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Adaptive Playout For Low Latency Video Streaming

by Eckehard Steinbach, Niko Färber, et al. , 2001
"... Network variations in video streaming require to prebuffer sufficient data at the client prior to playout. This receiver buffer prevents the display process from starvation in case of network congestion. Prebuffering, however, is also responsible for the major part of the delay between requesting a ..."
Abstract - Cited by 18 (4 self) - Add to MetaCart
Network variations in video streaming require to prebuffer sufficient data at the client prior to playout. This receiver buffer prevents the display process from starvation in case of network congestion. Prebuffering, however, is also responsible for the major part of the delay between requesting a

Low Latency and Cheat-proof Event Ordering for Peer-to-Peer Games

by Chris Gauthierdickey, Virginia Lo, James Marr - In NOSSDAV ’04: Proceedings of the 14th ACM International Workshop on Network and Operating Systems Support for Digital Audio and Video , 2004
"... We are developing a distributed architecture for massively-multiplayer games. In this paper, we focus on designing a low-latency event ordering protocol, called NEO, for this architecture. Previous event ordering protocols prevent sev-eral types of cheats at the expense of operating at the la-tency ..."
Abstract - Cited by 55 (8 self) - Add to MetaCart
of the slowest player. We broaden the definition of cheating to include four common protocol level cheats and demonstrate how NEO prevents these cheats. At the same time, NEO has a playout latency independent of network conditions and adapts to network congestion to optimize performance.

Adaptive Playout For Real-Time Media Streaming

by Mark Kalman, Eckehard Steinbach, Bernd Girod - in IEEE International Conference on Image Processing (ICIP , 2002
"... When media is streamed over best-effort networks, a buffer at the client protects against playout interruptions due to variations in the data arrival rate. While the amount of protection offered grows with the size of the client's buffer, so does the latency that is introduced. In this paper we ..."
Abstract - Cited by 16 (3 self) - Add to MetaCart
When media is streamed over best-effort networks, a buffer at the client protects against playout interruptions due to variations in the data arrival rate. While the amount of protection offered grows with the size of the client's buffer, so does the latency that is introduced. In this paper

ABSTRACT Low Latency and Cheat-proof Event Ordering for

by Peer-to-peer Games, Chris Gauthierdickey, Virginia Lo, James Marr
"... We are developing a distributed architecture for massivelymultiplayer games. In this paper, we focus on designing a low-latency event ordering protocol, called NEO, for this architecture. Previous event ordering protocols prevent several types of cheats at the expense of operating at the latency of ..."
Abstract - Add to MetaCart
of the slowest player. We broaden the definition of cheating to include four common protocol level cheats and demonstrate how NEO prevents these cheats. At the same time, NEO has a playout latency independent of network conditions and adapts to network congestion to optimize performance.

Adaptive Playout For Real-Time Media Streaming

by Mark Kalman Eckehard, Mark Kalman, Eckehard Steinbach, Bernd Girod - in IEEE International Conference on Image Processing (ICIP , 2002
"... When media is streamed over best-effort networks, a buffer at the client protects against playout interruptions due to variations in the data arrival rate. While the amount of protection offered grows with the size of the client's buffer, so does the latency that is introduced. In this paper we ..."
Abstract - Add to MetaCart
When media is streamed over best-effort networks, a buffer at the client protects against playout interruptions due to variations in the data arrival rate. While the amount of protection offered grows with the size of the client's buffer, so does the latency that is introduced. In this paper

Low-Latency and Cheat-proof Event Ordering for Peer-to-Peer Games

by Chris GauthierDickey, Daniel Zappala, Virginia Lo, James Marr , 2004
"... We are developing a distributed architecture for massively-multiplayer games. In this paper, we focus on designing a low-latency event ordering protocol, called NEO, for this architecture. Previous event ordering protocols prevent several types of cheats at the expense of operating at the latency of ..."
Abstract - Cited by 2 (1 self) - Add to MetaCart
of the slowest player. We broaden the definition of cheating to include four common protocol level cheats and demonstrate how NEO prevents these cheats. At the same time, NEO has a playout latency independent of network conditions and adapts to network congestion to optimize performance.

Adaptive Media Playout for Low Delay Video Streaming over Error-Prone Channels

by Mark Kalman, Eckehard Steinbach, Member Ieee, Bernd Girod, Fellow Ieee - IEEE Transactions on Circuits and Systems for Video Technology , 2004
"... Video streaming over wireless networks requires the prebu#ering of su#cient data at the client prior to playout in order to combat adverse channel conditions. A large client bu#er prevents the display process from starving in case of temporarily high loss rates, but also introduces significant laten ..."
Abstract - Cited by 52 (1 self) - Add to MetaCart
latency. In this paper we show how adaptive media playout (AMP) can be employed to reduce the delay introduced by the client bu#er while preserving the same resilience against bu#er underflow as in non-adaptive media playout. For adaptive media playout we adjust the playout speed of the media packets

R-D Optimized Media Streaming Enhanced With Adaptive Media Playout

by Mark Kalman Eckehard, Mark Kalman, Eckehard Steinbach Ý, Bernd Girod - in Proc. Int’l Conf. Multimedia and Exhibition , 2002
"... Streaming media systems buffer media data at the client to improve reconstruction quality at the cost of latency. Reconstruction quality may be further improved with rate-distortion optimized packet transmission. In this paper we show how the tradeoff between buffering latency and reconstruction qua ..."
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Streaming media systems buffer media data at the client to improve reconstruction quality at the cost of latency. Reconstruction quality may be further improved with rate-distortion optimized packet transmission. In this paper we show how the tradeoff between buffering latency and reconstruction

Enhancing video-ondemand playout over multiple heterogeneous access networks

by Dominik Kaspar, Kristian Evensen, Paal Engelstad, Audun F. Hansen, Carsten Griwodz - In Proc. of CCNC. 47 – 51 , 2010
"... Abstract—Multimedia streaming is increasing in popularity and has become one of the dominating services on the Internet today. Even though user devices are often equipped with multiple network interfaces and in reach of several access networks at the same time, media streams are normally communicate ..."
Abstract - Cited by 7 (3 self) - Add to MetaCart
lightweight, applicationlayer, on-demand streaming service that requires no changes to existing servers and infrastructure. Based on real-world experiments with a multihomed host, we investigate the potential performance gains of video-on-demand playout. We achieve a bandwidth aggregation efficiency of 90

Cloud-Assisted Streaming for Low-Latency Applications

by Xiaoqing Zhu , Jiang Zhu , Rong Pan , Suryanarayana Mythili , Flavio Prabhu , Bonomi
"... Abstract-Media cloud services offer an unique opportunity for alleviating many of the technical challenges faced by mobile media streaming, especially for applications with stringent latency requirements. In this paper, we propose a novel cloud-assisted architecture for supporting lowlatency mobile ..."
Abstract - Add to MetaCart
) approach, and is shown to consistently outperform greedy heuristic schemes. Our simulation studies further characterize how system performance is influenced by various key factors, such as application playout latency, network round-trip-time, and wireless link throughput.
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