Browsing by Subject "Streaming"
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Item The cult of Criterion : the Criterion Collection as a commercial canon(2016-05) Self, Andrew Edward; Schatz, Thomas, 1948-; Ramirez-Berg, CharlesThe rise of home video gave to the rise of the home video collector. For the last forty plus years, consumers have purchased their own copies of films, and amassed libraries. Within this group, The Criterion Collection has stood as the advance guard for the possibilities of what home video could offer its audience. Tracing the company’s history, back to its inception in 1983, consistency in quality has been a trademark for Criterion. Constantly innovating what home video could offer its audience -- through the creation of supplemental features, providing uncut films, and having personal relationships with directors -- Criterion has been able to continue its quality through differentiation. Looking at the distinct historical periods within this company has operated, a history can be formed that answers questions to how the company deals with questions of canon formation, authorship, film history, etc. As the technology continues to radically change the market, Criterion remains adamant about providing the best quality product for its customer, and expanding its idea of what home video should be to a larger market.Item Optimizing mobile multimedia content delivery(2013-08) Seung, Yousuk; Zhang, Yin, doctor of computer scienceWith the advent of mobile Internet the amount of time people spend with multimedia applications in the mobile environment is surging and demand for high quality multimedia data over the Internet in the mobile environment is growing rapidly. However the mobile environment is significantly more unfriendly than the wired environment for multimedia applications in many ways. Network resources are limited and the condition is harder to predict. Also multimedia applications are generally delay intolerant and bandwidth demanding, and with users moving, their demand could be much more dynamic and harder to anticipate. Due to such reasons many existing mobile multimedia applications show unsatisfactory performance in the mobile environment. We target three multimedia content delivery applications and optimize with limited and unpredictable network conditions typical in the mobile Internet environment. Vehicular networks have emerged from the strong desire to communicate on the move. We explore the potential of supporting high-bandwidth applications such as video streaming in vehicular networks. Challenges include limited and expensive cellular network, etc. Internet video conferencing has become popular over the past few years, but supporting high-quality large video conferences at a low cost remains a significant challenge due to stringent performance requirements, limited and heterogeneous client. We develop a simple yet effective Valiant multicast routing to select application-layer routes and adapt streaming rates according to dynamically changing network condition in a swift and lightweight way enough to be implemented on mobile devices. Bitrate adaptive video streaming is rapidly gaining popularity. However recent measurements show weaknesses in bitrate selection strategies implemented in today's streaming players especially in the mobile environment. We propose a novel rate adaptation scheme that classifies the network condition into stable and unstable periods and optimizes video quality with different strategies based on the classification.Item Rate-adaptive H.264 for TCP/IP networks(Texas A&M University, 2007-09-17) Kota, PraveenWhile there has always been a tremendous demand for streaming video over TCP/IP networks, the nature of the application still presents some challenging issues. These applications that transmit multimedia data over best-effort networks like the Internet must cope with the changing network behavior; specifically, the source encoder rate should be controlled based on feedback from a channel estimator that probes the network periodically. First, one such Multimedia Streaming TCP-Friendly Protocol (MSTFP) is considered, which iteratively integrates forward estimation of network status with feedback control to closely track the varying network characteristics. Second, a network-adaptive embedded bit stream is generated using a r-domain rate controller. The conceptual elegance of this r-domain framework stems from the fact that the coding bit rate ) (R is approximately linear in the percentage of zeros among the quantized spatial transform coefficients ) ( r , as opposed to the more traditional, complex and highly nonlinear ) ( Q R characterization. Though the r-model has been successfully implemented on a few other video codecs, its application to the emerging video coding standard H.264 is considered. The extensive experimental results show thatrobust rate control, similar or improved Peak Signal to Noise Ratio (PSNR), and a faster implementation.Item Realtime Streaming with Guaranteed QOS over Wireless D2D Networks(2014-05-22) Paul, SumanThe increase in the processing power of mobile devices has led to an explosion of available services and applications. However, the cost of mobile data is a hindrance to the adoption of data intensive applications. We consider a group of co-located wireless peer devices that desire to synchronously receive a live content stream. Devices desire to minimize the usage of their B2D interfaces (3G/4G) to reduce cost, while maintaining synchronous reception and playout of content. While it might be possible for a cellular base station to broadcast or multicast live events to multiple handsets, such content would be restricted to a few selected channels, and only available to subscribers of a single provider. Utilizing both B2D and D2D (WiFi) interfaces enables users to pick any event of interest, and "stitch together" their B2D capacities regardless of provider support. Our objective is to enable users to listen or watch real time streams while incurring only a fraction of the original costs. Our system setup is as follows. The real-time stream is divided into blocks, which must be played out soon after their initial creation. If a block is not received within a specific time after its creation, it is rendered useless and dropped. The blocks in turn are divided into random linear coded chunks to facilitate sharing across the devices. We transform the problem into the two questions of (i) deciding which peer should broadcast a chunk on the D2D channel at each time, and (ii) how long B2D transmissions should take place for each block. The thesis studies the performance of a provably-minimum-cost algorithm that can ensure that QoS targets can be met for each device. We use a Lyapunov stability argument to show that a stable delivery ratio can be achieved using our mechanism. We show that the optimal D2D scheduling algorithm has a simple and intuitive form under reliable broadcast, which allows for easy implementation and development of good heuristics. We study this via simulations, and present an overview of the implementation on Android phones using the algorithm as a basis. Additionally, we design an incentive framework that promotes cooperation among devices. We show that under this incentive framework, each device benefits by truthfully reporting the number of chunks that it received via B2D and its deficit in each frame, so that a system-wide optimal allocation policy can be employed. The incentive framework developed is lightweight and compatible with minimal amounts of history retention. The Android testbed used in the experiments consisted of multiple Google Nexus 4 phones. A modified version of Android Jelly Bean (v 4.3) was built in order to conduct the experiments which removes the limitation wherein the phone switches off its 3G data connection (B2D) whenever a known WiFi network (D2D) becomes available. Since the Nexus 4 devices are incapable of operating in ad-hoc mode, we used a WiFi network (without Internet connectivity) to emulate the D2D part. Hence, devices must use their 3G interfaces to receive chunks for the server (via the Internet). We present experimental results, and show that it would be possible to follow popular streams on hand held devices incurring only a fraction of the costs while achieving a high QoS.Item Streaming chunked files in a federated file system(2009-05) Thomas-Murphy, Adam; Sobolewski, Michael; Zhuang, Yu; Smith, Philip W.This paper presents the framework for a distributed, chunk-based file streaming federation. This framework will be built upon the SILENUS file system and FICUS extensions for support of chunked files and the specific implementation will use the Java Media Framework. Instead of the traditional model of streaming which is from a single monolithic file on a single node, the goal of this work is to stream from a file that is split into chunks, uploaded and replicated across the different nodes on the network. The major benefit of this approach is to reduce the bandwidth costs on the individual nodes and seeks to eliminate the single-point-of-failure that can occur when using traditional streaming models. This leads to quicker and more reliable access to the files that are being streamed. The final objective is to address the lack of replication for chunked files that was not implemented in the FICUS framework. With this implemented the benefits of replication that are provided by the SILENUS file system will be available for files that are stored on the network in chunks.