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Ramon Aparicio-Pardo

dblp:54/1990 · also Ramon Aparicio · DBLP profile ↗
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21ranked-venue papers
2as first author
5since 2021 · last 2026
0000-0002-6069-2841ORCID · verified

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

Graphics, computer vision, multimedia, augmented reality and games · 10 · 1 first-authorComputer networks · 7 · 1 first-author · 2 since 2021Systems, architecture and hardware · 2 · 2 since 2021Artificial intelligence and machine learning · 1 · 1 since 2021Human-computer interaction and ubiquitous computing · 1

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 graphics and multimedia
2 papers
Virtual and augmented reality · 75% Multimedia systems and quality of experience · 25%
Computer networks
3 papers
Network optimization and economics · 34% Content delivery and video streaming · 32% Optical networks · 10%

Topics — the 12 heaviest of 13, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality › immersive video
360-degree video
0.612022
TRACK: A New Method From a Re-Examination of Deep Architectures for Head Motion Prediction in 360${}^{\circ }$∘ Videos · IEEE Trans. Pattern Anal. Mach. Intell. 2022
Virtual and augmented reality
head motion prediction
0.612022
TRACK: A New Method From a Re-Examination of Deep Architectures for Head Motion Prediction in 360${}^{\circ }$∘ Videos · IEEE Trans. Pattern Anal. Mach. Intell. 2022
Multimedia systems and quality of experience › video streaming
360-degree video streaming
0.412019
User-Adaptive Editing for 360 degree Video Streaming with Deep Reinforcement Learning · ACM Multimedia 2019
Content delivery and video streaming › adaptive video streaming
HTTP adaptive streaming
0.312018
Quality of Experience-based Routing of Video Traffic for Overlay and ISP Networks · INFOCOM 2018
Network optimization and economics › resource allocation
rate allocation
0.312018
Quality of Experience-based Routing of Video Traffic for Overlay and ISP Networks · INFOCOM 2018
Network management and operations › network configuration
network reconfiguration
0.112012
(Non-)Reconfigurable Virtual Topology Design Under Multihour Traffic in Optical Networks · IEEE/ACM Trans. Netw. 2012
Optical networks › optical network design
virtual topology design
0.112012
(Non-)Reconfigurable Virtual Topology Design Under Multihour Traffic in Optical Networks · IEEE/ACM Trans. Netw. 2012
Content delivery and video streaming
adaptive video streaming
0.112019
User-Adaptive Editing for 360 degree Video Streaming with Deep Reinforcement Learning · ACM Multimedia 2019
Network optimization and economics › optimization decomposition
lagrangian relaxation
0.112018
Quality of Experience-based Routing of Video Traffic for Overlay and ISP Networks · INFOCOM 2018
Routing and switching
multipath routing
0.112018
Quality of Experience-based Routing of Video Traffic for Overlay and ISP Networks · INFOCOM 2018
Internet architecture and protocols › overlay networks
overlay routing
0.112018
Quality of Experience-based Routing of Video Traffic for Overlay and ISP Networks · INFOCOM 2018
Network optimization and economics › resource allocation
mixed integer linear programming
0.012012
(Non-)Reconfigurable Virtual Topology Design Under Multihour Traffic in Optical Networks · IEEE/ACM Trans. Netw. 2012

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

head motion prediction · 0.8deep reinforcement learning · 0.8a3c · 0.8structural-RNN · 0.6recurrent neural network · 0.6deep learning · 0.6ns-3 simulation · 0.3lagrangian relaxation · 0.3dual subgradient · 0.3mixed integer linear programming · 0.1heuristic algorithm · 0.1
YearPublicationVenuePosition
2026 Compressible Tasks in Green Data Centers as Grid-Forming Support Assets
Anna Vandi, Ramon Aparicio-Pardo, Guillaume Urvoy-Keller
ICC2
2025 O-DQR: A Multi-Agent Deep Reinforcement Learning for Multihop Routing in Overlay Networks
abstract
This paper addresses the problem of dynamic packet routing in overlay networks using a fully decentralized Multi-Agent Deep Reinforcement Learning (MA-DRL). Overlay networks are built by having a virtual topology on top of an Internet Service Provider (ISP) underlay network, where those nodes are running a fixed, single path routing policy decided by the ISP. In such a scenario, the underlay topology and the traffic are unknown by the overlay network. In this setting, we propose O-DQR, which is an MA-DRL framework working under Distributed Training Decentralized Execution (DTDE), where the agents are allowed to communicate only with their immediate overlay neighbors during both training and inference. We address three fundamental aspects for deploying such a solution: (i) performance (delay, loss rate), where the framework can achieve near-optimal performance, (ii) control overhead, which is reduced by enabling the agents to send control packets only when needed dynamically; and (iii) training convergence stability, which is improved by proposing a guided reward mechanism for dynamically learning the penalty applied when a packet is lost. Finally, we evaluate our solution through extensive experimentation in a realistic network simulation in both offline training and continual learning settings.
Redha A. Alliche, Ramon Aparicio-Pardo, Lucile Sassatelli
IEEE Trans. Netw. Serv. Manag.2
2024 Scheduling with Fully Compressible Tasks: Application to Deep Learning Inference with Neural Network Compression
abstract
With the advent and the growing usage of Machine Learning as a Service (MLaaS), cloud and network systems are now offering the possibility to deploy ML tasks on heterogeneous clusters. Then, network and cloud operators have to schedule these tasks, determining both when and on which devices to execute them. In parallel, several solutions, such as neural network compression, were proposed to build small models which can run on limited hardware. These solutions allow choosing the model size at inference time for any targeted processing time without having to re-train the network.In this work, we consider the Deadline Scheduling with Compressible Tasks (DSCT) problem: a novel scheduling problem with task deadlines where the tasks can be compressed. Each task can be executed with a certain compression, presenting a trade-off between its compression level (and, its processing time) and its obtained utility. The objective is to maximize the tasks utilities. We propose an approximation algorithm with proved guarantees to solve the problem. We validate its efficiency with extensive simulation, obtaining near optimal results. As application scenario, we study the problem when the tasks are Deep Learning classification jobs, and the objective is to maximize their global accuracy, but we believe that this new framework and solutions apply to a wide range of application cases.
Tiago Da Silva Barros, Frédéric Giroire, Ramon Aparicio-Pardo, Stéphane Pérennes, Emanuele Natale
CCGrid3
2024 Scheduling Machine Learning Compressible Inference Tasks with Limited Energy Budget
abstract
Advancements in cloud computing have boosted Machine Learning as a Service (MLaaS), highlighting the challenge of scheduling tasks under latency and deadline constraints. Neural network compression offers the latency and energy consumption reduction in data centers, aligning with efforts to minimize cloud computing’s carbon footprint, despite some accuracy loss.
Tiago Da Silva Barros, Davide Ferré, Frédéric Giroire, Ramon Aparicio-Pardo, Stéphane Pérennes
ICPP4
2022 TRACK: A New Method From a Re-Examination of Deep Architectures for Head Motion Prediction in 360${}^{\circ }$∘ Videos
abstract
videos, with 2 modalities only: the past user's positions and the video content (not knowing other users' traces). We make two main contributions. First, we re-examine existing deep-learning approaches for this problem and identify hidden flaws from a thorough root-cause analysis. Second, from the results of this analysis, we design a new proposal establishing state-of-the-art performance. First, re-assessing the existing methods that use both modalities, we obtain the surprising result that they all perform worse than baselines using the user's trajectory only. A root-cause analysis of the metrics, datasets and neural architectures shows in particular that (i) the content can inform the prediction for horizons longer than 2 to 3 sec. (existing methods consider shorter horizons), and that (ii) to compete with the baselines, it is necessary to have a recurrent unit dedicated to process the positions, but this is not sufficient. Second, from a re-examination of the problem supported with the concept of Structural-RNN, we design a new deep neural architecture, named TRACK. TRACK achieves state-of-the-art performance on all considered datasets and prediction horizons, outperforming competitors by up to 20 percent on focus-type videos and horizons 2-5 seconds. The entire framework (codes and datasets) is online and received an ACM reproducibility badge https://gitlab.com/miguelfromeror/head-motion-prediction.
Miguel Fabián Romero Rondón, Lucile Sassatelli, Ramon Aparicio-Pardo, Frédéric Precioso
IEEE Trans. Pattern Anal. Mach. Intell.3
2020 Track: a Multi-Modal Deep Architecture for Head Motion Prediction in 360° Videos
abstract
Head motion prediction is an important problem with 360° videos, in particular to inform the streaming decisions. Various methods tackling this problem with deep neural networks have been proposed recently. In this article, we introduce a new deep architecture, named TRACK, that benefits both from the history of past positions and knowledge of the video content. We show that TRACK achieves state-of-the-art performance when compared against all recent approaches considering the same datasets and wider prediction horizons: from 0 to 5 seconds.
Miguel Fabián Romero Rondón, Lucile Sassatelli, Ramon Aparicio-Pardo, Frédéric Precioso
ICIP3
2020 A unified evaluation framework for head motion prediction methods in 360° videos
abstract
The streaming transmissions of 360° videos is a major challenge for the development of Virtual Reality, and require a reliable head motion predictor to identify which region of the sphere to send in high quality and save data rate. Different head motion predictors have been proposed recently. Some of these works have similar evaluation metrics or even share the same dataset, however, none of them compare with each other. In this article we introduce an open software that enables to evaluate heterogeneous head motion prediction methods on various common grounds. The goal is to ease the development of new head/eye motion prediction methods. We first propose an algorithm to create a uniform data structure from each of the datasets. We also provide the description of the algorithms used to compute the saliency maps either estimated from the raw video content or from the users' statistics. We exemplify how to run existing approaches on customizable settings, and finally present the targeted usage of our open framework: how to train and evaluate a new prediction method, and compare it with existing approaches and baselines in common settings. The entire material (code, datasets, neural network weights and documentation) is publicly available.
Miguel Fabián Romero Rondón, Lucile Sassatelli, Ramon Aparicio-Pardo, Frédéric Precioso
MMSys3
2020 New interactive strategies for virtual reality streaming in degraded context of use
Lucile Sassatelli, Marco Winckler, Thomas Fisichella, Antoine Dezarnaud, Julien Lemaire, Ramon Aparicio-Pardo, Daniela Gorski Trevisan
Comput. Graph.6
2019 User-Adaptive Editing for 360 degree Video Streaming with Deep Reinforcement Learning
abstract
The development through streaming of 360\degree\ videos is persistently hindered by how much bandwidth they require. Adapting spatially the quality of the sphere to the user's Field of View (FoV) lowers the data rate but requires to keep the playback buffer small, to predict the user's motion or to make replacements to keep the buffered qualities up to date with the moving FoV, all three being uncertain and risky. We have previously shown that opportunistically regaining control on the FoV with active attention-driving techniques makes for additional levers to ease streaming and improve Quality of Experience (QoE). Deep neural networks have been recently shown to achieve best performance for video streaming adaptation and head motion prediction. This demo presents a step ahead in the important investigation of deep neural network approaches to obtain user-adaptive and network-adaptive 360 degree video streaming systems. In this demo, we show how snap-changes, an attention-driving technique, can be automatically modulated by the user's motion to improve the streaming QoE. The control of snap-changes is made with a deep neural network trained on head motion traces with the Deep Reinforcement Learning strategy A3C.
Lucile Sassatelli, Marco Winckler, Thomas Fisichella, Ramon Aparicio-Pardo
ACM Multimedia4
2019 A new adaptation lever in 360° video streaming
abstract
Despite exciting prospects, the development of 360° videos is persistently hindered by the difficulty to stream them. To reduce the data rate, existing streaming strategies adapt the video rate to the user's Field of View (FoV), but the difficulty of predicting the FoV and persistent lack of bandwidth are important obstacles to achieve best experience. In this article we exploit the recent findings on human attention in VR to introduce a new additional degree of freedom for the streaming algorithm to leverage: Virtuall Walls (VWs) are designed to translate bandwidth limitation into a new type of impairment allowing to preserve the visual quality by subtly limiting the user's freedom in well-chosen periods. We carry out experiments with 18 users and confirm that, if the VW is positioned after the exploration phase in scenes with concentrated saliency, a substantial fraction of users seldom perceive it. With a double-stimulus approach, we show that, compared with a reference with no VW consuming the same amount of data, VW can improve the quality of experience. Simulation of different FoV-based streaming adaptations with and without VW show that VW enables reduction in stalls and increases quality in FoV.
Lucile Sassatelli, Marco Winckler, Thomas Fisichella, Ramon Aparicio-Pardo, Anne-Marie Pinna-Dery
NOSSDAV4
2018 Snap-changes: a dynamic editing strategy for directing viewer's attention in streaming virtual reality videos
abstract
Cinematic Virtual Reality (VR) has the potential of touching the masses with new exciting experiences, but faces two main hurdles: one is the ability to stream these videos, another is their design and creation. Indeed, rates are much higher and in addition to discomfort and sickness that might arise in fully immersive experience with a headset, users might get lost when exploring a 360° videos and miss main elements required to understand the underlying plot. We take an innovative approach by addressing jointly the creation and streaming problems. We introduce a technique called snap-changes, aimed at directing viewers to points of interest pre-defined by the content producer. We design a VR editing tool and a custom 360° video player, to provide the content creator with the ability to drive the user's attention, and report results from two sets of user experiments that indicate that snap-changes indeed help reduce user's head motion.
Lucile Sassatelli, Anne-Marie Pinna-Dery, Marco Winckler, Savino Dambra, Giuseppe Samela, Romaric Pighetti, Ramon Aparicio-Pardo
AVI7
2018 Quality of Experience-based Routing of Video Traffic for Overlay and ISP Networks
abstract
The surge of video traffic is a challenge for service providers that need to maximize Quality of Experience (QoE) while optimizing the cost of their infrastructure. In this paper, we address the problem of routing multiple HTTP-based Adaptive Streaming (HAS) sessions to maximize QoE. We first design a QoS-QoE model incorporating different QoE metrics which is able to learn online network variations and predict their impact on representative classes of adaptation logic, video motion and client resolution. Different QoE metrics are then combined into a QoE score based on ITU-T Rec. P.1202.2. This rich score is used to formulate the routing problem. We show that, even with a piece-wise linear QoE function in the objective, the routing problem without controlled rate allocation is non-linear. We therefore express a routing-plus-rate allocation problem and make it scalable with a dual subgradient approach based on Lagrangian relaxation where subproblems select a single path for each request with a trivial search, thereby connecting explicitly QoE, QoE and HAS bitrate. We show with ns-3 simulations that our algorithm provides values for HAS QoE metrics (quality, rebufferings, variation) equivalent to MILP and better than QoS-based approaches.
Giacomo Calvigioni, Ramon Aparicio-Pardo, Lucile Sassatelli, Jeremie Leguay, Paolo Medagliani, Stefano Paris
INFOCOM2
2018 Film editing: new levers to improve VR streaming
abstract
International audience
Savino Dambra, Giuseppe Samela, Lucile Sassatelli, Romaric Pighetti, Ramon Aparicio-Pardo, Anne-Marie Pinna-Dery
MMSys5
2018 Foveated streaming of virtual reality videos
abstract
While Virtual Reality (VR) represents a revolution in the user experience, current VR systems are flawed on different aspects. The difficulty to focus naturally in current headsets incurs visual discomfort and cognitive overload, while high-end headsets require tethered powerful hardware for scene synthesis. One of the major solutions envisioned to address these problems is foveated rendering. We consider the problem of streaming stored 360° videos to a VR headset equipped with eye-tracking and foveated rendering capabilities. Our end research goal is to make high-performing foveated streaming systems allowing the playback buffer to build up to absorb the network variations, which is permitted in none of the current proposals. We present our foveated streaming prototype based on the FOVE, one of the first commercially available headsets with an integrated eye-tracker. We build on the FOVE's Unity API to design a gaze-adaptive streaming system using one low- and one high-resolution segment from which the foveal region is cropped with per-frame filters. The low- and high-resolution frames are then merged at the client to approach the natural focusing process.
Miguel Fabián Romero Rondón, Lucile Sassatelli, Frédéric Precioso, Ramon Aparicio-Pardo
MMSys4
2016 Cross-layer scheduler for video streaming over MPTCP
abstract
Transport protocols that can exploit multiple paths, especially MPTCP, do not match the requirements of video streaming: high average transmission delay, too strict reliability, and frequent head-of-line phenomenons resulting in abrupt throughput drops. In this paper, we address this mismatch by introducing a cross-layer scheduler, which leverages information from both application and transport layers to re-order the transmission of data and prioritize the most significant parts of the video. Our objective is to maximize the amount of video data that is received in time at the client. We show that current technologies enable the implementation of this cross-layer scheduler without much overhead. We then demonstrate the validity of our approach by studying the performance of an optimal cross-layer scheduler. The gap between the performance of the traditional scheduler versus the optimal scheduler justifies our motivation to implement a cross-layer scheduler in practice. We propose one implementation with basic cross-layer awareness. To evaluate the performance of our proposal, we aggregate a dataset of real MPTCP sessions and we use video stream encoded with HEVC. Our results show that our cross-layer proposal outperforms the traditional scheduler. Viewers not only benefit from the inherent advantages of using MPTCP (such as a better resilience to path failure) but also get a better QoE compared to the traditional scheduler.
Xavier Corbillon, Ramon Aparicio-Pardo, Nicolas Kuhn, Géraldine Texier, Gwendal Simon
MMSys2
2015 Transcoding live adaptive video streams at a massive scale in the cloud
abstract
More and more users are watching online videos produced by non-professional sources (e.g., gamers, teachers of online courses, witnesses of public events) by using an increasingly diverse set of devices to access the videos (e.g., smartphones, tablets, HDTV). Live streaming service providers can combine adaptive streaming technologies and cloud computing to satisfy this demand. In this paper, we study the problem of preparing live video streams for delivery using cloud computing infrastructure, e.g., how many representations to use and the corresponding parameters (resolution and bit-rate). We present an integer linear program (ILP) to maximize the average user quality of experience (QoE) and a heuristic algorithm that can scale to large number of videos and users. We also introduce two new datasets: one characterizing a popular live streaming provider (Twitch) and another characterizing the computing resources needed to transcode a video. They are used to set up realistic test scenarios. We compare the performance of the optimal ILP solution with current industry standards, showing that the latter are sub-optimal. The solution of the ILP also shows the importance of the type of video on the optimal streaming preparation. By taking advantage of this, the proposed heuristic can efficiently satisfy a time varying demand with an almost constant amount of computing resources.
Ramon Aparicio-Pardo, Karine Pires, Alberto Blanc, Gwendal Simon
MMSys1
2015 Optimal Selection of Adaptive Streaming Representations
abstract
Adaptive streaming addresses the increasing and heterogeneous demand of multimedia content over the Internet by offering several encoded versions for each video sequence. Each version (or representation) is characterized by a resolution and a bit rate, and it is aimed at a specific set of users, like TV or mobile phone clients. While most existing works on adaptive streaming deal with effective playout-buffer control strategies on the client side, in this article we take a providers' perspective and propose solutions to improve user satisfaction by optimizing the set of available representations. We formulate an integer linear program that maximizes users' average satisfaction, taking into account network dynamics, type of video content, and user population characteristics. The solution of the optimization is a set of encoding parameters corresponding to the representations set that maximizes user satisfaction. We evaluate this solution by simulating multiple adaptive streaming sessions characterized by realistic network statistics, showing that the proposed solution outperforms commonly used vendor recommendations, in terms of user satisfaction but also in terms of fairness and outage probability. The simulation results show that video content information as well as network constraints and users' statistics play a crucial role in selecting proper encoding parameters to provide fairness among users and to reduce network resource usage. We finally propose a few theoretical guidelines that can be used, in realistic settings, to choose the encoding parameters based on the user characteristics, the network capacity and the type of video content.
Laura Toni, Ramon Aparicio-Pardo, Karine Pires, Gwendal Simon, Alberto Blanc, Pascal Frossard
ACM Trans. Multim. Comput. Commun. Appl.2
2014 Optimal set of video representations in adaptive streaming
abstract
Adaptive streaming addresses the increasing and heterogenous demand of multimedia content over the Internet by offering several streams for each video. Each stream has a different resolution and bit rate, aimed at a specific set of users, e.g., TV, mobile phone. While most existing works on adaptive streaming deal with optimal playout-control strategies at the client side, in this paper we concentrate on the providers' side, showing how to improve user satisfaction by optimizing the encoding parameters. We formulate an integer linear program that maximizes users' average satisfaction, taking into account the network characteristics, the type of video content, and the user population. The solution of the optimization is a set of encoding parameters that outperforms commonly used vendor recommendations, in terms of user satisfaction and total delivery cost. Results show that video content information as well as network constraints and users' statistics play a crucial role in selecting proper encoding parameters to provide fairness among users and reduce network usage. By combining patterns common to several representative cases, we propose a few practical guidelines that can be used to choose the encoding parameters based on the user base characteristics, the network capacity and the type of video content.
Laura Toni, Ramon Aparicio-Pardo, Gwendal Simon, Alberto Blanc, Pascal Frossard
MMSys2
2012 (Non-)Reconfigurable Virtual Topology Design Under Multihour Traffic in Optical Networks
abstract
This paper investigates offline virtual topology design in transparent optical networks under a multihour traffic demand. The main problem variant addressed here designs a reconfigurable virtual topology that evolves over time to more efficiently utilize network resources (the MH-VTD-R problem). The case of designing a static non-reconfigurable virtual topology that can accommodate the time-varying traffic (the MH-VTD-NR problem) is also considered. The objectives are to minimize: 1) the number of transceivers, which make up for the main network cost; and 2) the frequency of reconfiguration (for MH-VTD-R), which incurs additional overhead and potential service disruption. We formulate this multiobjective problem as an exact mixed integer linear program (MILP). Due to its high complexity, we propose a very efficient heuristic algorithm called Greedy Approach with Reconfiguration Flattening (GARF). GARF not only solves both (non-)reconfigurable problem variants, but it allows for tuning of the relative importance of the two objectives. Exhaustive experiments on real and synthetic traffic and comparison to previous proposals and bounds reveal the merits of GARF with respect to both solution quality and execution time. Furthermore, the obtained results indicate that the maximal transceiver cost savings achieved by the fully reconfigurable case may not be enough to justify the associated increase in reconfiguration cost. However, results show that an advantageous tradeoff between transceiver cost savings and reconfiguration cost can be achieved by a allowing a small number of virtual topology reconfigurations over time.
Ramon Aparicio-Pardo, Nina Skorin-Kapov, Pablo Pavón-Mariño, Belen Garcia-Manrubia
IEEE/ACM Trans. Netw.1
2011 Multi-hour network planning based on domination between sets of traffic matrices
Pablo Pavón-Mariño, Belen Garcia-Manrubia, Ramon Aparicio-Pardo
Comput. Networks3
2009 Scheduled Virtual Topology Design under periodic traffic in transparent optical networks
abstract
This paper investigates offline planning and scheduling in transparent optical networks for a given periodic traffic demand. The main objective is to minimize the number of transceivers needed which make up for the main network cost. We call this problem “Scheduled Virtual Topology Design” and consi
Nina Skorin-Kapov, Pablo Pavón-Mariño, Belen Garcia-Manrubia, Ramon Aparicio-Pardo
BROADNETS4