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DASH in Twitch: Adaptive Bitrate Streaming in Live Game Streaming Platforms

Published: 02 December 2014 Publication History

Abstract

Live game streaming platforms such as Twitch allow gamers to broadcast their gameplay over the Internet. The popularity of these platforms boosts the market of eSport but poses new delivery problems. In this paper, we focus on the implementation of adaptive bitrate streaming in massive live game streaming platforms. Based on three months of real data traces from Twitch, we motivate the need for an adoption of adaptive bitrate streaming in this platform to reduce the delivery bandwidth cost and to increase QoE of viewers. We show however that a naive implementation requires the reservation of a large amount of computing resources for transcoding purposes. To address the trade-off between benefits and costs, we formulate a management problem and we design two strategies for deciding which online channels should be delivered by adaptive bitrate streaming. Our evaluations based on real traces show that these strategies can reduce the overall infrastructure cost by 40% in comparison to an implementation without adaptive streaming.

References

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Twitch.tv: 2013 retrospective, Jan. 2014. http://twitch.tv/year/2013.
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S. Basso, A. Servetti, E. Masala, and J. C. D. Martin. Measuring DASH streaming performance from the end users perspective using neubot. In ACM MMSys, 2014.
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N. Bouzakaria, C. Concolato, and J. L. Feuvre. Overhead and performance of low latency live streaming using MPEG-DASH. In IEEE IISA, 2014.
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D. Cryan. eSports video: A cross platform growth story. Technical report, IHS Tech., June 2014. http://is.gd/NHVdfi.
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D. Fitzgerald and D. Wakabayashi. Apple Quietly Builds New Networks. Wall Street Journal, Feb. 2014. http://is.gd/MXc2b7.
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F. Guillemin, B. Kauffmann, S. Moteau, and A. Simonian. Experimental analysis of caching efficiency for youtube traffic in an isp network. In IEEEITC, 2013.
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Cited By

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  • (2023)Bi-Criteria Approximation for a Multi-Origin Multi-Channel Auto-Scaling Live Streaming CloudIEEE Transactions on Multimedia10.1109/TMM.2022.315209325(2839-2850)Online publication date: 2023
  • (2023)Differential QoE in Picture-in-Picture Gaming Videos: A Subjective Study2023 15th International Conference on Quality of Multimedia Experience (QoMEX)10.1109/QoMEX58391.2023.10178572(221-223)Online publication date: 20-Jun-2023
  • (2022)Jujuby: Design and Deployment of a Crawler for Twitch CDN MappingProceedings of the 17th Asian Internet Engineering Conference10.1145/3570748.3570755(44-52)Online publication date: 19-Dec-2022
  • Show More Cited By

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    cover image ACM Conferences
    VideoNext '14: Proceedings of the 2014 Workshop on Design, Quality and Deployment of Adaptive Video Streaming
    December 2014
    56 pages
    ISBN:9781450332811
    DOI:10.1145/2676652
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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    Publication History

    Published: 02 December 2014

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    Author Tags

    1. live streaming
    2. user-generated content
    3. video encoding

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    CoNEXT '14
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    VideoNext '14 Paper Acceptance Rate 6 of 9 submissions, 67%;
    Overall Acceptance Rate 6 of 9 submissions, 67%

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    Cited By

    View all
    • (2023)Bi-Criteria Approximation for a Multi-Origin Multi-Channel Auto-Scaling Live Streaming CloudIEEE Transactions on Multimedia10.1109/TMM.2022.315209325(2839-2850)Online publication date: 2023
    • (2023)Differential QoE in Picture-in-Picture Gaming Videos: A Subjective Study2023 15th International Conference on Quality of Multimedia Experience (QoMEX)10.1109/QoMEX58391.2023.10178572(221-223)Online publication date: 20-Jun-2023
    • (2022)Jujuby: Design and Deployment of a Crawler for Twitch CDN MappingProceedings of the 17th Asian Internet Engineering Conference10.1145/3570748.3570755(44-52)Online publication date: 19-Dec-2022
    • (2022)Definitions of Esports: A Systematic Review and Thematic AnalysisProceedings of the ACM on Human-Computer Interaction10.1145/35494906:CHI PLAY(1-45)Online publication date: 31-Oct-2022
    • (2022)An Introduction to Online Video Game QoS and QoE Influencing FactorsIEEE Communications Surveys & Tutorials10.1109/COMST.2022.317725124:3(1894-1925)Online publication date: Nov-2023
    • (2022)An architecture for multi-layer object coding in 2D game streaming using shared data in a multi-user environmentEntertainment Computing10.1016/j.entcom.2022.10049042(100490)Online publication date: May-2022
    • (2022)Optimizing Uplink Bandwidth Utilization for Crowdsourced LivecastParallel and Distributed Computing, Applications and Technologies10.1007/978-3-030-96772-7_6(57-68)Online publication date: 16-Mar-2022
    • (2021)Twitch’s CDN as an Open Population EcosystemProceedings of the 16th Asian Internet Engineering Conference10.1145/3497777.3498551(56-63)Online publication date: 14-Dec-2021
    • (2021)OTT Video over Mobile Networks: Operators Cost and Challenges2021 IEEE Open Conference of Electrical, Electronic and Information Sciences (eStream)10.1109/eStream53087.2021.9431414(1-5)Online publication date: 22-Apr-2021
    • (2021)Optimizing Video QoE for Mobile eMBMS Users in Cellular NetworksIEEE Transactions on Multimedia10.1109/TMM.2020.302122923(3166-3178)Online publication date: 2021
    • Show More Cited By

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