Related papers: On Crowdsourced Interactive Live Streaming: A Twit…
Bandwidth consumption is a significant concern for online video service providers. Practical video streaming systems usually use some form of HTTP streaming (progressive download) to let users download the video at a faster rate than the…
Swim extends the actor model to support applications composed of linked distributed actors that continuously analyze boundless streams of events from millions of sources, to respond in-sync with the real-world. Swim builds a running…
The increase in real time ultra-high definition video services presents a challenging issue to current network infrastructures, because of its high bandwidth usage, which saturate network links. The required bandwidth is related to strict…
The rise of capturing systems for objects and scenes in 3D with increased fidelity and immersion has led to the popularity of volumetric video contents that can be seen from any position and angle in 6 degrees of freedom navigation. Such…
Experiment-in-the-Loop Computing (EILC) requires support for numerous types of processing and the management of heterogeneous infrastructure over a dynamic range of scales: from the edge to the cloud and HPC, and intermediate resources.…
The widespread use of mobile devices propels the development of new-fashioned video applications like 3D (3-Dimensional) stereo video and mobile cloud game via web or App, exerting more pressure on current mobile access network. To address…
In the user targeting and expanding of new shows on a video platform, the key point is how their embeddings are generated. It's supposed to be personalized from the perspective of both users and shows. Furthermore, the pursue of both…
Dynamic Adaptive Streaming over HTTP (DASH) is a recently proposed standard that offers different versions of the same media content to adapt the delivery process over the Internet to dynamic bandwidth fluctuations and different user device…
Crowdsourcing is a process of accumulating the ideas, thoughts or information from many independent participants, with aim to find the best solution for a given challenge. Modern information technologies allow for massive number of subjects…
Emerging distributed cloud architectures, e.g., fog and mobile edge computing, are playing an increasingly important role in the efficient delivery of real-time stream-processing applications (also referred to as augmented information…
Modern longitudinal data, for example from wearable devices, measures biological signals on a fixed set of participants at a diverging number of time points. Traditional statistical methods are not equipped to handle the computational…
In modern-era video streaming systems, videos are streamed and displayed on a wide range of devices. Such devices vary from large-screen UHD and HDTVs to medium-screen Desktop PCs and Laptops to smaller-screen devices such as mobile phones…
Recent work suggests that TCP throughput stability and predictability within a video viewing session can inform the design of better video bitrate adaptation algorithms. Despite a rich tradition of Internet measurement, however, our…
The e-commerce boom has led to overwhelming demand for personalized delivery services. Accordingly, various start-ups and tech companies provide crowd-shipping services that aim to be more efficient and effective than traditional logistics…
Content delivery networks are a key infrastructure component used by Video on Demand (VoD) services to deliver content over the Internet. We study a content delivery system consisting of a central server and multiple co-located caches, each…
General-purpose crowdsourcing platforms are increasingly being harnessed for creative work. The platforms' potential for creative work is clearly identified, but the workers' perspectives on such work have not been extensively documented.…
As live streaming services skyrocket, Crowdsourced Cloud-edge service Platforms (CCPs) have surfaced as pivotal intermediaries catering to the mounting demand. Despite the role of stream scheduling to CCPs' Quality of Service (QoS) and…
Is it possible to predict moment-to-moment gameplay engagement based solely on game telemetry? Can we reveal engaging moments of gameplay by observing the way the viewers of the game behave? To address these questions in this paper, we…
In mobile wireless networks, livestreaming in high user density areas presents two typical challenges: the wireless bandwidth is depleted and the number of users is limited. In this study, a media distribution model utilizing peer to peer…
As Internet streaming of live content has gained on traditional cable TV viewership, we have also seen significant growth of free live streaming services which illegally provide free access to copyrighted content over the Internet. Some of…