Abstract
While cloud servers provide a tremendous amount of resources for networked video applications, most successful stories of cloud-assisted video applications are presentational video services, such as YouTube and NetFlix. This article surveys the recent advances on delay-sensitive video computations in the cloud, which are crucial to cloud-assisted conversational video services, such as cloud gaming, Virtual Reality (VR), Augmented Reality (AR), and telepresence. Supporting conversational video services with cloud resources is challenging because most cloud servers are far away from the end users while these services incur the following stringent requirements: high bandwidth, short delay, and high heterogeneity. In this article, we cover the literature with a top-down approach: from applications and experience, to architecture and management, and to optimization in and outside of the cloud. We also point out major open challenges, hoping to stimulate more research activities in this emerging and exciting direction.
- Saeid Abolfazli, Zohreh Sanaei, and Ejaz Ahmed. 2014. Cloud-based augmentation for mobile devices: Motivation, taxonomies, and open challenges. IEEE Communications Surveys and Tutorials 16, 1 (First Quarter 2014), 337--368.Google Scholar
Cross Ref
- Vijay Kumar Adhikari, Yang Guo, Fang Hao, Volker Hilt, Zhi-Li Zhang, Matteo Varvello, and Moritz Steiner. 2015. Measurement study of Netflix, Hulu, and a tale of three CDNs. IEEE/ACM Transactions on Networking 23, 6 (December 2015), 1984--1997. Google Scholar
Digital Library
- Vijay Kumar Adhikari, Yang Guo, Fang Hao, Matteo Varvello, Volker Hilt, Moritz Steiner, and Zhi-Li Zhang. 2012. Unreeling Netflix: Understanding and improving multi-CDN movie delivery. In Proc. of the IEEE International Conference on Computer Communications (INFOCOM’12). 1620--1628.Google Scholar
Cross Ref
- Vijay Kumar Adhikari, Sourabh Jain, Yingying Chen, and Zhi-Li Zhang. 2012. Vivisecting Youtube: An active measurement study. In Proc. of the IEEE International Conference on Computer Communications (INFOCOM’12). 2521--2525.Google Scholar
Cross Ref
- Paarijaat Aditya, Mingchen Zhao, Yin Lin, Andreas Haeberlen, Peter Druschel, Bruce Maggs, and Bill Wishon. 2012. Reliable client accounting for P2P-infrastructure hybrids. In Proc. of the USENIX Symposium on Networked Systems Design and Implementation (NSDI’12). 8. Google Scholar
Digital Library
- Shakeel Ahmad, Christos Bouras, Eliya Buyukkaya, Muneeb Dawood, Raouf Hamzaoui, Vaggelis Kapoulas, Andreas Papazois, and Gwendal Simon. 2018. Peer-to-peer live video streaming with rateless codes for massively multiplayer online games. Peer-to-Peer Networking and Applications 11, 1 (January 2018), 44--62.Google Scholar
Cross Ref
- Lauralee Alben. 1996. Quality of experience: Defining the criteria for effective interaction design. ACE Interactions 3, 3 (June 1996), 11--15. Google Scholar
Digital Library
- Nawaf O. Alsrehin and Stephen W. Clyde. 2015. QoS-Aware video transcoding service selection process. Journal of Media 8 Mass Communication 1, 2 (December 2015), 61--68.Google Scholar
- Brian Amento, Bharath Balasubramanian, Robert J. Hall, Kaustubh Joshi, Gueyoung Jung, and K. Hal Purdy. 2016. FocusStack: Orchestrating edge clouds using location-based focus of attention. In Proc. of the IEEE/ACM Symposium on Edge Computing (SEC’16). 179--191.Google Scholar
- Ricardo A. Baeza-Yates, Aristides Gionis, Flavio Junqueira, Vassilis Plachouras, and Luca Telloli. 2009. On the feasibility of multi-site web search engines. In Proc. of the ACM Conference on Information and Knowledge Management (CIKM’09). 425--434. Google Scholar
Digital Library
- Md. Faizul Bari, Raouf Boutaba, Rafael Esteves, Lisandro Zambenedetti Granville, Maxim Podlesny, Md Golam Rabbani, Qi Zhang, and Mohamed Faten Zhani. 2013. Data center network virtualization: A survey. IEEE Communications Surveys & Tutorials 15, 2 (January 2013), 909--928.Google Scholar
- Gerassimos Barlas. 2012. Cluster-based optimized parallel video transcoding. Parallel Computing 38, 4--5 (April 2012), 226--244. Google Scholar
Digital Library
- Luiz Andre Barroso and Urs Holzle. 2009. In The Datacenter as a Computer: An Introduction to the Design of Warehouse-Scale Machines, Margaret Martonosi (Ed.). Morgan 8 Claypool Publishers, 1--108. Google Scholar
Digital Library
- Michael Till Beck, Sebastian Feld, Andreas Fichtner, Claudia Linnhoff-Popien, and Thomas Schimper. 2015. ME-VoLTE: Network functions for energy-efficient video transcoding at the mobile edge. In Proc. of International Conference on Intelligence in Next Generation Networks (ICIN’15). 38--44.Google Scholar
Cross Ref
- Daniel S. Berger, Ramesh K. Sitaraman, and Mor Harchol-Balter. 2017. AdaptSize: Orchestrating the hot object memory cache in a content delivery network. In Proc. of the USENIX Symposium on Networked Systems Design and Implementation (NSDI’17). 483--498. Google Scholar
Digital Library
- Justus Beyer, Richard Varbelow, Jan-Niklas Antons, and Sebastian Moller. 2015. Using electroencephalography and subjective self-assessment to measure the influence of quality variations in cloud gaming. In Proc. of the International Workshop on Quality of Multimedia Experience (QoMEX’15). 1--6.Google Scholar
Cross Ref
- G. Blakowski and R. Steinmetz. 1996. A media synchronization survey: Reference model, specification, and case studies. IEEE Journal on Selected Areas in Communications 14, 1 (January 1996), 5--35. Google Scholar
Digital Library
- Olga Bondarenko, Koen De Schepper, Ing-Jyh Tsang, Bob Briscoe, Andreas Petlund, and Carsten Griwodz. 2016. Ultra-low delay for all: Live experience, live analysis. In Proc. of the International Conference on Multimedia Systems (MMSys’16). 1--4. Google Scholar
Digital Library
- Tristan Braud, Farshid Hassani Bijarbooneh, Dimitris Chatzopoulos, and Pan Hui. 2017. Future networking challenges: The case of mobile augmented reality. In Proc. of the IEEE International Conference on Distributed Computing Systems (ICDCS’17). 1796--1807.Google Scholar
Cross Ref
- Bob Briscoe, Anna Brunstrom, Andreas Petlund, David Hayes, David Ros, Ing-Jyh Tsang, Stein Gjessing, Gorry Fairhurst, Carsten Griwodz, and Michael Welzl. 2016. Reducing internet latency: A survey of techniques and their merits. IEEE Communication Surveys 8 Tutorials 18, 3 (2016), 2149--2196.Google Scholar
- Eliya Buyukkaya, Maha Abdallah, and Gwendal Simon. 2015. A survey of peer-to-peer overlay approaches for networked virtual environments. Peer-to-Peer Networking and Applications 8, 2 (March 2015), 276--300.Google Scholar
Cross Ref
- Wei Cai, Ryan Shea, Chun-Ying Huang, Kuan-Ta Chen, Jiangchuan Liu, Victor C. M. Leung, and Cheng-Hsin Hsu. 2016. A survey on cloud gaming: Future of computer games. IEEE Access 4 (August 2016), 7605--7620.Google Scholar
- P. Le Callet, S. Moller, and A. Perkis. 2013. Qualinet white paper on definitions of quality of experience (2012). European Network on Quality of Experience in Multimedia Systems and Services (COST Action IC 1003) 1.2 (March 2013).Google Scholar
- Pedro Casas and Raimund Schatz. 2014. Quality of experience in cloud services: Survey and measurements. Computer Networks 68 (August 2014), 149--165.Google Scholar
- P. Casas, M. Seufert, S. Egger, and R. Schatz. 2013. Quality of experience in remote virtual desktop services. In Proc. of the IFIP/IEEE International Symposium on Integrated Network Management (IM’13). 1352--1357.Google Scholar
- Yu-Chun Chang, Po-Han Tseng, Kuan-Ta Chen, and Chin-Laung Lei. 2011. Understanding the performance of thin-client gaming. In Proc. of the IEEE International Workshop Technical Committee on Communications Quality and Reliability (CQR’11). 1--6.Google Scholar
Cross Ref
- Wu chang Feng and Wu chi Feng. 2003. On the geographic distribution of on-line game servers and players. In Proc. of the International Workshop on Network and System Support for Games (NetGames’03). 173--179. Google Scholar
Digital Library
- Kuan-Ta Chen, Wei Cai, Ryan Shea, Chun-Ying Huang, Jiangchuan Liu, Victor C. M. Leung, and Cheng-Hsin Hsu. 2018. Cloud gaming. In Frontiers of Multimedia Research, Shih-Fu Chang (Ed.). ACM, 287--314. Google Scholar
Digital Library
- Yiping Chen, Bing Han, Jimmy Leblet, Gwendal Simon, and Gilles Straub. 2009. Network-friendly box-powered video delivery system. In Proc. of the International Teletraffic Congress (ITC’21). 1--8.Google Scholar
- Sharon Choy, Bernard Wong, Gwendal Simon, and Catherine Rosenberg. 2014. A hybrid edge-cloud architecture for reducing on-demand gaming latency. Multimedia Systems 20, 5 (October 2014), 503--519. Google Scholar
Digital Library
- Cisco Inc. 2017. Cisco Visual Networking Index: Forecast and Methodology, 2016-2021. Retrieved April 26, 2018 from https://www.cisco.com/c/en/us/solutions/collateral/service-provider/visual-networking-index-vni/complete-white-paper-c11-481360.html.Google Scholar
- Mark Claypool and Kajal Claypool. 2006. Latency and player actions in online games. Communications of the ACM 49, 11 (November 2006), 40. Google Scholar
Digital Library
- Mark Claypool and Kajal Claypool. 2010. Latency can kill: Precision and deadline in online games. In Proc. of the ACM Conference on Multimedia Systems (MMSys’10). 215--222. Google Scholar
Digital Library
- Mark Claypool, Ragnhild Eg, and Kjetil Raaen. 2016. The effects of delay on game actions: Moving target selection with a mouse. In Proc. of the Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts (CHI PLAY Companion’16). 117--123. Google Scholar
Digital Library
- Victor Clincy and Brandon Wilgor. 2013. Subjective evaluation of latency and packet loss in a cloud-based game. In Proc. of the International Conference on Information Technology: New Generations (ITNG’13). 473--476. Google Scholar
Digital Library
- Xavier Corbillon, Gwendal Simon, Alisa Devlic, and Jacob Chakareski. 2017. Viewport-adaptive navigable 360-degree video delivery. In Proc. of the IEEE International Conference on Communications (ICC’17). 1--7.Google Scholar
Cross Ref
- Ying Cui, Wen He, Chun Ni, Chengjun Guo, and Zhi Liu. 2017. Energy-efficient resource allocation for cache-assisted mobile edge computing. In Proc. of the IEEE Conference on Local Computer Networks (LCN’17). 640--648.Google Scholar
Cross Ref
- Jonathan Deber, Ricardo Jota, Clifton Forlines, and Daniel Wigdor. 2015. How much faster is fast enough? : User perception of latency 8 latency improvements in direct and indirect touch. In Proc. of the ACM Conference on Human Factors in Computing Systems (CHI’15). 1827--1836. Google Scholar
Digital Library
- Mostafa Dehghan, Bo Jiang, Anand Seetharam, Ting He, Theodoros Salonidis, Jim Kurose, Don Towsley, and Ramesh K. Sitaraman. 2017. On the complexity of optimal request routing and content caching in heterogeneous cache networks. IEEE/ACM Transactions on Networking 25, 3 (June 2017), 1635--1648. Google Scholar
Digital Library
- Ruben Van den Bossche, Kurt Vanmechelen, and Jan Broeckhove. 2010. Cost-optimal scheduling in hybrid IaaS clouds for deadline constrained workloads. In Proc. of the IEEE International Conference on Cloud Computing (CLOUD’10). 228--235. Google Scholar
Digital Library
- Lucas DiCioccio, Renata Teixeira, and Catherine Rosenberg. 2010. Impact of home networks on end-to-end performance: Controlled experiments. In Proc. of the ACM Workshop on Home Networks (HomeNets’10). 7--12. Google Scholar
Digital Library
- Thinh Quang Dinh, Jianhua Tang, Quang Duy La, and Tony Q. S. Quek. 2017. Adaptive computation scaling and task offloading in mobile edge computing. In Proc. of the IEEE Wireless Communications and Networking Conference (WCNC’17). 1--6.Google Scholar
- Marcel Dischinger, Andreas Haeberlen, P. Krishna Gummadi, and Steefan Saroiu. 2007. Characterizing residential broadband networks. In Proc. of the ACM Internet Measurement Conference (IMC’07). 43--56. Google Scholar
Digital Library
- Jeffrey P. Ebert and Daniel M. Wegner. 2010. Time warp: Authorship shapes the perceived timing of actions and events. Consciousness and Cognition 19, 1 (March 2010), 481--489.Google Scholar
Cross Ref
- Ragnhild Eg. 2014. Preserving Temporal Integration in Multimedia: Perceived Synchrony Across Audiovisual Content and Quality Distortions. Ph.D. Dissertation. Akademika Publishing, University of Oslo.Google Scholar
- Ching-Ling Fan, Jean Lee, Wen-Chih Lo, Chun-Ying Huang, Kuan-Ta Chen, and Cheng-Hsin Hsu. 2017. Fixation prediction for 360º video streaming in head-mounted virtual reality. In Proc. of the Workshop on Network and Operating Systems Support for Digital Audio and Video (NOSSDAV’17). 67--72. Google Scholar
Digital Library
- Forbes 8 Company Ltd. 2017. Roundup Of Cloud Computing Forecasts, 2017. Retrieved April 26, 2018 from https://www.forbes.com/sites/louiscolumbus/2017/04/29/roundup-of-cloud-computing-forecasts-2017/Google Scholar
- Q. Fu, W. Zhang, and B. Wang. 2014. Energy efficient mobile cloud computing and its applications. In Proc. of the International Conference on Service Sciences (ICSS’14). 169--174. Google Scholar
Digital Library
- Vamsidhar Reddy Gaddam, Hoang Bao Ngo, Ragnar Langseth, Carsten Griwodz, Dag Johansen, and Pal Halvorsen. 2015. Tiling of panorama video for interactive virtual cameras: Overheads and potential bandwidth requirement reduction. In Proc. of the Picture Coding Symposium (PCS’15). 204--209.Google Scholar
- Vamsidhar Reddy Gaddam, Michael Riegler, Ragnhild Eg, Carsten Griwodz, and Pal Halvorsen. 2016. Tiling in interactive panoramic video: Approaches and evaluation. IEEE Transactions on Multimedia 18, 9 (September 2016), 1819--1831. Google Scholar
Digital Library
- Stephan Gammeter, Alexander Gassmann, Lukas Bossard, Till Quack, and Luc Van Gool. 2010. Server-side object recognition and client-side object tracking for mobile augmented reality. In Proc. of the IEEE Computer Society Conference on Computer Vision and Pattern Recognition Workshops (CVPRW’10). 1--8.Google Scholar
Cross Ref
- Guanyu Gao, Weiwen Zhang, Yonggang Wen, Zhi Wang, and Wenwu Zhu. 2015. Towards cost-efficient video transcoding in media cloud: Insights learned from user viewing patterns. IEEE Transactions on Multimedia 17, 8 (August 2015), 1286--1296.Google Scholar
Digital Library
- Yangyang Gao, Haitao Zhang, Bingchang Tang, Yanpei Zhu, and Huadong Ma. 2017. Two-Stage data distribution for distributed surveillance video processing with hybrid storage architecture. In Proc. of the IEEE International Conference on Cloud Computing (CLOUD’17). 616--623.Google Scholar
Cross Ref
- Marisol Garcia-Valls, Tommaso Cucinotta, and Chenyang Lu. 2014. Challenges in real-time virtualization and predictable cloud computing. Journal of Systems Architecture 60, 9 (October 2014), 726--740. Google Scholar
Digital Library
- Vasileios Giotsas, Christoph Dietzel, Georgios Smaragdakis, Anja Feldmann, Arthur W. Berger, and Emile Aben. 2017. Detecting peering infrastructure outages in the wild. In Proc. of the ACM Special Interest Group on Data Communication International Conference (SIGCOMM’17). 446--459. Google Scholar
Digital Library
- Utkarsh Goel, Moritz Steiner, Mike P. Wittie, Martin Flack, and Stephen Ludin. 2016. A case for faster mobile web in cellular IPv6 networks. In Proc. of the ACM Annual International Conference on Mobile Computing and Networking (MobiCom’16). NY, 176--188. Google Scholar
Digital Library
- Utkarsh Goel, Moritz Steiner, Mike P. Wittie, Martin Flack, and Stephen Ludin. 2017. Measuring what is not ours: A tale of 3rd party performance. In Proc. of the Passive and Active Measurement Conference (PAM’17). 142--155.Google Scholar
Cross Ref
- Eric Gourdin, Patrick Maille, Gwendal Simon, and Bruno Tuffin. 2017. The economics of CDNs and their impact on service fairness. IEEE Transactions on Network and Service Management 14, 1 (March 2017), 22--33. Google Scholar
Digital Library
- J. Gruber. 1981. Delay related issues in integrated voice and data networks. IEEE Transactions on Communications 29, 6 (June 1981), 786--800.Google Scholar
Cross Ref
- Haibing Guan, Jianguo Yao, and Runze Wang. 2015. Energy-Efficient SLA guarantees for virtualized GPU in cloud gaming. IEEE Transactions on Parallel and Distributed Systems 26, 9 (September 2015), 2434--2443.Google Scholar
Digital Library
- Abdul Hameed, Alireza Khoshkbarforoushha, Rajiv Ranjan, Prem Prakash Jayaraman, Joanna Kolodziej, Pavan Balaji, Sherali Zeadally, Qutaibah Marwan Malluhi, Nikos Tziritas, Abhinav Vishnu, Samee U. Khan, and Albert Zomaya. 2016. A survey and taxonomy on energy efficient resource allocation techniques for cloud computing systems. Computing 98, 7 (July 2016), 751--774. Google Scholar
Digital Library
- Gilbert Harman. 1990. The intrinsic quality of experience. Philosophical Perspectives 4 (January 1990), 31--52.Google Scholar
- Todd Hoff. 2012. Gone Fishin’ Justin.Tv’s Live Video Broadcasting Architecture. Retrieved from http://is.gd/5ocNz2.Google Scholar
- Hua-Jun Hong, De-Yu Chen, Chun-Ying Huang, Kuan-Ta Chen, and Cheng-Hsin Hsu. 2015. Placing virtual machines to optimize cloud gaming experience. IEEE Transactions on Cloud Computing 3, 1 (January 2015), 42--53.Google Scholar
Cross Ref
- Patrice Houze, Emmanuel Mory, Geraldine Texier, and Gwendal Simon. 2016. Applicative-layer multipath for low-latency adaptive live streaming. In Proc. of the IEEE International Conference on Communications (ICC’16). 1--7.Google Scholar
Cross Ref
- Cheng-Hsin Hsu, Hua-Jun Hong, Tarek Elgamal, Klara Nahrstedt, and Nalini Venkatasubramanian. 2018. Multimedia fog computing: Minions in the cloud and crowd. In Frontiers of Multimedia Research, Shih-Fu Chang (Ed.). ACM, Chapter 10, 255--286. Google Scholar
Digital Library
- Bai-Ruei Huang, Chang Hong Lin, and Chia-Han Lee. 2012. Mobile augmented reality based on cloud computing. In Proc. of the IEEE International Conference on Anti-counterfeiting, Security, and Identification (ASID’12). 1--5.Google Scholar
Cross Ref
- Chun-Ying Huang, Cheng-Hsin Hsu, De-Yu Chen, and Kuan-Ta Chen. 2013. Quantifying user satisfaction in mobile cloud games. In Proc. of the Workshop on Mobile Video Delivery (MoViD’13). 4:1--4:6. Google Scholar
Digital Library
- Greg Humphreys, Mike Houston, Ren Ng, Randall Frank, and Sean Ahern. 2002. Chromium: A stream-processing framework for interactive rendering on clusters. ACM Transactions on Graphics 21, 3 (July 2002), 693--702. Google Scholar
Digital Library
- Wijnand Ijsselsteijn, Yvonne De Kort, Karolien Poels, Audrius Jurgelionis, and Francesco Bellotti. 2007. Characterising and measuring user experiences in digital games. In International Conference on Advances in Computer Entertainment Technology.Google Scholar
- ITU-T. 2015. ITU-T Recommendation G.107: The E-Model, A Computational Model for Use in Transmission Planning. Retrieved April 26, 2018 from https://www.itu.int/rec/T-REC-G.107.Google Scholar
- Michael Jarschel, Daniel Schlosser, Sven Scheuring, and Tobias Hossfeld. 2011. An evaluation of QoE in cloud gaming based on subjective tests. In Proc. of the International Conference on Innovative Mobile and Internet Services in Ubiquitous Computing (IMIS’11). 330--335. Google Scholar
Digital Library
- Michael Jarschel, Daniel Schlosser, Sven Scheuring, and Tobias Hossfeld. 2013. Gaming in the clouds: QoE and the users’ perspective. Mathematical and Computer Modelling 57, 11--12 (June 2013), 2883--2894.Google Scholar
Cross Ref
- Myunghoon Jeon, Namgi Kim, and Byoung-Dai Lee. 2016. MapReduce-based distributed video encoding using content-aware video segmentation and scheduling. IEEE Access 4 (October 2016), 6802--6815.Google Scholar
Cross Ref
- Adele Lu Jia, Lucia D’Acunto, Michel Meulpolder, and Johan A. Pouwelse. 2011. Modeling and analysis of sharing ratio enforcement in private bittorrent communities. In Proc. of the IEEE International Conference on Communications (ICC’11). 1--5.Google Scholar
- Haiqing Jiang, Zeyu Liu, Yaogong Wang, Kyunghan Lee, and Injong Rhee. 2012. Understanding bufferbloat in cellular networks. In Proc. of the ACM SIGCOMM Workshop CellNet’12. ACM Press, New York, NY. Google Scholar
Digital Library
- Teemu Kamarainen, Matti Siekkinen, Antti Yla-Jaaski, Wenxiao Zhang, and Pan Hui. 2017. A measurement study on achieving imperceptible latency in mobile cloud gaming. In Proc. of the ACM Conference on Multimedia Systems (MMSys’17). 88--99. Google Scholar
Digital Library
- Chi-Feng Kao and Chung-Nan Lee. 2007. Aggregate profit-based caching replacement algorithms for streaming media transcoding proxy systems. IEEE Transactions on Multimedia 9, 2 (February 2007), 221--230. Google Scholar
Digital Library
- Atta Rehman Khan, Mazliza Othman, and Sajjad Ahmad Madani. 2014. A survey of mobile cloud computing application models. IEEE Communications Surveys and Tutorials 16, 1 (First Quarter 2014), 393--413.Google Scholar
Cross Ref
- Kashif A. Khan, Qi Wang, and Christos Grecos. 2012. Experimental framework of integrated cloudlets and wireless mesh networks. In Proc. of the Telecommunications Forum (TELFOR’12). Belgrade, Serbia, 190--193.Google Scholar
Cross Ref
- Kashif A. Khan, Qi Wang, Christos Grecos, Chunbo Luo, and Xinheng Wang. 2013. MeshCloud: Integrated cloudlet and wireless mesh network for real-time applications. In Proc. of the IEEE International Conference on Electronics, Circuits, and Systems (ICECS’13). 317--320.Google Scholar
Cross Ref
- Ngo Quang Minh Khiem, Guntur Ravindra, Axel Carlier, and Wei Tsang Ooi. 2010. Supporting zoomable video streams with dynamic region-of-interest cropping. In Proc. of the ACM Conference on Multimedia Systems (MMSys’10). 259--270. Google Scholar
Digital Library
- Ngo Quang Minh Khiem, Guntur Ravindra, and Wei Tsang Ooi. 2011. Towards understanding user tolerance to network latency in zoomable video streaming. In Proc. of the ACM International Conference on Multimedia (MM’11). 977--980. Google Scholar
Digital Library
- Feng Lao, Xinggong Zhang, and Zongming Guo. 2012. Parallelizing video transcoding using map-reduce-based cloud computing. In Proc. of IEEE International Symposium on Circuits and Systems (ISCAS’12). 2905--2908.Google Scholar
Cross Ref
- Nikolaos Laoutaris, Michael Sirivianos, Xiaoyuan Yang, and Pablo Rodriguez. 2011. Inter-datacenter bulk transfers with netstitcher. In Proc. of the ACM Special Interest Group on Data Communication International Conference (SIGCOMM’11). 74--85. Google Scholar
Digital Library
- Jimmy Leblet, Zhe Li, Gwendal Simon, and Di Yuan. 2011. Optimal network locality in distributed virtualized data-centers. Computer Communications 34, 16 (October 2011), 1968--1979. Google Scholar
Digital Library
- Yeng-Ting Lee, Kuan-Ta Chen, Han-I Su, and Chin-Laung Lei. 2012. Are all games equally cloud-gaming-friendly? An electromyographic approach. In Proc. of the ACM International Workshop on Network and System Support for Games (NetGames’12). 1--6. Google Scholar
Digital Library
- Bin Li, Jizheng Xu, Houqiang Li, and Feng Wu. 2011. Optimized reference frame selection for video coding by cloud. In Proc. of the IEEE Workshop on Multimedia Signal Processing (MMSP’16). 1--5.Google Scholar
Cross Ref
- Zhe Li, Mohammed Karim Sbai, Yassine Hadjadj-Aoul, Annie Gravey, Damien Alliez, Jeremie Garnier, Gerard Madec, Gwendal Simon, and Kamal Singh. 2012. Network friendly video distribution. In Proc. of the International Conference on the Network of the Future (NOF’12). 1--8.Google Scholar
Cross Ref
- Chia-Feng Lin, Shyan-Ming Yuan, Muh-Chyi Leu, and Ching-Tsorng Tsai. 2012. A framework for scalable cloud video recorder system in surveillance environment. In Proc. of the IEEE International Conference on Ubiquitous Intelligence 8 Computing and International Conference on Autonomic 8 Trusted Computing (UIC/ATC’12). 655--660. Google Scholar
Digital Library
- Chun-Han Lin, Pi-Cheng Hsiu, and Cheng-Kang Hsieh. 2014. Dynamic backlight scaling optimization: A cloud-based energy-saving service for mobile streaming applications. IEEE Transactions on Computers 63, 2 (February 2014), 335--348. Google Scholar
Digital Library
- Ting-Yi Lin, Ting-An Lin, Cheng-Hsin Hsu, and Chung-Ta King. 2013. Context-aware decision engine for mobile cloud offloading. In Proc. of the IEEE Wireless Communications and Networking Conference Workshops (WCNCW’13). 111--116.Google Scholar
- Jiayi Liu, Qinghai Yang, and Gwendal Simon. 2016. Optimal and practical algorithms for implementing wireless CDN based on base stations. In Proc. of the IEEE Vehicular Technology Conference (VTC-Spring’16). 1--5.Google Scholar
Cross Ref
- Jiayi Liu, Qinghai Yang, and Gwendal Simon. 2017. Delay oriented content placement and request redirection for mobile-CDN. In Proc. of the IEEE Conference on Local Computer Networks (LCN’17). 498--501.Google Scholar
Cross Ref
- Jiayi Liu, Qinghai Yang, and Gwendal Simon. 2017. Joint optimization of content placement and request redirection in Mobile-CDN. In Proc. of the IFIP/IEEE Symposium on Integrated Network and Service Management (IM’17). Lisbon, Portugal, 169--176.Google Scholar
Cross Ref
- Yao Liu, Sujit Dey, and Yao Lu. 2015. Enhancing video encoding for cloud gaming using rendering information. IEEE Transactions on Circuits and Systems for Video Technology 25, 12 (June 2015), 1960--1974.Google Scholar
Digital Library
- Yinan Liu, Di Niu, and Baochun Li. 2016. Delay-optimized video traffic routing in software-defined interdatacenter networks. IEEE Transactions on Multimedia 18, 5 (May 2016), 865--878. Google Scholar
Digital Library
- Zhenhua Liu, Yuan Chen, Cullen Bash, Adam Wierman, Daniel Gmach, Zhikui Wang, Manish Marwah, and Chris Hyser. 2012. Renewable and cooling aware workload management for sustainable data centers. In Proc. of the ACM SIGMETRICS. ACM Press. Google Scholar
Digital Library
- Martin Mauve. 2000. How to keep a dead man from shooting. In Proc. of the International Workshop on Interactive Distributed Multimedia Systems and Telecommunication Services (IDMS’00). 199--204. Google Scholar
Digital Library
- Farouk Messaoudi, Adlen Ksentini, and Philippe Bertin. 2017. On using edge computing for computation offloading in mobile network. In Proc. of the IEEE Global Communications Conference (GLOBECOM’17). 1--7.Google Scholar
Cross Ref
- Farouk Messaoudi, Adlen Ksentini, Gwendal Simon, and Philippe Bertin. 2017. Performance analysis of game engines on mobile and fixed devices. ACM Transactions on Multimedia Computing, Communications, and Applications 13, 4 (October 2017), 57:1--57:28. Google Scholar
Digital Library
- Farouk Messaoudi, Gwendal Simon, and Adlen Ksentini. 2015. Dissecting games engines: The case of Unity3D. In Proc. of the ACM International Workshop on Network and Systems Support for Games (NetGames’15). Zagreb, Croatia, 1--6. Google Scholar
Digital Library
- Pietro Michiardi, Damiano Carra, Francesco Albanese, and Azer Bestavros. 2012. Peer-assisted content distribution on a budget. Computer Networks 56, 7 (May 2012), 2038--2048. Google Scholar
Digital Library
- Antti P. Miettinen and Jukka K. Nurminen. 2010. Energy efficiency of mobile clients in cloud computing. In Proc. of USENIX Workshop on Hot Topics in Cloud Computing (HotCloud’10). 4--4. Google Scholar
Digital Library
- Francisco Moran, Marius Preda, Gauthier Lafruit, Paulo Villegas, and Robert-Paul Berretty. 2007. 3D game content distributed adaptation in heterogeneous environments. EURASIP Journal on Advances in Signal Processing 2007, 2 (June 2007), 31--31. Google Scholar
Digital Library
- Carla Mouradian, Diala Naboulsi, Sami Yangui, Roch H. Glitho, Monique J. Morrow, and Paul A. Polakos. 2018. A comprehensive survey on fog computing: State-of-the-art and research challenges. IEEE Communications Surveys 8 Tutorials 20, 1 (First Quarter 2018), 416--464.Google Scholar
- Beatrice Ng, Antonio Si, Rynson W. H. Lau, and Frederick W. B. Li. 2002. A multi-server architecture for distributed virtual walkthrough. In Proc. of the ACM Symposium on Virtual Reality Software and Technology (VRST’02). 163--170. Google Scholar
Digital Library
- Erik Nygren, Ramesh K. Sitaraman, and Jennifer Sun. 2010. The Akamai network: A platform for high-performance internet applications. Operating Systems Review 44, 3 (July 2010), 2--19. Google Scholar
Digital Library
- Lothar Pantel and Lars C. Wolf. 2002. On the impact of delay on real-time multiplayer games. In Proc. of the International Workshop on Network and Operating Systems Support for Digital Audio and Video (NOSSDAV’02). 23--29. Google Scholar
Digital Library
- Andrea Passarella. 2012. A survey on content-centric technologies for the current internet: CDN and P2P solutions. Computer Communications 35, 1 (January 2012), 1--32. Google Scholar
Digital Library
- Rafael Pereira, Marcello Azambuja, Karin Breitman, and Markus Endler. 2010. An architecture for distributed high performance video processing in the cloud. In Proc. of the IEEE International Conference on Cloud Computing (CLOUD’10). 482--489. Google Scholar
Digital Library
- I. Politis, C. Tselios, A. Lykourgiotis, and S. Kotsopoulos. 2017. On optimizing scalable video delivery over media aware mobile clouds. In Proc. of the IEEE International Conference on Communications (ICC’17). 1--6.Google Scholar
- Naveen Kolar Purushothama, Laurent Massoulie, Emmanuel Baccelli, Aline Carneiro Viana, and Don Towsley. 2015. On the interaction between content caching and request assignment in cellular cache networks. In Proc. of the ACM Workshop on Cellular Networks: Operations, Challenges, and Future Design (CellNet’15). 37--42. Google Scholar
Digital Library
- Peter Quax, Patrick Monsieurs, Wim Lamotte, Danny De Vleeschauwer, and Natalie Degrande. 2004. Objective and subjective evaluation of the influence of small amounts of delay and jitter on a recent first person shooter game. In Proc. of the ACM International Workshop on Network and System Support for Games (NetGames’04). 152. Google Scholar
Digital Library
- Kjetil Raaen, Ragnhild Eg, and Carsten Griwodz. 2014. Can gamers detect cloud delay? In Proc. of the ACM International Workshop on Network and Systems Support for Games (NetGames’14). 1--3. Google Scholar
Digital Library
- Kjetil Raaen and Andreas Petlund. 2015. How much delay is there really in current games? In Proc. of the ACM Conference on Multimedia Systems (MMSys’15). 89--92. Google Scholar
Digital Library
- M. Reza Rahimi, Jian Ren, Chi Harold Liu, Athanasios V. Vasilakos, and Nalini Venkatasubramanian. 2014. Mobile cloud computing: A survey, state of art and future directions. Mobile Networks and Applications 19, 2 (April 2014), 133--143. Google Scholar
Digital Library
- Stephen M. Rumble, Diego Ongaro, Ryan Stutsman, Mendel Rosenblum, and John K. Ousterhout. 2011. It’s time for low latency. In Proc. of the ACM Workshop on Hot Topics in Operating Systems (HotOS’11). 11. Google Scholar
Digital Library
- Andreas Sackl, Raimund Schatz, Tobias Hossfeld, Florian Metzger, David Lister, and Ralf Irmer. 2016. QoE Management made uneasy: The case of cloud gaming. In Proc. of the IEEE International Conference on Communications (ICC’16). 492--497.Google Scholar
Cross Ref
- Nouha Samet, Asma Ben Letaifa, Mohamed Hamdi, and Sami Tabbane. 2017. Energy consumption comparison for mobile video streaming encryption algorithm. In Proc. of the International Wireless Communications and Mobile Computing Conference (IWCMC’17). 1350--1355.Google Scholar
Cross Ref
- Yago Sanchez, Dimitri Podborski, Cornelius Hellge, and Thomas Schierl. 2016. Shifted IDR representations for low delay live DASH streaming using HEVC tiles. In Proc. of the IEEE International Symposium on Multimedia (ISM’16). San Jose, NM, 87--92.Google Scholar
Cross Ref
- Mahadev Satyanarayanan, Zhuo Chen, Kiryong Ha, Wenlu Hu, Wolfgang Richter, and Padmanabhan Pillai. 2014. Cloudlets: At the leading edge of mobile-cloud convergence. In Proc. of the EAI International Conference on Mobile Computing, Applications and Services (MobiCASE’14). 1--9.Google Scholar
Cross Ref
- Steven Schmidt, Saman Zadtootaghaj, and Sebastian Moller. 2017. Towards the delay sensitivity of games: There is more than genres. In Proc. of the International Conference on Quality of Multimedia Experience (QoMEX’17). 1--6.Google Scholar
Cross Ref
- Jan Seedorf, Sebastian Kiesel, and Martin Stiemerling. 2009. Traffic localization for P2P-applications: The ALTO approach. In Proc. of the IEEE International Conference on Peer-to-Peer Computing (P2P’09). Seattle, WA, 171--177.Google Scholar
Cross Ref
- Mehdi Semsarzadeh, Mahdi Hemmati, Abbas Javadtalab, Abdulsalam Yassine, and Shervin Shirmohammadi. 2014. A video encoding speed-up architecture for cloud gaming. In Proc. of the IEEE International Conference on Multimedia and Expo Workshops (ICMEW’14). 1--6.Google Scholar
Cross Ref
- Ryan Shea, Di Fu, and Jiangchuan Liu. 2015. Cloud gaming: Understanding the support from advanced virtualization and hardware. Proc. of the IEEE Transactions on Circuits and Systems for Video Technology (TCSVT’15) 25, 12 (December 2015), 2026--2037.Google Scholar
Digital Library
- Ryan Shea, Andy Sun, Silvery Fu, and Jiangchuan Liu. 2017. Towards fully offloaded cloud-based AR. In Proc. of the ACM Conference on Multimedia Systems (MMSys’17). 321--330. Google Scholar
Digital Library
- Shu Shi, Cheng-Hsin Hsu, Klara Nahrstedt, and Roy Campbell. 2011. Using graphics rendering contexts to enhance the real-time video coding for mobile cloud gaming. In Proc. of ACM International Conference on Multimedia (MM’11). 103--112. Google Scholar
Digital Library
- Weisong Shi, Jie Cao, Quan Zhang, Youhuizi Li, and Lanyu Xu. 2016. Edge computing: Vision and challenges. IEEE Internet of Things Journal 3, 5 (October 2016), 637--646.Google Scholar
- Ivan Slivar, Mirko Suznjevic, Lea Skorin-Kapov, and Maja Matijasevic. 2014. Empirical QoE study of in-home streaming of online games. In Proc. of the ACM International Workshop on Network and System Support for Games (NetGames’14). 1--6. Google Scholar
Digital Library
- Jouni Smed, Timo Kaukoranta, and Harri Hakonen. 2002. Aspects of networking in multiplayer computer games. The Electronic Library 20, 2 (October 2002), 87--97.Google Scholar
Cross Ref
- Michael Smit, Mark Shtern, Bradley Simmons, and Marin Litoiu. 2012. Partitioning applications for hybrid and federated clouds. In Proc. of the Conference of the Centre for Advanced Studies on Collaborative Research (CASCON’12). 17--41. Google Scholar
Digital Library
- Tolga Soyata, Rajani Muraleedharan, Colin Funai, Minseok Kwon, and Wendi Heinzelman. 2012. Cloud-Vision: Real-time face recognition using a mobile-cloudlet-cloud acceleration architecture. In Proc. of the IEEE Symposium on Computers and Communications (ISCC’12). 59--66. Google Scholar
Digital Library
- B. Staehle, A. Binzenhoefer, D. Schlosser, and B. Boder. 2008. Quantifying the influence of network conditions on the service quality experienced by a thin client user. In Proc. of the International Conference on Measurement, Modelling and Evaluation of Computer and Communication Systems (GI/ITG’08). 1--15.Google Scholar
- Kyoungwon Suh, Christophe Diot, Jim Kurose, Laurent Massoulie, Christoph Neumann, Donald F. Towsley, and Matteo Varvello. 2007. Push-to-Peer Video-on-Demand system: Design and evaluation. IEEE Journal on Selected Areas in Communications 25, 9 (December 2007), 1706--1716. Google Scholar
Digital Library
- Srikanth Sundaresan, Walter de Donato, Nick Feamster, Renata Teixeira, Sam Crawford, and Antonio Pescape. 2011. Broadband internet performance: A view from the gateway. In Proc. of the ACM Special Interest Group on Data Communication International Conference (SIGCOMM’11). 134--145. Google Scholar
Digital Library
- Mirko Suznjevic, Jose Saldana, and Maja Matijasevic. 2014. Analyzing the effect of TCP and server population on massively multiplayer games. International Journal of Computer Games Technology 2014, 2 (January 2014), 1--17. Google Scholar
Digital Library
- Tarik Taleb, Sunny Dutta, Adlen Ksentini, Muddesar Iqbal, and Hannu Flinck. 2017. Mobile edge computing potential in making cities smarter. IEEE Communications Magazine 55, 3 (March 2017), 38--43. Google Scholar
Digital Library
- Bo Tan and Laurent Massoulie. 2013. Optimal content placement for peer-to-peer video-on-demand systems. IEEE/ACM Transactions on Networking 21, 2 (April 2013), 566--579. Google Scholar
Digital Library
- Xueyan Tang, Fan Zhang, and S. T. Chanson. 2002. Streaming media caching algorithms for transcoding proxies. In Proc. of the International Conference on Parallel Processing (ICPP’02). 287--295. Google Scholar
Digital Library
- Ondrej Tomanek, Pavol Mulinka, and Lukas Kencl. 2016. Multidimensional cloud latency monitoring and evaluation. Computer Networks 107, 1 (October 2016), 104--120. Google Scholar
Digital Library
- Tuyen X. Tran, Parul Pandey, Abolfazl Hajisami, and Dario Pompili. 2017. Collaborative multi-bitrate video caching and processing in mobile-edge computing networks. In Proc. of the Annual Conference on Wireless On-demand Network Systems and Services (WONS’17). 165--172.Google Scholar
Cross Ref
- Vytautas Valancius, Nikolaos Laoutaris, Laurent Massoulie, Christophe Diot, and Pablo Rodriguez. 2009. Greening the internet with nano data centers. In Proc. of the ACM Conference on Emerging Networking Experiments and Technology (CoNEXT’09). 37--48. Google Scholar
Digital Library
- Hui Wang, Vu-Thanh Nguyen, Wei Tsang Ooi, and Mun Choon Chan. 2014. Mixing tile resolutions in tiled video: A perceptual quality assessment. In Proc. of the Workshop on Network and Operating System Support on Digital Audio and Video (NOSSDAV’14). 25:25--25:30. Google Scholar
Digital Library
- Xiaofei Wang, Min Chen, Tarik Taleb, Adlen Ksentini, and Victor C. M. Leung. 2014. Cache in the air: Exploiting content caching and delivery techniques for 5G Systems. IEEE Communications Magazine 52, 2 (2014), 131--139.Google Scholar
Cross Ref
- Yating Wang, Ing-Ray Chen, and Ding-Chau Wang. 2015. A survey of mobile cloud computing applications: Perspectives and challenges. Wireless Personal Communications 80, 4 (February 2015), 1607--1623. Google Scholar
Digital Library
- Steven Daniel Webb, Sieteng Soh, and William Lau. 2007. Enhanced mirrored servers for network games. In Proc. of the ACM International Workshop on Network and System Support for Games (NetGames’07). 117--122. Google Scholar
Digital Library
- Huaming Wu, Qiushi Wang, and Katinka Wolter. 2013. Tradeoff between performance improvement and energy saving in mobile cloud offloading systems. In Proc. of the IEEE International Conference on Communications (ICC’13). 728--732.Google Scholar
- Zhi Ye, Xin Chen, and Zhu Li. 2010. Video based mobile location search with large set of SIFT points in cloud. In Proc. of the ACM Multimedia Workshop on Mobile Cloud Media Computing (MCMC’10). 25--30. Google Scholar
Digital Library
- Shanhe Yi, Cheng Li, and Qun Li. 2015. A survey of fog computing: Concepts, applications and issues. In Proc. of the Workshop on Mobile Big Data (Mobidata’15). 37--42. Google Scholar
Digital Library
- Hao Yin, Xuening Liu, Tongyu Zhan, Vyas Sekar, Feng Qiu, Chuang Lin, Hui Zhang, and Bo Li. 2009. Design and deployment of a hybrid CDN-P2P system for live video streaming: Experiences with LiveSky. In Proc. of the ACM International Conference on Multimedia (MM’09). 25--34. Google Scholar
Digital Library
- Hang Yuan, C. C. Jay Kuo, and Ishfaq Ahmad. 2010. Energy efficiency in data centers and cloud-based multimedia services: An overview and future directions. In Proc. of the International Conference on Green Computing (IGCC’10). 375--382. Google Scholar
Digital Library
- Haitao Zhang, Jin Yan, and Yue Kou. 2016. Efficient Online Surveillance Video Processing Based on Spark Framework. In Proc. of the Big Data Computing and Communications (BIGCOM'17). 309--318.Google Scholar
Cross Ref
- Lei Zhang, Di Fu, Jiangchuan Liu, Edith Cheuk-Han Ngai, and Wenwu Zhu. 2017. On energy-efficient offloading in mobile cloud for real-time video applications. IEEE Transactions on Circuits and Systems for Video Technology 27, 1 (January 2017), 170--181. Google Scholar
Digital Library
- Wenxiao Zhang, Sikun Lin, Farshid Hassani Bijarbooneh, Hao Fei Cheng, and Pan Hui. 2017. CloudAR: A Cloud-based framework for mobile augmented reality. In Proc. of the Thematic Workshops of ACM Multimedia (Thematic Workshops’17). 194--200. Google Scholar
Digital Library
- Weiwen Zhang, Yonggang Wen, and Hsiao-Hwa Chen. 2014. Toward transcoding as a service: Energy-efficient offloading policy for green mobile cloud. IEEE Network 28, 6 (November 2014), 67--73.Google Scholar
Cross Ref
- Weiwen Zhang, Yonggang Wen, Kyle Guan, Dan Kilper, Haiyun Luo, and Dapeng Oliver Wu. 2013. Energy-optimal mobile cloud computing under stochastic wireless channel. IEEE Transactions on Wireless Communications 12, 9 (September 2013), 4569--4581.Google Scholar
Cross Ref
- Youhui Zhang, Peng Qu, Cihang Jiang, and Weimin Zheng. 2016. A cloud gaming system based on user-level virtualization and its resource scheduling. IEEE Transactions on Parallel and Distributed Systems 27, 5 (May 2016), 1239--1252. Google Scholar
Digital Library
- Zhenghuan Zhang, Xiaofeng Jiang, and Hongsheng Xi. 2016. Joint resource allocation and traffic management for cloud video distribution over software-defined networks. In Proc. of the IEEE International Conference on Communication Software and Networks (ICCSN’16). 407--411.Google Scholar
Cross Ref
- Mingchen Zhao, Paarijaat Aditya, Ang Chen, Yin Lin, Andreas Haeberlen, Peter Druschel, Bruce M. Maggs, Bill Wishon, and Miroslav Ponec. 2013. Peer-assisted content distribution in Akamai NetSession. In Proc. of the ACM Internet Measurement Conference (IMC’13). 31--42. Google Scholar
Digital Library
- Karine Pires. 2015. Delivery and Transcoding for Large Scale Live Streaming Systems. LIP6 - Laboratoire d'Informatique de Paris 6. PhD thesis.Google Scholar
Index Terms
Delay-Sensitive Video Computing in the Cloud: A Survey
Recommendations
Cloud Storage as the Infrastructure of Cloud Computing
ICICCI '10: Proceedings of the 2010 International Conference on Intelligent Computing and Cognitive InformaticsAs an emerging technology and business paradigm, Cloud Computing has taken commercial computing by storm. Cloud computing platforms provide easy access to a company’s high-performance computing and storage infrastructure through web services. With cloud ...
Cloud computing: analysis of various services
ICICA'12: Proceedings of the Third international conference on Information Computing and ApplicationsCloud computing fulfills the long-held dream of computing as a utility and fundamentally altering the expectations for how and when computing, storage and networking resources should be allocate, managed, consume and allow user to utilize services ...
From Cloud Computing to Fog Computing: Platforms for the Internet of Things (IoT)
This article describes how in recent years, Cloud Computing has emerged as a fundamental computing paradigm that has significantly changed the approach of enterprises as well as end users towards implementation of Internet technology. The key ...






Comments