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Dive into the research topics where Pål Halvorsen is active.

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Featured researches published by Pål Halvorsen.


acm sigmm conference on multimedia systems | 2013

Commute path bandwidth traces from 3G networks: analysis and applications

Haakon Riiser; Paul Vigmostad; Carsten Griwodz; Pål Halvorsen

In this dataset paper, we present and make available real-world measurements of the throughput that was achieved at the application layer when adaptive HTTP streaming was performed over 3G networks using mobile devices. For the streaming sessions, we used popular commute routes in and around Oslo (Norway) traveling with different types of public transportation (metro, tram, train, bus and ferry). We also have a few logs using a car. Each log provides a times-tamp, GPS coordinates and the measured number of bytes downloaded for approximately every second of the route. The dataset can be used in several ways, but the most obvious application is to emulate the same network bandwidth behavior (on specific geographical positions) for repeated experiments.


acm sigmm conference on multimedia systems | 2011

Improving the performance of quality-adaptive video streaming over multiple heterogeneous access networks

Kristian Evensen; Dominik Kaspar; Carsten Griwodz; Pål Halvorsen; Audun Fosselie Hansen; Paal E. Engelstad

Devices capable of connecting to multiple, overlapping networks simultaneously are becoming increasingly common. For example, most laptops are equipped with LAN- and WLAN-interfaces, and smart phones can typically connect to both WLANs and 3G mobile networks. At the same time, streaming high-quality video is becoming increasingly popular. However, due to bandwidth limitations or the unreliable and unpredictable nature of some types of networks, streaming video can be subject to frequent periods of rebuffering and characterised by a low picture quality. In this paper, we present a client-side request scheduler that distributes requests for the video over multiple heterogeneous interfaces simultaneously. Each video is divided into independent segments with constant duration, enabling segments to be requested over separate links, utilizing all the available bandwidth. To increase performance even further, the segments are divided into smaller subsegments, and the sizes are dynamically calculated on the fly, based on the throughput of the different links. This is an improvement over our earlier subsegment approach, which divided segments into fixed size subsegments. Both subsegment approaches were evaluated with on-demand streaming and quasi-live streaming. The new subsegment approach reduces the number of playback interruptions and improves video quality significantly for all cases where the earlier approach struggled. Otherwise, they show similar performance.


Computer Communications | 2000

Operating system support for multimedia systems

Thomas Plagemann; Vera Goebel; Pål Halvorsen

Distributed multimedia applications will be an important part of tomorrows application mix and require appropriate operating system (OS) support. Neither hard real-time solutions nor best-effort solutions are directly well suited for this support. One reason is the co-existence of real-time and best effort requirements in future systems. Another reason is that the requirements of multimedia applications are not easily predictable, like variable bit rate coded video data and user interactivity. In this article, we present a survey of new developments in OS support for (distributed) multimedia systems, which include: (1) development of new CPU and disk scheduling mechanisms that combine real-time and best effort in integrated solutions; (2) provision of mechanisms to dynamically adapt resource reservations to current needs; (3) establishment of new system abstractions for resource ownership to account more accurate resource consumption; (4) development of new file system structures; (5) introduction of memory management mechanisms that utilize knowledge about application behavior; (6) reduction of major performance bottlenecks, like copy operations in I/O subsystems; and (7) user-level control of resources including communication.


network and operating system support for digital audio and video | 2006

The fun of using TCP for an MMORPG

Carsten Griwodz; Pål Halvorsen

Massive multi-player online games have become a popular, fast growing, multi-million industry with a very high user mass supporting hundreds or thousands of concurrent players. In many cases, these games are centralized and every player communicates with the central server through a time-critical unicast event stream. Funcoms Anarchy Online is one of these; it is based on TCP. We find that its kind of traffic has some interesting properties that inspire changes to protocol or architecture. In these game streams, TCP does not back off, using TCP does not have to be slower than using UDP, and almost only repeated timeouts ruin the game experience. Improving the latter in the sender implementation does not impose any remarkable penalty on the network. Alternatively, a proxy architecture for multiplexing could save about 40% resources at the server, allow congestion control to work and also reduce the lag of the game.


local computer networks | 2009

A network-layer proxy for bandwidth aggregation and reduction of IP packet reordering

Kristian Evensen; Dominik Kaspar; Paal E. Engelstad; Audun Fosselie Hansen; Carsten Griwodz; Pål Halvorsen

With todays widespread deployment of wireless technologies, it is often the case that a single communication device can select from a variety of access networks. At the same time, there is an ongoing trend towards integration of multiple network interfaces into end-hosts, such as cell phones with HSDPA, Bluetooth and WLAN. By using multiple Internet connections concurrently, network applications can benefit from aggregated bandwidth and increased fault tolerance. However, the heterogeneity of wireless environments introduce challenges with respect to implementation, deployment, and protocol compatibility. Variable link characteristics cause reordering when sending IP packets of the same flow over multiple paths. This paper introduces a multilink proxy that is able to transparently stripe traffic destined for multihomed clients. Operating on the network layer, the proxy uses path monitoring statistics to adapt to changes in throughput and latency. Experimental results obtained from a proof-of-concept implementation verify that our approach is able to fully aggregate the throughput of heterogeneous downlink streams, even if the path characteristics change over time. In addition, our novel method of equalizing delays by buffering packets on the proxy significantly reduces IP packet reordering and the buffer requirements of clients.


network and operating system support for digital audio and video | 2011

Mobile video streaming using location-based network prediction and transparent handover

Kristian Evensen; Andreas Petlund; Haakon Riiser; Paul Vigmostad; Dominik Kaspar; Carsten Griwodz; Pål Halvorsen

A well known challenge with mobile video streaming is fluctuating bandwidth. As the client devices move in and out of network coverage areas, the users may experience varying signal strengths, competition for the available resources and periods of network outage. These conditions have a significant effect on video quality. In this paper, we present a video streaming solution for roaming clients that is able to compensate for the effects of oscillating bandwidth through bandwidth prediction and video quality scheduling. We combine our existing adaptive segmented HTTP streaming system with 1) an application layer framework for creating transparent multi-link applications, and 2) a location based QoS information system containing GPS coordinates and accompanying bandwidth measurements, populated through crowd-sourcing. Additionally, we use real-time traffic information to improve the prediction by, for example, estimating the length of a commute route. To evaluate our prototype, we performed real-world experiments using a popular tram route in Oslo, Norway. The client connected to multiple networks, and the results show that our solution increases the perceived video quality significantly. Also, we used simulations to evaluate the potential of aggregating bandwidth along the route.


acm multimedia | 2009

DAVVI: a prototype for the next generation multimedia entertainment platform

Dag Johansen; Håvard D. Johansen; Tjalve Aarflot; Joseph Hurley; Åge Kvalnes; Cathal Gurrin; Sorin Zav; Bjørn Olstad; Erik Aaberg; Tore Endestad; Haakon Riiser; Carsten Griwidz; Pål Halvorsen

In this demo, we present DAVVI, a prototype of the next generation multimedia entertainment platform. It delivers multi-quality video content in a torrent-similar way like known systems from Move Networks, Microsoft and Apple do. However, it also provides a brand new, personalized user experience. Through applied search, personalization and recommendation technologies, end-users can efficiently search and retrieve highlights and combine arbitrary events in a customized manner using drag and drop. The created playlists of video segments are then delivered back to the system to improve future search and recommendation results. Here, we demonstrate this system using a soccer example.


acm sigmm conference on multimedia systems | 2013

Bagadus: an integrated system for arena sports analytics: a soccer case study

Pål Halvorsen; Simen Sægrov; Asgeir Mortensen; David K. C. Kristensen; Alexander Eichhorn; Magnus Stenhaug; Stian Dahl; Håkon Kvale Stensland; Vamsidhar Reddy Gaddam; Carsten Griwodz; Dag Johansen

Sports analytics is a growing area of interest, both from a computer system view to manage the technical challenges and from a sport performance view to aid the development of athletes. In this paper, we present Bagadus, a prototype of a sports analytics application using soccer as a case study. Bagadus integrates a sensor system, a soccer analytics annotations system and a video processing system using a video camera array. A prototype is currently installed at Alfheim Stadium in Norway, and in this paper, we describe how the system can follow and zoom in on particular player(s). Next, the system will playout events from the games using stitched panorama video or camera switching mode and create video summaries based on queries to the sensor system. Furthermore, we evaluate the system from a systems point of view, benchmarking different approaches, algorithms and tradeoffs.


network and operating system support for digital audio and video | 2009

Fine-grained scalable streaming from coarse-grained videos

Pengpeng Ni; Alexander Eichhorn; Carsten Griwodz; Pål Halvorsen

Scalable video is an attractive option for adapting the bandwidth consumption of streaming video to the available bandwidth. Fine-grained scalability can adapt most closely to the available bandwidth, but this comes at the cost of a high compression penalty. In the context of VoD streaming to mobile end systems, we have therefore explored whether a similar adaptation to the available bandwidth can be achieved by performing layer switching in coarse-grained scalable videos. In this approach, enhancement layers of a video stream are switched on and off to achieve any desired longer-term bandwidth. We performed user studies to evaluate the idea, and came to the far-from-obvious conclusion that layer switching is viable way for bit-rate savings and fine-grained bit-rate adaptation even for rather short times between layer switches.


Proceedings of the first annual ACM SIGMM conference on Multimedia systems | 2010

Low overhead container format for adaptive streaming

Haakon Riiser; Pål Halvorsen; Carsten Griwodz; Dag Johansen

Current segmented HTTP streaming systems provide scalable and quality adaptive video delivery services to a huge number of users. However, while they support a wide range of bandwidths and enable arbitrary content-based composition, their current formats have shortcomings like large overheads, live streaming delays, etc. We have therefore developed an adaptive media player that works around these problems while still using standard components like H.264/AVC for video, and MP3 for audio. The systems adaptivity allows the player to pick a quality level that makes good use of available bandwidth and CPU resources while at the same time maintaining smooth uninterrupted playback, as well as offering near instant seek and startup times. This paper presents an appropriate way of coding the segments and a simple multimedia container format that is optimized for adaptive streaming and video composition over HTTP. We show that our format is sufficiently advanced to contain any payload type, while being trivial to parse and translate to other container formats. Additionally, we show that our format is second to none in terms of overhead, without incurring any penalties on live streaming.

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Andreas Petlund

Simula Research Laboratory

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Kristian Evensen

Simula Research Laboratory

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