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- research-articleJune 2024
Network Learning in Quadratic Games From Best-Response Dynamics
IEEE/ACM Transactions on Networking (TON), Volume 32, Issue 5Pages 3669–3684https://doi.org/10.1109/TNET.2024.3404509We investigate the capacity of an adversary to learn the underlying interaction network through repeated best response actions in linear-quadratic games. The adversary strategically perturbs the decisions of a set of action-compromised players and ...
- research-articleMay 2024
Context-Aware Cross-Layer Congestion Control for Large-Scale Live Streaming
- Danfu Yuan,
- Weizhan Zhang,
- Yubing Qiu,
- Haiyu Huang,
- Mingliang Yang,
- Peng Chen,
- Kai Xiao,
- Hongfei Yan,
- Yaming He,
- Yiping Zhang
IEEE/ACM Transactions on Networking (TON), Volume 32, Issue 5Pages 3743–3759https://doi.org/10.1109/TNET.2024.3397671Live video streaming has come to dominate today’s Internet traffic. Content Delivery Network (CDN) providers, responsible for hosting outsourced live streaming services, are now striving to ensure an enhanced quality of experience (QoE) to meet the ...
- research-articleApril 2024
Accelerated Neural Enhancement for Video Analytics With Video Quality Adaptation
IEEE/ACM Transactions on Networking (TON), Volume 32, Issue 4Pages 3045–3060https://doi.org/10.1109/TNET.2024.3375108The quality of the video stream is the key to neural network-based video analytics. However, low-quality video is inevitably collected by existing surveillance systems because of poor-quality cameras or over-compressed/pruned video streaming protocols, ...
- research-articleMarch 2024
Reviving Peer-to-Peer Networking for Scalable Crowdsourced Live Video Streaming
IEEE/ACM Transactions on Networking (TON), Volume 32, Issue 4Pages 3205–3220https://doi.org/10.1109/TNET.2024.3380395The rising crowdsourced live video streaming (CLVS) poses great challenges to Internet transport scalability, where a broadcaster’s live video is expected to reach thousands and even millions of viewers in real time. To accommodate such huge ...
- research-articleFebruary 2024
Online Multicast Traffic Engineering for Multi-View Videos With View Synthesis in SDN
IEEE/ACM Transactions on Networking (TON), Volume 32, Issue 4Pages 2778–2793https://doi.org/10.1109/TNET.2024.3366166Multi-view videos (MVV) have emerged to provide users with immersively interactive experiences with 3D multimedia content. Compared with traditional 2D videos, MVV offers multiple view angles to avoid generating occluded regions from a single viewpoint ...
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- research-articleNovember 2022
Ascent Similarity Caching With Approximate Indexes
IEEE/ACM Transactions on Networking (TON), Volume 31, Issue 3Pages 1173–1186https://doi.org/10.1109/TNET.2022.3217012Similarity search is a key operation in multimedia retrieval systems and recommender systems, and it will play an important role also for future machine learning and augmented reality applications. When these systems need to serve large objects with tight ...
- research-articleDecember 2021
MultiLive: Adaptive Bitrate Control for Low-Delay Multi-Party Interactive Live Streaming
IEEE/ACM Transactions on Networking (TON), Volume 30, Issue 2Pages 923–938https://doi.org/10.1109/TNET.2021.3129481In multi-party interactive live streaming, each user can act as both the sender and the receiver of a live video stream. Designing adaptive bitrate (ABR) algorithm for such applications poses three challenges: (i) due to the interaction requirement among ...
- research-articleAugust 2020
BOLA: Near-Optimal Bitrate Adaptation for Online Videos
IEEE/ACM Transactions on Networking (TON), Volume 28, Issue 4Pages 1698–1711https://doi.org/10.1109/TNET.2020.2996964Modern video players employ complex algorithms to adapt the bitrate of the video that is shown to the user. Bitrate adaptation requires a tradeoff between reducing the probability that the video freezes (rebuffers) and enhancing the quality of the video. ...
- articleFebruary 2016
Migration towards cloud-assisted live media streaming
IEEE/ACM Transactions on Networking (TON), Volume 24, Issue 1Pages 272–282https://doi.org/10.1109/TNET.2014.2362541Live media streaming has become one of the most popular applications over the Internet. We have witnessed the successful deployment of commercial systems with content delivery network (CDN)- or peer-to-peer-based engines. While each being effective in ...
- articleDecember 2013
Video stream quality impacts viewer behavior: inferring causality using quasi-experimental designs
IEEE/ACM Transactions on Networking (TON), Volume 21, Issue 6Pages 2001–2014https://doi.org/10.1109/TNET.2013.2281542The distribution of videos over the Internet is drastically transforming how media is consumed and monetized. Content providers, such as media outlets and video subscription services, would like to ensure that their videos do not fail, start up quickly, ...
- articleAugust 2013
Design and implementation of an "Approximate" communication system for wireless media applications
IEEE/ACM Transactions on Networking (TON), Volume 21, Issue 4Pages 1035–1048https://doi.org/10.1109/TNET.2012.2226470All practical wireless communication systems are prone to errors. At the symbol level, such wireless errors have a well-defined structure: When a receiver decodes a symbol erroneously, it is more likely that the decoded symbol is a good "approximation" ...
- articleFebruary 2013
Exploring the design space of multichannel peer-to-peer live video streaming systems
IEEE/ACM Transactions on Networking (TON), Volume 21, Issue 1Pages 162–175https://doi.org/10.1109/TNET.2012.2194165Most of the commercial peer-to-peer (P2P) video streaming deployments support hundreds of channels and are referred to as multichannel systems. Recent research studies have proposed specific protocols to improve the streaming quality for all channels by ...
- articleJune 2012
A game-theoretic approach to anonymous networking
IEEE/ACM Transactions on Networking (TON), Volume 20, Issue 3Pages 892–905https://doi.org/10.1109/TNET.2011.2176511Anonymous wireless networking is studied when an adversary monitors the transmission timing of an unknown subset of the network nodes. For a desired quality of service (QoS), as measured by network throughput, the problem of maximizing anonymity is ...
- articleDecember 2011
Online scheduling of targeted advertisements for IPTV
IEEE/ACM Transactions on Networking (TON), Volume 19, Issue 6Pages 1825–1834https://doi.org/10.1109/TNET.2011.2143725Behavioral targeting of content to users is a huge and lucrative business, valued as a $20 billion industry that is growing rapidly. So far, the dominant players in this field like Google and Yahoo! examine the user requests coming to their servers and ...
- articleJune 2010
Characterizing online games
IEEE/ACM Transactions on Networking (TON), Volume 18, Issue 3Pages 899–910https://doi.org/10.1109/TNET.2009.2034371Online games are a rapidly growing Internet application. In order to run a successful online game, game companies and game infrastructure providers must properly manage game workloads and content so that they can maximize player satisfaction while ...
- articleAugust 2009
PRIME: peer-to-peer receiver-driven mesh-based streaming
IEEE/ACM Transactions on Networking (TON), Volume 17, Issue 4Pages 1052–1065https://doi.org/10.1109/TNET.2008.2007434The success of file swarming mechanisms such as BitTorrent has motivated a new approach for scalable streaming of live content that we call mesh-based Peer-to-Peer (P2P) streaming. In this approach, participating end-systems (or peers) form a randomly ...
- articleDecember 2005
Rate adaptive multimedia streams: optimization and admission control
IEEE/ACM Transactions on Networking (TON), Volume 13, Issue 6Pages 1275–1288https://doi.org/10.1109/TNET.2005.860105This work investigates support of rate adaptive multi-media streams on communication networks. Optimal and practical mechanisms to maximize the customer average quality of service (QoS), defined in terms of a normalized time average received rate, are ...
- articleDecember 2005
Comments and an improvement on "A distributed algorithm of delay-bounded multicast routing for multimedia applications in wide area networks"
IEEE/ACM Transactions on Networking (TON), Volume 13, Issue 6Pages 1410–1411https://doi.org/10.1109/TNET.2005.860091In this correspondence, we first point out an error in Jia's algorithm (1998) by a counterexample. Second, we provide a fix and make an improvement to the part of Dynamic-Join. Finally, we give an analysis and a correctness proof of our algorithm.
- articleJune 2005
A traffic characterization of popular on-line games
IEEE/ACM Transactions on Networking (TON), Volume 13, Issue 3Pages 488–500https://doi.org/10.1109/TNET.2005.850221This paper describes the results of the first comprehensive analysis of a range of popular on-line, multiplayer, game servers. The results show that the traffic behavior of these servers is highly predictable and can be attributed to the fact that ...
- articleOctober 2004
Analysis of enterprise media server workloads: access patterns, locality, content evolution, and rates of change
IEEE/ACM Transactions on Networking (TON), Volume 12, Issue 5Pages 781–794https://doi.org/10.1109/TNET.2004.836125Understanding the nature of media server workloads is crucial to properly designing and provisioning current and future media services. The main issue we address in this paper is the workload analysis of today's enterprise media servers. This analysis ...