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As video-streaming services have expanded and improved, cloud-based video has evolved into a necessary feature of any successful business for reaching internal and external audiences. In this paper, video streaming over distributed storage…
Nowadays Dynamic Adaptive Streaming over HTTP (DASH) is the most prevalent solution on the Internet for multimedia streaming and responsible for the majority of global traffic. DASH uses adaptive bit rate (ABR) algorithms, which select the…
A key challenge of 360$^\circ$ VR video streaming is ensuring high quality with limited network bandwidth. Currently, most studies focus on tile-based adaptive bitrate streaming to reduce bandwidth consumption, where resources in network…
Immersive media streaming, especially virtual reality (VR)/360-degree video streaming which is very bandwidth demanding, has become more and more popular due to the rapid growth of the multimedia and networking deployments. To better…
During Stereoscopic 3D (S3D) video transmission, one or both views can be affected by bit errors and packet losses caused by adverse channel conditions, delay or jitter. Typically, the Human Visual System (HVS) is incapable of aligning and…
In contrast to traditional videos, the imaging in virtual reality (VR) is 360{\deg}, and it consumes larger bandwidth to transmit video contents. To reduce bandwidth consumption, tile-based streaming has been proposed to deliver the focused…
Optical see-through head-mounted displays (OST HMDs) typically display virtual content at a fixed focal distance while users need to integrate this information with real-world information at different depth layers. This problem is…
Omnidirectional or 360-degree video is being increasingly deployed, largely due to the latest advancements in immersive virtual reality (VR) and extended reality (XR) technology. However, the adoption of these videos in streaming encounters…
Video dimensions are continuously increasing to provide more realistic and immersive experiences to global streaming and social media viewers. However, increments in video parameters such as spatial resolution and frame rate are inevitably…
Next-generation real-time communication (NGRTC) applications, such as cloud gaming and XR, demand consistently ultra-low latency. However, through our first large-scale measurement, we find that despite the deployment of edge servers,…
Recently, the way people consume video content has been undergoing a dramatic change. Plain TV sets, that have been the center of home entertainment for a long time, are losing grounds to Hybrid TV's, PC's, game consoles, and, more…
Recently, HTTP streaming has become very popular for delivering video over the Internet. For adaptivity, a provider should generate multiple versions of a video as well as the related metadata. Various adaptation methods have been proposed…
In this paper, the problem of enhancing the virtual reality (VR) experience for wireless users is investigated by minimizing the occurrence of breaks in presence (BIP) that can detach the users from their virtual world. To measure the BIP…
Wireless Sensor Network (WSN) usually consist of hundreds or thousands of sensor nodes scattered in a geographical area and one or multiple sink(s) collecting information. The special design and character of sensors and their applications…
In this work, we investigate the joint visibility region (VR) detection and channel estimation (CE) problem for extremely large-scale multiple-input-multiple-output (XL-MIMO) systems considering both the spherical wavefront effect and…
Immersive formats such as 360{\deg} and 6DoF point cloud videos require high bandwidth and low latency, posing challenges for real-time AR/VR streaming. This work focuses on reducing bandwidth consumption and encryption/decryption delay,…
Analysis and modeling of wireless communication systems are dependent on the validity of the wide-sense stationarity uncorrelated scattering (WSSUS) assumption. However, in high-mobility scenarios, the WSSUS assumption is approximately…
Efficient vision works maximize accuracy under a latency budget. These works evaluate accuracy offline, one image at a time. However, real-time vision applications like autonomous driving operate in streaming settings, where ground truth…
Visually-induced motion sickness (VIMS), a side effect of perceived motion caused by visual stimulation, is a major obstacle to the widespread use of Virtual Reality (VR). Along with scene object information, visual stimulation can be…
In bandwidth-limited online video streaming, videos are usually downsampled and compressed. Although recent online video super-resolution (online VSR) approaches achieve promising results, they are still compute-intensive and fall short of…