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Adaptive Streaming Playback Statistics Dataset

Thiago Teixeira, Bo Zhang, Yuriy Reznik

Brightcove Inc.

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Modern Era of Streaming

  • More than 50% of the Internet traffic
  • Heterogeneous devices
    • Desktops / Laptops
    • Mobiles
    • Tablets
    • Connected TVs and other embedded devices
  • Delivered by HTTP-based protocols such as HLS or DASH
  • Client adaptation can be influenced by multiple factors, including
    • network performance
    • player size
    • device decode capabilities
    • etc.

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  • Video encoded into HLS and DASH formats
  • Encoding profiles are custom generated
  • Delivered by CDNs
  • Pulled by multiple devices

Delivery Platforms

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Player Events Sent to Analytics

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Some Things We Use Analytics for

  • Volume and Audience Measurement
    • Which content was watched
    • By how many viewers
  • User Engagement Measurement
    • How long the video was played
    • Distribution of playback times
  • QoE Measurement
    • What was the avg. video quality played
    • Distribution of start-up times
  • System Modeling and Optimizations
    • Adaptation logic
    • System performance and improvements
    • AI/ML

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Typical uses of analytics

systems in practice

Possible uses of playback

statistics in research and engineering community

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Objectives of This Work

  • Produce a streaming dataset suitable for use in the research community
    • Report metrics that are common across various existing analytics systems
    • Capture several real-world large-scale streaming playback events
    • With diverse types of networks, clients, delivery devices
    • With diverse types of content and encoding profiles

  • Intended Uses (not limited to)
    • Analysis of the behavior of streaming clients
    • Design of optimal ABR adaptation algorithms
    • Training of related AI/ML models
    • Analysis of the performance of adaptive streaming systems
    • Context-aware encoding optimizations
    • Multi-screen streaming delivery optimizations

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Streaming Playback Datasets

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Event Description

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Parameters Reported

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Event I Statistics

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User devices Operating systems Networks Player resolutions

Encoding profile

rendition

video_codec

codec_profile

width

height

framerate

video_bitrate

audio_bitrate

total_bitrate

0

h.264

baseline

426

240

29.97

300

192

492

1

h.264

baseline

640

360

29.97

500

192

692

2

h.264

baseline

852

480

29.97

750

192

942

3

h.264

baseline

960

540

29.97

1000

192

1192

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Event II Statistics

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User devices Operating systems Networks Player resolutions

Encoding profile

rendition

video_codec

codec_profile

width

height

framerate

video_bitrate

audio_bitrate

total_bitrate

0

h.264

main

640

360

30

900

192

1092

1

h.264

main

960

540

30

1700

192

1892

2

h.264

high

1280

720

30

2400

192

2592

3

h.264

high

1280

720

30

4040

192

4232

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Event III Statistics

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User devices Operating systems Networks Player resolutions

Encoding profile

rendition

video_codec

codec_profile

width

height

framerate

video_bitrate

audio_bitrate

total_bitrate

0

h.264

baseline

360

202

29.97

141

32

173

1

h.264

baseline

480

270

29.97

300

64

364

2

h.264

main

640

360

29.97

770

128

898

3

h.264

main

1280

720

29.97

1750

192

1942

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Event IV Statistics

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User devices Operating systems Networks Player resolutions

Encoding profile

rendition

video_codec

codec_profile

width

height

framerate

video_bitrate

audio_bitrate

total_bitrate

0

h.264

baseline

480

270

23.976

450

128

578

1

h.264

baseline

640

360

23.976

800

128

928

2

h.264

main

768

432

23.976

1000

128

1128

3

h.264

main

1024

576

23.976

1500

128

1628

4

h.264

main

1280

720

23.976

2100

128

2228

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Example Use Case

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Analysis of Client Adaptation

Event IV

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Stream

Profile

Resolution

Framerate

Bitrate

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Baseline

480x270

23.976

450k

2

Baseline

640x360

23.976

800k

3

Main

768x432

23.976

1000k

4

Main

1024x576

23.976

1500k

5

Main

1280x720

23.976

2100k

Encoding profile

Usage of top bitrate rendition does not increase even when bandwidth is no longer a limit !!!

Observations:

  • Player sizes apparently impact selection of the streams! This happens not only with web players, but also with mobile apps.
  • Bandwidth-adaptation is no longer the only dimension of the problem!

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Simple Client Model

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How Does It Compare with the Real World

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Conclusions

  • Streaming data from four large real-world events
  • One of many use cases provided
    • Building a streaming client model
  • Brings many opportunities for subsequent research
    • Using ML/AI for more sophisticated modeling of clients and systems
    • Training of such models
    • Optimal design of streaming clients
    • Analysis of the performance of adaptive streaming systems
    • Context-aware encoding optimizations
    • Multi-screen delivery optimizations

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THANK YOU!

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