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Distributed Server Delivery of Immersive VoIP Service: Balancing Between Voice Latency and Access Upload Cost

机译:沉浸式VoIP服务的分布式服务器交付:语音延迟和访问上载成本之间的平衡

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摘要

As a future communication tool to the Distributed Virtual Environment, the Immersive VoIP service delivers to each user a real-time mix of nearby user voices which are all rendered according to their respective virtual world positions. In this work, we conjecture that the voice latency constraints between Immersive VolP users would vary according to their virtual world distance of separation. As verified in our subjective listening tests, this conjecture is more realistic than fixed latency constraint, in terms of user perceptual experience and network feasibility. Empowered by the Bandwidth Reduced server assignment algorithm, the proposed two-hop distributed server architecture achieves a better balance between access bandwidth cost and voice latency when compared against the central server and the peer-to-peer architectures. The two-hop architecture targets the challenging scenario where there lacks clear correlations between the virtual world and the underlying physical network. In addition, we have also investigated the necessary frequency to execute the server assignment solutions to mitigate sensitivity to virtual world mobility.
机译:作为分布式虚拟环境的未来通信工具,沉浸式VoIP服务向每个用户提供附近用户语音的实时混合,这些声音均根据其各自的虚拟世界位置呈现。在这项工作中,我们推测身临其境的VolP用户之间的语音等待时间限制将根据其虚拟世界的分隔距离而变化。正如我们的主观听力测试所证实的那样,就用户的感知体验和网络可行性而言,这种猜想比固定等待时间约束更现实。与减少带宽的服务器分配算法相比,与中央服务器和对等体系结构相比,所提出的两跳分布式服务器体系结构在访问带宽成本和语音延迟之间实现了更好的平衡。两跳体系结构针对的挑战性场景是虚拟世界与底层物理网络之间缺乏明确的关联。此外,我们还研究了执行服务器分配解决方案所需的频率,以减轻对虚拟世界移动性的敏感性。

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