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On the Performance Comparisons of Native and Clientless Real-Time Screen-Sharing Technologies

机译:论本机与无客户实时屏幕共享技术的性能比较

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Real-time screen-sharing provides users with ubiquitous access to remote applications, such as computer games, movie players, and desktop applications (apps), anywhere and anytime. In this article, we study the performance of different screen-sharing technologies, which can be classified into native and clientless ones. The native ones dictate that users install special-purpose software, while the clientless ones directly run in web browsers. In particular, we conduct extensive experiments in three steps. First, we identify a suite of the most representative native and clientless screen-sharing technologies. Second, we propose a systematic measurement methodology for comparing screen-sharing technologies under diverse and dynamic network conditions using different performance metrics. Last, we conduct extensive experiments and perform indepth analysis to quantify the performance gap between clientless and native screen-sharing technologies. We found that our WebRTC-based implementation achieves the best overall performance. More precisely, it consumes a maximum of 3 Mbps bandwidth while reaching a high decoding ratio and delivering good video quality. Moreover, it leads to a steadily high decoding ratio and video quality under dynamic network conditions. By presenting the very first rigorous comparisons of the native and clientless screen-sharing technologies, this article will stimulate more exciting studies on the emerging clientless screen-sharing technologies.
机译:实时屏幕共享为用户提供无处不在的访问远程应用程序,例如计算机游戏,电影播放器​​和桌面应用程序(Apps),随时随地和随时随地。在本文中,我们研究了不同屏幕共享技术的性能,可以分为本土和无客户端。本地人决定了用户安装专用软件,而无客户端直接在Web浏览器中运行。特别是,我们进行了三个步骤进行了广泛的实验。首先,我们确定一套最具代表性的本机和无客户屏幕共享技术。其次,我们提出了一种系统测量方法,用于使用不同的性能指标在不同动态网络条件下进行比较屏幕共享技术。最后,我们进行广泛的实验,并进行了印度分析,以量化无客户和本机屏幕共享技术之间的性能差距。我们发现我们的WebRTC的实现实现了最佳的整体性能。更确切地说,它消耗最多3 Mbps带宽,同时达到高解码比率并提供良好的视频质量。此外,它导致动态网络条件下的稳定高的解码比和视频质量。通过提出本土和无客户屏幕共享技术的第一个严格的比较,本文将刺激新出现的无客户屏幕共享技术的更令人兴奋的研究。

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