A multilayered audiovisual streaming system using the network bandwidth adaptation and the two-phase synchronization

  • Authors:
  • Chung-Ming Huang;Chung-Wei Lin;Cheng-Yen Chuang

  • Affiliations:
  • Laboratory of Multimedia Mobile Network, Department of Computer Science and Information Engineering, National Cheng Kung University, Tainan, Taiwan;Laboratory of Multimedia Mobile Network, Department of Computer Science and Information Engineering, National Cheng Kung University, Tainan, Taiwan;Laboratory of Multimedia Mobile Network, Department of Computer Science and Information Engineering, National Cheng Kung University, Tainan, Taiwan

  • Venue:
  • IEEE Transactions on Multimedia
  • Year:
  • 2009

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Abstract

Synchronous audiovisual streaming and playout are two of the major issues in the multimedia communication network. However, the past corresponding researches of media synchronization mainly focused on the mono-quality and single-layer (nonscalable) audiovisual data. To overcome challenges of ubiquitous multimedia streaming, a scalable audiovisual coder that can provide flexible scalabilities and adaptive streaming control to adapt to complicated network situations are both required. This paper proposes a multilayered audiovisual streaming scheme to deliver layered audiovisual data synchronously, which is called ML-AVSS. Fine-granular scalability (FGS) and bit-sliced arithmetic coding (BSAC) techniques are used to segment video and audio data into one base-layer and multiple enhancement-layer bitstreams. With advantages of audiovisual layer coding, a de-jitter procedure, a conditional retransmission mechanism and a playout synchronization mechanism are designed to transmit hybrid multilayered audiovisual bitstreams in consideration of the result of a network bandwidth adaptation and the distinct decoding time-complexity. Experimental results show that the proposed ML-AVSS is a feasible streaming scheme to overcome challenges of ubiquitous multimedia streaming, e.g., constrained channel bandwidth, quality degradation, unsmooth playout, etc.