프 동영상으로부터 추출된 스윙 정보를 활용한 3D 모델과 골프 동영상의 동기화 재생)

  • Oh, Hwang-Seok
    • Journal of the Korean Society for Computer Game
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    • v.31 no.4
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    • pp.61-70
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    • 2018
  • In this paper, we propose a synchronized playback method of 3D reference model and video by extracting golf swing information from learner's golf video to precisely compare and analyze each motion in each position and time in the golf swing, and present the implementation result. In order to synchronize the 3D model with the learner's swing video, the learner's golf swing movie is first photographed and relative time information is extracted from the photographed video according to the position of the golf club from the address posture to the finishing posture. Through applying time information from learners' swing video to a 3D reference model that rigs the motion information of a pro-golfer's captured swing motion at 120 frames per second through high-quality motion capture equipment into a 3D model and by synchronizing the 3D reference model with the learner's swing video, the learner can correct or learn his / her posture by precisely comparing his or her posture with the reference model at each position of the golf swing. Synchronized playback can be used to improve the functionality of manually adjusting system for comparing and analyzing the reference model and learner's golf swing. Except for the part where the image processing technology that detects each position of the golf posture is applied, It is expected that the method of automatically extracting the time information of each location from the video and of synchronized playback can be extended to general life sports field.