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Video Streaming Strategy Based on Feedback Control Loop Theory in Cloud Platform

机译:基于反馈控制环理论的视频流策略云平台

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The main purpose of this paper is to run video games over the cloud while optimizing the synergy between the client and the server in order to increase player performances. One of the strengths of cloud gaming is elasticity which helps matching user's requirements with available allocated resources. Our major contribution is a new video streaming strategy based on the Feedback Control Loop theory which is designed to ensure an optimal usage of the player and the video quality. So we focus on how to automatically tune the video quality to meet with the available network resources and so increase the user's video quality. In our scheme, the server stores several streams at different quality and resolution then switches among them during the play back in order to match user bandwidth and CPU. Comparing our proposed approach to traditional streaming techniques shows its better performance in term of Frame Rate witch remains unchanged, while the resolution of the video matches the available bandwidth at the terminal.
机译:本文的主要目的是为了在云环境中运行的视频游戏,同时优化,以提高球员的表演客户端和服务器之间的协同作用。一个云游戏的优势之一是弹性,有助于与现有分配的资源匹配用户的需求。我们的主要贡献是基于反馈控制回路理论,其目的是确保播放器和视频质量的优化使用新的视频流的策略。所以,我们把重点放在如何自动调整视频质量,以满足现有的网络资源,因此增加了用户的视频质量。在我们的方案中,在不同的质量和分辨率的服务器存储几股当中,以播放后退到匹配用户的带宽和CPU时再进行切换。我们提出的方法相对于传统的流技术显示帧率巫婆的长期的更好的性能不变,而视频的分辨率在终端的可用带宽相匹配。

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