Conference info: IEEE LCN

Authors: Jesús Aguilar Armijo (Alpen-Adria-Universität Klagenfurt), Christian Timmerer (Alpen-Adria-Universität Klagenfurt) and Hermann Hellwagner (Alpen-Adria-Universität Klagenfurt)

Abstract: Mobile networks equipped with edge computing nodes enable access to information that can be leveraged to assist client-based adaptive bitrate (ABR) algorithms in making better adaptation decisions to improve both Quality of Experience (QoE) and fairness. For this purpose, we propose a novel on-the-fly edge mechanism, named EADAS (Edge Assisted Adaptation Scheme for HTTP Adaptive Streaming), located at the edge node that assists and improves the ABR decisions on-the-fly. EADAS proposes (i) an edge ABR algorithm to improve QoE and fairness for clients and (ii) a segment prefetching scheme. The results show a QoE increase of 4.6%, 23.5%, and 24.4% and a fairness increase of 11%, 3.4%, and 5.8% when using a buffer-based, a throughput-based, and a hybrid ABR algorithm, respectively, at the client compared with client-based algorithms without EADAS. Moreover, QoE and fairness among clients can be prioritized using parameters of the EADAS algorithm according to service providers’ requirements.

Keywords: Dynamic Adaptive Streaming over HTTP (DASH), Edge Computing, Network-Assisted Video Streaming, Quality of Experience (QoE).

A Special Session on ‘Video Coding for Large Scale HTTP Adaptive Streaming Deployments‘ was organized by Christian Timmerer (Alpen-Adria-Universität Klagenfurt, Austria), Mohammad Ghanbari (University of Essex, UK), and Alex Giladi (Comcast, USA) on July 2 at the 35th Picture Coding Symposium (PCS) 2021. Read more about it here.

With his master thesis about “Animating Characters using Deep Learning based Pose Estimation”, Fabian Schober won the “Dynatrace Outstanding IT-Thesis Award” (DO*IT*TA). The award brings attention to extraordinary theses, motivates creativity, and provides insight into modern technologies.
In his thesis, Fabian Schober focuses on animating 2D (video game) characters using the PoseNet pose estimation model. He delivers a proof of concept on how new machine learning technologies can assist in video game development. Read more at the University press release (German only).

Conference info: The 46th IEEE Conference on Local Computer Networks (LCN) October 4-7, 2021

Authors: Farzad Tashtarian (Alpen-Adria-Universität Klagenfurt), Abdelhak Bentaleb (National University of Singapore), Reza Farahani (Alpen-Adria-Universität Klagenfurt), Minh Nguyen (Alpen-Adria-Universität Klagenfurt), Christian Timmerer (Alpen-Adria-Universität Klagenfurt), Hermann Hellwagner (Alpen-Adria-Universität Klagenfurt), and Roger Zimmermann (National University of Singapore)

Abstract: Live User Generated Content (UGC) has become very popular in today’s video streaming applications, in particular with gaming and e-sport. However, streaming UGC presents unique challenges for video delivery. When dealing with the technical complexity of managing hundreds or thousands of concurrent streams that are geographically distributed, UGCsystems are forces to made difficult trade-offs with video quality and latency. Read more

Conference info: The 46th IEEE Conference on Local Computer Networks (LCN) October 4-7, 2021

Authors: Reza Farahani (Alpen-Adria-Universität Klagenfurt), Farzad Tashtarian (Alpen-Adria-Universität Klagenfurt), Hadi Amirpour (Alpen-Adria-Universität Klagenfurt), Christian Timmerer (Alpen-Adria-Universität Klagenfurt), Mohammad Ghanbari (School of Computer Science and Electronic Engineering, University of Essex, Colchester, UK) and Hermann Hellwagner (Alpen-Adria-Universität Klagenfurt)

Abstract: With the increasing demand for video streaming applications, HTTP Adaptive Streaming (HAS) technology has become the dominant video delivery technique over the Internet. Current HAS solutions only consider either client- or server-side optimization, which causes many problems in achieving high-quality video, leading to sub-optimal users’ experience and network resource utilization. Recent studies have revealed that network-assisted HAS techniques, by providing a comprehensive view of the network, can lead to more significant gains in HAS system performance. Read more

The project “Kärntner Fog” has been accepted in the BRIDGE funding call of FFG.

Abstract: Kärntner Fog aims to contribute with advanced technologies for the distributed optimized provisioning and operation of 5G applications in Austria. For this purpose, it researches and develops a unique infrastructure testbed called the Carinthian Computing Continuum (C3), consisting of heterogeneous Cloud, Fog, and 5G‐Edge devices orchestrated through novel benchmarking, monitoring, analysis, and provisioning services. The project will validate its results using modern virtual reality and smart city use cases in the 5G Playground Carinthia. The results will give companies a competitive technological advantage in exploring 5G‐compliant applications in preparation for the deployment of an Austrian‐wide 5G network by 2025.

Partners:

Alpen-Adria Universität Klagenfurt, ITEC

Fachhochschule Kärnten

siplan gmbh

Project duration: 36 months

Successful review of the first research phase: Christian Doppler ‘pilot’ laboratory ATHENA to transition to a regular CD laboratory two years after launch. Read more about it at ATHENA website and the press release at AAU website.

 

Dragi Kimovski

The manuscript “Mobility-Aware IoT Application Placement in the Cloud — Edge Continuum” has been accepted for publication in the A* (IF: 5.823) Journal – IEEE Transactions on Services Computing (TSC).

Autors: Dragi Kimovski, Narges Mehran, Christopher Kerth, Radu Prodan

Abstract: The Edge computing extension of the Cloud services towards the network boundaries raises important placement challenges for IoT applications running in a heterogeneous environment with limited computing capacities. Unfortunately, existing works only partially address this challenge by optimizing a single or aggregate objective (e.g., response time), and not considering the edge devices’ mobility and resource constraints. To address this gap, we propose a novel mobility-aware multi-objective IoT application placement (mMAPO) method in the Cloud – Edge Continuum that optimizes completion time, energy consumption, and economic cost as conflicting objectives. mMAPO utilizes a Markov model for predictive analysis of the Edge device mobility and constrains the optimization to devices that do not frequently move through the network. We evaluate the quality of the mMAPO placements using simulation and real-world experimentation on two IoT applications. Compared to related work, mMAPO reduces the economic cost by 28% and decreases the completion time by 80% while maintaining a stable energy consumption.

Bitmovin will be sponsoring a classroom in the area of Computer Science for the next five years, starting in June 2021, and thus continuing the long-standing successful cooperation with the University of Klagenfurt.

Read more about our project partner Bitmovin here.

 

Hadi

Hadi Amirpour has been appointed co-chair of Task Force 7 (TF7)
Immersive Media Experience (IMEx) at the 15th Qualinet meeting

Co-chairs:

 

TF7: Immersive Media Experiences (IMEx)

Immersive media applications are entering our daily lives starting from VR/AR/360° video applications to multi-sensory/multimedia experiences potentially addressing all human senses rather than focusing on hearing and seeing. The overall goal of providing Immersive Media Experiences (IMEx) to end-users is giving them the sensation of being part of the particular media which shall result in a worthwhile, informative user and quality of experience.

The actual objectives of this task force are as follows:

  • disseminating the white paper
  • working towards submission of the extended version
  • liaison with other communities (UX, sensory sciences) and standards developing organizations (JPEG, MPEG, EBU)
  • Identification of different QoE aspects of immersive experiences
  • QoE models and QoE assessment approaches for immersive experiences, addressing various audiovisual modalities; e.g. HDR, omnidirectional video, light fields, point clouds, and spatial audio.