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Understanding performance in coliseum, an immersive videoconferencing system
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Source ACM Transactions on Multimedia Computing, Communications, and Applications (TOMCCAP) archive
Volume 1 ,  Issue 2  (May 2005) table of contents
Pages: 190 - 210  
Year of Publication: 2005
ISSN:1551-6857
Authors
H. Harlyn Baker  Hewlett-Packard Laboratories, Palo Alto, CA
Nina Bhatti  Hewlett-Packard Laboratories, Palo Alto, CA
Donald Tanguay  Hewlett-Packard Laboratories, Palo Alto, CA
Irwin Sobel  Hewlett-Packard Laboratories, Palo Alto, CA
Dan Gelb  Hewlett-Packard Laboratories, Palo Alto, CA
Michael E. Goss  Hewlett-Packard Laboratories, Palo Alto, CA
W. Bruce Culbertson  Hewlett-Packard Laboratories, Palo Alto, CA
Thomas Malzbender  Hewlett-Packard Laboratories, Palo Alto, CA
Publisher
ACM  New York, NY, USA
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ABSTRACT

Coliseum is a multiuser immersive remote teleconferencing system designed to provide collaborative workers the experience of face-to-face meetings from their desktops. Five cameras are attached to each PC display and directed at the participant. From these video streams, view synthesis methods produce arbitrary-perspective renderings of the participant and transmit them to others at interactive rates, currently about 15 frames per second. Combining these renderings in a shared synthetic environment gives the appearance of having all participants interacting in a common space. In this way, Coliseum enables users to share a virtual world, with acquired-image renderings of their appearance replacing the synthetic representations provided by more conventional avatar-populated virtual worlds. The system supports virtual mobility---participants may move around the shared space---and reciprocal gaze, and has been demonstrated in collaborative sessions of up to ten Coliseum workstations, and sessions spanning two continents.Coliseum is a complex software system which pushes commodity computing resources to the limit. We set out to measure the different aspects of resource, network, CPU, memory, and disk usage to uncover the bottlenecks and guide enhancement and control of system performance. Latency is a key component of Quality of Experience for video conferencing. We present how each aspect of the system---cameras, image processing, networking, and display---contributes to total latency. Performance measurement is as complex as the system to which it is applied. We describe several techniques to estimate performance through direct light-weight instrumentation as well as use of realistic end-to-end measures that mimic actual user experience. We describe the various techniques and how they can be used to improve system performance for Coliseum and other network applications. This article summarizes the Coliseum technology and reports on issues related to its performance---its measurement, enhancement, and control.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

 
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Baker, H. H., Tanguay, D., Sobel, I., Gelb, D., Goss, M. E., Culbertson, W. B., and Malzbender, T. 2002. The Coliseum Immersive Teleconferencing System. In Proceedings of the International Workshop on Immersive Telepresence (Juan Les Pins, France, Dec.). ACM, New York.
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Collaborative Colleagues:
H. Harlyn Baker: colleagues
Nina Bhatti: colleagues
Donald Tanguay: colleagues
Irwin Sobel: colleagues
Dan Gelb: colleagues
Michael E. Goss: colleagues
W. Bruce Culbertson: colleagues
Thomas Malzbender: colleagues