Prosuming Live Multimedia Content at the Edge
conference paper
This paper presents the design and evaluation of a localized crowd-sourced multimedia production and distribution system to enable today's mobile producers of multimedia content to serve their content in real-time to other nearby users, while at the same time drastically reducing the bandwidth as compared to traditional crowd-sourced multimedia services. To achieve this, we created a modular system for many-to-many live production and distribution and deployed it within the media delivery platform developed in the FLAME project. The FLAME platform provides distributed edge computing as well as a programmable network infrastructure. We have performed a first trial of our system in the instance of the FLAME platform deployed in Bristol. Our trial revealed that with our setup 93% bandwidth can be saved, and the latency can be kept as low as 3s. The user evaluation further indicated that a sufficient amount of users (45%) enjoys producing content, an important prerequisite for prosuming apps to thrive. © 2020 Owner/Author.
Topics
Automated filteringcrowd-sourced videoedge computinglocal productionmobile videoobject recognitionproductionreal-timevideoBandwidthCrowdsourcingHuman computer interactionDesign and evaluationsDistribution systemsMedia deliveryModular systemMultimedia contentsMultimedia productionsProgrammable networkUser evaluationsMultimedia services
TNO Identifier
881691
ISBN
9781450379762
Publisher
2020 ACM International Conference on Interactive Media Experiences, IMX 2020
Source title
IMX 2020 - Proceedings of the 2020 ACM International Conference on Interactive Media Experiences, 17 June 2020 through 19 June 2020,
Editor(s)
Verizon, Media
Pages
160-164
Files
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