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Guoqiao Ye

dblp:194/9770 · DBLP profile ↗
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6ranked-venue papers
0as first author
3since 2021 · last 2021
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Computer networks · 3 · 2 since 2021Graphics, computer vision, multimedia, augmented reality and games · 2

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer networks
1 paper
Content delivery and video streaming · 50% Vehicular, aerial and satellite networks · 50%

Topics — the 2 heaviest of 2, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Vehicular, aerial and satellite networks
vehicular networks
0.512021
Collaboratively Replicating Encoded Content on RSUs to Enhance Video Services for Vehicles · IEEE Trans. Mob. Comput. 2021
Content delivery and video streaming
video delivery
0.512021
Collaboratively Replicating Encoded Content on RSUs to Enhance Video Services for Vehicles · IEEE Trans. Mob. Comput. 2021

Methods — techniques the papers use, named apart from their topics

stochastic modeling · 0.5network coding · 0.5convex optimization · 0.5
YearPublicationVenuePosition
2021 Gaming at the Edge: A Weighted Congestion Game Approach for Latency-Sensitive Scheduling
abstract
The rapidly evolving technology of edge computing shows great potential in revolutionizing the market of cloud gaming. Edge computing can significantly lower the latency for better gaming experiences by performing computation at the proximity of game players. However, the acceleration of latency-sensitive cloud gaming services at the edge is challenging due to the heterogeneity of edge servers, different requirements among game players, and so on. In this paper, we propose an efficient latency-sensitive scheduling algorithm called EGSA to satisfy latency constraints for cloud gaming services at the edge. We first formulate the problem as a weighted congestion game, which takes a number of key factors (e.g., game genres, user strategies, latency constraint and device heterogeneity) into account. Based on the weighted congestion game model, we further design an efficient latency-sensitive scheduling algorithm, which can approximate the pure Nash equilibrium under Shapley cost-sharing method. We also perform theoretic analysis to prove that our proposed algorithm converges in polynomial steps. Finally, we conduct a set of experiments and the results show that our algorithm outperforms alternative strategies with up to 46% performance improvement.
Xuezheng Liu, Guoqiao Ye, Miao Hu 0001, Yipeng Zhou, Di Wu 0001
MSN3
2021 Optimizing Uplink Bandwidth Utilization for Crowdsourced Livecast
Xianzhi Zhang, Guoqiao Ye, Miao Hu 0001, Di Wu 0001
PDCAT2
2021 Collaboratively Replicating Encoded Content on RSUs to Enhance Video Services for Vehicles
abstract
With the development of smart cities, Internet services will be pervasively accessible for moving vehicles. It is envisioned that the video content demand of vehicles will explode in the near future. However, the strategy to efficiently distribute video content in large-scale vehicular networks is still absent due to challenges arising from the huge video population, heavy bandwidth consumption, heterogeneous user devices, and vehicles’ mobility. In this work, we propose to collaboratively replicate video content on Roadside Units (RSUs) to enhance video distribution services based on the fact that the contact period between moving vehicles and a single RSU is not long enough to complete video downloading. In our design, a video file is split into multiple chunks. Each RSU replicates a small number of original chunks and chunks encoded by network coding. Replicating encoded chunks can reduce redundancy of chunks on different RSUs so that RSUs can complement each other better, whereas original chunks can be transrated to chunks with lower bitrates flexibly to fit in users’ devices. Therefore, we replicate both original and encoded chunks on RSUs to take advantages of both sides. Stochastic models are employed to analyze chunk download processes and a convex optimization problem is formulated to determine the optimal partition of space allocated to each kind of chunks. Furthermore, we extend our strategy to support video streaming services and empirically prove that the influence caused by limitations of network coding is moderate. In the end, we conduct extensive simulations which not only validate the accuracy of our models but also demonstrate that our strategy can effectively boost video distribution services.
Yipeng Zhou, Guoqiao Ye, Di Wu 0001, Hui Wang 0011, Min Chen 0003
IEEE Trans. Mob. Comput.3
2018 Utility Maximization of Cloud-Based In-Car Video Recording Over Vehicular Access Networks
abstract
With the advance of cloud computing and 4G/5G technology, video contents recorded by in-car cameras (i.e., vehicular digital video recorders) can be uploaded to the cloud to facilitate accident analysis, online surveillance, video sharing, etc. However, the cost of uploading such huge volume of video contents via unstable vehicular access networks (including cellular base stations and road-side units) can be considerable by considering the increasing video quality requirement, time constraint, and limited local buffer space. In this paper, we propose an adaptive video recording and uploading scheme to maximize the overall utility of cloud-based in-car video uploading over vehicular access networks. Specifically, the utility function is defined as the weighted sum of bandwidth cost and video quality and we formulate the problem into a constrained Markov decision process (MDP). Based on the theoretic foundation of MDP, we design and implement an algorithm to obtain an adaptive chunk uploading policy for video contents over vehicular access networks. Extensive simulations have been conducted to demonstrate that our policy can achieve the best performance compared with other alternative strategies.
Zhaobin Deng, Yipeng Zhou, Di Wu 0001, Guoqiao Ye, Min Chen 0003, Liang Xiao 0003
IEEE Internet Things J.4
2018 Replicating Coded Content in Crowdsourcing-Based CDN Systems
abstract
Recently, crowdsourcing-based content delivery networks (CDN) emerge as a promising technology that can distribute massive video content to a vast number of Internet users by crawling bandwidth and storage resources from Internet end devices. Any ordinary Internet users with excessive resources can be recruited into such systems as mini-servers. Different from edge servers equipped with dedicated resources in traditional CDNs, the resource of a single mini-server is scarce and volatile that can vary severely with time, since its bandwidth is shared by many different applications. How to build a robust high performance crowdsourcing-based CDN system has attracted contributions from both academia and industry, but how to solve the drawback caused by unstable uploading bandwidth is still a challenging problem. So far, a prevalent methodology is to migrate the strategies implemented by traditional CDNs into crowdsourcing-based CDN systems based on the fact that these two kinds of systems share many similarities. In this paper, our argument is that the content delivery time can be reduced by replicating coded content on mini-servers (which is almost useless for edge servers in traditional CDNs) to enable downloading users to automatically adapt their downloading progress with oscillating bandwidth capacity from different mini-servers. Theoretical model is created to derive the performance improvement (evaluated in term of average file downloading time) achieved by our strategy, which is further validated via simulation. This paper not only provides system designers a more efficient content replication solution, but also can push forward the development of the crowdsourcing-based CDNs.
Yipeng Zhou, Terence Chan, Siu-Wai Ho, Guoqiao Ye, Di Wu 0001
IEEE Trans. Circuits Syst. Video Technol.4
2017 GECKO: Gamer Experience-Centric Bitrate Control Algorithm for Cloud Gaming
Yi-Hao Ke, Guoqiao Ye, Di Wu 0001, Yipeng Zhou, Edith C. H. Ngai, Han Hu 0003
ICIG (2)2