360 Mulsemedia Experience Over Next Generation Wireless Networks
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360◦ Mulsemedia Experience over Next Generation Wireless Networks - A Reinforcement Learning Approach y z y Ioan-Sorin Coms, a , Ramona Trestian and Gheorghit,a˘ Ghinea yDepartment of Computer Science, Brunel University London, Kingston Lane, UB8 3PH, London, U.K. zFaculty of Science and Technology, Middlesex University, NW4 4BT, Hendon, London, U.K. E-mails: [email protected], [email protected], [email protected] Abstract—The next generation of wireless networks targets MEDIA (MULSEMEDIA) [3]. Mulsemedia enables the in- aspiring key performance indicators, like very low latency, tegration of other human senses into the human-computer higher data rates and more capacity, paving the way for new ◦ ◦ interaction. Thus, 360 video applications could integrate generations of video streaming technologies, such as 360 or ◦ omnidirectional videos. One possible application that could additional 360 sensory media content (e.g., ofactory, haptic revolutionize the streaming technology is the 360◦ MULtiple or thermoceptics media objects) that could eventually enable SEnsorial MEDIA (MULSEMEDIA) which enriches the 360◦ even better quality of user experience [4]. However, the video content with other media objects like olfactory, haptic new 360◦ mulsemedia services would come at the cost of ◦ or even thermoceptic ones. However, the adoption of the 360 more bandwidth than other conventional applications [5] and Mulsemedia applications might be hindered by the strict Quality of Service (QoS) requirements, like very large bandwidth and stringent delay requirements [6]. In this context, innovative low latency for fast responsiveness to the user0s inputs that could solutions are needed to enable Quality of Service (QoS) and impact their Quality of Experience (QoE). To this extent, this QoE provisioning when delivering 360◦ mulsemedia services paper introduces the new concept of 360◦ Mulsemedia as well over next generation wireless networks. as it proposes the use of Reinforcement Learning to enable QoS One possible solution to minimize the application delay is provisioning over the next generation wireless networks that ◦ influences the QoE of the end-users. to bring the 360 mulsemedia content closer to the mobile User Equipment (UE) by integrating a Mobile Edge Compu- Index Terms—QoE, mulsemedia, omnidirectional video, re- ting (MEC) server at the serving Base Station (BS) [7] or by inforcement learning, packet scheduling, network optimization. increasing the network density to enhance multipath delivery I. INTRODUCTION [8]. Additionally, higher data rates can be supported by adop- ting new waveforms and higher frequency bands in the radio The main challenge within the current and future wi- access scheme [9]. However, no matter how large the system reless networks environments is to achieve higher users0 bandwidth is, the Radio Resource Management (RRM) still satisfaction by providing faster and reliable networks and to remains an open research issue especially when delivering enable Quality of Experience (QoE) for the end-users0 main 360◦ mulsemedia content within a multi-user scenario. activities. The growing popularity of the new multimedia- In this context, this paper introduces a new concept appli- rich immersive applications puts significant pressure over the cation referred to as 360◦ Mulsemedia and proposes the use underlying wireless networks. As QoE will become the main of Reinforcement Learning (RL) within RRM to enable QoS differentiator between network operators, it is imperative provisioning over next generation wireless networks. It is for them to come up with innovative solutions that will shown that by integrating RL into the RRM 5G Scheduler accommodate all these bandwidth-hungry applications while to select the best scheduling rule according to the dynamics maintaining high user perceived quality levels [1]. of network conditions, the users0 satisfaction in terms of QoS Stimulated by this tremendous need to enhance the multi- can be significantly improved. media experience for the end-users, interactive 360◦ video streaming became very popular in Virtual Reality (VR) II. RELATED WORK systems, where users explore 360◦ views of the captured Extensive studies on QoE performances when delivering scenes [2]. Currently, 360◦ video content is provided by 360◦ video content are provided in [10]–[12]. It can be professional content providers (i.e. NBC, CNN) and user- concluded that the user0s perceived quality depends on diffe- generated content platforms such as Google, Facebook and rent factors, such as: encoder parameters, multimedia content Youtube [2]. Following this ambitious trend, it can be envisio- characteristics and device type. Moreover, the study presented ned that a new class of applications that could revolutionize in [10] reveals high correlations between Peak Signal to the streaming technology is the 360◦ MULtiple SEnsorial Noise Ratio (PSNR) and perceptual quality. Nasrabadi et This work has been performed in the framework of the Horizon 2020 al. [13] propose a layered encoding scheme for 360◦ video project NEWTON (ICT-688503) receiving funds from the European Union. delivery that reduces the probability of video freezes and the The authors would like to acknowledge the contributions of their colleagues in the project, although the views expressed in this contribution are those of response latency to head movements. To reduce the bandwi- the authors and do not necessarily represent the project. dth utilization, some proposals adopt 360◦ video adaptation Fig. 1 360◦ Mulsemedia Delivery System techniques [14] or motion-based predictive solutions [15], improve the performance of end-users0 QoE indicators. [16]. The perceptual 360◦ video quality can be improved if 2) Mapping 360◦ Olfactory Media Objects: a method that the encoder parameters, modulation/coding scheme allocation maps multiple 360◦ olfactory senses to the existing 360◦ and the relay selection are jointly optimized, as stated in [7]. video content is introduced. Studies on QoE performance when considering additional 3) 360◦ Mulsemedia Scheduler based on RL Approach: a sensory objects to classical video services are provided in RL approach for scheduling 360◦ mulsemedia traffic that [17]. The synchronization between multiple media compo- improves the QoS in terms of Guaranteed Bit Rate (GBR), nents such as 2D video, haptic and airflow is analyzed in delay and PLR requirements is presented. [18] by measuring the Mean Opinion Score (MOS) for the ◦ perceived sense of relevance, reality, distraction, annoyance III. 360 MULSEMEDIA DELIVERY SYSTEM and enjoyment. In [19], the user perceived QoE denotes that Figure 1 depicts the proposed 360◦ mulsemedia delivery the mulsemedia objects can only partially mask the decrease system. At the server side, alongside the 360◦ video capturing in movie quality. An adaptive mulsemedia framework at the device, a 360◦ scent capturing device is also able to collect server side is proposed in [20] which outperforms the existing various olfactory types associated with the video represen- multimedia delivery solutions in terms of user perceived tation. The 360◦ mulsemedia server has several functiona- quality and user enjoyment. lities such as: 360◦ olfactory objects mapping, 360◦ media Despite the amount of research done in this area, none objects synchronization, buffering, adaptation, encoding and of the presented solutions considers the 360◦ mulsemedia transmission. The 360◦ mulsemedia content is transmitted to applications and the delivery challenges within next gene- the 360◦ mulsemedia user over the 5G wireless networks. ration wireless networks. In this sense, the packet scheduler The performance of the 5G radio scheduler depends on the plays a crucial role when allocating the radio resources to number of 360◦ mulsemedia users, mobility, positioning, 360◦ mulsemedia users. Some of the well known schedu- channel conditions, etc. lers are: Barrier Function (BF) guarantees certain bit rates User accesses the 360◦ mulsemedia content on mobile ter- requirements, the EXPonential (EXP) rule minimizes the minals or Head-Mounted Display (HMD) devices enhanced packet delay and the Opportunistic Packet Loss Fair (OPLF) with olfactory diffuser capabilities. At a certain time, only the improves the Packet Loss Rate (PLR) performance [21]. scene that the user is facing is displayed, which is a fraction Using these schedulers independently they could improve on from the whole downloaded content. The proposed delivery one criteria only (e.g., packet delay, PLR, etc.). However, system should be able to react to the head movements as well if these schedulers are combined such that the best rule to the HMD refreshing rate with a latency of less than 10ms is selected based on the dynamics of network conditions, to assure acceptable QoE performance [6]. the users0 QoS satisfaction can be significantly improved. Unlike traditional video delivery systems, in VR systems, Thus, this paper proposes the use of Reinforcement Learning the entire 360◦ video stream is sent to the user and its for scheduling 360◦ mulsemedia traffic over next generation HMD device extracts the viewport content according to the networks. Based on the RL approach, the framework is able head position. To minimize the bandwidth waste, one of the to learn the most convenient scheduler to be used each time, viewport-adaptive streaming solution could be used where such that, the QoS satisfaction is maximized. RL approach only the content quality inside users