An Empirical Evaluation of Video Conferencing Systems Used in Industry, Academia, and Entertainment

J. Cuijpers, Kelvin Elsendoorn, Ean-Dan Tjon-Joek-Tjien, Riccardo Iesari, Federico Casenove, Jesse Donkervliet, A. Iosup
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Abstract

Video Conferencing Systems (VCS) are used daily---at work, in online education, and for get-togethers with friends and family. Many new VCSs have emerged in the past decade and a new market-leader has risen during the coronavirus period of 2020. Understanding how these systems work could help us improve them rapidly. However, no experimental comparison of such systems currently exists. In this work we propose a method to compare VCSs in real-world operation and implement it as a tool. Our method considers four main kinds of real-world experiments. Each captures different aspects, such as communication channels (audio, video, audio-video) and types of network environments (e.g., Ethernet, WiFi, 4G), and reports system and network utilization. We further implement an automated tool to conduct these real-world experiments, and experiment with three popular VCSs, Zoom, Microsoft Team, and Discord. We find that there are significant performance differences between these systems, and their behavior in different environments.
视频会议系统在工业、学术和娱乐中的应用的实证评估
视频会议系统(VCS)每天都在使用——在工作中,在在线教育中,在与朋友和家人的聚会中。在过去十年中,出现了许多新的风险资产,在2020年冠状病毒期间,出现了一个新的市场领导者。了解这些系统的工作原理可以帮助我们迅速改进它们。然而,目前还没有这种系统的实验比较。在这项工作中,我们提出了一种在实际操作中比较vcs的方法,并将其作为工具实现。我们的方法考虑了四种主要的现实世界实验。每个都捕获不同的方面,例如通信通道(音频、视频、音频视频)和网络环境类型(例如以太网、WiFi、4G),并报告系统和网络利用率。我们进一步实现了一个自动化工具来进行这些现实世界的实验,并对三个流行的vcs, Zoom, Microsoft Team和Discord进行了实验。我们发现这些系统之间存在显著的性能差异,以及它们在不同环境中的行为。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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