Related papers: Streaming Remote rendering services: Comparison of…
Real-time communications (RTC) is a core technology for emerging applications in 6G, such as cloud gaming, teleoperation, and extended reality (XR), which require consistently low latency and high bitrates. Existing RTC solutions…
QUIC, as the transport layer of the next-generation Web stack (HTTP/3), natively provides security and performance improvements over TCP-based stacks. However, since QUIC provides end-to-end encryption for both data and packet headers,…
We study a multi-task decision-making problem for 360 video processing in a wireless multi-user virtual reality (VR) system that includes an edge computing unit (ECU) to deliver 360 videos to VR users and offer computing assistance for…
QUIC, a UDP-based transport protocol, addresses several limitations of TCP by offering built-in encryption, stream multiplexing, and improved loss recovery. To extend these benefits to legacy TCP-based applications, this paper explores the…
This paper investigates the energy implications of remote rendering for Virtual Reality (VR) applications within a real 5G testbed. Remote rendering enables lightweight devices to access high-performance graphical content by offloading…
We propose a novel computing runtime that exposes remote compute devices via the cross-vendor open heterogeneous computing standard OpenCL and can execute compute tasks on the MEC cluster side across multiple servers in a scalable manner.…
Extented Reality (XR) refers to a class of contemporary services that are intertwined with a plethora of rather demanding Quality of Service (QoS) and functional requirements. Despite Kubernetes being the de-facto standard in terms of…
Due to the fluctuation of throughput under various network conditions, how to choose a proper bitrate adaptively for real-time video streaming has become an upcoming and interesting issue. Recent work focuses on providing high video…
In this paper, we address the issue of scalable, interoperable, and timely dissemination of information in resource-constrained IoT. Scalability is addressed by adopting a publish-subscribe architecture. To address interoperable and timely…
This paper studies the uplink and downlink power allocation for interactive augmented reality (AR) services, where the live video captured by an AR device is uploaded to the network edge, and then the augmented video is subsequently…
Deep reinforcement learning (DRL) demonstrates its promising potential in the realm of adaptive video streaming and has recently received increasing attention. However, existing DRL-based methods for adaptive video streaming use only…
Volumetric media, popularly known as holograms, need to be delivered to users using both on-demand and live streaming, for new augmented reality (AR) and virtual reality (VR) experiences. As in video streaming, hologram streaming must…
Extended reality (XR) applications require computationally demanding functionalities with low end-to-end latency and high throughput. To enable XR on commodity devices, a number of distributed systems solutions enable offloading of XR…
This paper presents novel ultrareliable and low-latency communication (URLLC) techniques for URLLC services, such as Tactile Internet services. Among typical use-cases of URLLC services are tele-operation, immersive virtual reality,…
Supporting ultra-reliable and low-latency communications (URLLC) is one of the major goals for the fifth-generation cellular networks. Since spectrum usage efficiency is always a concern, and large bandwidth is required for ensuring…
Edge caching can significantly improve the 5G networks' performance both in terms of delay and backhaul traffic. We use a reinforcement learning-based (RL-based) caching technique that can adapt to time-location-dependent popularity…
The rising number of IoT devices is accelerating the research on new solutions that will be able to efficiently deal with unreliable connectivity in highly dynamic computing applications. To improve the overall performance in IoT…
Quality of Service (QoS) is now regarded as a requirement for all networks in managing resources like bandwidth and avoidance of network impairments like packet loss, jitter, and delay. Media transfer or streaming would be virtually…
Immersive communications is a key use case for 6G where applications require reliable latency-bound media traffic at a certain data rate to deliver an acceptable User Experience (UX) or Quality-of-Experience (QoE). The Quality-of-Service…
We present a framework for studying the problem of media streaming in technology and cost heterogeneous environments. We first address the problem of efficient streaming in a technology-heterogeneous setting. We employ random linear network…