Submitted:
08 October 2025
Posted:
09 October 2025
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Abstract
Keywords:
1. Introduction
- We evaluated, compared, and analyzed the performance of low-latency and traditional ABR algorithms to determine whether low-latency algorithms can simultaneously optimize QoE metrics while prioritizing latency reduction.
- A comparative analysis is performed between conventional DASH algorithms (Dynamic, Throughput) and low-latency approaches (L2A-LL, LoL+) to determine their relative strengths in maintaining QoE under fluctuating bandwidth.
- The data for objective and subjective evaluation is prepared by streaming diverse video content encoded under controlled network conditions and varying segment durations, enabling both objective and subjective assessment.
- A crowd-sourced subjective evaluation is conducted to analyze the perceptual impact of ABR algorithms and network dynamics on user QoE.
- The study offers insights into how objective metrics relate to user perception, showing where measured performance differs from what viewers actually experience.
2. Literature Review
3. Methodology
3.1. Test Scenarios
3.1.1. Evaluation Test Bed
3.2. Methods
3.2.1. Source Content Selection
3.2.2. Encoded Content
3.2.3. Bandwidth Profiles for Evaluation
| Index | Animated content | Movie content |
|---|---|---|
| 1 | 50 kbit/s, 320x240 | 50 kbit/s, 320x240 |
| 2 | 200 kbit/s, 480x360 | 200 kbit/s, 480x360 |
| 3 | 600 kbit/s, 854x480 | 600 kbit/s, 854x480 |
| 4 | 1.2 Mbit/s,1280x720 | 1.2 Mbit/s,1280x720 |
| 5 | 2.5 Mbit/s,1920x1080 | 2.0 Mbit/s,1920x1080 |
| 6 | 3.0 Mbit/s,1920x1080 | 2.5 Mbit/s,1920x1080 |
| 7 | 4.0 Mbit/s,1920x1080 | 3.0 Mbit/s,1920x1080 |
| 8 | 8.0 Mbit/s,1920x1080 | 6.0 Mbit/s,1920x1080 |
3.2.4. Experimental Procedure
3.2.5. Adaptive Bitrate (ABR) Algorithms
- Throughput: The throughput-based algorithm selects the video quality level by estimating the available network bandwidth from the download times of recent segments. The player request highre quality level that is expected to be sustainable under the measured throughput. This algorithm calculates the average throughput of the previous video segment that was downloaded [36].
- BOLA (Buffer Occupancy-based Lyapunov Algorithm): The BOLA is buffer based ABR algorithm. This algorithm leverages Lyapunov optimization to balance video quality against the risk of rebuffering. The BOLA makes adaptation decisions based on buffer occupancy, aiming to maximize utility while maintaining playback stability. The BOLA algorithm is well-suited for situations where bandwidth varies. [37].
- Dynamic: A dynamic ABR algorithm working on principle adapting video quality decisions by combining estimated throughput and buffer occupancy. The throughput-based algorithms are based on hybrid strategy. These hybrid or adaptive strategies are more robust than static approaches. These algorithms continuously adjust their decision logic based on the streaming context [38].
- Learn2Adapt Low Latency (L2A-LL): The Learn2Adapt Low Latency (L2A-LL) algorithm is a reinforcement learning–based ABR approach. The L2A-LL is designed for low-latency streaming scenarios. This algorithm uses the online convex optimization principle. The reinforcement learning agent is trained to balance competing objectives, including maintaining low playback latency, reducing rebuffering, and minimizing quality fluctuations. By leveraging data-driven decision-making, L2A-LL adapts more effectively to highly variable network conditions compared to traditional rule-based strategies, making it a strong candidate for next-generation low-latency adaptive streaming systems [18,39].
- Low on Latency (LOL+): The Low on Latency (LOL+) algorithm original LOL extends approach by explicitly incorporating playback latency into the adaptation logic, alongside traditional parameters such as buffer occupancy and throughput. The LOL+ is a heuristic algorithm that uses learning principles to optimize the parameters for the best QoE. This algorithm is implemented on a SOM (self-organizing map) model. The SOM model which accounts for different QoE metrics and changes in the network. There are crucial modules in LOL+. The LOL+ playback speed control module is based on a hybrid algorithm that estimates latency and the buffer level and administers the playback speed. The second module which is LOL+ and the QoE evaluation module and that is accountable for QoE computation based on metrics such as segment bitrate, switching, rebuffer events, latency, and playback speed [39,40].
4. Evaluation Results
4.1. Objective Evaluation Outcome
4.2. Subjective Evaluation Outcome
4.2.1. Video Sequences
| Group | File 1 | File 2 | File 3 | File 4 |
|---|---|---|---|---|
| 1 | L04-SRC4.mp4 | 0G-SRC1.mp4 | 06-SRC2.mp4 | 0G-SRC3.mp4 |
| 2 | 08-SRC4.mp4 | 13-SRC1.mp4 | L02-SRC2.mp4 | 07-SRC3.mp4 |
| 3 | 0G-SRC4.mp4 | 05-SRC1.mp4 | 0G-SRC2.mp4 | L03-SRC3.mp4 |
| 4 | 04-SRC4.mp4 | 09-SRC1.mp4 | 03-SRC3.mp4 | 16-SRC4.mp4 |
| 5 | L01-SRC1.mp4 | 10-SRC2.mp4 | 15-SRC3.mp4 | 14-SRC4.mp4 |
| 6 | 01-SRC1.mp4 | 02-SRC2.mp4 | 11-SRC3.mp4 | 12-SRC4.mp4 |
4.2.2. Duration of Stimuli
4.2.3. Study Description
4.2.4. Selection of Test Participants
4.2.5. Mean Opinion Score

| Video | N | Mean | StdDev | 95% CI |
|---|---|---|---|---|
| BBB | 25 | 2.880 | 0.781 | (2.594, 3.166) |
| Elephant | 25 | 2.480 | 0.714 | (2.194, 2.766) |
| Sparks | 25 | 2.960 | 0.790 | (2.674, 3.246) |
| TOS | 25 | 3.400 | 0.577 | (3.114, 3.686) |
| Video | N | Mean | StdDev | 95% CI |
|---|---|---|---|---|
| BBB | 25 | 2.96 | 0.790 | (2.641, 3.279) |
| Elephant | 25 | 2.44 | 0.651 | (2.121, 2.759) |
| Sparks | 25 | 3.00 | 0.913 | (2.681, 3.319) |
| TOS | 25 | 3.28 | 0.843 | (2.961, 3.599) |
| Video | N | Mean | StdDev | 95% CI |
|---|---|---|---|---|
| BBB | 25 | 3.36 | 0.810 | (3.035, 3.685) |
| Elephant | 25 | 3.08 | 0.997 | (2.755, 3.405) |
| Sparks | 25 | 2.24 | 0.723 | (1.915, 2.565) |
| TOS | 25 | 2.52 | 0.714 | (2.195, 2.845) |
| Video | N | Mean | StdDev | 95% CI |
|---|---|---|---|---|
| BBB | 25 | 3.32 | 0.748 | (2.970, 3.670) |
| Elephant | 25 | 3.40 | 0.866 | (3.050, 3.750) |
| Sparks | 25 | 2.80 | 0.913 | (2.450, 3.150) |
| TOS | 25 | 2.72 | 0.980 | (2.370, 3.070) |
4.2.6. Scatter Plot Analysis of Algorithms and MOS Score
4.2.7. Regression Analysis of Low-Latency Algorithms
| Source | DF | SS | MS | F | P |
|---|---|---|---|---|---|
| Regression | 1 | 1.66 | 1.66 | 3.25 | 0.085 |
| Error | 23 | 11.77 | 0.51 | ||
| Total | 24 | 13.44 |
| Source | DF | SS | MS | F | P |
|---|---|---|---|---|---|
| Regression | 1 | 8.45 | 8.45 | 20.39 | 0.00 |
| Error | 23 | 9.45 | 0.41 | ||
| Total | 24 | 18.00 |
| Source | DF | SS | MS | F | P |
|---|---|---|---|---|---|
| Regression | 1 | 8.45 | 8.45 | 20.39 | 0.00 |
| Error | 23 | 9.45 | 0.41 | ||
| Total | 24 | 18.00 |
| Source | DF | SS | MS | F | P |
|---|---|---|---|---|---|
| Regression | 1 | 4.76 | 4.76 | 6.00 | 0.022 |
| Error | 23 | 18.27 | 0.79 | ||
| Total | 24 | 23.04 |
5. Conclusions and Future Work
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