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	<id>https://nmsl.cs.sfu.ca/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Mhegazy</id>
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	<updated>2026-05-15T05:42:33Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://nmsl.cs.sfu.ca/index.php?title=Content-aware_Video_Encoding_for_Cloud_Gaming&amp;diff=6418</id>
		<title>Content-aware Video Encoding for Cloud Gaming</title>
		<link rel="alternate" type="text/html" href="https://nmsl.cs.sfu.ca/index.php?title=Content-aware_Video_Encoding_for_Cloud_Gaming&amp;diff=6418"/>
		<updated>2019-08-08T00:14:38Z</updated>

		<summary type="html">&lt;p&gt;Mhegazy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cloud gaming allows users with thin-clients to play complex games on their end devices as the bulk of processing is offloaded to remote servers. A thin-client is only required to have basic decoding capabilities which exist on most modern devices. The result of the remote processing is an encoded video that gets streamed to the client. As modern games are complex in terms of graphics and motion, the encoded video requires high bandwidth to provide acceptable Quality of Experience (QoE) to end users. The cost incurred by the cloud gaming service provider to stream the encoded video at such high bandwidth grows rapidly with the increase in the number of users. &lt;br /&gt;
&lt;br /&gt;
We present a content-aware video encoding method for cloud gaming (referred to as CAVE) to improve the perceptual quality of the streamed video frames with comparable bandwidth requirements. This is a challenging task because of the stringent requirements on latency in cloud gaming, which impose additional restrictions on frame sizes as well as processing time to limit the total latency perceived by clients. Unlike many of the previous works, the proposed method is suitable for the state-of-the-art High Efficiency Video Coding (HEVC) encoder, which by itself offers substantial bitrate savings compared to prior encoders. The proposed method leverages information from the game such as the Regions-of-Interest (ROIs), and it optimizes the quality by allocating different amounts of bits to various areas in the video frames. Through actual implementation in an open-source cloud gaming platform, we show that the proposed method achieves quality gains in ROIs that can be translated to bitrate savings between 21% and 46% against the baseline HEVC encoder and between 12% and 89% against the closest work in the literature.&lt;br /&gt;
&lt;br /&gt;
== People ==&lt;br /&gt;
&lt;br /&gt;
* Mohamed Hegazy (M.Sc. student at SFU)&lt;br /&gt;
&lt;br /&gt;
* [http://www.sfu.ca/~kdiab/ Khaled Diab Khaled Diab (Ph.D. Student at SFU)]&lt;br /&gt;
&lt;br /&gt;
* Mehdi Saeedi (Advanced Micro Devices)&lt;br /&gt;
&lt;br /&gt;
* Boris Ivanovic (Advanced Micro Devices)&lt;br /&gt;
&lt;br /&gt;
* Ihab Amer (Advanced Micro Devices)&lt;br /&gt;
&lt;br /&gt;
* Yang Liu (Advanced Micro Devices)&lt;br /&gt;
&lt;br /&gt;
* Gabor Sines (Advanced Micro Devices) &lt;br /&gt;
&lt;br /&gt;
* [http://www.cs.sfu.ca/~mhefeeda/ Mohamed Hefeeda (Professor at SFU)]&lt;br /&gt;
&lt;br /&gt;
== Publications ==&lt;br /&gt;
&lt;br /&gt;
* M. Hegazy, K. Diab, M. Saeedi, B. Ivanovic, I. Amer, Y. Liu, G. Sines, and M. Hefeeda, '''Content-aware Video Encoding for Cloud Gaming'''. In Proc. of ACM Multimedia Systems Conference 2019, 14 pages, Amherst, MA, USA. June 2019.&lt;br /&gt;
&lt;br /&gt;
== Software and  Data ==&lt;br /&gt;
&lt;br /&gt;
* [https://github.com/mohamedhegazy/CAVE Content-aware Video Encoding for Cloud Gaming]&lt;/div&gt;</summary>
		<author><name>Mhegazy</name></author>
	</entry>
	<entry>
		<id>https://nmsl.cs.sfu.ca/index.php?title=Content-aware_Video_Encoding_for_Cloud_Gaming&amp;diff=6402</id>
		<title>Content-aware Video Encoding for Cloud Gaming</title>
		<link rel="alternate" type="text/html" href="https://nmsl.cs.sfu.ca/index.php?title=Content-aware_Video_Encoding_for_Cloud_Gaming&amp;diff=6402"/>
		<updated>2019-06-17T20:30:46Z</updated>

		<summary type="html">&lt;p&gt;Mhegazy: /* Publications */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cloud gaming allows users with thin-clients to play complex games on their end devices as the bulk of processing is offloaded to remote servers. A thin-client is only required to have basic decoding capabilities which exist on most modern devices. The result of the remote processing is an encoded video that gets streamed to the client. As modern games are complex in terms of graphics and motion, the encoded video requires high bandwidth to provide acceptable Quality of Experience (QoE) to end users. The cost incurred by the cloud gaming service provider to stream the encoded video at such high bandwidth grows rapidly with the increase in the number of users. &lt;br /&gt;
&lt;br /&gt;
We present a content-aware video encoding method for cloud gaming (referred to as CAVE) to improve the perceptual quality of the streamed video frames with comparable bandwidth requirements. This is a challenging task because of the stringent requirements on latency in cloud gaming, which impose additional restrictions on frame sizes as well as processing time to limit the total latency perceived by clients. Unlike many of the previous works, the proposed method is suitable for the state-of-the-art High Efficiency Video Coding (HEVC) encoder, which by itself offers substantial bitrate savings compared to prior encoders. The proposed method leverages information from the game such as the Regions-of-Interest (ROIs), and it optimizes the quality by allocating different amounts of bits to various areas in the video frames. Through actual implementation in an open-source cloud gaming platform, we show that the proposed method achieves quality gains in ROIs that can be translated to bitrate savings between 21% and 46% against the baseline HEVC encoder and between 12% and 89% against the closest work in the literature.&lt;br /&gt;
&lt;br /&gt;
== People ==&lt;br /&gt;
&lt;br /&gt;
* Mohamed Hegazy (M.Sc. student at SFU)&lt;br /&gt;
&lt;br /&gt;
* [http://www.sfu.ca/~kdiab/ Khaled Diab Khaled Diab (Ph.D. Student at SFU)]&lt;br /&gt;
&lt;br /&gt;
* Mehdi Saeedi (Advanced Micro Devices)&lt;br /&gt;
&lt;br /&gt;
* Boris Ivanovic (Advanced Micro Devices)&lt;br /&gt;
&lt;br /&gt;
* Ihab Amer (Advanced Micro Devices)&lt;br /&gt;
&lt;br /&gt;
* Yang Liu (Advanced Micro Devices)&lt;br /&gt;
&lt;br /&gt;
* Gabor Sines (Advanced Micro Devices) &lt;br /&gt;
&lt;br /&gt;
* [http://www.cs.sfu.ca/~mhefeeda/ Mohamed Hefeeda (Professor at SFU)]&lt;br /&gt;
&lt;br /&gt;
== Publications ==&lt;br /&gt;
&lt;br /&gt;
* M. Hegazy, K. Diab, M. Saeedi, B. Ivanovic, I. Amer, Y. Liu, G. Sines, and M. Hefeeda, Content-aware Video Encoding for Cloud Gaming. In Proc. of ACM Multimedia Systems Conference 2019, 14 pages, Amherst, MA, USA. June 2019.&lt;br /&gt;
&lt;br /&gt;
== Software and  Data ==&lt;br /&gt;
&lt;br /&gt;
* [https://github.com/mohamedhegazy/CAVE Content-aware Video Encoding for Cloud Gaming]&lt;/div&gt;</summary>
		<author><name>Mhegazy</name></author>
	</entry>
	<entry>
		<id>https://nmsl.cs.sfu.ca/index.php?title=Content-aware_Video_Encoding_for_Cloud_Gaming&amp;diff=6401</id>
		<title>Content-aware Video Encoding for Cloud Gaming</title>
		<link rel="alternate" type="text/html" href="https://nmsl.cs.sfu.ca/index.php?title=Content-aware_Video_Encoding_for_Cloud_Gaming&amp;diff=6401"/>
		<updated>2019-06-17T20:17:06Z</updated>

		<summary type="html">&lt;p&gt;Mhegazy: /* People */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cloud gaming allows users with thin-clients to play complex games on their end devices as the bulk of processing is offloaded to remote servers. A thin-client is only required to have basic decoding capabilities which exist on most modern devices. The result of the remote processing is an encoded video that gets streamed to the client. As modern games are complex in terms of graphics and motion, the encoded video requires high bandwidth to provide acceptable Quality of Experience (QoE) to end users. The cost incurred by the cloud gaming service provider to stream the encoded video at such high bandwidth grows rapidly with the increase in the number of users. &lt;br /&gt;
&lt;br /&gt;
We present a content-aware video encoding method for cloud gaming (referred to as CAVE) to improve the perceptual quality of the streamed video frames with comparable bandwidth requirements. This is a challenging task because of the stringent requirements on latency in cloud gaming, which impose additional restrictions on frame sizes as well as processing time to limit the total latency perceived by clients. Unlike many of the previous works, the proposed method is suitable for the state-of-the-art High Efficiency Video Coding (HEVC) encoder, which by itself offers substantial bitrate savings compared to prior encoders. The proposed method leverages information from the game such as the Regions-of-Interest (ROIs), and it optimizes the quality by allocating different amounts of bits to various areas in the video frames. Through actual implementation in an open-source cloud gaming platform, we show that the proposed method achieves quality gains in ROIs that can be translated to bitrate savings between 21% and 46% against the baseline HEVC encoder and between 12% and 89% against the closest work in the literature.&lt;br /&gt;
&lt;br /&gt;
== People ==&lt;br /&gt;
&lt;br /&gt;
* Mohamed Hegazy (M.Sc. student at SFU)&lt;br /&gt;
&lt;br /&gt;
* [http://www.sfu.ca/~kdiab/ Khaled Diab Khaled Diab (Ph.D. Student at SFU)]&lt;br /&gt;
&lt;br /&gt;
* Mehdi Saeedi (Advanced Micro Devices)&lt;br /&gt;
&lt;br /&gt;
* Boris Ivanovic (Advanced Micro Devices)&lt;br /&gt;
&lt;br /&gt;
* Ihab Amer (Advanced Micro Devices)&lt;br /&gt;
&lt;br /&gt;
* Yang Liu (Advanced Micro Devices)&lt;br /&gt;
&lt;br /&gt;
* Gabor Sines (Advanced Micro Devices) &lt;br /&gt;
&lt;br /&gt;
* [http://www.cs.sfu.ca/~mhefeeda/ Mohamed Hefeeda (Professor at SFU)]&lt;br /&gt;
&lt;br /&gt;
== Publications ==&lt;br /&gt;
&lt;br /&gt;
* M. Hegazy, K. Diab, M. Saeedi, B. Ivanovic, I. Amer, Y. Liu, G. Sines, and M. Hefeeda, [Content-aware Video Encoding for Cloud Gaming]. In Proc. of ACM Multimedia Systems Conference 2019, 14 pages, Amherst, MA, USA. June 2019. &lt;br /&gt;
&lt;br /&gt;
== Software and  Data ==&lt;br /&gt;
&lt;br /&gt;
* [https://github.com/mohamedhegazy/CAVE Content-aware Video Encoding for Cloud Gaming]&lt;/div&gt;</summary>
		<author><name>Mhegazy</name></author>
	</entry>
	<entry>
		<id>https://nmsl.cs.sfu.ca/index.php?title=Network_and_Multimedia_Systems_Lab_(NMSL)&amp;diff=6400</id>
		<title>Network and Multimedia Systems Lab (NMSL)</title>
		<link rel="alternate" type="text/html" href="https://nmsl.cs.sfu.ca/index.php?title=Network_and_Multimedia_Systems_Lab_(NMSL)&amp;diff=6400"/>
		<updated>2019-06-17T20:14:46Z</updated>

		<summary type="html">&lt;p&gt;Mhegazy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
'''Welcome to the Network Systems Lab (NSL) at SFU!'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We are interested in the broad areas of multimedia networking and multimedia systems. We develop algorithms and systems to efficiently distribute multimedia content to large-scale user communities over wired and wireless networks. The Network Systems Lab is led by [http://www.cs.sfu.ca/~mhefeeda/ Dr. Mohamed Hefeeda.] and it is located in the TASC1 building, room 8210. &lt;br /&gt;
&lt;br /&gt;
We hold regular [[group meeting]] for discussion and brainstorming.&lt;br /&gt;
&lt;br /&gt;
Our current research interests include mobile multimedia, immersive and 3D video streaming, and cloud support for mobile and multimedia systems. Brief description and links to currently active projects are given below. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== '''Next Generation Video''' == &lt;br /&gt;
&lt;br /&gt;
With massive investments in the virtual reality (VR) hardware sector, companies encounter the challenge of providing VR content.  The current solution of installing and operating VR camera rigs is expensive and not scalable. This project provides novel algorithms and methods to automatically convert standard broadcast 2D video streams to 3D and immersive VR streams of high quality. It also provides algorithms for adaptively streaming such complex multimedia content over the Internet to heterogeneous receivers. &lt;br /&gt;
&lt;br /&gt;
* '''[[Immersive_Videos|Immersive Videos]]'''&lt;br /&gt;
&lt;br /&gt;
* '''[[Hyperspectral Imaging]]'''&lt;br /&gt;
&lt;br /&gt;
* '''[[Cloud-Enabled Interactive Multimedia Applications for the Crowd]]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== '''Mobile Multimedia''' == &lt;br /&gt;
&lt;br /&gt;
We are designing algorithms to optimize video streaming in mobile wireless networks from different perspectives, including energy consumption of mobile receivers, quality of the videos delivered, and efficient utilization of the wireless bandwidth. &lt;br /&gt;
&lt;br /&gt;
* '''[[hybridStreaming|Hybrid Multicast-Unicast Streaming over Mobile Networks]]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== '''Cloud Gaming''' ==&lt;br /&gt;
&lt;br /&gt;
We are designing methods to improve the quality of encoded video games in cloud gaming using state-of-the-art video encoders. The goal of these methods is to optimize the quality of the encoded videos based on the content while running in realtime.&lt;br /&gt;
&lt;br /&gt;
* '''[[Content-aware_Video_Encoding_for_Cloud_Gaming|Content-aware Video Encoding for Cloud Gaming]]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== '''ISP and CDN Traffic Management''' ==&lt;br /&gt;
&lt;br /&gt;
We develop algorithms and systems for future ISP and CDN architectures. This includes resource management of ISP-managed CDNs (often called Telco-CDN). We develop stateless and efficient protocols and tools to support multicast traffic engineering in the ISP network.&lt;br /&gt;
&lt;br /&gt;
* '''[[telcoCDN| Resource Management in Telco-CDNs]]'''&lt;br /&gt;
&lt;br /&gt;
* '''[[Multicast in Carrier-Grade Networks| Multicast in Carrier-Grade Networks]]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= '''''Concluded Projects''''' =&lt;br /&gt;
&lt;br /&gt;
== '''Industrial Automation as a Cloud Service''' == &lt;br /&gt;
&lt;br /&gt;
We are developing algorithms and systems to enable offering the whole stack of industrial automation systems from the cloud. &lt;br /&gt;
&lt;br /&gt;
* '''[[cloudAutomation| Industrial Automation as a Cloud Service]]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== '''Mobile Multimedia''' ==&lt;br /&gt;
&lt;br /&gt;
* '''[[mobileTV|Mobile TV Networks]]''' &lt;br /&gt;
&lt;br /&gt;
* '''[[wimax|Multimedia Streaming over WiMAX Networks]]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== '''Peer-to-Peer Content Distribution''' ==&lt;br /&gt;
&lt;br /&gt;
We are exploring the applicability of the P2P paradigm to build cost-effective content distribution systems.  Problems such as sender selection, adaptive object replication,  and content caching are being studied. We are also developing models to analyze the new characteristics of the P2P traffic and the impact of these characteristics on the cache replacement policies and object replication strategies. &lt;br /&gt;
Furthermore, we are devising analytic models  to study the dynamics of the P2P system capacity and the impact of various parameters on it. &lt;br /&gt;
&lt;br /&gt;
* '''[[pCDN|pCDN: Peer-assisted Content Distribution Network]]'''&lt;br /&gt;
&lt;br /&gt;
* '''[[Modeling and Caching of P2P Traffic]]'''&lt;br /&gt;
&lt;br /&gt;
* '''[[Scalable Multimedia Streaming]]''' &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== '''Online Networked Games''' == &lt;br /&gt;
&lt;br /&gt;
We are designing various algorithms to improve the performance of online games. &lt;br /&gt;
&lt;br /&gt;
* '''[[Minimizing Round-Trip Time in Online Games]]'''&lt;br /&gt;
&lt;br /&gt;
* '''[[Minimizing Energy Consumption for Online Games on Mobile Phones]]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== '''Network Security''' == &lt;br /&gt;
&lt;br /&gt;
We are exploring network monitoring techniques to detect and thwart intrusion and denial-of-service attacks in their early stages by observing unusual traffic patterns injected by such attacks. We are studying the security of multimedia streaming systems that employ multi-layer and fine-grain scalable video streams. &lt;br /&gt;
&lt;br /&gt;
* '''[[Security of Scalable Multimedia Streams]]'''&lt;br /&gt;
&lt;br /&gt;
* '''[[Security of the SIP protocol]]'''  &lt;br /&gt;
 &lt;br /&gt;
* '''[[Detecting DoS Attacks and Service Violations in QoS-enabled Networks]]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== '''Wireless Sensor Networks''' == &lt;br /&gt;
&lt;br /&gt;
We are developing coverage and connectivity maintenance protocols that consider probabilistic (i.e., more realistic) sensing and communication models. We are also designing protocols that provide controllable degrees of coverage (k-coverage). &lt;br /&gt;
&lt;br /&gt;
* '''[[Probabilistic Coverage and Connectivity]]'''&lt;br /&gt;
&lt;br /&gt;
* '''[[K-Coverage and its Application to Forest Fire Detection]]'''&lt;/div&gt;</summary>
		<author><name>Mhegazy</name></author>
	</entry>
	<entry>
		<id>https://nmsl.cs.sfu.ca/index.php?title=Network_and_Multimedia_Systems_Lab_(NMSL)&amp;diff=6399</id>
		<title>Network and Multimedia Systems Lab (NMSL)</title>
		<link rel="alternate" type="text/html" href="https://nmsl.cs.sfu.ca/index.php?title=Network_and_Multimedia_Systems_Lab_(NMSL)&amp;diff=6399"/>
		<updated>2019-06-17T20:14:10Z</updated>

		<summary type="html">&lt;p&gt;Mhegazy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
'''Welcome to the Network Systems Lab (NSL) at SFU!'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We are interested in the broad areas of multimedia networking and multimedia systems. We develop algorithms and systems to efficiently distribute multimedia content to large-scale user communities over wired and wireless networks. The Network Systems Lab is led by [http://www.cs.sfu.ca/~mhefeeda/ Dr. Mohamed Hefeeda.] and it is located in the TASC1 building, room 8210. &lt;br /&gt;
&lt;br /&gt;
We hold regular [[group meeting]] for discussion and brainstorming.&lt;br /&gt;
&lt;br /&gt;
Our current research interests include mobile multimedia, immersive and 3D video streaming, and cloud support for mobile and multimedia systems. Brief description and links to currently active projects are given below. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== '''Next Generation Video''' == &lt;br /&gt;
&lt;br /&gt;
With massive investments in the virtual reality (VR) hardware sector, companies encounter the challenge of providing VR content.  The current solution of installing and operating VR camera rigs is expensive and not scalable. This project provides novel algorithms and methods to automatically convert standard broadcast 2D video streams to 3D and immersive VR streams of high quality. It also provides algorithms for adaptively streaming such complex multimedia content over the Internet to heterogeneous receivers. &lt;br /&gt;
&lt;br /&gt;
* '''[[Immersive_Videos|Immersive Videos]]'''&lt;br /&gt;
&lt;br /&gt;
* '''[[Hyperspectral Imaging]]'''&lt;br /&gt;
&lt;br /&gt;
* '''[[Cloud-Enabled Interactive Multimedia Applications for the Crowd]]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== '''Mobile Multimedia''' == &lt;br /&gt;
&lt;br /&gt;
We are designing algorithms to optimize video streaming in mobile wireless networks from different perspectives, including energy consumption of mobile receivers, quality of the videos delivered, and efficient utilization of the wireless bandwidth. &lt;br /&gt;
&lt;br /&gt;
* '''[[hybridStreaming|Hybrid Multicast-Unicast Streaming over Mobile Networks]]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== '''Cloud Gaming''' ==&lt;br /&gt;
&lt;br /&gt;
We are designing methods to improve the quality of encoded video games in cloud gaming using the recent High Efficiency Video Coding (HEVC) encoder. The goal of these methods is to optimize the quality of the encoded videos based on the content while running in realtime.&lt;br /&gt;
&lt;br /&gt;
* '''[[Content-aware_Video_Encoding_for_Cloud_Gaming|Content-aware Video Encoding for Cloud Gaming]]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== '''ISP and CDN Traffic Management''' ==&lt;br /&gt;
&lt;br /&gt;
We develop algorithms and systems for future ISP and CDN architectures. This includes resource management of ISP-managed CDNs (often called Telco-CDN). We develop stateless and efficient protocols and tools to support multicast traffic engineering in the ISP network.&lt;br /&gt;
&lt;br /&gt;
* '''[[telcoCDN| Resource Management in Telco-CDNs]]'''&lt;br /&gt;
&lt;br /&gt;
* '''[[Multicast in Carrier-Grade Networks| Multicast in Carrier-Grade Networks]]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= '''''Concluded Projects''''' =&lt;br /&gt;
&lt;br /&gt;
== '''Industrial Automation as a Cloud Service''' == &lt;br /&gt;
&lt;br /&gt;
We are developing algorithms and systems to enable offering the whole stack of industrial automation systems from the cloud. &lt;br /&gt;
&lt;br /&gt;
* '''[[cloudAutomation| Industrial Automation as a Cloud Service]]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== '''Mobile Multimedia''' ==&lt;br /&gt;
&lt;br /&gt;
* '''[[mobileTV|Mobile TV Networks]]''' &lt;br /&gt;
&lt;br /&gt;
* '''[[wimax|Multimedia Streaming over WiMAX Networks]]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== '''Peer-to-Peer Content Distribution''' ==&lt;br /&gt;
&lt;br /&gt;
We are exploring the applicability of the P2P paradigm to build cost-effective content distribution systems.  Problems such as sender selection, adaptive object replication,  and content caching are being studied. We are also developing models to analyze the new characteristics of the P2P traffic and the impact of these characteristics on the cache replacement policies and object replication strategies. &lt;br /&gt;
Furthermore, we are devising analytic models  to study the dynamics of the P2P system capacity and the impact of various parameters on it. &lt;br /&gt;
&lt;br /&gt;
* '''[[pCDN|pCDN: Peer-assisted Content Distribution Network]]'''&lt;br /&gt;
&lt;br /&gt;
* '''[[Modeling and Caching of P2P Traffic]]'''&lt;br /&gt;
&lt;br /&gt;
* '''[[Scalable Multimedia Streaming]]''' &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== '''Online Networked Games''' == &lt;br /&gt;
&lt;br /&gt;
We are designing various algorithms to improve the performance of online games. &lt;br /&gt;
&lt;br /&gt;
* '''[[Minimizing Round-Trip Time in Online Games]]'''&lt;br /&gt;
&lt;br /&gt;
* '''[[Minimizing Energy Consumption for Online Games on Mobile Phones]]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== '''Network Security''' == &lt;br /&gt;
&lt;br /&gt;
We are exploring network monitoring techniques to detect and thwart intrusion and denial-of-service attacks in their early stages by observing unusual traffic patterns injected by such attacks. We are studying the security of multimedia streaming systems that employ multi-layer and fine-grain scalable video streams. &lt;br /&gt;
&lt;br /&gt;
* '''[[Security of Scalable Multimedia Streams]]'''&lt;br /&gt;
&lt;br /&gt;
* '''[[Security of the SIP protocol]]'''  &lt;br /&gt;
 &lt;br /&gt;
* '''[[Detecting DoS Attacks and Service Violations in QoS-enabled Networks]]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== '''Wireless Sensor Networks''' == &lt;br /&gt;
&lt;br /&gt;
We are developing coverage and connectivity maintenance protocols that consider probabilistic (i.e., more realistic) sensing and communication models. We are also designing protocols that provide controllable degrees of coverage (k-coverage). &lt;br /&gt;
&lt;br /&gt;
* '''[[Probabilistic Coverage and Connectivity]]'''&lt;br /&gt;
&lt;br /&gt;
* '''[[K-Coverage and its Application to Forest Fire Detection]]'''&lt;/div&gt;</summary>
		<author><name>Mhegazy</name></author>
	</entry>
	<entry>
		<id>https://nmsl.cs.sfu.ca/index.php?title=Network_and_Multimedia_Systems_Lab_(NMSL)&amp;diff=6398</id>
		<title>Network and Multimedia Systems Lab (NMSL)</title>
		<link rel="alternate" type="text/html" href="https://nmsl.cs.sfu.ca/index.php?title=Network_and_Multimedia_Systems_Lab_(NMSL)&amp;diff=6398"/>
		<updated>2019-06-17T20:13:55Z</updated>

		<summary type="html">&lt;p&gt;Mhegazy: /* Cloud Gaming */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
'''Welcome to the Network Systems Lab (NSL) at SFU!'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We are interested in the broad areas of multimedia networking and multimedia systems. We develop algorithms and systems to efficiently distribute multimedia content to large-scale user communities over wired and wireless networks. The Network Systems Lab is led by [http://www.cs.sfu.ca/~mhefeeda/ Dr. Mohamed Hefeeda.] and it is located in the TASC1 building, room 8210. &lt;br /&gt;
&lt;br /&gt;
We hold regular [[group meeting]] for discussion and brainstorming.&lt;br /&gt;
&lt;br /&gt;
Our current research interests include mobile multimedia, immersive and 3D video streaming, and cloud support for mobile and multimedia systems. Brief description and links to currently active projects are given below. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== '''Next Generation Video''' == &lt;br /&gt;
&lt;br /&gt;
With massive investments in the virtual reality (VR) hardware sector, companies encounter the challenge of providing VR content.  The current solution of installing and operating VR camera rigs is expensive and not scalable. This project provides novel algorithms and methods to automatically convert standard broadcast 2D video streams to 3D and immersive VR streams of high quality. It also provides algorithms for adaptively streaming such complex multimedia content over the Internet to heterogeneous receivers. &lt;br /&gt;
&lt;br /&gt;
* '''[[Immersive_Videos|Immersive Videos]]'''&lt;br /&gt;
&lt;br /&gt;
* '''[[Hyperspectral Imaging]]'''&lt;br /&gt;
&lt;br /&gt;
* '''[[Cloud-Enabled Interactive Multimedia Applications for the Crowd]]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== '''Mobile Multimedia''' == &lt;br /&gt;
&lt;br /&gt;
We are designing algorithms to optimize video streaming in mobile wireless networks from different perspectives, including energy consumption of mobile receivers, quality of the videos delivered, and efficient utilization of the wireless bandwidth. &lt;br /&gt;
&lt;br /&gt;
* '''[[hybridStreaming|Hybrid Multicast-Unicast Streaming over Mobile Networks]]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== '''Cloud Gaming''' ==&lt;br /&gt;
&lt;br /&gt;
We are designing methods to improve the quality of encoded video games in cloud gaming using the recent High Efficiency Video Coding (HEVC) encoder. The goal of these methods is to optimize the quality of the encoded videos based on the content while running in realtime.&lt;br /&gt;
&lt;br /&gt;
* '''[[Content-aware_Video_Encoding_for_Cloud_Gaming|Content-aware Video Encoding for Cloud Gaming]]'''&lt;br /&gt;
&lt;br /&gt;
== '''ISP and CDN Traffic Management''' ==&lt;br /&gt;
&lt;br /&gt;
We develop algorithms and systems for future ISP and CDN architectures. This includes resource management of ISP-managed CDNs (often called Telco-CDN). We develop stateless and efficient protocols and tools to support multicast traffic engineering in the ISP network.&lt;br /&gt;
&lt;br /&gt;
* '''[[telcoCDN| Resource Management in Telco-CDNs]]'''&lt;br /&gt;
&lt;br /&gt;
* '''[[Multicast in Carrier-Grade Networks| Multicast in Carrier-Grade Networks]]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= '''''Concluded Projects''''' =&lt;br /&gt;
&lt;br /&gt;
== '''Industrial Automation as a Cloud Service''' == &lt;br /&gt;
&lt;br /&gt;
We are developing algorithms and systems to enable offering the whole stack of industrial automation systems from the cloud. &lt;br /&gt;
&lt;br /&gt;
* '''[[cloudAutomation| Industrial Automation as a Cloud Service]]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== '''Mobile Multimedia''' ==&lt;br /&gt;
&lt;br /&gt;
* '''[[mobileTV|Mobile TV Networks]]''' &lt;br /&gt;
&lt;br /&gt;
* '''[[wimax|Multimedia Streaming over WiMAX Networks]]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== '''Peer-to-Peer Content Distribution''' ==&lt;br /&gt;
&lt;br /&gt;
We are exploring the applicability of the P2P paradigm to build cost-effective content distribution systems.  Problems such as sender selection, adaptive object replication,  and content caching are being studied. We are also developing models to analyze the new characteristics of the P2P traffic and the impact of these characteristics on the cache replacement policies and object replication strategies. &lt;br /&gt;
Furthermore, we are devising analytic models  to study the dynamics of the P2P system capacity and the impact of various parameters on it. &lt;br /&gt;
&lt;br /&gt;
* '''[[pCDN|pCDN: Peer-assisted Content Distribution Network]]'''&lt;br /&gt;
&lt;br /&gt;
* '''[[Modeling and Caching of P2P Traffic]]'''&lt;br /&gt;
&lt;br /&gt;
* '''[[Scalable Multimedia Streaming]]''' &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== '''Online Networked Games''' == &lt;br /&gt;
&lt;br /&gt;
We are designing various algorithms to improve the performance of online games. &lt;br /&gt;
&lt;br /&gt;
* '''[[Minimizing Round-Trip Time in Online Games]]'''&lt;br /&gt;
&lt;br /&gt;
* '''[[Minimizing Energy Consumption for Online Games on Mobile Phones]]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== '''Network Security''' == &lt;br /&gt;
&lt;br /&gt;
We are exploring network monitoring techniques to detect and thwart intrusion and denial-of-service attacks in their early stages by observing unusual traffic patterns injected by such attacks. We are studying the security of multimedia streaming systems that employ multi-layer and fine-grain scalable video streams. &lt;br /&gt;
&lt;br /&gt;
* '''[[Security of Scalable Multimedia Streams]]'''&lt;br /&gt;
&lt;br /&gt;
* '''[[Security of the SIP protocol]]'''  &lt;br /&gt;
 &lt;br /&gt;
* '''[[Detecting DoS Attacks and Service Violations in QoS-enabled Networks]]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== '''Wireless Sensor Networks''' == &lt;br /&gt;
&lt;br /&gt;
We are developing coverage and connectivity maintenance protocols that consider probabilistic (i.e., more realistic) sensing and communication models. We are also designing protocols that provide controllable degrees of coverage (k-coverage). &lt;br /&gt;
&lt;br /&gt;
* '''[[Probabilistic Coverage and Connectivity]]'''&lt;br /&gt;
&lt;br /&gt;
* '''[[K-Coverage and its Application to Forest Fire Detection]]'''&lt;/div&gt;</summary>
		<author><name>Mhegazy</name></author>
	</entry>
	<entry>
		<id>https://nmsl.cs.sfu.ca/index.php?title=Content-aware_Video_Encoding_for_Cloud_Gaming&amp;diff=6397</id>
		<title>Content-aware Video Encoding for Cloud Gaming</title>
		<link rel="alternate" type="text/html" href="https://nmsl.cs.sfu.ca/index.php?title=Content-aware_Video_Encoding_for_Cloud_Gaming&amp;diff=6397"/>
		<updated>2019-06-17T20:12:38Z</updated>

		<summary type="html">&lt;p&gt;Mhegazy: Created page with &amp;quot;Cloud gaming allows users with thin-clients to play complex games on their end devices as the bulk of processing is offloaded to remote servers. A thin-client is only required...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cloud gaming allows users with thin-clients to play complex games on their end devices as the bulk of processing is offloaded to remote servers. A thin-client is only required to have basic decoding capabilities which exist on most modern devices. The result of the remote processing is an encoded video that gets streamed to the client. As modern games are complex in terms of graphics and motion, the encoded video requires high bandwidth to provide acceptable Quality of Experience (QoE) to end users. The cost incurred by the cloud gaming service provider to stream the encoded video at such high bandwidth grows rapidly with the increase in the number of users. &lt;br /&gt;
&lt;br /&gt;
We present a content-aware video encoding method for cloud gaming (referred to as CAVE) to improve the perceptual quality of the streamed video frames with comparable bandwidth requirements. This is a challenging task because of the stringent requirements on latency in cloud gaming, which impose additional restrictions on frame sizes as well as processing time to limit the total latency perceived by clients. Unlike many of the previous works, the proposed method is suitable for the state-of-the-art High Efficiency Video Coding (HEVC) encoder, which by itself offers substantial bitrate savings compared to prior encoders. The proposed method leverages information from the game such as the Regions-of-Interest (ROIs), and it optimizes the quality by allocating different amounts of bits to various areas in the video frames. Through actual implementation in an open-source cloud gaming platform, we show that the proposed method achieves quality gains in ROIs that can be translated to bitrate savings between 21% and 46% against the baseline HEVC encoder and between 12% and 89% against the closest work in the literature.&lt;br /&gt;
&lt;br /&gt;
== People ==&lt;br /&gt;
&lt;br /&gt;
* Mohamed Hegazy (M.Sc. student)&lt;br /&gt;
&lt;br /&gt;
* Khaled Diab (Ph.D. Student)&lt;br /&gt;
&lt;br /&gt;
* Mehdi Saeedi (Advanced Micro Devices)&lt;br /&gt;
&lt;br /&gt;
* Boris Ivanovic (Advanced Micro Devices)&lt;br /&gt;
&lt;br /&gt;
* Ihab Amer (Advanced Micro Devices)&lt;br /&gt;
&lt;br /&gt;
* Yang Liu (Advanced Micro Devices)&lt;br /&gt;
&lt;br /&gt;
* Gabor Sines (Advanced Micro Devices) &lt;br /&gt;
&lt;br /&gt;
* [http://www.cs.sfu.ca/~mhefeeda/ Mohamed Hefeeda]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Publications ==&lt;br /&gt;
&lt;br /&gt;
* M. Hegazy, K. Diab, M. Saeedi, B. Ivanovic, I. Amer, Y. Liu, G. Sines, and M. Hefeeda, [Content-aware Video Encoding for Cloud Gaming]. In Proc. of ACM Multimedia Systems Conference 2019, 14 pages, Amherst, MA, USA. June 2019. &lt;br /&gt;
&lt;br /&gt;
== Software and  Data ==&lt;br /&gt;
&lt;br /&gt;
* [https://github.com/mohamedhegazy/CAVE Content-aware Video Encoding for Cloud Gaming]&lt;/div&gt;</summary>
		<author><name>Mhegazy</name></author>
	</entry>
	<entry>
		<id>https://nmsl.cs.sfu.ca/index.php?title=Network_and_Multimedia_Systems_Lab_(NMSL)&amp;diff=6396</id>
		<title>Network and Multimedia Systems Lab (NMSL)</title>
		<link rel="alternate" type="text/html" href="https://nmsl.cs.sfu.ca/index.php?title=Network_and_Multimedia_Systems_Lab_(NMSL)&amp;diff=6396"/>
		<updated>2019-06-17T20:12:25Z</updated>

		<summary type="html">&lt;p&gt;Mhegazy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
'''Welcome to the Network Systems Lab (NSL) at SFU!'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We are interested in the broad areas of multimedia networking and multimedia systems. We develop algorithms and systems to efficiently distribute multimedia content to large-scale user communities over wired and wireless networks. The Network Systems Lab is led by [http://www.cs.sfu.ca/~mhefeeda/ Dr. Mohamed Hefeeda.] and it is located in the TASC1 building, room 8210. &lt;br /&gt;
&lt;br /&gt;
We hold regular [[group meeting]] for discussion and brainstorming.&lt;br /&gt;
&lt;br /&gt;
Our current research interests include mobile multimedia, immersive and 3D video streaming, and cloud support for mobile and multimedia systems. Brief description and links to currently active projects are given below. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== '''Next Generation Video''' == &lt;br /&gt;
&lt;br /&gt;
With massive investments in the virtual reality (VR) hardware sector, companies encounter the challenge of providing VR content.  The current solution of installing and operating VR camera rigs is expensive and not scalable. This project provides novel algorithms and methods to automatically convert standard broadcast 2D video streams to 3D and immersive VR streams of high quality. It also provides algorithms for adaptively streaming such complex multimedia content over the Internet to heterogeneous receivers. &lt;br /&gt;
&lt;br /&gt;
* '''[[Immersive_Videos|Immersive Videos]]'''&lt;br /&gt;
&lt;br /&gt;
* '''[[Hyperspectral Imaging]]'''&lt;br /&gt;
&lt;br /&gt;
* '''[[Cloud-Enabled Interactive Multimedia Applications for the Crowd]]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== '''Mobile Multimedia''' == &lt;br /&gt;
&lt;br /&gt;
We are designing algorithms to optimize video streaming in mobile wireless networks from different perspectives, including energy consumption of mobile receivers, quality of the videos delivered, and efficient utilization of the wireless bandwidth. &lt;br /&gt;
&lt;br /&gt;
* '''[[hybridStreaming|Hybrid Multicast-Unicast Streaming over Mobile Networks]]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== '''Cloud Gaming''' ==&lt;br /&gt;
&lt;br /&gt;
We are working on a method to improve the quality of encoded video games in cloud gaming using the recent High Efficiency Video Coding (HEVC) encoder. The quality of the encoded videos in these methods is optimized based on the content while running in realtime.&lt;br /&gt;
&lt;br /&gt;
* '''[[Content-aware_Video_Encoding_for_Cloud_Gaming|Content-aware Video Encoding for Cloud Gaming]]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== '''ISP and CDN Traffic Management''' ==&lt;br /&gt;
&lt;br /&gt;
We develop algorithms and systems for future ISP and CDN architectures. This includes resource management of ISP-managed CDNs (often called Telco-CDN). We develop stateless and efficient protocols and tools to support multicast traffic engineering in the ISP network.&lt;br /&gt;
&lt;br /&gt;
* '''[[telcoCDN| Resource Management in Telco-CDNs]]'''&lt;br /&gt;
&lt;br /&gt;
* '''[[Multicast in Carrier-Grade Networks| Multicast in Carrier-Grade Networks]]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= '''''Concluded Projects''''' =&lt;br /&gt;
&lt;br /&gt;
== '''Industrial Automation as a Cloud Service''' == &lt;br /&gt;
&lt;br /&gt;
We are developing algorithms and systems to enable offering the whole stack of industrial automation systems from the cloud. &lt;br /&gt;
&lt;br /&gt;
* '''[[cloudAutomation| Industrial Automation as a Cloud Service]]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== '''Mobile Multimedia''' ==&lt;br /&gt;
&lt;br /&gt;
* '''[[mobileTV|Mobile TV Networks]]''' &lt;br /&gt;
&lt;br /&gt;
* '''[[wimax|Multimedia Streaming over WiMAX Networks]]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== '''Peer-to-Peer Content Distribution''' ==&lt;br /&gt;
&lt;br /&gt;
We are exploring the applicability of the P2P paradigm to build cost-effective content distribution systems.  Problems such as sender selection, adaptive object replication,  and content caching are being studied. We are also developing models to analyze the new characteristics of the P2P traffic and the impact of these characteristics on the cache replacement policies and object replication strategies. &lt;br /&gt;
Furthermore, we are devising analytic models  to study the dynamics of the P2P system capacity and the impact of various parameters on it. &lt;br /&gt;
&lt;br /&gt;
* '''[[pCDN|pCDN: Peer-assisted Content Distribution Network]]'''&lt;br /&gt;
&lt;br /&gt;
* '''[[Modeling and Caching of P2P Traffic]]'''&lt;br /&gt;
&lt;br /&gt;
* '''[[Scalable Multimedia Streaming]]''' &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== '''Online Networked Games''' == &lt;br /&gt;
&lt;br /&gt;
We are designing various algorithms to improve the performance of online games. &lt;br /&gt;
&lt;br /&gt;
* '''[[Minimizing Round-Trip Time in Online Games]]'''&lt;br /&gt;
&lt;br /&gt;
* '''[[Minimizing Energy Consumption for Online Games on Mobile Phones]]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== '''Network Security''' == &lt;br /&gt;
&lt;br /&gt;
We are exploring network monitoring techniques to detect and thwart intrusion and denial-of-service attacks in their early stages by observing unusual traffic patterns injected by such attacks. We are studying the security of multimedia streaming systems that employ multi-layer and fine-grain scalable video streams. &lt;br /&gt;
&lt;br /&gt;
* '''[[Security of Scalable Multimedia Streams]]'''&lt;br /&gt;
&lt;br /&gt;
* '''[[Security of the SIP protocol]]'''  &lt;br /&gt;
 &lt;br /&gt;
* '''[[Detecting DoS Attacks and Service Violations in QoS-enabled Networks]]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== '''Wireless Sensor Networks''' == &lt;br /&gt;
&lt;br /&gt;
We are developing coverage and connectivity maintenance protocols that consider probabilistic (i.e., more realistic) sensing and communication models. We are also designing protocols that provide controllable degrees of coverage (k-coverage). &lt;br /&gt;
&lt;br /&gt;
* '''[[Probabilistic Coverage and Connectivity]]'''&lt;br /&gt;
&lt;br /&gt;
* '''[[K-Coverage and its Application to Forest Fire Detection]]'''&lt;/div&gt;</summary>
		<author><name>Mhegazy</name></author>
	</entry>
	<entry>
		<id>https://nmsl.cs.sfu.ca/index.php?title=Cloud_Gaming&amp;diff=6395</id>
		<title>Cloud Gaming</title>
		<link rel="alternate" type="text/html" href="https://nmsl.cs.sfu.ca/index.php?title=Cloud_Gaming&amp;diff=6395"/>
		<updated>2019-06-17T20:11:13Z</updated>

		<summary type="html">&lt;p&gt;Mhegazy: Created page with &amp;quot;Cloud gaming allows users with thin-clients to play complex games on their end devices as the bulk of processing is offloaded to remote servers. A thin-client is only required...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cloud gaming allows users with thin-clients to play complex games on their end devices as the bulk of processing is offloaded to remote servers. A thin-client is only required to have basic decoding capabilities which exist on most modern devices. The result of the remote processing is an encoded video that gets streamed to the client. As modern games are complex in terms of graphics and motion, the encoded video requires high bandwidth to provide acceptable Quality of Experience (QoE) to end users. The cost incurred by the cloud gaming service provider to stream the encoded video at such high bandwidth grows rapidly with the increase in the number of users. &lt;br /&gt;
&lt;br /&gt;
We present a content-aware video encoding method for cloud gaming (referred to as CAVE) to improve the perceptual quality of the streamed video frames with comparable bandwidth requirements. This is a challenging task because of the stringent requirements on latency in cloud gaming, which impose additional restrictions on frame sizes as well as processing time to limit the total latency perceived by clients. Unlike many of the previous works, the proposed method is suitable for the state-of-the-art High Efficiency Video Coding (HEVC) encoder, which by itself offers substantial bitrate savings compared to prior encoders. The proposed method leverages information from the game such as the Regions-of-Interest (ROIs), and it optimizes the quality by allocating different amounts of bits to various areas in the video frames. Through actual implementation in an open-source cloud gaming platform, we show that the proposed method achieves quality gains in ROIs that can be translated to bitrate savings between 21% and 46% against the baseline HEVC encoder and between 12% and 89% against the closest work in the literature.&lt;br /&gt;
&lt;br /&gt;
== People ==&lt;br /&gt;
&lt;br /&gt;
* Mohamed Hegazy (M.Sc. student)&lt;br /&gt;
&lt;br /&gt;
* Khaled Diab (Ph.D. Student)&lt;br /&gt;
&lt;br /&gt;
* Mehdi Saeedi (Advanced Micro Devices)&lt;br /&gt;
&lt;br /&gt;
* Boris Ivanovic (Advanced Micro Devices)&lt;br /&gt;
&lt;br /&gt;
* Ihab Amer (Advanced Micro Devices)&lt;br /&gt;
&lt;br /&gt;
* Yang Liu (Advanced Micro Devices)&lt;br /&gt;
&lt;br /&gt;
* Gabor Sines (Advanced Micro Devices) &lt;br /&gt;
&lt;br /&gt;
* [http://www.cs.sfu.ca/~mhefeeda/ Mohamed Hefeeda]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Publications ==&lt;br /&gt;
&lt;br /&gt;
* M. Hegazy, K. Diab, M. Saeedi, B. Ivanovic, I. Amer, Y. Liu, G. Sines, and M. Hefeeda, [Content-aware Video Encoding for Cloud Gaming]. In Proc. of ACM Multimedia Systems Conference 2019, 14 pages, Amherst, MA, USA. June 2019. &lt;br /&gt;
&lt;br /&gt;
== Software and  Data ==&lt;br /&gt;
&lt;br /&gt;
* [https://github.com/mohamedhegazy/CAVE Content-aware Video Encoding for Cloud Gaming]&lt;/div&gt;</summary>
		<author><name>Mhegazy</name></author>
	</entry>
	<entry>
		<id>https://nmsl.cs.sfu.ca/index.php?title=Network_and_Multimedia_Systems_Lab_(NMSL)&amp;diff=6394</id>
		<title>Network and Multimedia Systems Lab (NMSL)</title>
		<link rel="alternate" type="text/html" href="https://nmsl.cs.sfu.ca/index.php?title=Network_and_Multimedia_Systems_Lab_(NMSL)&amp;diff=6394"/>
		<updated>2019-06-17T20:11:00Z</updated>

		<summary type="html">&lt;p&gt;Mhegazy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
'''Welcome to the Network Systems Lab (NSL) at SFU!'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We are interested in the broad areas of multimedia networking and multimedia systems. We develop algorithms and systems to efficiently distribute multimedia content to large-scale user communities over wired and wireless networks. The Network Systems Lab is led by [http://www.cs.sfu.ca/~mhefeeda/ Dr. Mohamed Hefeeda.] and it is located in the TASC1 building, room 8210. &lt;br /&gt;
&lt;br /&gt;
We hold regular [[group meeting]] for discussion and brainstorming.&lt;br /&gt;
&lt;br /&gt;
Our current research interests include mobile multimedia, immersive and 3D video streaming, and cloud support for mobile and multimedia systems. Brief description and links to currently active projects are given below. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== '''Next Generation Video''' == &lt;br /&gt;
&lt;br /&gt;
With massive investments in the virtual reality (VR) hardware sector, companies encounter the challenge of providing VR content.  The current solution of installing and operating VR camera rigs is expensive and not scalable. This project provides novel algorithms and methods to automatically convert standard broadcast 2D video streams to 3D and immersive VR streams of high quality. It also provides algorithms for adaptively streaming such complex multimedia content over the Internet to heterogeneous receivers. &lt;br /&gt;
&lt;br /&gt;
* '''[[Immersive_Videos|Immersive Videos]]'''&lt;br /&gt;
&lt;br /&gt;
* '''[[Hyperspectral Imaging]]'''&lt;br /&gt;
&lt;br /&gt;
* '''[[Cloud-Enabled Interactive Multimedia Applications for the Crowd]]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== '''Mobile Multimedia''' == &lt;br /&gt;
&lt;br /&gt;
We are designing algorithms to optimize video streaming in mobile wireless networks from different perspectives, including energy consumption of mobile receivers, quality of the videos delivered, and efficient utilization of the wireless bandwidth. &lt;br /&gt;
&lt;br /&gt;
* '''[[hybridStreaming|Hybrid Multicast-Unicast Streaming over Mobile Networks]]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== '''Cloud Gaming''' ==&lt;br /&gt;
&lt;br /&gt;
We are working on a method to improve the quality of encoded video games in cloud gaming using the recent High Efficiency Video Coding (HEVC) encoder. The quality of the encoded videos in these methods is optimized based on the content while running in realtime.&lt;br /&gt;
&lt;br /&gt;
* '''[[Cloud_Gaming|Content-aware Video Encoding for Cloud Gaming]]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== '''ISP and CDN Traffic Management''' ==&lt;br /&gt;
&lt;br /&gt;
We develop algorithms and systems for future ISP and CDN architectures. This includes resource management of ISP-managed CDNs (often called Telco-CDN). We develop stateless and efficient protocols and tools to support multicast traffic engineering in the ISP network.&lt;br /&gt;
&lt;br /&gt;
* '''[[telcoCDN| Resource Management in Telco-CDNs]]'''&lt;br /&gt;
&lt;br /&gt;
* '''[[Multicast in Carrier-Grade Networks| Multicast in Carrier-Grade Networks]]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= '''''Concluded Projects''''' =&lt;br /&gt;
&lt;br /&gt;
== '''Industrial Automation as a Cloud Service''' == &lt;br /&gt;
&lt;br /&gt;
We are developing algorithms and systems to enable offering the whole stack of industrial automation systems from the cloud. &lt;br /&gt;
&lt;br /&gt;
* '''[[cloudAutomation| Industrial Automation as a Cloud Service]]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== '''Mobile Multimedia''' ==&lt;br /&gt;
&lt;br /&gt;
* '''[[mobileTV|Mobile TV Networks]]''' &lt;br /&gt;
&lt;br /&gt;
* '''[[wimax|Multimedia Streaming over WiMAX Networks]]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== '''Peer-to-Peer Content Distribution''' ==&lt;br /&gt;
&lt;br /&gt;
We are exploring the applicability of the P2P paradigm to build cost-effective content distribution systems.  Problems such as sender selection, adaptive object replication,  and content caching are being studied. We are also developing models to analyze the new characteristics of the P2P traffic and the impact of these characteristics on the cache replacement policies and object replication strategies. &lt;br /&gt;
Furthermore, we are devising analytic models  to study the dynamics of the P2P system capacity and the impact of various parameters on it. &lt;br /&gt;
&lt;br /&gt;
* '''[[pCDN|pCDN: Peer-assisted Content Distribution Network]]'''&lt;br /&gt;
&lt;br /&gt;
* '''[[Modeling and Caching of P2P Traffic]]'''&lt;br /&gt;
&lt;br /&gt;
* '''[[Scalable Multimedia Streaming]]''' &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== '''Online Networked Games''' == &lt;br /&gt;
&lt;br /&gt;
We are designing various algorithms to improve the performance of online games. &lt;br /&gt;
&lt;br /&gt;
* '''[[Minimizing Round-Trip Time in Online Games]]'''&lt;br /&gt;
&lt;br /&gt;
* '''[[Minimizing Energy Consumption for Online Games on Mobile Phones]]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== '''Network Security''' == &lt;br /&gt;
&lt;br /&gt;
We are exploring network monitoring techniques to detect and thwart intrusion and denial-of-service attacks in their early stages by observing unusual traffic patterns injected by such attacks. We are studying the security of multimedia streaming systems that employ multi-layer and fine-grain scalable video streams. &lt;br /&gt;
&lt;br /&gt;
* '''[[Security of Scalable Multimedia Streams]]'''&lt;br /&gt;
&lt;br /&gt;
* '''[[Security of the SIP protocol]]'''  &lt;br /&gt;
 &lt;br /&gt;
* '''[[Detecting DoS Attacks and Service Violations in QoS-enabled Networks]]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== '''Wireless Sensor Networks''' == &lt;br /&gt;
&lt;br /&gt;
We are developing coverage and connectivity maintenance protocols that consider probabilistic (i.e., more realistic) sensing and communication models. We are also designing protocols that provide controllable degrees of coverage (k-coverage). &lt;br /&gt;
&lt;br /&gt;
* '''[[Probabilistic Coverage and Connectivity]]'''&lt;br /&gt;
&lt;br /&gt;
* '''[[K-Coverage and its Application to Forest Fire Detection]]'''&lt;/div&gt;</summary>
		<author><name>Mhegazy</name></author>
	</entry>
	<entry>
		<id>https://nmsl.cs.sfu.ca/index.php?title=Network_and_Multimedia_Systems_Lab_(NMSL)&amp;diff=6393</id>
		<title>Network and Multimedia Systems Lab (NMSL)</title>
		<link rel="alternate" type="text/html" href="https://nmsl.cs.sfu.ca/index.php?title=Network_and_Multimedia_Systems_Lab_(NMSL)&amp;diff=6393"/>
		<updated>2019-06-17T20:08:59Z</updated>

		<summary type="html">&lt;p&gt;Mhegazy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
'''Welcome to the Network Systems Lab (NSL) at SFU!'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We are interested in the broad areas of multimedia networking and multimedia systems. We develop algorithms and systems to efficiently distribute multimedia content to large-scale user communities over wired and wireless networks. The Network Systems Lab is led by [http://www.cs.sfu.ca/~mhefeeda/ Dr. Mohamed Hefeeda.] and it is located in the TASC1 building, room 8210. &lt;br /&gt;
&lt;br /&gt;
We hold regular [[group meeting]] for discussion and brainstorming.&lt;br /&gt;
&lt;br /&gt;
Our current research interests include mobile multimedia, immersive and 3D video streaming, and cloud support for mobile and multimedia systems. Brief description and links to currently active projects are given below. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== '''Next Generation Video''' == &lt;br /&gt;
&lt;br /&gt;
With massive investments in the virtual reality (VR) hardware sector, companies encounter the challenge of providing VR content.  The current solution of installing and operating VR camera rigs is expensive and not scalable. This project provides novel algorithms and methods to automatically convert standard broadcast 2D video streams to 3D and immersive VR streams of high quality. It also provides algorithms for adaptively streaming such complex multimedia content over the Internet to heterogeneous receivers. &lt;br /&gt;
&lt;br /&gt;
* '''[[Immersive_Videos|Immersive Videos]]'''&lt;br /&gt;
&lt;br /&gt;
* '''[[Hyperspectral Imaging]]'''&lt;br /&gt;
&lt;br /&gt;
* '''[[Cloud-Enabled Interactive Multimedia Applications for the Crowd]]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== '''Mobile Multimedia''' == &lt;br /&gt;
&lt;br /&gt;
We are designing algorithms to optimize video streaming in mobile wireless networks from different perspectives, including energy consumption of mobile receivers, quality of the videos delivered, and efficient utilization of the wireless bandwidth. &lt;br /&gt;
&lt;br /&gt;
* '''[[hybridStreaming|Hybrid Multicast-Unicast Streaming over Mobile Networks]]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== '''Cloud Gaming''' ==&lt;br /&gt;
&lt;br /&gt;
We are working on a method to improve the quality of encoded video games in cloud gaming using the recent High Efficiency Video Coding (HEVC) encoder. The quality of the encoded videos in these methods is optimized based on the content while running in realtime.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''[[Content-aware Video Encoding for Cloud Gaming]]'''&lt;br /&gt;
&lt;br /&gt;
== '''ISP and CDN Traffic Management''' ==&lt;br /&gt;
&lt;br /&gt;
We develop algorithms and systems for future ISP and CDN architectures. This includes resource management of ISP-managed CDNs (often called Telco-CDN). We develop stateless and efficient protocols and tools to support multicast traffic engineering in the ISP network.&lt;br /&gt;
&lt;br /&gt;
* '''[[telcoCDN| Resource Management in Telco-CDNs]]'''&lt;br /&gt;
&lt;br /&gt;
* '''[[Multicast in Carrier-Grade Networks| Multicast in Carrier-Grade Networks]]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= '''''Concluded Projects''''' =&lt;br /&gt;
&lt;br /&gt;
== '''Industrial Automation as a Cloud Service''' == &lt;br /&gt;
&lt;br /&gt;
We are developing algorithms and systems to enable offering the whole stack of industrial automation systems from the cloud. &lt;br /&gt;
&lt;br /&gt;
* '''[[cloudAutomation| Industrial Automation as a Cloud Service]]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== '''Mobile Multimedia''' ==&lt;br /&gt;
&lt;br /&gt;
* '''[[mobileTV|Mobile TV Networks]]''' &lt;br /&gt;
&lt;br /&gt;
* '''[[wimax|Multimedia Streaming over WiMAX Networks]]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== '''Peer-to-Peer Content Distribution''' ==&lt;br /&gt;
&lt;br /&gt;
We are exploring the applicability of the P2P paradigm to build cost-effective content distribution systems.  Problems such as sender selection, adaptive object replication,  and content caching are being studied. We are also developing models to analyze the new characteristics of the P2P traffic and the impact of these characteristics on the cache replacement policies and object replication strategies. &lt;br /&gt;
Furthermore, we are devising analytic models  to study the dynamics of the P2P system capacity and the impact of various parameters on it. &lt;br /&gt;
&lt;br /&gt;
* '''[[pCDN|pCDN: Peer-assisted Content Distribution Network]]'''&lt;br /&gt;
&lt;br /&gt;
* '''[[Modeling and Caching of P2P Traffic]]'''&lt;br /&gt;
&lt;br /&gt;
* '''[[Scalable Multimedia Streaming]]''' &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== '''Online Networked Games''' == &lt;br /&gt;
&lt;br /&gt;
We are designing various algorithms to improve the performance of online games. &lt;br /&gt;
&lt;br /&gt;
* '''[[Minimizing Round-Trip Time in Online Games]]'''&lt;br /&gt;
&lt;br /&gt;
* '''[[Minimizing Energy Consumption for Online Games on Mobile Phones]]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== '''Network Security''' == &lt;br /&gt;
&lt;br /&gt;
We are exploring network monitoring techniques to detect and thwart intrusion and denial-of-service attacks in their early stages by observing unusual traffic patterns injected by such attacks. We are studying the security of multimedia streaming systems that employ multi-layer and fine-grain scalable video streams. &lt;br /&gt;
&lt;br /&gt;
* '''[[Security of Scalable Multimedia Streams]]'''&lt;br /&gt;
&lt;br /&gt;
* '''[[Security of the SIP protocol]]'''  &lt;br /&gt;
 &lt;br /&gt;
* '''[[Detecting DoS Attacks and Service Violations in QoS-enabled Networks]]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== '''Wireless Sensor Networks''' == &lt;br /&gt;
&lt;br /&gt;
We are developing coverage and connectivity maintenance protocols that consider probabilistic (i.e., more realistic) sensing and communication models. We are also designing protocols that provide controllable degrees of coverage (k-coverage). &lt;br /&gt;
&lt;br /&gt;
* '''[[Probabilistic Coverage and Connectivity]]'''&lt;br /&gt;
&lt;br /&gt;
* '''[[K-Coverage and its Application to Forest Fire Detection]]'''&lt;/div&gt;</summary>
		<author><name>Mhegazy</name></author>
	</entry>
	<entry>
		<id>https://nmsl.cs.sfu.ca/index.php?title=Network_and_Multimedia_Systems_Lab_(NMSL)&amp;diff=6392</id>
		<title>Network and Multimedia Systems Lab (NMSL)</title>
		<link rel="alternate" type="text/html" href="https://nmsl.cs.sfu.ca/index.php?title=Network_and_Multimedia_Systems_Lab_(NMSL)&amp;diff=6392"/>
		<updated>2019-06-17T20:08:07Z</updated>

		<summary type="html">&lt;p&gt;Mhegazy: /* Cloud Gaming */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
'''Welcome to the Network Systems Lab (NSL) at SFU!'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We are interested in the broad areas of multimedia networking and multimedia systems. We develop algorithms and systems to efficiently distribute multimedia content to large-scale user communities over wired and wireless networks. The Network Systems Lab is led by [http://www.cs.sfu.ca/~mhefeeda/ Dr. Mohamed Hefeeda.] and it is located in the TASC1 building, room 8210. &lt;br /&gt;
&lt;br /&gt;
We hold regular [[group meeting]] for discussion and brainstorming.&lt;br /&gt;
&lt;br /&gt;
Our current research interests include mobile multimedia, immersive and 3D video streaming, and cloud support for mobile and multimedia systems. Brief description and links to currently active projects are given below. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== '''Next Generation Video''' == &lt;br /&gt;
&lt;br /&gt;
With massive investments in the virtual reality (VR) hardware sector, companies encounter the challenge of providing VR content.  The current solution of installing and operating VR camera rigs is expensive and not scalable. This project provides novel algorithms and methods to automatically convert standard broadcast 2D video streams to 3D and immersive VR streams of high quality. It also provides algorithms for adaptively streaming such complex multimedia content over the Internet to heterogeneous receivers. &lt;br /&gt;
&lt;br /&gt;
* '''[[Immersive_Videos|Immersive Videos]]'''&lt;br /&gt;
&lt;br /&gt;
* '''[[Hyperspectral Imaging]]'''&lt;br /&gt;
&lt;br /&gt;
* '''[[Cloud-Enabled Interactive Multimedia Applications for the Crowd]]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== '''Mobile Multimedia''' == &lt;br /&gt;
&lt;br /&gt;
We are designing algorithms to optimize video streaming in mobile wireless networks from different perspectives, including energy consumption of mobile receivers, quality of the videos delivered, and efficient utilization of the wireless bandwidth. &lt;br /&gt;
&lt;br /&gt;
* '''[[hybridStreaming|Hybrid Multicast-Unicast Streaming over Mobile Networks]]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== '''Cloud Gaming''' ==&lt;br /&gt;
&lt;br /&gt;
We are working on a method to improve the quality of encoded video games in cloud gaming using the recent High Efficiency Video Coding (HEVC) encoder. The quality of the encoded videos in these methods is optimized based on the content while running in realtime.&lt;br /&gt;
&lt;br /&gt;
* '''[[contentAwareCloudGaming| Content-aware Video Encoding for Cloud Gaming]]'''&lt;br /&gt;
&lt;br /&gt;
== '''ISP and CDN Traffic Management''' ==&lt;br /&gt;
&lt;br /&gt;
We develop algorithms and systems for future ISP and CDN architectures. This includes resource management of ISP-managed CDNs (often called Telco-CDN). We develop stateless and efficient protocols and tools to support multicast traffic engineering in the ISP network.&lt;br /&gt;
&lt;br /&gt;
* '''[[telcoCDN| Resource Management in Telco-CDNs]]'''&lt;br /&gt;
&lt;br /&gt;
* '''[[Multicast in Carrier-Grade Networks| Multicast in Carrier-Grade Networks]]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= '''''Concluded Projects''''' =&lt;br /&gt;
&lt;br /&gt;
== '''Industrial Automation as a Cloud Service''' == &lt;br /&gt;
&lt;br /&gt;
We are developing algorithms and systems to enable offering the whole stack of industrial automation systems from the cloud. &lt;br /&gt;
&lt;br /&gt;
* '''[[cloudAutomation| Industrial Automation as a Cloud Service]]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== '''Mobile Multimedia''' ==&lt;br /&gt;
&lt;br /&gt;
* '''[[mobileTV|Mobile TV Networks]]''' &lt;br /&gt;
&lt;br /&gt;
* '''[[wimax|Multimedia Streaming over WiMAX Networks]]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== '''Peer-to-Peer Content Distribution''' ==&lt;br /&gt;
&lt;br /&gt;
We are exploring the applicability of the P2P paradigm to build cost-effective content distribution systems.  Problems such as sender selection, adaptive object replication,  and content caching are being studied. We are also developing models to analyze the new characteristics of the P2P traffic and the impact of these characteristics on the cache replacement policies and object replication strategies. &lt;br /&gt;
Furthermore, we are devising analytic models  to study the dynamics of the P2P system capacity and the impact of various parameters on it. &lt;br /&gt;
&lt;br /&gt;
* '''[[pCDN|pCDN: Peer-assisted Content Distribution Network]]'''&lt;br /&gt;
&lt;br /&gt;
* '''[[Modeling and Caching of P2P Traffic]]'''&lt;br /&gt;
&lt;br /&gt;
* '''[[Scalable Multimedia Streaming]]''' &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== '''Online Networked Games''' == &lt;br /&gt;
&lt;br /&gt;
We are designing various algorithms to improve the performance of online games. &lt;br /&gt;
&lt;br /&gt;
* '''[[Minimizing Round-Trip Time in Online Games]]'''&lt;br /&gt;
&lt;br /&gt;
* '''[[Minimizing Energy Consumption for Online Games on Mobile Phones]]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== '''Network Security''' == &lt;br /&gt;
&lt;br /&gt;
We are exploring network monitoring techniques to detect and thwart intrusion and denial-of-service attacks in their early stages by observing unusual traffic patterns injected by such attacks. We are studying the security of multimedia streaming systems that employ multi-layer and fine-grain scalable video streams. &lt;br /&gt;
&lt;br /&gt;
* '''[[Security of Scalable Multimedia Streams]]'''&lt;br /&gt;
&lt;br /&gt;
* '''[[Security of the SIP protocol]]'''  &lt;br /&gt;
 &lt;br /&gt;
* '''[[Detecting DoS Attacks and Service Violations in QoS-enabled Networks]]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== '''Wireless Sensor Networks''' == &lt;br /&gt;
&lt;br /&gt;
We are developing coverage and connectivity maintenance protocols that consider probabilistic (i.e., more realistic) sensing and communication models. We are also designing protocols that provide controllable degrees of coverage (k-coverage). &lt;br /&gt;
&lt;br /&gt;
* '''[[Probabilistic Coverage and Connectivity]]'''&lt;br /&gt;
&lt;br /&gt;
* '''[[K-Coverage and its Application to Forest Fire Detection]]'''&lt;/div&gt;</summary>
		<author><name>Mhegazy</name></author>
	</entry>
	<entry>
		<id>https://nmsl.cs.sfu.ca/index.php?title=contentAwareCloudGaming&amp;diff=6391</id>
		<title>contentAwareCloudGaming</title>
		<link rel="alternate" type="text/html" href="https://nmsl.cs.sfu.ca/index.php?title=contentAwareCloudGaming&amp;diff=6391"/>
		<updated>2019-06-17T20:05:18Z</updated>

		<summary type="html">&lt;p&gt;Mhegazy: Created page with &amp;quot;Cloud gaming allows users with thin-clients to play complex games on their end devices as the bulk of processing is offloaded to remote servers. A thin-client is only required...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cloud gaming allows users with thin-clients to play complex games on their end devices as the bulk of processing is offloaded to remote servers. A thin-client is only required to have basic decoding capabilities which exist on most modern devices. The result of the remote processing is an encoded video that gets streamed to the client. As modern games are complex in terms of graphics and motion, the encoded video requires high bandwidth to provide acceptable Quality of Experience (QoE) to end users. The cost incurred by the cloud gaming service provider to stream the encoded video at such high bandwidth grows rapidly with the increase in the number of users. &lt;br /&gt;
&lt;br /&gt;
We present a content-aware video encoding method for cloud gaming (referred to as CAVE) to improve the perceptual quality of the streamed video frames with comparable bandwidth requirements. This is a challenging task because of the stringent requirements on latency in cloud gaming, which impose additional restrictions on frame sizes as well as processing time to limit the total latency perceived by clients. Unlike many of the previous works, the proposed method is suitable for the state-of-the-art High Efficiency Video Coding (HEVC) encoder, which by itself offers substantial bitrate savings compared to prior encoders. The proposed method leverages information from the game such as the Regions-of-Interest (ROIs), and it optimizes the quality by allocating different amounts of bits to various areas in the video frames. Through actual implementation in an open-source cloud gaming platform, we show that the proposed method achieves quality gains in ROIs that can be translated to bitrate savings between 21% and 46% against the baseline HEVC encoder and between 12% and 89% against the closest work in the literature.&lt;br /&gt;
&lt;br /&gt;
== People ==&lt;br /&gt;
&lt;br /&gt;
* Mohamed Hegazy (M.Sc. student)&lt;br /&gt;
&lt;br /&gt;
* Khaled Diab (Ph.D. Student)&lt;br /&gt;
&lt;br /&gt;
* Mehdi Saeedi (Advanced Micro Devices)&lt;br /&gt;
&lt;br /&gt;
* Boris Ivanovic (Advanced Micro Devices)&lt;br /&gt;
&lt;br /&gt;
* Ihab Amer (Advanced Micro Devices)&lt;br /&gt;
&lt;br /&gt;
* Yang Liu (Advanced Micro Devices)&lt;br /&gt;
&lt;br /&gt;
* Gabor Sines (Advanced Micro Devices) &lt;br /&gt;
&lt;br /&gt;
* [http://www.cs.sfu.ca/~mhefeeda/ Mohamed Hefeeda]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Publications ==&lt;br /&gt;
&lt;br /&gt;
* M. Hegazy, K. Diab, M. Saeedi, B. Ivanovic, I. Amer, Y. Liu, G. Sines, and M. Hefeeda, [Content-aware Video Encoding for Cloud Gaming]. In Proc. of ACM Multimedia Systems Conference 2019, 14 pages, Amherst, MA, USA. June 2019. &lt;br /&gt;
&lt;br /&gt;
== Software and  Data ==&lt;br /&gt;
&lt;br /&gt;
* [https://github.com/mohamedhegazy/CAVE Content-aware Video Encoding for Cloud Gaming]&lt;/div&gt;</summary>
		<author><name>Mhegazy</name></author>
	</entry>
	<entry>
		<id>https://nmsl.cs.sfu.ca/index.php?title=Network_and_Multimedia_Systems_Lab_(NMSL)&amp;diff=6390</id>
		<title>Network and Multimedia Systems Lab (NMSL)</title>
		<link rel="alternate" type="text/html" href="https://nmsl.cs.sfu.ca/index.php?title=Network_and_Multimedia_Systems_Lab_(NMSL)&amp;diff=6390"/>
		<updated>2019-06-17T19:52:47Z</updated>

		<summary type="html">&lt;p&gt;Mhegazy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
'''Welcome to the Network Systems Lab (NSL) at SFU!'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We are interested in the broad areas of multimedia networking and multimedia systems. We develop algorithms and systems to efficiently distribute multimedia content to large-scale user communities over wired and wireless networks. The Network Systems Lab is led by [http://www.cs.sfu.ca/~mhefeeda/ Dr. Mohamed Hefeeda.] and it is located in the TASC1 building, room 8210. &lt;br /&gt;
&lt;br /&gt;
We hold regular [[group meeting]] for discussion and brainstorming.&lt;br /&gt;
&lt;br /&gt;
Our current research interests include mobile multimedia, immersive and 3D video streaming, and cloud support for mobile and multimedia systems. Brief description and links to currently active projects are given below. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== '''Next Generation Video''' == &lt;br /&gt;
&lt;br /&gt;
With massive investments in the virtual reality (VR) hardware sector, companies encounter the challenge of providing VR content.  The current solution of installing and operating VR camera rigs is expensive and not scalable. This project provides novel algorithms and methods to automatically convert standard broadcast 2D video streams to 3D and immersive VR streams of high quality. It also provides algorithms for adaptively streaming such complex multimedia content over the Internet to heterogeneous receivers. &lt;br /&gt;
&lt;br /&gt;
* '''[[Immersive_Videos|Immersive Videos]]'''&lt;br /&gt;
&lt;br /&gt;
* '''[[Hyperspectral Imaging]]'''&lt;br /&gt;
&lt;br /&gt;
* '''[[Cloud-Enabled Interactive Multimedia Applications for the Crowd]]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== '''Mobile Multimedia''' == &lt;br /&gt;
&lt;br /&gt;
We are designing algorithms to optimize video streaming in mobile wireless networks from different perspectives, including energy consumption of mobile receivers, quality of the videos delivered, and efficient utilization of the wireless bandwidth. &lt;br /&gt;
&lt;br /&gt;
* '''[[hybridStreaming|Hybrid Multicast-Unicast Streaming over Mobile Networks]]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== '''Cloud Gaming''' ==&lt;br /&gt;
&lt;br /&gt;
We developed a method to improve the quality of encoded video games in cloud gaming using the recent High Efficiency Video Coding (HEVC) encoder. The quality of the encoded videos is optimized based on the content while running in realtime.&lt;br /&gt;
&lt;br /&gt;
* '''[[contentAwareCloudGaming| Content-aware Video Encoding for Cloud Gaming]]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== '''ISP and CDN Traffic Management''' ==&lt;br /&gt;
&lt;br /&gt;
We develop algorithms and systems for future ISP and CDN architectures. This includes resource management of ISP-managed CDNs (often called Telco-CDN). We develop stateless and efficient protocols and tools to support multicast traffic engineering in the ISP network.&lt;br /&gt;
&lt;br /&gt;
* '''[[telcoCDN| Resource Management in Telco-CDNs]]'''&lt;br /&gt;
&lt;br /&gt;
* '''[[Multicast in Carrier-Grade Networks| Multicast in Carrier-Grade Networks]]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= '''''Concluded Projects''''' =&lt;br /&gt;
&lt;br /&gt;
== '''Industrial Automation as a Cloud Service''' == &lt;br /&gt;
&lt;br /&gt;
We are developing algorithms and systems to enable offering the whole stack of industrial automation systems from the cloud. &lt;br /&gt;
&lt;br /&gt;
* '''[[cloudAutomation| Industrial Automation as a Cloud Service]]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== '''Mobile Multimedia''' ==&lt;br /&gt;
&lt;br /&gt;
* '''[[mobileTV|Mobile TV Networks]]''' &lt;br /&gt;
&lt;br /&gt;
* '''[[wimax|Multimedia Streaming over WiMAX Networks]]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== '''Peer-to-Peer Content Distribution''' ==&lt;br /&gt;
&lt;br /&gt;
We are exploring the applicability of the P2P paradigm to build cost-effective content distribution systems.  Problems such as sender selection, adaptive object replication,  and content caching are being studied. We are also developing models to analyze the new characteristics of the P2P traffic and the impact of these characteristics on the cache replacement policies and object replication strategies. &lt;br /&gt;
Furthermore, we are devising analytic models  to study the dynamics of the P2P system capacity and the impact of various parameters on it. &lt;br /&gt;
&lt;br /&gt;
* '''[[pCDN|pCDN: Peer-assisted Content Distribution Network]]'''&lt;br /&gt;
&lt;br /&gt;
* '''[[Modeling and Caching of P2P Traffic]]'''&lt;br /&gt;
&lt;br /&gt;
* '''[[Scalable Multimedia Streaming]]''' &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== '''Online Networked Games''' == &lt;br /&gt;
&lt;br /&gt;
We are designing various algorithms to improve the performance of online games. &lt;br /&gt;
&lt;br /&gt;
* '''[[Minimizing Round-Trip Time in Online Games]]'''&lt;br /&gt;
&lt;br /&gt;
* '''[[Minimizing Energy Consumption for Online Games on Mobile Phones]]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== '''Network Security''' == &lt;br /&gt;
&lt;br /&gt;
We are exploring network monitoring techniques to detect and thwart intrusion and denial-of-service attacks in their early stages by observing unusual traffic patterns injected by such attacks. We are studying the security of multimedia streaming systems that employ multi-layer and fine-grain scalable video streams. &lt;br /&gt;
&lt;br /&gt;
* '''[[Security of Scalable Multimedia Streams]]'''&lt;br /&gt;
&lt;br /&gt;
* '''[[Security of the SIP protocol]]'''  &lt;br /&gt;
 &lt;br /&gt;
* '''[[Detecting DoS Attacks and Service Violations in QoS-enabled Networks]]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== '''Wireless Sensor Networks''' == &lt;br /&gt;
&lt;br /&gt;
We are developing coverage and connectivity maintenance protocols that consider probabilistic (i.e., more realistic) sensing and communication models. We are also designing protocols that provide controllable degrees of coverage (k-coverage). &lt;br /&gt;
&lt;br /&gt;
* '''[[Probabilistic Coverage and Connectivity]]'''&lt;br /&gt;
&lt;br /&gt;
* '''[[K-Coverage and its Application to Forest Fire Detection]]'''&lt;/div&gt;</summary>
		<author><name>Mhegazy</name></author>
	</entry>
	<entry>
		<id>https://nmsl.cs.sfu.ca/index.php?title=Network_and_Multimedia_Systems_Lab_(NMSL)&amp;diff=6389</id>
		<title>Network and Multimedia Systems Lab (NMSL)</title>
		<link rel="alternate" type="text/html" href="https://nmsl.cs.sfu.ca/index.php?title=Network_and_Multimedia_Systems_Lab_(NMSL)&amp;diff=6389"/>
		<updated>2019-06-17T19:50:21Z</updated>

		<summary type="html">&lt;p&gt;Mhegazy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
'''Welcome to the Network Systems Lab (NSL) at SFU!'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We are interested in the broad areas of multimedia networking and multimedia systems. We develop algorithms and systems to efficiently distribute multimedia content to large-scale user communities over wired and wireless networks. The Network Systems Lab is led by [http://www.cs.sfu.ca/~mhefeeda/ Dr. Mohamed Hefeeda.] and it is located in the TASC1 building, room 8210. &lt;br /&gt;
&lt;br /&gt;
We hold regular [[group meeting]] for discussion and brainstorming.&lt;br /&gt;
&lt;br /&gt;
Our current research interests include mobile multimedia, immersive and 3D video streaming, and cloud support for mobile and multimedia systems. Brief description and links to currently active projects are given below. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== '''Next Generation Video''' == &lt;br /&gt;
&lt;br /&gt;
With massive investments in the virtual reality (VR) hardware sector, companies encounter the challenge of providing VR content.  The current solution of installing and operating VR camera rigs is expensive and not scalable. This project provides novel algorithms and methods to automatically convert standard broadcast 2D video streams to 3D and immersive VR streams of high quality. It also provides algorithms for adaptively streaming such complex multimedia content over the Internet to heterogeneous receivers. &lt;br /&gt;
&lt;br /&gt;
* '''[[Immersive_Videos|Immersive Videos]]'''&lt;br /&gt;
&lt;br /&gt;
* '''[[Hyperspectral Imaging]]'''&lt;br /&gt;
&lt;br /&gt;
* '''[[Cloud-Enabled Interactive Multimedia Applications for the Crowd]]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== '''Mobile Multimedia''' == &lt;br /&gt;
&lt;br /&gt;
We are designing algorithms to optimize video streaming in mobile wireless networks from different perspectives, including energy consumption of mobile receivers, quality of the videos delivered, and efficient utilization of the wireless bandwidth. &lt;br /&gt;
&lt;br /&gt;
* '''[[hybridStreaming|Hybrid Multicast-Unicast Streaming over Mobile Networks]]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== '''Cloud Gaming''' ==&lt;br /&gt;
&lt;br /&gt;
We are&lt;br /&gt;
&lt;br /&gt;
* '''[[contentAwareCloudGaming| Content-aware Video Encoding for Cloud Gaming]]'''&lt;br /&gt;
&lt;br /&gt;
== '''ISP and CDN Traffic Management''' ==&lt;br /&gt;
&lt;br /&gt;
We develop algorithms and systems for future ISP and CDN architectures. This includes resource management of ISP-managed CDNs (often called Telco-CDN). We develop stateless and efficient protocols and tools to support multicast traffic engineering in the ISP network.&lt;br /&gt;
&lt;br /&gt;
* '''[[telcoCDN| Resource Management in Telco-CDNs]]'''&lt;br /&gt;
&lt;br /&gt;
* '''[[Multicast in Carrier-Grade Networks| Multicast in Carrier-Grade Networks]]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= '''''Concluded Projects''''' =&lt;br /&gt;
&lt;br /&gt;
== '''Industrial Automation as a Cloud Service''' == &lt;br /&gt;
&lt;br /&gt;
We are developing algorithms and systems to enable offering the whole stack of industrial automation systems from the cloud. &lt;br /&gt;
&lt;br /&gt;
* '''[[cloudAutomation| Industrial Automation as a Cloud Service]]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== '''Mobile Multimedia''' ==&lt;br /&gt;
&lt;br /&gt;
* '''[[mobileTV|Mobile TV Networks]]''' &lt;br /&gt;
&lt;br /&gt;
* '''[[wimax|Multimedia Streaming over WiMAX Networks]]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== '''Peer-to-Peer Content Distribution''' ==&lt;br /&gt;
&lt;br /&gt;
We are exploring the applicability of the P2P paradigm to build cost-effective content distribution systems.  Problems such as sender selection, adaptive object replication,  and content caching are being studied. We are also developing models to analyze the new characteristics of the P2P traffic and the impact of these characteristics on the cache replacement policies and object replication strategies. &lt;br /&gt;
Furthermore, we are devising analytic models  to study the dynamics of the P2P system capacity and the impact of various parameters on it. &lt;br /&gt;
&lt;br /&gt;
* '''[[pCDN|pCDN: Peer-assisted Content Distribution Network]]'''&lt;br /&gt;
&lt;br /&gt;
* '''[[Modeling and Caching of P2P Traffic]]'''&lt;br /&gt;
&lt;br /&gt;
* '''[[Scalable Multimedia Streaming]]''' &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== '''Online Networked Games''' == &lt;br /&gt;
&lt;br /&gt;
We are designing various algorithms to improve the performance of online games. &lt;br /&gt;
&lt;br /&gt;
* '''[[Minimizing Round-Trip Time in Online Games]]'''&lt;br /&gt;
&lt;br /&gt;
* '''[[Minimizing Energy Consumption for Online Games on Mobile Phones]]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== '''Network Security''' == &lt;br /&gt;
&lt;br /&gt;
We are exploring network monitoring techniques to detect and thwart intrusion and denial-of-service attacks in their early stages by observing unusual traffic patterns injected by such attacks. We are studying the security of multimedia streaming systems that employ multi-layer and fine-grain scalable video streams. &lt;br /&gt;
&lt;br /&gt;
* '''[[Security of Scalable Multimedia Streams]]'''&lt;br /&gt;
&lt;br /&gt;
* '''[[Security of the SIP protocol]]'''  &lt;br /&gt;
 &lt;br /&gt;
* '''[[Detecting DoS Attacks and Service Violations in QoS-enabled Networks]]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== '''Wireless Sensor Networks''' == &lt;br /&gt;
&lt;br /&gt;
We are developing coverage and connectivity maintenance protocols that consider probabilistic (i.e., more realistic) sensing and communication models. We are also designing protocols that provide controllable degrees of coverage (k-coverage). &lt;br /&gt;
&lt;br /&gt;
* '''[[Probabilistic Coverage and Connectivity]]'''&lt;br /&gt;
&lt;br /&gt;
* '''[[K-Coverage and its Application to Forest Fire Detection]]'''&lt;/div&gt;</summary>
		<author><name>Mhegazy</name></author>
	</entry>
</feed>