TY - GEN
T1 - Edge computing for interactive media and video streaming
AU - Bilal, Kashif
AU - Erbad, Aiman
N1 - Publisher Copyright:
© 2017 IEEE.
PY - 2017/6/12
Y1 - 2017/6/12
N2 - Video streaming and computer games are among the most popular and highest bandwidth consuming media in the Internet. Video contents consume around 70% of the total bandwidth usage in the Internet today. Advancements in media generation tools, high processing power, and high speed connectivity have enabled generation of live, interactive, multi-view media generation. Cognitive assisted and online multi-player gaming have unlocked new horizons for gaming experience. However, such interactive gaming, and multi-view and 360-degree view videos, are currently limited by delay intolerance and excessive bandwidth usage. Edge computing is the name of a set of new technologies, such as cloudlets, micro data centers, fog, and mobile edge computing. It aims to provide storage and computational resources near to user at the network edge, to minimize latency and response time. Edge computing is foreseen as a significant enabler of Internet of Every Thing (IoET) era by extending the cloud services and resources at the end of the network to deliver very low latency and real-time communication. It can provide significant services to video and gaming applications and enable new stream of interactive multimedia era. In this paper, we highlight some of the potentials and prospects of edge computing for interactive media, and present some preliminary works in the area. We shed light on how edge computing can be used to tackle various challenges faced by todays interactive media application. We also present the benefits of using edge computing to save cost, bandwidth, and energy in multimedia applications, video streaming, and transcoding.
AB - Video streaming and computer games are among the most popular and highest bandwidth consuming media in the Internet. Video contents consume around 70% of the total bandwidth usage in the Internet today. Advancements in media generation tools, high processing power, and high speed connectivity have enabled generation of live, interactive, multi-view media generation. Cognitive assisted and online multi-player gaming have unlocked new horizons for gaming experience. However, such interactive gaming, and multi-view and 360-degree view videos, are currently limited by delay intolerance and excessive bandwidth usage. Edge computing is the name of a set of new technologies, such as cloudlets, micro data centers, fog, and mobile edge computing. It aims to provide storage and computational resources near to user at the network edge, to minimize latency and response time. Edge computing is foreseen as a significant enabler of Internet of Every Thing (IoET) era by extending the cloud services and resources at the end of the network to deliver very low latency and real-time communication. It can provide significant services to video and gaming applications and enable new stream of interactive multimedia era. In this paper, we highlight some of the potentials and prospects of edge computing for interactive media, and present some preliminary works in the area. We shed light on how edge computing can be used to tackle various challenges faced by todays interactive media application. We also present the benefits of using edge computing to save cost, bandwidth, and energy in multimedia applications, video streaming, and transcoding.
KW - cloudlets
KW - edge computing
KW - fog
KW - interactive multimedia
KW - mobile edge
KW - multiview
UR - http://www.scopus.com/inward/record.url?scp=85028549244&partnerID=8YFLogxK
U2 - 10.1109/FMEC.2017.7946410
DO - 10.1109/FMEC.2017.7946410
M3 - Conference contribution
AN - SCOPUS:85028549244
T3 - 2017 2nd International Conference on Fog and Mobile Edge Computing, FMEC 2017
SP - 68
EP - 73
BT - 2017 2nd International Conference on Fog and Mobile Edge Computing, FMEC 2017
PB - Institute of Electrical and Electronics Engineers Inc.
T2 - 2nd International Conference on Fog and Mobile Edge Computing, FMEC 2017
Y2 - 8 May 2017 through 11 May 2017
ER -