Browsing by Author "Hsu, Cheng-Hsin"
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Item type:Item, A Survey on Cloud Gaming: Future of Computer Games(2016-01-01) ;Cai, Wei ;Shea, Ryan ;Huan, Chun-Ying ;Chen, Kuan-TaLiu, JiangchuanCloud gaming is a new way to deliver high-quality gaming experience to gamers anywhere and anytime. In cloud gaming, sophisticated game software runs on powerful servers in data centers, rendered game scenes are streamed to gamers over the Internet in real time, and the gamers use light-weight software executed on heterogeneous devices to interact with the games. Due to the proliferation of high-speed networks and cloud computing, cloud gaming has attracted tremendous attentions in both the academia and industry since late 2000's. In this paper, we survey the latest cloud gaming research from different aspects, spanning over cloud gaming platforms, optimization techniques, and commercial cloud gaming services. The readers will gain the overview of cloud gaming research and get familiar with the recent developments in this area.Item type:Item, Best Papers of the ACM Multimedia Systems (MMSys) Conference 2017 and the ACM Workshop on Network and Operating System Support for Digital Audio and Video (NOSSDAV) 2017(2018-08-01) ;Cesar, Pablo ;Hsu, Cheng-Hsin ;Huang, Chun-Ying ;Hui, Pan交大名義發表Item type:Item, Is Foveated Rendering Perceivable in Virtual Reality? Exploring the Efficiency and Consistency of Quality Assessment Methods(2017-01-01) ;Hsu, Chih-Fan ;Chen, Anthony ;Hsu, Cheng-Hsin ;Huang, Chun-YingLei, Chin-LaungFoveated rendering leverages human visual system to increase video quality under limited computing resources for Virtual Reality (VR). More specifically, it increases the frame rate and the video quality of the foveal vision via lowering the resolution of the peripheral vision. Optimizing foveated rendering systems is, however, not an easy task, because there are numerous parameters that need to be carefully chosen, such as the number of layers, the eccentricity degrees, and the resolution of the peripheral region. Furthermore, there is no standard and efficient way to evaluate the Quality of Experiment (QoE) of foveated rendering systems. In this paper, we propose a framework to compare the performance of different subjective assessment methods on foveated rendering systems. We consider two performance metrics: efficiency and consistency, using the perceptual ratio, which is the probability of the foveated rendering is perceivable by users. A regression model is proposed to model the relationship between the human perceived quality and foveated rendering parameters. Our comprehensive study and analysis reveal several insights: 1) there is no absolute superior subjective assessment method, 2) subjects need to make more observations to confirm the foveated rendering is imperceptible than perceptible, 3) subjects barely notice the foveated rendering with an eccentricity degree of 7.5 degrees + and peripheral region of a resolution of 540p+, and 4) QoE levels are highly dependent on the individuals and scenes. Our findings are crucial for optimizing the foveated rendering systems for future VR applications.Item type:Item, Optimizing Fixation Prediction Using Recurrent Neural Networks for 360 degrees Video Streaming in Head-Mounted Virtual Reality(2020-03-01) ;Fan, Ching-Ling ;Yen, Shou-Cheng ;Huang, Chun-Ying ;Hsu, Cheng-Hsin資訊工程學系We study the problem of predicting the viewing probability of different parts of 360. videos when streaming them to head-mounted displays. We propose a fixation prediction network based on recurrent neural network, which leverages sensor and content features. The content features are derived by computer vision (CV) algorithms, which may suffer from inferior performance due to various types of distortion caused by diverse 360. video projection models. We propose a unified approach with overlapping virtual viewports to eliminate such negative effects, andwe evaluate our proposed solution using severalCValgorithms, such as saliency detection, face detection, and object detection. We find that overlapping virtual viewports increase the performance of these existing CV algorithms that were not trained for 360. videos. We next fine-tune our fixation prediction network with diverse design options, including: 1) with or without overlapping virtual viewports, 2) with or without future content features, and 3) different feature sampling rates. We empirically choose the best fixation prediction network and use it in a 360. video streaming system. We conduct extensive trace-driven simulations with a large-scale dataset to quantify the performance of the 360. video streaming system with different fixation prediction algorithms. The results show that our proposed fixation prediction network outperforms other algorithms in several aspects, such as: 1) achieving comparable video quality (average gaps between -0.05 and 0.92 dB), 2) consuming much less bandwidth (average bandwidth reduction by up to 8Mb/s), 3) reducing the rebuffering time (on average 40 s in bandwidth-limited 4G cellular networks), and 4) running in real-time (at most 124 ms).Item type:Item, Smart Beholder: An Extensible Smart Lens Platform(2016) ;Huang, Chun-Ying ;Fan, Ching-Ling ;Hsu, Chih-Fan ;Chang, Hsin-YuTsai, Tsung-HanSmart Lenses refer to detachable, orientable and zoomable lenses that stream live videos over wireless networks to heterogeneous computing devices, including tablets and smartphones. Various novel applications are made possible by smart lenses, including mobile photography, smart surveillance cameras, and Unmanned Aerial Vehicle (UAV) cameras. However, to our best knowledge, existing smart lenses are closed and proprietary, and thus we initiate an open-source project called Smart Beholder for end-to-end solutions of smart lenses. The code and documents of Smart Beholder can be found at our website http://www.smartbeholder.org. Our Smart Beholder platform are useful to researchers for fast prototyping, developers for rapid development, and amateurs for hobbies. We have implemented Smart Beholder server (camera) using a popular embedded Linux platform, called Raspberry Pi. We have also realized Smart Beholder client (controller) on various OS\'s, including Android. Our experimental results show the practicality and efficiency of our proposed Smart Beholder: we outperform commercial products in the market in terms of both objective and subjective metrics. We believe the release of Smart Beholder will stimulate future studies on novel multimedia applications enabled by smart lenses.Item type:Item, Streaming Scalable Video Sequences with Media-Aware Network Elements Implemented in P4 Programming Language(2018-01-01) ;Wang, Guan-Ru ;Chen, Chien ;Chen, Chao-Wen ;Pan, Li -WenWang, Yu-KongWe present the first Media-Aware Network Element (MANE) for intelligently streaming scalable video sequences in P4 programming language. Our MANE selectively drops queued scalable video packets when the queue occupancy exceeds a threshold. Three packet discarding logics are implemented: (i) tail, (ii) enhancement-layer, and (iii) rate-distortion optimized. Our P4-based MANE implementation is demonstrated in: (i) larger emulated networks in mininet with P4 software switches and (ii) a small real network with a physical P4 switch and multiple Raspberry Pis running P4 software switches.Item type:Item, The Future of Cloud Gaming(2016-04) ;Cai, Wei ;Shea, Ryan ;Huang, Chun-Ying ;Chen, Kuan-TaLiu, JiangchuanItem type:Item, Toward an Adaptive Screencast Platform: Measurement and Optimization(2016-12-01) ;Hsu, Chih-Fan ;Fan, Ching-Ling ;Tsai, Tsung-Han ;Huang, Chun-YingHsu, Cheng-HsinThe binding between computing devices and displays is becoming dynamic and adaptive, and screencast technologies enable such binding over wireless networks. In this article, we design and conduct the first detailed measurement study on the performance of the state-of-the-art screencast technologies. Several commercial and one open-source screencast technologies are considered in our detailed analysis, which leads to several insights: (1) there is no single winning screencast technology, indicating room to further enhance the screencast technologies; (2) hardware video encoders significantly reduce the CPU usage at the expense of slightly higher GPU usage and end-to-end delay, and should be adopted in future screencast technologies; (3) comprehensive error resilience tools are needed as wireless communication is vulnerable to packet loss; (4) emerging video codecs designed for screen contents lead to a better Quality of Experience (QoE) of screencast; and (5) rate adaptation mechanisms are critical to avoiding degraded QoE due to network dynamics. As a case study, we propose a nonintrusive yet accurate available bandwidth estimation mechanism. Real experiments demonstrate the practicality and efficiency of our proposed solution. Our measurement methodology, open-source screencast platform, and case study allow researchers and developers to quantitatively evaluate other design considerations, which will lead to optimized screencast technologies.