No Arabic abstract
Kodi is of one of the worlds largest open-source streaming platforms for viewing video content. Easily installed Kodi add-ons facilitate access to online pirated videos and streaming content by facilitating the user to search and view copyrighted videos with a basic level of technical knowledge. In some countries, there have been paid child sexual abuse organizations publishing/streaming child abuse material to an international paying clientele. Open source software used for viewing videos from the Internet, such as Kodi, is being exploited by criminals to conduct their activities. In this paper, we describe a new method to quickly locate Kodi artifacts and gather information for a successful prosecution. We also evaluate our approach on different platforms; Windows, Android and Linux. Our experiments show the file location, artifacts and a history of viewed content including their locations from the Internet. Our approach will serve as a resource to forensic investigators to examine Kodi or similar streaming platforms.
We report results from a measurement study of three video streaming services, YouTube, Dailymotion and Vimeo on six different smartphones. We measure and analyze the traffic and energy consumption when streaming different quality videos over Wi-Fi and 3G. We identify five different techniques to deliver the video and show that the use of a particular technique depends on the device, player, quality, and service. The energy consumption varies dramatically between devices, services, and video qualities depending on the streaming technique used. As a consequence, we come up with suggestions on how to improve the energy efficiency of mobile video streaming services.
With the merit of containing full panoramic content in one camera, Virtual Reality (VR) and 360-degree videos have attracted more and more attention in the field of industrial cloud manufacturing and training. Industrial Internet of Things (IoT), where many VR terminals needed to be online at the same time, can hardly guarantee VRs bandwidth requirement. However, by making use of users quality of experience (QoE) awareness factors, including the relative moving speed and depth difference between the viewpoint and other content, bandwidth consumption can be reduced. In this paper, we propose OFB-VR (Optical Flow Based VR), an interactive method of VR streaming that can make use of VR users QoE awareness to ease the bandwidth pressure. The Just-Noticeable Difference through Optical Flow Estimation (JND-OFE) is explored to quantify users awareness of quality distortion in 360-degree videos. Accordingly, a novel 360-degree videos QoE metric based on PSNR and JND-OFE (PSNR-OF) is proposed. With the help of PSNR-OF, OFB-VR proposes a versatile-size tiling scheme to lessen the tiling overhead. A Reinforcement Learning(RL) method is implemented to make use of historical data to perform Adaptive BitRate(ABR). For evaluation, we take two prior VR streaming schemes, Pano and Plato, as baselines. Vast evaluations show that our system can increase the mean PSNR-OF score by 9.5-15.8% while maintaining the same rebuffer ratio compared with Pano and Plato in a fluctuate LTE bandwidth dataset. Evaluation results show that OFB-VR is a promising prototype for actual interactive industrial VR. A prototype of OFB-VR can be found in https://github.com/buptexplorers/OFB-VR.
Internet-native audio-visual services are witnessing rapid development. Among these services, object-based audio-visual services are gaining importance. In 2014, we established the Software Defined Media (SDM) consortium to target new research areas and markets involving object-based digital media and Internet-by-design audio-visual environments. In this paper, we introduce the SDM architecture that virtualizes networked audio-visual services along with the development of smart buildings and smart cities using Internet of Things (IoT) devices and smart building facilities. Moreover, we design the SDM architecture as a layered architecture to promote the development of innovative applications on the basis of rapid advancements in software-defined networking (SDN). Then, we implement a prototype system based on the architecture, present the system at an exhibition, and provide it as an SDM API to application developers at hackathons. Various types of applications are developed using the API at these events. An evaluation of SDM API access shows that the prototype SDM platform effectively provides 3D audio reproducibility and interactiveness for SDM applications.
The recent rise of interest in Virtual Reality (VR) came with the availability of commodity commercial VR prod- ucts, such as the Head Mounted Displays (HMD) created by Oculus and other vendors. To accelerate the user adoption of VR headsets, content providers should focus on producing high quality immersive content for these devices. Similarly, multimedia streaming service providers should enable the means to stream 360 VR content on their platforms. In this study, we try to cover different aspects related to VR content representation, streaming, and quality assessment that will help establishing the basic knowledge of how to build a VR streaming system.
The recent advent in the field of multimedia proposed a many facilities in transport, transmission and manipulation of data. Along with this advancement of facilities there are larger threats in authentication of data, its licensed use and protection against illegal use of data. A lot of digital image watermarking techniques have been designed and implemented to stop the illegal use of the digital multimedia images. This paper compares the robustness of three different watermarking schemes against brightness and rotation attacks. The robustness of the watermarked images has been verified on the parameters of PSNR (Peak Signal to Noise Ratio), RMSE (Root Mean Square Error) and MAE (Mean Absolute Error).