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Had You Looked Where I'm Looking? Cross-user Similarities in Viewing - - PowerPoint PPT Presentation

Had You Looked Where I'm Looking? Cross-user Similarities in Viewing Behavior for 360 - degree Video and Caching Implications Niklas Carlsson, Linkping University Derek Eager, University of Saskatchewan Proc. ACM/SPEC ICPE , April 2020 Before I


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Had You Looked Where I'm Looking? Cross-user Similarities in Viewing Behavior for 360-degree Video and Caching Implications

Niklas Carlsson, Linköping University Derek Eager, University of Saskatchewan

  • Proc. ACM/SPEC ICPE, April 2020
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Before I start ...

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eractive services over the

The 360-degree experience ...

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eractive services over the

The 360-degree experience ...

  • Put the user in control of their experience
  • Opportunity to revolutionize the viewing experience
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eractive services over the

The 360-degree experience ...

  • Put the user in control of their experience
  • Opportunity to revolutionize the viewing experience
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Highly bandwidth intensive ...

  • 360-degree video streaming highly bandwidth intensive
  • Important to identify and understand bandwidth saving opportunities
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Highly bandwidth intensive ...

  • 360-degree video streaming highly bandwidth intensive
  • Important to identify and understand bandwidth saving opportunities
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Saving bandwidth ...

  • Users only see what is in the viewport
  • Many techniques prioritize the region visible to the user

viewport

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Saving bandwidth ...

viewport

  • Users only see what is in the viewport
  • Many techniques prioritize the region visible to the user
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eractive services over the

Uncertainty in both ... … and want to avoid stalls ...

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eractive services over the

Uncertainty in both ... … and want to avoid stalls ...

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HAS/DASH + Til iling

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HTTP-based Adaptive Streaming (H (HAS)

  • HTTP-based adaptive streaming

– Video is split into chunks – Each chunk in multiple bitrates (qualities) – Clients adapt quality encoding based on buffer/network conditions

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HTTP-based Adaptive Streaming (H (HAS)

  • HTTP-based adaptive streaming

– Video is split into chunks – Each chunk in multiple bitrates (qualities) – Clients adapt quality encoding based on buffer/network conditions

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HTTP-based Adaptive Streaming (H (HAS)

Chunk1 Chunk2 Chunk4 Chunk3 Chunk5

  • HTTP-based adaptive streaming

– Video is split into chunks – Each chunk in multiple bitrates (qualities) – Clients adapt quality encoding based on buffer/network conditions

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360 HAS with tiles

  • In addition to chunks, we have

– Tiles of different quality in each direction

  • Clients adapt quality encoding of each chunk and tile based on both
  • buffer/network conditions, and
  • expected view field

“Chunk 1”

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360 HAS with tiles

  • In addition to chunks, we have

– Tiles of different quality in each direction

  • Clients adapt quality encoding of each chunk and tile based on both
  • buffer/network conditions, and
  • expected view field

“Chunk 1” “Chunk 2” “Chunk 3” “Chunk 4”

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360 HAS with tiles

  • In addition to chunks, we have

– Tiles of different quality in each direction

  • Clients adapt quality encoding of each chunk and tile based on both
  • buffer/network conditions, and
  • expected view field

“Chunk 1” “Chunk 2” “Chunk 3” “Chunk 4”

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Contributions

  • Trace-driven analysis of caching opportunities in this context ...
  • We present the first characterization of
  • the similarities in the viewing directions of users watching the same 360° video,
  • the overlap in viewports of these users (both instantaneously and on a per-

chunk basis), and

  • the potential cache hit rates for different video categories and network

conditions.

  • Results provide insights into the conditions under which overlap can

be considerable and caching effective, and can inform the design of new caching system policies tailored for 360° video. Addressing both these uncertainties in simultaneously results in a p

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Contributions

  • Trace-driven analysis of caching opportunities in this context ...
  • We present the first characterization of
  • the similarities in the viewing directions of users watching the same 360° video,
  • the overlap in viewports of these users (both instantaneously and on a per-

chunk basis), and

  • the potential cache hit rates for different video categories and network

conditions.

  • Results provide insights into the conditions under which overlap can

be considerable and caching effective, and can inform the design of new caching system policies tailored for 360° video. Addressing both these uncertainties in simultaneously results in a p

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Contributions

  • Trace-driven analysis of caching opportunities in this context ...
  • We present the first characterization of
  • the similarities in the viewing directions of users watching the same 360° video,
  • the overlap in viewports of these users (both instantaneously and on a per-

chunk basis), and

  • the potential cache hit rates for different video categories and network

conditions.

  • Results provide insights into the conditions under which overlap can

be considerable and caching effective, and can inform the design of new caching system policies tailored for 360° video. Addressing both these uncertainties in simultaneously results in a p

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Head movement traces

  • Oculus rift
  • YouTube 360 videos with 4K resolution
  • Five categories
  • Rides: “virtual ride ...”
  • Exploration: “no particular focus ...”
  • Static focus: “main focus of attention static ...”
  • Moving focus: “object of attention moves ...”
  • Miscellaneous: “unique feel ...”
  • Focus on “representative” videos
  • Viewed by 32 views per video
  • Rest got 8-13 views per video

Almquist et al. "The Prefetch Aggressiveness Tradeoff in 360 Video Streaming", Proc. ACM MMSys, 2018.

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Head movement traces

  • Oculus rift
  • YouTube 360 videos with 4K resolution
  • Five categories
  • Rides: “virtual ride ...”
  • Exploration: “no particular focus ...”
  • Static focus: “main focus of attention static ...”
  • Moving focus: “object of attention moves ...”
  • Miscellaneous: “unique feel ...”
  • Focus on “representative” videos
  • Viewed by 32 views per video
  • Rest got 8-13 views per video

Almquist et al. "The Prefetch Aggressiveness Tradeoff in 360 Video Streaming", Proc. ACM MMSys, 2018.

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Head movement traces

  • Oculus rift
  • YouTube 360 videos with 4K resolution
  • Five categories
  • Rides: “virtual ride ...”
  • Exploration: “no particular focus ...”
  • Static focus: “main focus of attention static ...”
  • Moving focus: “object of attention moves ...”
  • Miscellaneous: “unique feel ...”
  • Focus on “representative” videos
  • Viewed by 32 views per video
  • Rest got 8-13 views per video

Almquist et al. "The Prefetch Aggressiveness Tradeoff in 360 Video Streaming", Proc. ACM MMSys, 2018.

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2 5

Head movement traces

Rides Moving focus Exploration Static focus

  • Oculus rift
  • YouTube 360 videos with 4K resolution
  • Five categories
  • Rides: “virtual ride ...”
  • Exploration: “no particular focus ...”
  • Static focus: “main focus of attention static ...”
  • Moving focus: “object of attention moves ...”
  • Miscellaneous: “unique feel ...”
  • Focus on “representative” videos
  • Viewed by 32 views per video
  • Rest got 8-13 views per video

Almquist et al. "The Prefetch Aggressiveness Tradeoff in 360 Video Streaming", Proc. ACM MMSys, 2018.

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SLIDE 26

2 6

Head movement traces

Rides Moving focus Exploration Static focus

  • Oculus rift
  • YouTube 360 videos with 4K resolution
  • Five categories
  • Rides: “virtual ride ...”
  • Exploration: “no particular focus ...”
  • Static focus: “main focus of attention static ...”
  • Moving focus: “object of attention moves ...”
  • Miscellaneous: “unique feel ...”
  • Focus on “representative” videos
  • Viewed by 32 views per video
  • Rest got 8-13 views per video

Almquist et al. "The Prefetch Aggressiveness Tradeoff in 360 Video Streaming", Proc. ACM MMSys, 2018.

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SLIDE 27

2 7

Head movement traces

Rides Moving focus Exploration Static focus

  • Oculus rift
  • YouTube 360 videos with 4K resolution
  • Five categories
  • Rides: “virtual ride ...”
  • Exploration: “no particular focus ...”
  • Static focus: “main focus of attention static ...”
  • Moving focus: “object of attention moves ...”
  • Miscellaneous: “unique feel ...”
  • Focus on “representative” videos
  • Viewed by 32 views per video
  • Rest got 8-13 views per video

Almquist et al. "The Prefetch Aggressiveness Tradeoff in 360 Video Streaming", Proc. ACM MMSys, 2018.

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SLIDE 28

2 8

Head movement traces

Rides Moving focus Exploration Static focus

  • Oculus rift
  • YouTube 360 videos with 4K resolution
  • Five categories
  • Rides: “virtual ride ...”
  • Exploration: “no particular focus ...”
  • Static focus: “main focus of attention static ...”
  • Moving focus: “object of attention moves ...”
  • Miscellaneous: “unique feel ...”
  • Focus on “representative” videos
  • Viewed by 32 views per video
  • Rest got 8-13 views per video

Almquist et al. "The Prefetch Aggressiveness Tradeoff in 360 Video Streaming", Proc. ACM MMSys, 2018.

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SLIDE 29

2 9

Head movement traces

Rides Moving focus Exploration Static focus

  • Oculus rift
  • YouTube 360 videos with 4K resolution
  • Five categories
  • Rides: “virtual ride ...”
  • Exploration: “no particular focus ...”
  • Static focus: “main focus of attention static ...”
  • Moving focus: “object of attention moves ...”
  • Miscellaneous: “unique feel ...”
  • Focus on “representative” videos
  • Viewed by 32 views per video
  • Rest got 8-13 views per video

Almquist et al. "The Prefetch Aggressiveness Tradeoff in 360 Video Streaming", Proc. ACM MMSys, 2018.

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Part 1: : In Instantaneous similarities

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Part 1: : In Instantaneous similarities

Pairwise viewport overlap

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Part 1: : In Instantaneous similarities

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Part 1: : In Instantaneous similarities

Explore category has much smaller pairwise overlap than other categories

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Part 1: : In Instantaneous similarities

Explore category has much smaller pairwise overlap than other categories

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Part 1: : In Instantaneous similarities

Explore category has much smaller pairwise overlap than other categories

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Part 1: : In Instantaneous similarities

Explore category has much smaller pairwise overlap than other categories

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Part 1: : In Instantaneous similarities

Multi-user scenario

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Part 1: : In Instantaneous similarities

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Part 1: : In Instantaneous similarities

Explore Static

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Part 1: : In Instantaneous similarities

Substantial differences in how quickly overlap increase with more clients

  • Explore vs static (above)

Note: Initial exploration phase for static

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Part 1: : In Instantaneous similarities

Substantial differences in how quickly overlap increase with more clients

  • Explore vs static (above)

Exception: Initial exploration phase for static

Exploration phase

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Part 2: : Per-chunk similarities

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Part 2: : Per-chunk similarities

Define per-chunk coverage

Viewport time t0

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Part 2: : Per-chunk similarities

Define per-chunk coverage

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Part 2: : Per-chunk similarities

Define per-chunk coverage

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Part 2: : Per-chunk similarities

Define per-chunk coverage

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Part 2: : Per-chunk similarities

Define per-chunk coverage

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Part 2: : Per-chunk similarities

Define per-chunk coverage

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Part 2: : Per-chunk similarities

Define per-chunk coverage

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Part 2: : Per-chunk similarities

Define per-chunk coverage

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Part 2: : Per-chunk similarities

Define per-chunk coverage

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Part 2: : Per-chunk similarities

Define per-chunk coverage

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Part 2: : Per-chunk similarities

Define per-chunk coverage

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Part 2: : Per-chunk similarities

Define per-chunk coverage

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Part 2: : Per-chunk similarities

Define per-chunk coverage

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Part 2: : Per-chunk similarities

Per-chunk coverage overlap

User A

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Part 2: : Per-chunk similarities

Per-chunk coverage overlap

User A User B

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Part 2: : Per-chunk similarities

Per-chunk coverage overlap

User A User B

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Part 2: : Per-chunk similarities

Per-chunk coverage overlap

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Part 2: : Per-chunk similarities

Per-chunk coverage overlap Also, some details for handling wraparound ...

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Part 2: : Per-chunk similarities

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Part 2: : Per-chunk similarities

Explore category has much smaller pairwise overlap than other categories

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Part 2: : Per-chunk similarities

Explore category has much smaller pairwise overlap than other categories

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Part 2: : Per-chunk similarities

Explore category has much smaller pairwise overlap than other categories

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Part 2: : Per-chunk similarities

Explore category has much smaller pairwise overlap than other categories Explore category has much bigger variation (due to larger head movements)

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Part 2: : Per-chunk similarities

Explore category has much smaller pairwise overlap than other categories Explore category has much bigger variation (due to larger head movements)

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Part 3: : Cache simulations

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Part 3: : Cache simulations

  • Significant differences in bandwidth usage
  • E.g., for 4th client, on average 80% less misses
  • Byte hit rates greater than object hit rates
  • Even greater bandwidth savings
  • Greatest hit rates under stable network conditions
  • Greatest hit rates at low/high bandwidth scenarios

Different categories

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Part 3: : Cache simulations

  • Significant differences in bandwidth usage
  • E.g., for 4th client, on average 80% less misses
  • Byte hit rates greater than object hit rates
  • Even greater bandwidth savings
  • Greatest hit rates under stable network conditions
  • Greatest hit rates at low/high bandwidth scenarios

Different categories

Byte vs object Bandwidth traces Average bandwidth

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Part 3: : Cache simulations

  • Significant differences in bandwidth usage
  • E.g., for 4th client, on average 80% less misses
  • Byte hit rates greater than object hit rates
  • Even greater bandwidth savings
  • Greatest hit rates under stable network conditions
  • Greatest hit rates at low/high bandwidth scenarios

Different categories

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Part 3: : Cache simulations

  • Significant differences in bandwidth usage
  • E.g., for 4th client, on average 80% less misses
  • Byte hit rates greater than object hit rates
  • Even greater bandwidth savings
  • Greatest hit rates under stable network conditions
  • Greatest hit rates at low/high bandwidth scenarios
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Part 3: : Cache simulations

  • Significant differences in bandwidth usage
  • E.g., for 4th client, on average 80% less misses
  • Byte hit rates greater than object hit rates
  • Even greater bandwidth savings
  • Greatest hit rates under stable network conditions
  • Greatest hit rates at low/high bandwidth scenarios
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Part 3: : Cache simulations

  • Significant differences in bandwidth usage
  • E.g., for 4th client, on average 80% less misses
  • Byte hit rates greater than object hit rates
  • Even greater bandwidth savings
  • Greatest hit rates under stable network conditions
  • Greatest hit rates at low/high bandwidth scenarios
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SLIDE 74

Part 3: : Cache simulations

  • Significant differences in bandwidth usage
  • E.g., for 4th client, on average 80% less misses
  • Byte hit rates greater than object hit rates
  • Even greater bandwidth savings
  • Greatest hit rates under stable network conditions
  • Greatest hit rates at low/high bandwidth scenarios
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SLIDE 75

Part 3: : Cache simulations

  • Significant differences in bandwidth usage
  • E.g., for 4th client,  80% more misses
  • Byte hit rates greater than object hit rates
  • Even greater bandwidth savings
  • Greatest hit rates under stable network conditions
  • Greatest hit rates at low/high bandwidth scenarios
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SLIDE 76

Part 3: : Cache simulations

  • Significant differences in bandwidth usage
  • E.g., for 4th client,  80% more misses
  • Byte hit rates greater than object hit rates
  • Even greater bandwidth savings
  • Greatest hit rates under stable network conditions
  • Greatest hit rates at low/high bandwidth scenarios
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SLIDE 77

Part 3: : Cache simulations

  • Significant differences in bandwidth usage
  • E.g., for 4th client,  80% more misses
  • Byte hit rates greater than object hit rates
  • Even greater bandwidth savings
  • Greatest hit rates under stable network conditions
  • Greatest hit rates at low/high bandwidth scenarios
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SLIDE 78

Part 3: : Cache simulations

  • Significant differences in bandwidth usage
  • E.g., for 4th client, on average 80% less misses
  • Byte hit rates greater than object hit rates
  • Even greater bandwidth savings
  • Greatest hit rates under stable network conditions
  • Greatest hit rates at low/high bandwidth scenarios

Different categories

Byte vs object Bandwidth traces Average bandwidth

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SLIDE 79

Part 3: : Cache simulations

  • Significant differences in bandwidth usage
  • E.g., for 4th client,  80% more misses
  • Byte hit rates greater than object hit rates
  • Even greater bandwidth savings
  • Greatest hit rates under stable network conditions
  • Greatest hit rates at low/high bandwidth scenarios
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SLIDE 80

Part 3: : Cache simulations

  • Significant differences in bandwidth usage
  • E.g., for 4th client,  80% more misses
  • Byte hit rates greater than object hit rates
  • Even greater bandwidth savings
  • Greatest hit rates under stable network conditions
  • Greatest hit rates at low/high bandwidth scenarios
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SLIDE 81

Part 3: : Cache simulations

  • Significant differences in bandwidth usage
  • E.g., for 4th client,  80% more misses
  • Byte hit rates greater than object hit rates
  • Even greater bandwidth savings
  • Greatest hit rates under stable network conditions
  • Greatest hit rates at low/high bandwidth scenarios
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Conclusions

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Conclusions

  • First trace-driven characterization of caching opportunities
  • Category-based comparisons
  • Substantial differences between different video categories
  • Overlap in viewports (both instantaneously and on a per-chunk basis)
  • Potential cache hit rates for different video categories and network conditions
  • Some of the same things that improve user QoE without a cache also

improve cache performance (e.g., as measured by cache hit rates)

  • Improved viewport prediction techniques (as provided in client-side)
  • Stable network conditions (motivating the use of cap-based network/server-side

solutions) and less quality switches (suggesting less greedy client-side solutions)

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Conclusions

  • First trace-driven characterization of caching opportunities
  • Category-based comparisons
  • Substantial differences between different video categories
  • Overlap in viewports (both instantaneously and on a per-chunk basis)
  • Potential cache hit rates for different video categories and network conditions
  • Some of the same things that improve user QoE without a cache also

improve cache performance (e.g., as measured by cache hit rates)

  • Improved viewport prediction techniques (as provided in client-side)
  • Stable network conditions (motivating the use of cap-based network/server-side

solutions) and less quality switches (suggesting less greedy client-side solutions)

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Conclusions

  • First trace-driven characterization of caching opportunities
  • Category-based comparisons
  • Substantial differences between different video categories
  • Overlap in viewports (both instantaneously and on a per-chunk basis)
  • Potential cache hit rates for different video categories and network conditions
  • Some of the same things that improve user QoE without a cache also

improve cache performance (e.g., as measured by cache hit rates)

  • Improved viewport prediction techniques (as provided in client-side)
  • Stable network conditions (motivating the use of cap-based network/server-side

solutions) and less quality switches (suggesting less greedy client-side solutions)

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Niklas Carlsson (niklas.carlsson@liu.se)

Thanks for listening!

Had You Looked Where I'm Looking? Cross-user Similarities in Viewing Behavior for 360-degree Video and Caching Implications

Niklas Carlsson and Derek Eager