Title: DRLM: Deep Reinforcement Learning-Based LLM Query Orchestration in Edge Environments

 

Authors: Reza Farahani (TU Wien, Austria), Zoha Azimi (AAU, Austria), Mario Colosi (University of Messina, Italy), Lauri Lov\’en (University of Oulu, Finland), Christian Timmerer (AAU, Austria), Schahram Dustdar (TU Wien, Austria)

 

Venue: IEEE Global Communications Conference (GLOBECOM), Macau S.A.R., China, 7 – 11 December 2026

 

Abstract:

Large language model (LLM) services increasingly process heterogeneous queries with diverse latency, accuracy, and resource requirements. While edge deployment reduces response time, the heterogeneity of devices and the diversity of model families, parameter scales, and quantization levels make efficient LLM query orchestration challenging. This paper introduces DRLM, a Deep Reinforcement Learning-based LLM query orchestration framework in edge environments. DRLM integrates two lightweight predictors: (i) a class-conditioned quality estimator that maps queries to semantic categories and infers model performance, and (ii) a feature-driven latency predictor that estimates inference time across model-device configurations. These predictions, combined with system state (resource utilization and queue dynamics), feed a factorized Proximal Policy Optimization (PPO) agent that performs state-aware orchestration decisions. To enable data-driven orchestration, we construct a large-scale benchmarking dataset with 223 835 measurements spanning 1258 queries, 6 query classes, 8 model families (32 deployed instances), 5 quantization levels, and heterogeneous edge devices. Evaluation on a realistic 64-node edge cluster and comparison with three baselines and two state-of-the-art methods show that DRLM reduces inference latency by up to 51 % and queuing delay by up to 67 %, while incurring at most 8 % accuracy loss. DRLM further improves latency under increasing workloads up to 61.4 %, demonstrating robust and stable orchestration.

 

Depth-Aware Stereo Bitrate Ladder Optimization with Decoding-Time Constraints for HTTP Adaptive Streaming

 

IEEE International Workshop on Multimedia Signal Processing (MMSP)

September 22 – September 24, 2026

Istanbul, Turkey

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Kamran Qureshi (AAU, Austria), Hadi Amirpour (AAU, Austria), Farzad Tashtarian (AAU, Austria), Christian Timmerer (AAU, Austria)

Abstract: Per-title bitrate ladder construction selects bitrate–resolution pairs based on content-specific characteristics, enabling improved compression efficiency compared to static bitrate ladders. Extending content-adaptive bitrate ladder construction to stereoscopic video, we propose a content- and depth-aware stereoscopic bitrate ladder that jointly optimizes three dimensions: (i) perceptual video quality, (ii) depth fidelity, and (iii) decoding efficiency within a unified optimization framework using objective quality metrics Advanced Video Quality Tool (AVQT), Just Noticeable Difference in Depth (JNDD)-filtered depth violations, and decoding time measurements. Bitrate ladder construction is formulated as a binary linear programming optimization problem that selects one representation at each bitrate subject to constraints, with tunable weighting to balance the three objectives. Experimental results demonstrate that the proposed approach achieves a balanced trade-off across perceptual quality, depth fidelity, and decoding efficiency, yielding, on average, a 4.61% BD-rate reduction in perceptual quality, a 2.07% reduction in depth violations, and a 10.49% reduction in decoding time relative to a baseline comprising a fixed bitrate ladder. The resulting bitrate ladders consistently outperform both baselines that optimize individual objectives in isolation and the fixed bitrate ladder, highlighting the benefits of jointly optimizing quality, depth, and decoding efficiency for stereoscopic video streaming.

Content-Adaptive Encoding Pass Selection for Efficient Video Streaming

 

International Workshop on Multimedia Signal Processing (MMSP)

September 22 – September 24, 2026

Istanbul, Türkiye

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Mohammad Ghasempour (AAU, Austria), Hadi Amirpour (AAU, Austria), Christian Timmerer (AAU, Austria)

Abstract: As video streaming continues to grow in scale, improving the efficiency of video encoding has become increasingly important to balance visual quality and computational cost. Multi-pass encoding is widely adopted to enhance compression efficiency, improve rate control, and achieve more stable quality by leveraging additional analysis of video content prior to encoding. These benefits come with the cost of increased computational complexity. In this paper, we show that the benefits of multi-pass encoding vary substantially across video content and encoding configurations in adaptive video streaming. Motivated by this observation, we propose the Adaptive Encoding Pass Selection (AEPS), a lightweight content-adaptive framework that estimates the benefits of multi-pass prior to encoding and enables selective use of single-pass encoding to reduce encoding time. Experimental results demonstrate that the AEPS framework substantially reduces encoding time while maintaining compression performance and stability, achieving an average 25.3% reduction in encoding time with only a 2.23% increase in bitrate. We show that the preprocessing and decision-making overhead of AEPS is approximately 1155 times lower than the time required for multi-pass encoding in adaptive streaming.

Viewport-Aware Adaptive Encoding for Enhanced 360-degree Video Streaming

 

International Workshop on Multimedia Signal Processing (MMSP)

September 22 – September 24, 2026

Istanbul, Türkiye

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Mahmoud Z. A. Wahba (University of Padova), Mohammad Ghasempour (AAU, Austria), Sara Baldoni (University of Padova), Christian Timmerer (AAU, Austria), Federica Battisti (University of Padova), Hadi Amirpour (AAU, Austria)

Abstract: Streaming 360-degree video content in Virtual Reality (VR) poses significant challenges, particularly in balancing perceived quality and available bandwidth. Tile-based streaming guided by viewport prediction reduces bandwidth usage by allocating a higher bitrate to tiles within the predicted viewport and a lower bitrate to non-viewport tiles. However, viewport prediction is not always precise, and failure cases can significantly degrade the user’s Quality of Experience. In this paper, we address this challenge by selecting the optimal encoding configuration, i.e., the video encoding resolution, for each tile to improve the quality of tiles outside the predicted viewport without increasing the video target bitrate. We evaluate our method on a large-scale 360-degree video dataset, which demonstrates our model effectiveness in improving user-perceived quality, particularly when viewport prediction fails. Our experimental results show a 37.41% improvement in BD-Rate and a 7.5dB gain in BD-PSNR for the viewport-mispredicted tiles.

Title: Towards AI-Assisted Sustainable Adaptive Video Streaming Systems: Tutorial and Survey

Authors: Reza Farahani, Zoha Azimi, Christian Timmerer, Radu Prodan

Journal: ACM Computing Surveys

Abstract: Improvements in networking technologies and the steadily increasing number of users, as well as the shift from traditional broadcasting to streaming content over the Internet, have made video applications (Video-on-Demand (VoD) and live streaming) predominant sources of traffic. Recent advances in Artificial Intelligence (AI) and its widespread application in various academic and industrial fields have focused on designing and implementing a variety of video compression and content delivery techniques to improve user Quality of Experience (QoE). However, providing high QoE services results in increased energy consumption and a larger carbon footprint across the service delivery path, extending from the end-user’s device through the
network and service infrastructure (e.g., cloud providers). Despite the importance of energy efficiency in video streaming, there is a lack of comprehensive surveys covering state-of-the-art AI techniques and their applications throughout the video streaming lifecycle. Existing surveys typically focus on specific parts, such as video encoding, delivery networks, playback, or quality assessment, without providing a holistic view of the entire lifecycle and its impact on energy consumption and QoE. Motivated by this research gap, this article provides a comprehensive overview of the video streaming lifecycle, content delivery, energy, and Video Quality Assessment (VQA) metrics and models, and AI techniques employed in video streaming. In addition, it conducts an in-depth state-of-the-art analysis of AI-driven approaches for improving the energy efficiency of end-to-end video streaming systems across encoding, delivery, playback, and VQA stages. It further discusses key challenges in AI-assisted streaming, including ethical concerns (privacy, bias, security), deployment barriers (dataset limitations, scalability, inference efficiency), protocol-level latency-computation trade-offs (e.g., QUIC and WebRTC), and the energy implications of Generative AI and semantic streaming.

 

Title: Who Gets to Make Games? Rethinking Tools for Community-Based Game Jams

Conference: International Conference on Game Jams, Hackathons and Game Creation Events 2026

Author: Kseniia Harshina

Abstract: Game accessibility is often discussed in relation to players, but access to game-making is also unevenly distributed. This short paper examines how authoring tools shape participation in community-based game jams. Drawing on a one-day storytelling game jam with adults with migration and/or displacement experience, the paper shows how Twine enabled participants to create short playable prototypes within a supported workshop setting, while also revealing limits around templates, visual storytelling, and continued access after the jam. The case highlights a key distinction: low-barrier authoring is not the same as mobile-first authoring. The paper contributes a case-based argument for understanding game-making tools as part of what makes participation possible, and for treating mobile-first authoring as an important direction for community-based game jams.

 

Title: You have a long way to go”: Migrant and Displaced People as Authors in a Storytelling Game Jam

Conference: CHI Play 2026

Authors: Kseniia Harshina, Ameneh Safari, Tom Tucek

Abstract: Games about migration and displacement are often framed through empathy: they invite players to understand experiences of border crossing, bureaucracy, loss, or uncertainty from a safe distance. Yet this framing can become extractive when people with lived experience have little control over how their stories are told, interpreted, or shared. This paper examines a one-day, migrant-led participatory storytelling game jam with adults who had migration and/or displacement experience. We analyze seven shared participant-created game prototypes together with participant reflections, mentor reflections, and process documentation. Our analysis shows how small prototypes used interactive form to express migration as lived constraint, unequal possibility, ongoing change, and layered belonging. It also shows how the workshop conditions shaped what participants could make and how they chose to share, withhold, or continue their work. We argue that participatory storytelling jams should be understood not only through the artifacts they produce, but through the conditions that make authorship possible: participant control over form and disclosure, playtesting as community recognition, and institutional support for the labor behind migrant-led facilitation. The paper contributes an artifact-centered account of a migrant-led storytelling jam and a coding framework for analyzing compact autobiographical games across cases.

 

AND

Title: Worth the Grind? Player Experiences of Grinding Activities and Mechanics in Games

Conference: CHI Play 2026

Authors: Johannes Ladurner and Kseniia Harshina

Abstract: Grinding is a common but controversial mechanic in video games. Players may criticize grinding as unfair or manipulative; however, they can also experience it as rewarding when it supports meaningful progression and player agency. This work-in-progress paper explores how players describe experiences of grinding in public Reddit discussions. We collected posts and comments from four gaming-related subreddits and analyzed player statements that explained why grinding felt enjoyable, frustrating, or exploitative. The findings suggest that grinding is context-dependent: the same repetitive activity can support or undermine player engagement depending on how it is designed. Based on these themes, we propose six preliminary design implications for player-centered grinding mechanics. These implications have also informed the design of a prototype game, which will be evaluated in future work through playtesting and player interviews.

LumaID: Harnessing Illumination-Awareness for High-Fidelity Video Head Identity Editing

34th ACM International Conference on Multimedia 2026 (ACM MM 2026)

10–14 November 2026

Rio de Janeiro, Brazil

[PDF]

Yiying Wei (AAU, Austria), Xuanhong Chen (Shanghai Jiao Tong University, China), Hadi Amirpour (AAU, Austria) and Christian Timmerer (AAU, Austria)

Abstract: Despite yielding higher visual quality than image-to-image approaches, masked generation paradigms for video face editing fundamentally lacks attribute consistency (e.g., illumination, background). We introduce LumaID, a novel framework that explicitly disentangles identity and expression representations from environmental contexts, enabling high-fidelity, fine-grained video head editing while strictly preserving these crucial attributes. At its core, LumaID employs an Omni-Disentangled Diffusion Transformer (OD-DiT) that leverages 3D proxy representations to thoroughly isolate the source and target facial features, fundamentally preventing identity leakage and illumination degradation. To further overcome the distributional drift caused by proxy estimation noise and the lack of explicit consistency supervision, we propose Consist-GRPO. This post-training reinforcement learning mechanism formulates multi-dimensional reward signals (spanning identity, expression, pose, and lighting) to continuously steer the generative process toward strict spatiotemporal alignment. Extensive evaluations demonstrate that LumaID serves as a highly competitive baseline, exhibiting strong performance over prior approaches in both attributes consistency and overall visual quality.

Selective Multi-Pass Encoding for Cost-Efficient Video Streaming

International Broadcasting Convention (IBC)

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Mohammad Ghasempour (AAU, Austria), Hadi Amirpour (AAU, Austria), and Christian Timmerer (AAU, Austria)

Abstract: As video streaming scales across platforms, resolutions, and devices, encoding efficiency has become critical to maintaining quality while controlling computational cost and energy consumption. Multi-pass encoding is widely used in streaming workflows to improve compression efficiency, rate-control accuracy, and quality consistency. However, its computational overhead is applied uniformly across all content, even when additional passes deliver minimal benefit. At scale, this results in unnecessary processing, higher computational cost, and increased energy consumption. This paper presents a content-adaptive strategy, CASE, that predicts whether additional encoding passes would provide meaningful gains using a lightweight mechanism that derives spatial and temporal features from each video segment. We evaluated the approach in two production-oriented scenarios using local and cloud-based video encoders. Results show that the method reduces computational time and encoding cost, with minimal impact on compression efficiency and visual quality. Experimental results show that CASE reduces encoding time by 25.3% on average with only a 2.23% bitrate increase, while its preprocessing and decision overhead is about 1155 times lower than multi-pass encoding time.

LMM-10K: Large-Scale 4K Multimodal Dataset for Perceptual, Semantic, and Content-Aware Video Processing

ACM Multimedia 2026

November 10 – November 14, 2026

Rio de Janeiro, Brazil

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Mohammad Ghasempour (AAU, Austria), Yiying Wei (AAU, Austria), Hadi Amirpour (AAU, Austria), Christian Timmerer (AAU, Austria)

Abstract: The growing integration of vision and language models is driving a fundamental shift in video understanding and processing. This evolution calls for datasets that jointly capture visual content and its semantic representations at scale. To address this need, we introduce LMM-10K, a large-scale, curated multimodal dataset comprising 10,000 high-fidelity 4K video sequences at 60 fps with rich semantic and perceptual annotations. We developed an automated acquisition pipeline to curate videos from the Pexels repository, using targeted search queries and strict filtering criteria to capture a wide range of real-world scenes. Beyond the video sequences, LMM-10K is enriched with comprehensive multimodal annotations that integrate low-level visual features with high-level semantic information. These include LLM-generated semantic descriptors, no-reference quality metrics, spatial-temporal complexity metrics, and visual diversity attributes. By combining structured annotations with high-quality video data, LMM-10K provides a versatile resource for a wide range of applications, including video enhancement, content-aware compression and streaming, neural video coding, multimodal learning, generative video modeling, and perceptual quality modeling. Dataset URL: Link