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The Design of A Multi-party VoIP Conferencing System

机译:多方VoIp会议系统的设计

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摘要

This thesis identifies the problems and trade-offs of a multi-party VoIP conferencing system implemented over the Internet and proposes approaches to solve these problems. The current Internet is unreliable, and it degrades the conversational quality of real-time multi-party conferencing. Delay disparities may cause unbalanced silence periods, and losses and jitters may affect the intelligibility of speech segments received. We collect real Internet traces from the PlanetLab and classify them into different categories according to the traffic behavior. After studying the conversational dynamics in the multi-party system, we identify user-observable metrics that affect the perception of conversational quality and study their trade-offs. Based on the dynamics and the Internet traces, we design the transmission topology to reduce delay variations and to avoid links with high losses and jitters. We propose loss concealment schemes for reducing the packet drop rate and play-out scheduling algorithms for equalizing silence periods and smooth jitters. We also discuss issues and solutions in a practical multi-party VoIP system design. We compare the performance of our system and that of Skype (Version 3.5.0.214) using repeatable experiments that simulate human participants and network conditions in a multi-party conferencing scenario. Our limited, subjective tests show that we can improve the perceptual quality when network connections are lossy and have large delay disparities. Because it is impossible to conduct subjective tests under all possible conditions, we have developed a classifier that learns to select the best equalization algorithm using learning examples derived from subjective tests under limited network and conversational conditions. Experimental results show that our classifier can consistently pick the best algorithm with the highest subjective conversational quality under unseen conditions.
机译:本文确定了在Internet上实现的多方VoIP会议系统的问题和权衡,并提出了解决这些问题的方法。当前的Internet不可靠,并且降低了实时多方会议的对话质量。延迟差异可能会导致不平衡的静默时间,而丢失和抖动可能会影响收到的语音片段的清晰度。我们从PlanetLab收集真实的Internet跟踪,并根据流量行为将其分类为不同的类别。在研究了多方系统中的对话动态之后,我们确定了影响对话质量感知的用户可观察指标,并研究了它们的取舍。基于动态和Internet跟踪,我们设计了传输拓扑,以减少延迟变化并避免具有高损耗和抖动的链接。我们提出了用于降低数据包丢失率的丢失隐藏方案,以及用于均衡静默周期和平滑抖动的播出调度算法。我们还将讨论实用的多方VoIP系统设计中的问题和解决方案。我们使用可重复的实验来比较我们的系统和Skype(3.5.0.214版)的性能,这些可重复的实验在多方会议场景中模拟人工参与者和网络状况。我们有限的,主观的测试表明,当网络连接丢失且延迟差异较大时,我们可以提高感知质量。由于不可能在所有可能的条件下进行主观测试,因此我们开发了一种分类器,该分类器使用在有限的网络和会话条件下从主观测试中得出的学习示例学习选择最佳的均衡算法。实验结果表明,我们的分类器可以在看不见的情况下始终选择具有最高主观会话质量的最佳算法。

著录项

  • 作者

    Huang Zixia;

  • 作者单位
  • 年度 2009
  • 总页数
  • 原文格式 PDF
  • 正文语种 {"code":"en","name":"English","id":9}
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