Publication:
Catching the moment with LoL + in twitch-like low-latency live streaming platforms

dc.contributor.authorBentaleb, A.
dc.contributor.authorAkçay, Mehmet Necmettin
dc.contributor.authorLim, M.
dc.contributor.authorBeğen, Ali Cengiz
dc.contributor.authorZimmermann, R.
dc.contributor.departmentComputer Science
dc.contributor.ozuauthorBEĞEN, Ali Cengiz
dc.contributor.ozugradstudentAkçay, Mehmet Necmettin
dc.date.accessioned2023-08-18T10:31:09Z
dc.date.available2023-08-18T10:31:09Z
dc.date.issued2022
dc.description.abstractOur earlier Low-on-Latency (dubbed as LoL) solution offered an accurate bandwidth prediction and rate adaptation algorithm tailored for live streaming applications that targeted an end-to-end latency of up to two seconds. While LoL was a significant step forward in multi-bitrate low-latency live streaming, further experimentation and testing showed that there was room for improvement in three areas. First, LoL used hard-coded parameters computed from an offline training process in the rate adaptation algorithm and this was seen as a significant barrier in LoL's wide deployment. Second, LoL's objective was to maximize a collective QoE function. Yet, certain use cases have specific objectives besides the singular QoE and this had to be accommodated. Third, the adaptive playback speed control failed to produce satisfying results in some scenarios. Our goal in this paper is to address these areas and make LoL sufficiently robust to deploy. We refer to the enhanced solution as LoL+ which has been integrated to the official dash.js player in v3.2.0.en_US
dc.identifier.doi10.1109/TMM.2021.3079288en_US
dc.identifier.endpage2314en_US
dc.identifier.issn1520-9210en_US
dc.identifier.scopus2-s2.0-85105892186
dc.identifier.startpage2300en_US
dc.identifier.urihttp://hdl.handle.net/10679/8726
dc.identifier.urihttps://doi.org/10.1109/TMM.2021.3079288
dc.identifier.volume24en_US
dc.identifier.wos000793839600007
dc.language.isoengen_US
dc.peerreviewedyesen_US
dc.publicationstatusPublisheden_US
dc.publisherIEEEen_US
dc.relation.ispartofIEEE Transactions on Multimedia
dc.relation.publicationcategoryInternational Refereed Journal
dc.rightsAttribution 4.0 International*
dc.rightsinfo:eu-repo/semantics/openAccess
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/*
dc.subject.keywordsABRen_US
dc.subject.keywordsAdaptive playback speeden_US
dc.subject.keywordsChunked transfer encodingen_US
dc.subject.keywordsCMAFen_US
dc.subject.keywordsDASHen_US
dc.subject.keywordsHASen_US
dc.subject.keywordsLow latencyen_US
dc.subject.keywordsSOMen_US
dc.titleCatching the moment with LoL + in twitch-like low-latency live streaming platformsen_US
dc.typeArticleen_US
dspace.entity.typePublication
relation.isOrgUnitOfPublication85662e71-2a61-492a-b407-df4d38ab90d7
relation.isOrgUnitOfPublication.latestForDiscovery85662e71-2a61-492a-b407-df4d38ab90d7

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