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Benny Fallica

Bio: Benny Fallica is an academic researcher from Delft University of Technology. The author has contributed to research in topics: Quality of experience. The author has an hindex of 1, co-authored 1 publications receiving 42 citations.

Papers
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Journal ArticleDOI
TL;DR: The characteristics and important design issues of SopCast, as well as the QoE that the end users perceive are revealed, using both objective and subjective measurement technologies.
Abstract: Recently, there has been a growing interest in academic and commercial environments for live streaming using P2P technology. A number of new P2P digital Television (P2PTV) applications have emerged. Such P2PTV applications are developed with proprietary technologies. Their traffic characteristics and the Quality of Experience (QoE) provided by them are not well known. Therefore, investigating their mechanisms, analysing their performance, and measuring their quality are important objectives for researchers, developers and end users. In this paper, we present results from a measurement study of a BitTorrent-like P2PTV application called SopCast, using both objective and subjective measurement technologies. The results obtained in our study reveal the characteristics and important design issues of SopCast, as well as the QoE that the end users perceive.

42 citations


Cited by
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Book ChapterDOI
01 Jun 2010
TL;DR: This paper presents an overview of various techniques for measuring QoE, thereby mostly focusing on freely available tools and methodologies.
Abstract: Quality of Experience (QoE) relates to how users perceive the quality of an application. To capture such a subjective measure, either by subjective tests or via objective tools, is an art on its own. Given the importance of measuring users’ satisfaction to service providers, research on QoE took flight in recent years. In this paper we present an overview of various techniques for measuring QoE, thereby mostly focusing on freely available tools and methodologies.

118 citations

Journal ArticleDOI
TL;DR: This paper proposes a method to compute a set of optimal client strategies for continuous video playback by optimizing the overall video quality by proper selection of the next chunk from the encoded versions.
Abstract: In state-of-the-art adaptive streaming solutions, to cope with varying network conditions, the client side can switch between several video copies encoded at different bit-rates during streaming. Each video copy is divided into chunks of equal duration. To achieve continuous video playback, each chunk needs to arrive at the client before its playback deadline. The perceptual quality of a chunk increases with the chunk size in bits, whereas bigger chunks require more transmission time and, as a result, have a higher risk of missing transmission deadline. Therefore, there is a trade-off between the overall video quality and continuous playback, which can be optimized by proper selection of the next chunk from the encoded versions. This paper proposes a method to compute a set of optimal client strategies for this purpose.

82 citations

Proceedings ArticleDOI
22 Oct 2012
TL;DR: CLIVE is a cloud-assisted P2P live streaming system that estimates the available capacity in the system through a gossip-based aggregation protocol and provisions the required resources from the cloud to guarantee a given level of QoS at low cost.
Abstract: Peer-to-peer (P2P) video streaming is an emerging technology that reduces the barrier to stream live events over the Internet. Unfortunately, satisfying soft real-time constraints on the delay between the generation of the stream and its actual delivery to users is still a challenging problem. Bottlenecks in the available upload bandwidth, both at the media source and inside the overlay network, may limit the quality of service (QoS) experienced by users. A potential solution for this problem is assisting the P2P streaming network by a cloud computing infrastructure to guarantee a minimum level of QoS. In such approach, rented cloud resources (helpers) are added on demand to the overlay, to increase the amount of total available bandwidth and the probability of receiving the video on time. Hence, the problem to be solved becomes minimizing the economical cost, provided that a set of constraints on QoS is satisfied. The main contribution of this paper is CLIVE, a cloud-assisted P2P live streaming system that demonstrates the feasibility of these ideas. CLIVE estimates the available capacity in the system through a gossip-based aggregation protocol and provisions the required resources from the cloud to guarantee a given level of QoS at low cost. We perform extensive simulations and evaluate CLIVE using large-scale experiments under dynamic realistic settings.

81 citations

Journal ArticleDOI
TL;DR: Up to 19 use cases for IDMS are presented, each one having its own synchronization requirements, including Social TV, which is perhaps the most prominent use case in which IDMS is useful.
Abstract: Traditionally, the media consumption model has been a passive and isolated activity. However, the advent of media streaming technologies, interactive social applications, and synchronous communications, as well as the convergence between these three developments, point to an evolution towards dynamic shared media experiences. In this new model, geographically distributed groups of consumers, independently of their location and the nature of their end-devices, can be immersed in a common virtual networked environment in which they can share multimedia services, interact and collaborate in real-time within the context of simultaneous media content consumption. In most of these multimedia services and applications, apart from the well-known intra and inter-stream synchronization techniques that are important inside the consumers’ playout devices, also the synchronization of the playout processes between several distributed receivers, known as multipoint, group or Inter-destination multimedia synchronization (IDMS), becomes essential. Due to the increasing popularity of social networking, this type of multimedia synchronization has gained in popularity in recent years. Although Social TV is perhaps the most prominent use case in which IDMS is useful, in this paper we present up to 19 use cases for IDMS, each one having its own synchronization requirements. Different approaches used in the (recent) past by researchers to achieve IDMS are described and compared. As further proof of the significance of IDMS nowadays, relevant organizations’(such as ETSI TISPAN and IETF AVTCORE Group) efforts on IDMS standardization (in which authors have been and are participating actively), defining architectures and protocols, are summarized.

75 citations

Book ChapterDOI
11 May 2010
TL;DR: It is recommended to incorporate the following aspects when designing video conferencing applications: traffic load control/balancing algorithms to better use the limited bandwidth resources and to have a stable conversation.
Abstract: More and more free multi-party video conferencing applications are readily available over the Internet and both Server-to-Client (S/C) or Peer-to-Peer (P2P) technologies are used. Investigating their mechanisms, analyzing their system performance, and measuring their quality are important objectives for researchers, developers and end users. In this paper, we take four representative video conferencing applications and reveal their characteristics and different aspects of Quality of Experience. Based on our observations and analysis, we recommend to incorporate the following aspects when designing video conferencing applications: 1) Traffic load control/balancing algorithms to better use the limited bandwidth resources and to have a stable conversation; 2) Use traffic shaping policy or adaptively re-encode streams in real time to limit the overall traffic. This work is, to our knowledge, the first measurement work to study and compare mechanisms and performance of existing free multi-party video conferencing systems.

61 citations