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Interaction with Broadcast Video

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Title: Interaction with Broadcast Video


1
Interaction with Broadcast Video
  • Mounir A. Tantaoui
  • Kien A. Hua
  • Simon Sheu
  • December 2002  Proceedings of the tenth ACM
    international conference on Multimedia

2
Outline
  • Introduction
  • Related Work
  • CCA Broadcasting
  • Implementing
  • Simulation
  • Conclusion

3
Introduction
  • Two types of multicasts
  • Non-periodic multicast
  • Batching
  • Patching
  • Chaining
  • Adaptive piggybacking
  • Periodic Broadcast
  • Pyramid broadcasting
  • Skyscraper Broadcasting (SB)
  • Client-Centric Approach (CCA)
  • Harmonic Broadcasting (HB)

4
Related Work
  • Type of Interactions
  • Continuous interactive functions
  • Fast-forward
  • Fast-backward
  • Discontinuous interactive functions
  • jump-forward
  • jump-backward

5
Related Work (cont)
  • Prefetch scheme
  • if the data in the prefetch buffer cannot
    accommodate a jump request, the client requesting
    the interaction is moved to an existing stream
  • If such a stream does not exist, the server
    issues an emergency stream to provide the
    service.
  • Emergency streams are expensive since they serve
    only one client.

6
CCA Broadcasting
The parameter c denotes the maximum number of
fragments a client can download at one time.
7
CCA Broadcasting(cont)
8
CCA Broadcasting(cont)
  • Since the first loader finishes downloading the
    first and smallest segment of a group, it can be
    used to download the first segment of the next
    group.
  • Segments across a group boundary are always of
    the same size, so the continuity across group
    boundaries is satisfied.
  • The CCA technique not only shows good performance
    in term of access latency, but can also be
    extended to support VCR operations .

9
A Broadcast Based InteractionTechnique (BIT)
  • We assume that we have two versions of the same
    video a normal version and a version compressed
    by a factor f that we call the compression
    factor.
  • An example of compression could be selecting each
    f frame of the original video.
  • The user watching the compressed version of the
    video at the playback rate will have the
    impression of fast playing the normal video.
  • The bandwidth requirement is independent of the
    number of users the system is designed to
    support.

10
Channel Design
  • If we refer to K as the total number of channels,
    K can be divided into K Kr Ki, where Kr is
    the number of regular channels used to broadcast
    the regular version of the video, and Ki the
    number of interactive channels used to broadcast
    the compressed version of the same video.

11
Implementing VCR functions with BIT
  • The client storage space is divided into two
    parts
  • normal buffer holds the normal video buffer. The
    size of the normal buffer should be large enough
    to store a W-segment
  • an interactive buffer caches the compressed
    version of the same video. The size of the
    interactive buffer is set twice the size of the
    normal buffer

12
Implementing VCR functions with BIT(cont)
  • To play back and provide VCR functions, we
    identify two components that work together
  • The Player responsible for rendering the frames
    and accepting interactions
  • The Loader responsible for tuning to the
    appropriate channels and downloading the
    segments.

13
BIT Player
  • Play Action During the playback of the video,
    the player renders the current play point of the
    normal buffer, and the play point of the
    interactive buffer moves accordingly.
  • Jump Forward/Jump Backward actions If the
    destination point is in the normal buffer, the
    player simply moves to the destination point, and
    continues the normal play. Otherwise, the player
    allocates the loaders to start downloading the
    appropriate segments, and continues the normal
    play from the closest point. During these types
    of interactions there is no switch of modes.

14
BIT Player(cont)
  • Fast-Forward/Fast-Reverse/Pause actions
  • switches to the interactive mode to render the
    frames in the interactive buffer.
  • Two scenarios can follows
  • (1) If the user resumes the normal play before
    this buffer is exhausted, the player switches to
    the normal mode, and allocates the loaders to
    download the appropriate segments such that the
    normal playback is resumed at a frame closest
    possible to the destination point.

15
BIT Player(cont)
  • If the user continues the interactive action
    beyond the frames in the interactive buffer
  • Fast-Forward the player forces the user to
    resume the normal play by setting the destination
    point to the newest frame of the interactive
    buffer
  • Fast-reverse or pause actions Set to the oldest
    frame
  • The player then allocates the loaders, and
    resumes the normal play at the closest point.
  • We note that jumping to the closest point will
    show some discontinuity that we refer to as a
    displacement.

16
BIT Loader
  • If the user continues the interactive action
    beyond the frames in the interactive buffer
  • Fast-Forward the player forces the user to
    resume the normal play by setting the destination
    point to the newest frame of the interactive
    buffer
  • Fast-reverse or pause actions Set to the oldest
    frame
  • The player then allocates the loaders, and
    resumes the normal play at the closest point.
  • We note that jumping to the closest point will
    show some discontinuity that we refer to as a
    displacement.

17
Loader Algorithm
18
Analysis of the Closest Broadcast Point
  • Unequal phase
  • All segments are of unequal sizes
  • The first two segments are of equal size but not
    the last one
  • the last two segments are of the same size but
    not the first one.
  • Case 1.1 The segments are all left aligned. If
    segment i was loaded at its broadcast point, the
    user will consume it before the broadcast of the
    next cycle of segment i1, similarly for segment
    i1. Hence the closest broadcast point in this
    case is the broadcast point of segment i2. When
    the loading of segment i2 starts, the two other
    available loaders are reallocated to the next
    round.

19
Analysis of the Closest Broadcast Point(cont)
  • Unequal phase
  • Case 1.2 Since segments i and i1 are right
    aligned. The closest broadcast point is at
    segment i. After the consumption of segment i,
    the beginning of segment i1 is available and the
    beginning of segment i2 is available after the
    consumption of segment i1.
  • Case 1.3 Segments i and i1 are not right
    aligned, but segments i1 and i2 are. Thus the
    closest broadcast point is at segment i1. When
    the user consumes segment i1, segment i2 is
    available.
  • Case 1.4 Since all segments are left aligned,
    the closest broadcast point is at segment i.

20
Analysis of the Closest Broadcast Point(cont)
  • equal phaseDuring the equal phase, the closest
    broadcast point is always at the same segment as
    the destination point. Since we use only one
    regular loader in the equal phase, once the user
    consumes segment i segment i1 is always
    available.

21
Simulation
  • compare with the Active Buffer Management (ABM)
    scheme.
  • Performance Metrics
  • Percentage of Unsuccessful Actions
  • Average Percentage of completion
  • Effect of the duration ratio
  • Effect of the buffer size
  • Effect of server bandwidth to the total average
    displacement
  • The Effect of Changing the compression factor

22
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25
Conclusion
  • The existing techniques solved only partially the
    problem of VCR interactivity in a broadcast
    framework.
  • This paper proposed a new video interaction
    technique, which offers better interaction
    quality by repeatedly broadcasting the
    interactive (compressed) version of the video.
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