QoS-Aware real-time video encoding - How to improve the user experience of a gaming-on-demand service

Sari Järvinen, Jukka-Pekka Laulajainen, Tiia Sutinen, Sami Sallinen

    Research output: Chapter in Book/Report/Conference proceedingConference article in proceedingsScientificpeer-review

    11 Citations (Scopus)

    Abstract

    The advances in multimedia and network technologies have created novel services (e.g. Video-on-Demand, IPTV and Gaming-on-Demand), which set high Quality of Service (QoS) requirements. There are various existing QoS support technologies for networks, but these are used and controlled by network operators and single service providers have no possibility to control the whole end-to-end path from their server to the user. Instead the service providers can use various application level solutions to improve the user-perceived quality of video services. One possibility is to monitor the network status end-to-end and change the video encoding parameters accordingly. This paper considers dynamic video encoding adaptation focusing to improve the user-perceived service quality of a Gaming-on-Demand service, which is a highly demanding interactive multimedia application based on a client-server infrastructure and video streaming.
    Original languageEnglish
    Title of host publication3rd IEEE Consumer Communications and Networking Conference (CCNC 2006)
    PublisherIEEE Institute of Electrical and Electronic Engineers
    Pages994-997
    ISBN (Print)1-4244-0085-6
    DOIs
    Publication statusPublished - 2006
    MoE publication typeA4 Article in a conference publication
    Event3rd IEEE Consumer Communications and Networking Conference - Las Vegas, United States
    Duration: 8 Jan 200610 Jan 2006

    Publication series

    SeriesIEEE Consumer Communications and Networking Conference
    Volume3
    ISSN2331-9852

    Conference

    Conference3rd IEEE Consumer Communications and Networking Conference
    Country/TerritoryUnited States
    CityLas Vegas
    Period8/01/0610/01/06

    Keywords

    • entertainment and games
    • multimedia technologies
    • QoS
    • adaptive video encoding
    • network monitoring

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