B. Ionescu, Adrian Daniel Popescu, M. Lupu, A. Gînsca, B. Boteanu, H. Müller
{"title":"Div150Cred: A social image retrieval result diversification with user tagging credibility dataset","authors":"B. Ionescu, Adrian Daniel Popescu, M. Lupu, A. Gînsca, B. Boteanu, H. Müller","doi":"10.1145/2713168.2713192","DOIUrl":"https://doi.org/10.1145/2713168.2713192","url":null,"abstract":"In this paper we introduce a new dataset and its evaluation tools, Div150Cred, that was designed to support shared evaluation of diversification techniques in different areas of social media photo retrieval and related areas. The dataset comes with associated relevance and diversity assessments performed by human annotators. The data consists of 300 landmark locations represented via 45,375 Flickr photos, 16M photo links for around 3,000 users, metadata, Wikipedia pages and content descriptors for text and visual modalities. To facilitate distribution, only Creative Commons content was included in the dataset. The proposed dataset was validated during the 2014 Retrieving Diverse Social Images Task at the MediaEval Benchmarking Initiative.","PeriodicalId":202494,"journal":{"name":"Proceedings of the 6th ACM Multimedia Systems Conference","volume":"23 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-03-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126971336","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"How much delay is there really in current games?","authors":"K. Raaen, Andreas Petlund","doi":"10.1145/2713168.2713188","DOIUrl":"https://doi.org/10.1145/2713168.2713188","url":null,"abstract":"All computer games present some delay between human input and results being displayed on the screen, even when no networking is involved. A well-balanced discussion of delay-tolerance levels in computer games requires an understanding of how much delay is added locally, as well as in the network. This demonstration uses a typical gaming setup wired to an oscilloscope to show how long the total, local delay is. Participants may also bring their own computers and games so they can measure delays in the games or other software. Results show that local delays constitute such a large share of the total delay that that it should be considered when studying the effects of delay in games, often far exceeding the network delay evaluated.","PeriodicalId":202494,"journal":{"name":"Proceedings of the 6th ACM Multimedia Systems Conference","volume":"45 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-03-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122694009","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Video BenchLab demo: an open platform for video realistic streaming benchmarking","authors":"Patrick Pegus, E. Cecchet, P. Shenoy","doi":"10.1145/2713168.2723146","DOIUrl":"https://doi.org/10.1145/2713168.2723146","url":null,"abstract":"In this demonstration, we present an open, flexible and realistic benchmarking platform named Video BenchLab to measure the performance of streaming media workloads. While Video BenchLab can be used with any existing media server, we provide a set of tools for researchers to experiment with their own platform and protocols. The components include a MediaDrop video server, a suite of tools to bulk insert videos and generate streaming media workloads, a dataset of freely available video and a client runtime to replay videos in the native video players of real Web browsers such as Firefox, Chrome and Internet Explorer. Various metrics are collected to capture the quality of video playback and identify issues that can happen during video replay. Finally, we provide a Dashboard to manage experiments, collect results and perform analytics to compare performance between experiments. The demonstration showcases all the BenchLab video components including a MediaDrop server accessed by real web browsers running locally and in the cloud. We demo the whole experiment lifecycle from creation to deployment as well as result collection and analysis.","PeriodicalId":202494,"journal":{"name":"Proceedings of the 6th ACM Multimedia Systems Conference","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-03-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128239279","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Video composition by the crowd: a system to compose user-generated videos in near real-time","authors":"Stefan Wilk, S. Kopf, W. Effelsberg","doi":"10.1145/2713168.2713178","DOIUrl":"https://doi.org/10.1145/2713168.2713178","url":null,"abstract":"To compose high-quality movies directors need life-long learning and talent. User-generated video defines a new era of video production in which non-professionals record videos and share them on platforms such as YouTube. As hiring professional directors results in high costs, our work focuses on replacing those directors by crowdsourcing. The proposed system allows users to record and stream live videos to servers on which workers create a video mashup. A smartphone application for recording live video has been designed that supports the composition in the crowd by a multi-modal analysis of the recording quality. The contributions of this work are: The proposed system demonstrates that composing a large number of video views can be achieved in near real-time. Second, the system achieves comparable video quality for user-generated video in comparison to manual composition. Third, it offers insights on how to design real-time capable crowdsourcing systems. Fourth, by leveraging multi-modal features that can already be evaluated during recording the number of streams considered for presentation can be reduced.","PeriodicalId":202494,"journal":{"name":"Proceedings of the 6th ACM Multimedia Systems Conference","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-03-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130804271","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Rhizome: utilizing the public cloud to provide 3D gaming infrastructure","authors":"R. Shea, Di Fu, Jiangchuan Liu","doi":"10.1145/2713168.2713190","DOIUrl":"https://doi.org/10.1145/2713168.2713190","url":null,"abstract":"Motivated by our systematic study on the diverse aspects of migrating gaming services to a virtualized cloud environment, we designed and implemented a fully virtualized cloud gaming platform, Rhizome, utilizing the latest hardware support for both remote servers and local clients. Our platform takes the first step towards bridging online gaming systems and public clouds. To accomplish ultra-low latency and a low power consumption gaming experience, we further optimized Rhizome's thin-client configuration and its interaction modules. In this proposed demo, we demonstrate that gaming over a virtualized cloud can be made possible with careful optimization and integration of different modules. It also helps us reveal the critical challenges towards full-fledged deployment of gaming services over public virtualized cloud.","PeriodicalId":202494,"journal":{"name":"Proceedings of the 6th ACM Multimedia Systems Conference","volume":"21 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-03-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114857935","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
W. Bailer, C. Pike, Rik Bauwens, Reinhard Grandl, M. Matton, M. Thaler
{"title":"Multi-sensor concert recording dataset including professional and user-generated content","authors":"W. Bailer, C. Pike, Rik Bauwens, Reinhard Grandl, M. Matton, M. Thaler","doi":"10.1145/2713168.2713191","DOIUrl":"https://doi.org/10.1145/2713168.2713191","url":null,"abstract":"We present a novel dataset for multi-view video and spatial audio. An ensemble of ten musicians from the BBC Philharmonic Orchestra performed in the orchestra's rehearsal studio in Salford, UK, on 25th March 2014. This presented a controlled environment in which to capture a dataset that could be used to simulate a large event, whilst allowing control over the conditions and performance. The dataset consists of hundreds of video and audio clips captured during 18 takes of performances, using a broad range of professional-and consumer-grade equipment, up to 4K video and high-end spatial microphones. In addition to the audiovisual essence, sensor metadata has been captured, and ground truth annotations, in particular for temporal synchronization and spatial alignment, have been created. A part of the dataset has also been prepared for adaptive content streaming. The dataset is released under a Creative Commons Attribution Non-Commercial Share Alike license and hosted on a specifically adapted content management platform.","PeriodicalId":202494,"journal":{"name":"Proceedings of the 6th ACM Multimedia Systems Conference","volume":"137 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-03-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125946287","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Xin Qi, Qing Yang, David T. Nguyen, Gang Zhou, Ge Peng
{"title":"LBVC: towards low-bandwidth video chat on smartphones","authors":"Xin Qi, Qing Yang, David T. Nguyen, Gang Zhou, Ge Peng","doi":"10.1145/2713168.2713180","DOIUrl":"https://doi.org/10.1145/2713168.2713180","url":null,"abstract":"Video chat apps enable users to stay in touch with their family, friends and colleagues. However, they consume a lot of bandwidth and hence can quickly use up a monthly data plan quota, which is a high-cost resource on smartphones. In this paper, we propose LBVC (Low-bandwidth Video Chat), a user-guided vibration-aware frame rate adaption framework. LBVC takes a sender-receiver cooperative approach and reduces bandwidth usage as well as alleviates video quality degradation for video chat apps on smartphones. We implement LBVC on the Android platform and evaluate its performance on a series of experiments and user study with 21 pairs of subjects. Compared to the default solution, LBVC decreases bandwidth usage by 35% and at the same time maintains good video quality without introducing extra power consumption under typical video chat scenarios.","PeriodicalId":202494,"journal":{"name":"Proceedings of the 6th ACM Multimedia Systems Conference","volume":"2 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-03-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129509663","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Zeno Albisser, M. Riegler, P. Halvorsen, Jiang Zhou, C. Griwodz, I. Balasingham, C. Gurrin
{"title":"Expert driven semi-supervised elucidation tool for medical endoscopic videos","authors":"Zeno Albisser, M. Riegler, P. Halvorsen, Jiang Zhou, C. Griwodz, I. Balasingham, C. Gurrin","doi":"10.1145/2713168.2713184","DOIUrl":"https://doi.org/10.1145/2713168.2713184","url":null,"abstract":"In this paper, we present a novel application for elucidating all kind of videos that require expert knowledge, e.g., sport videos, medical videos etc., focusing on endoscopic surgery and video capsule endoscopy. In the medical domain, the knowledge of experts for tagging and interpretation of videos is of high value. As a result of the stressful working environment of medical doctors, they often simply do not have time for extensive annotations. We therefore present a semi-supervised method to gather the annotations in a very easy and time saving way for the experts and we show how this information can be used later on.","PeriodicalId":202494,"journal":{"name":"Proceedings of the 6th ACM Multimedia Systems Conference","volume":"14 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-03-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114203394","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Christian Kreuzberger, Daniel Posch, H. Hellwagner
{"title":"A scalable video coding dataset and toolchain for dynamic adaptive streaming over HTTP","authors":"Christian Kreuzberger, Daniel Posch, H. Hellwagner","doi":"10.1145/2713168.2713193","DOIUrl":"https://doi.org/10.1145/2713168.2713193","url":null,"abstract":"With video streaming becoming more and more popular, the number of devices that are capable of streaming videos over the Internet is growing. This leads to a heterogeneous device landscape with varying demands. Dynamic Adaptive Streaming over HTTP (DASH) offers an elegant solution to these demands. Smart adaptation logics are able to adjust the clients' streaming quality according to several (local) parameters. Recent research indicated benefits of blending Scalable Video Coding (SVC) with DASH, especially considering Future Internet architectures. However, except for a DASH dataset with a single SVC encoded video, no other datasets are publicly available. The contribution of this paper is two-fold. First, a DASH/SVC dataset, containing multiple videos at varying bitrates and spatial resolutions including 1080p, is presented. Second, a toolchain for multiplexing SVC encoded videos is provided, therefore making our results reproducible and allowing researchers to generate their own datasets.","PeriodicalId":202494,"journal":{"name":"Proceedings of the 6th ACM Multimedia Systems Conference","volume":"14 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-03-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115181791","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Energy efficient video encoding using the tegra K1 mobile processor","authors":"K. Stokke, H. Stensland, C. Griwodz, P. Halvorsen","doi":"10.1145/2713168.2713186","DOIUrl":"https://doi.org/10.1145/2713168.2713186","url":null,"abstract":"Energy consumption is an important concern for mobile devices, where the evolution in battery storage capacity has not followed the power usage requirements of modern hardware. However, innovative and flexible hardware platforms give developers better means of optimising the energy consumption of their software. For example, the Tegra K1 System-on-Chip (SoC) offers two CPU clusters, GPU offloading, frequency scaling and other mechanisms to control the power and performance of applications. In this demonstration, the scenario is live video encoding, and participants can experiment with power usage and performance using the Tegra K1's hardware capabilities. A popular power-saving approach is a \"race to sleep\" strategy where the highest CPU frequency is used while the CPU has work to do, and then the CPU is put to sleep. Our own experiments indicate that an energy reduction of 28 % can be achieved by running the video encoder on the lowest CPU frequency at which the platform achieves an encoding frame rate equal to the minimum frame rate of 25 Frames Per Second (FPS).","PeriodicalId":202494,"journal":{"name":"Proceedings of the 6th ACM Multimedia Systems Conference","volume":"11 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-03-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126149498","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}