Study on CPU and RAM Resource Consumption of Mobile Devices
using Streaming Services
Przemyslaw Falkowski-Gilski
a
and Michal Wozniak
Faculty of Electronics, Telecommunications and Informatics, Gdansk University of Technology,
Narutowicza 11/12, Gdansk, Poland
Keywords: Mobile Devices, Multimedia Content, Streaming Services, Wireless Communication.
Abstract: Streaming multimedia services have become very popular in recent years, due to the development of wireless
networks. With the growing number of mobile devices worldwide, service providers offer dedicated
applications that allow to deliver on-demand audio and video content anytime and everywhere. The aim of
this study was to compare different streaming services and investigate their impact on the CPU and RAM
resources, with respect to type of Internet connection. The paper consists of two parts: theoretical and research.
The first part provides a description of current means of wireless communication, including transmission of
multimedia in Wi-Fi and cellular systems, as well as principles of operation of popular streaming media
available on the marked, including utilized coding algorithm and available bitrates. The second part describes
the set of utilized consumer devices, including 50 smartphones, as well as tools, laboratory equipment,
and research scenarios. Results of this study may aid both researchers and professionals involved in the
digital mobile market, including content and service providers, as well as network operators.
1 INTRODUCTION
The continuous development of mobile devices and
wireless networks has contributed to the creation of
many services enabling streaming of audio and video
content. Unlike traditional terrestrial radio or
television, they allow each and every individual to
choose the content he or she desires at a given
moment, without being limited by a fixed
broadcasting schedule (Kohli, 2020).
Streaming services allow us to consume content
without having to download the entire file into the
memory of a consumer device in order to play it back.
In this case data are being downloaded from the
server continuously in real-time. This is possible
thanks to the increase in both throughput and network
capacity (Muscat, 2019).
Like all data transmitted over the Internet,
multimedia are divided into packets that are sent to
the recipient, sometimes even via different routes
and/or different access media. Even when a drop in
quality of a connection occurs, smooth playback is
maintained thanks to the existence of the so-called
buffer. The buffer may be viewed as a queue that
a
https://orcid.org/0000-0001-8920-6969
allows to download and process data in advance
(Bouraqia, Sabir, Sadik and Ladid, 2020).
2 WIRELESS COMMUNICATION
INTERFACES
Wireless networks enable to connect and share
resources among multiple consumer devices located
and operating on a predefined serving area
(Kryvinska and Greguš, 2019). Currently, the most
popular ones include Wi-Fi and cellular systems.
2.1 Wireless-Fidelity
Wireless-Fidelity is a proprietary name of the IEEE
802.11 family of standards, in which WLANs
(Wireless Local Area Networks) are based.
These networks are susceptible to interference, due to
utilized frequencies. In order to minimize this effect,
the allocated frequency range of 2.4 GHz has been
divided into 14 channels in Europe and 13 in the
USA, of 22 MHz width each. Whereas, the 5 GHz
Falkowski-Gilski, P. and Wozniak, M.
Study on CPU and RAM Resource Consumption of Mobile Devices using Streaming Services.
DOI: 10.5220/0010624900003058
In Proceedings of the 17th International Conference on Web Information Systems and Technologies (WEBIST 2021), pages 235-241
ISBN: 978-989-758-536-4; ISSN: 2184-3252
Copyright
c
2021 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
235
band has been divided into 23 channels, each of
20 MHz width, respectively.
Over the years, many versions of the IEEE 802.11
standard have been introduced, subsequent ones were
market with letters of the alphabet. Each new version
brought improvements in the speed and range of data
transmission.
The original version, introduced in 1997, allowed
data transmission with a maximum speed of up to
2 Mbps in the 2.4 GHz frequency band. Its range
(coverage) was equal to approx. 20 m indoors and
approx. 100 m outdoors.
In 1999, two subsequent versions were issued,
labelled as IEEE 802.11a and 802.11b. They both
utilized SISO (Single-Input Single-Output)
technology, however differed in operation
frequencies and modulation techniques.
802.11a utilized 5 GHz and 3.7 GHz radio
frequencies with channel width of 20 MHz,
enabling data transmission with speeds up to
54 Mbps. The connection area ranged from
35 to 120 m for the 5 GHz variant, whereas for the
3.7 GHz variant it was equal to even 5 km
outdoors. The utilized modulation scheme was
OFDM (Orthogonal Frequency Division
Multiplexing);
802.11b utilized the 2.4 GHz frequency range
with channel width of 22 MHz.
The transmission speed was up to 11 Mbps,
and its serving area for both indoor and outdoor
environments ranged from 35 to 140 m. In this
case, DSSS (Direct Sequence Speed Spectrum)
technique was used.
In 2003, the IEEE 802.11g standard was released,
enabling transmission of data at speeds up to 54 Mbps
with the 2.4 GHz frequency range. The serving area
ranged from 38 to 140 m with SISO technology.
It was compatible with both OFDM and DSSS
techniques, depending on the user’s choice.
The IEEE 802.11n standard, introduced in 2009,
operated at either 2.4 or 5 GHz, and supported a
maximum bandwidth of 150 up to 600 Mbps.
The serving area ranged up to 75 m indoors and
250 m outdoors. This increase in maximum transfer
speeds and range resulted from the introduction of
the MIMO (Multiple-Input Multiple-Output) antenna
array for both sending and receiving data.
Additionally, this version enabled to increase the
channel bandwidth from 20 to 40 MHz.
In 2013, the IEEE 802.11ac standard, operating
within the 5 GHz radio band, enabled to select the
width of the channel from 20, 40, 80, up to 160 MHz.
It introduced MU (Multi-User) MIMO technology.
This standard also brought a novel 256-QAM
modulation scheme. Therefore, the maximum
transfer speed ranged from 450 Mbps up to 1.3 Gbps,
and the connection range indoors was equal to 35 m
(Gast, 2005).
In 2018, the Wi-Fi Alliance concluded that the
names of IEEE 802.11 standards should be more user-
friendly. For this reason, a new nomenclature of
standards has been introduced, as shown in Table 1,
together with new logos, particularly designed and
implemented for mobile devices (see Figure 1).
Table 1: Nomenclature of IEEE 802.11 standards.
Before 2018 After 2018
802.11b Wi-Fi 1
802.11a Wi-Fi 2
802.11h Wi-Fi 3
802.11n Wi-Fi 4
802.11ac Wi-Fi 5
802.11ax Wi-Fi 6
Figure 1: Updated Wi-Fi logos introduced by Wi-Fi
Alliance.
A comparison of currently available IEEE 802.11
standards, including utilized frequency range as well
as maximum throughput, is shown in Table 2.
Table 2: Comparison of different IEEE 802.11 standards.
Standard
Release
date
Freq. range
[GHz]
Throughput
[Mbps]
802.11 1997 2.4 2
802.11b 1999 2.4 11
802.11a 1999 5 54
802.11g 2003 2.4 54
802.11n 2009 2.4/5 150-600
802.11ac 2013 5 400-1300
802.11ax 2019 2.4/5 1200-14000
However, Wi-Fi networks operate in the so-called
ISM (Industrial, Scientific, Medical) band, which is
open for other communication standards, including
Bluetooth, etc. This issue, related with coexistence of
multiple systems and/or standards, is an important
topic, especially when talking about the IoT (Internet
of Things) concept (Polak and Milos, 2020).
This fact, quite the opposite to standardized cellular
networks, may be a crucial differentiator when it
comes to possible interferences.
WEBIST 2021 - 17th International Conference on Web Information Systems and Technologies
236
2.2 Cellular Networks
The standardization of cellular networks begun in the
1970s and 1980s. However, the first generation (1G)
standard, offering analog radio transmission,
was focused only on speech and text services.
The second generation (2G) system offered some
type of multimedia transmission, namely MMS
(Multimedia Messaging Service) with still pictures
and audio. The breakpoint came with the third
generation (3G), as the expectations of users started
to grow.
The UMTS (Universal Mobile
Telecommunications System) offered speeds up to
384 kbps, with video calls (aside from traditional
voice calls), file sharing, Internet browsing and other
multimedia services available so far only using fixed
cable connections. The next step was the introduction
of HSDPA (High-Speed Downlink Packet Access)
and HSUPA (High-Speed Uplink Packet Access)
protocols, which complemented each other creating
the HSPA (High-Speed Packet Access). It provided
transfers from 1.8 to 3.6 Mbps in the downlink and
1.4 Mbps in the uplink.
In 2014, LTE (Long-Term Evolution) as the
fourth generation (4G) system was introduced.
This standard increased the peak data rates up to
100 Mbps for downlink and 50 Mbps for uplink,
with significant delay reduction and improved
spectral efficiency related with flexible frequency
allocation. LTE allows 6 different channel
bandwidths, namely 1.4, 3, 5, 10, 15, and 20 MHz.
Theoretically, with a 20 MHz wide channel and
4x4 MIMO antenna equipment, it allows speeds up to
326 Mbps for downloading and 86 Mbps for
uploading data. With further improvements, referred
to as LTE-Advanced, related with the growing
number of active network subscribers, throughput can
be increased even up to 3 Gbps and 1.5 Gbps,
respectively (Meraj and Kumar, 2015; Shen, Lin
and Zhang, 2020).
Currently, each and every network operator is
focused on implementing the fifth generation (5G)
network infrastructure. As the number of active users
and their consumer devices continues to grow,
throughput may be further extended to 10 or even
20 Gbps (Raca, Leahy, Sreenan and Quinlan, 2020).
Yet still, most people own and use 4G-compatible
mobile devices. That is why this cellular standard,
along with Wi-Fi connectivity, was evaluated.
3 MOBILE MULTIMEDIA
DISTRIBUTION
The popularity of multimedia content distribution via
the Internet started in the last two decades (Iwacz,
Jajszczyk and Zajaczkowski, 2008). With the
growing demands for transferring large amounts of
data in a timely manner, the IETF (Internet
Engineering Task Force) has developed the RTP
(Real-Time Transport Protocol).
The RTP standard is dedicated to handle
streaming of multimedia over IP (Internet Protocol)
networks that enable to deliver audio and video
packets with low overhead. It manages the streaming
session between the server and clients with the RTCP
(Real-Time Control Protocol). However, RTP has
several disadvantages, such as: blocking packets by
firewalls, no support for currently operating CDN
(Content-Distribution Networks), difficulties when
handling different receiving devices (e.g. processing
power, resolution, etc.).
In order to overcome this, HTTP (Hypertext
Transfer Protocol) was introduced. Unlike RTP,
HTTP is compatible with CDNs and is not blocked by
firewalls. Additionally, in HTTP the client is
responsible for managing the streaming session,
which eliminates the burden on the server. However,
despite many advantages, HTTP cannot handle
streaming different bandwidths for clients using
diverse consumer devices. Therefore, HAS (HTTP
Adaptive Streaming) was proposed.
HAS allows to adjust the quality of multimedia to
the available network resources and technical
parameters of the receiving device. This is possible
by dividing multimedia files into short segments,
which are then encoded at different data rates.
Multimedia transmitted in such a way may contain
both video and/or audio content, as well as subtitles
in various languages.
The coded segments are available on the web
server so that the client can download them on
demand. Before starting the essential playback,
the client downloads a MPD (Media Presentation
Description) file, containing information about the
streamed content, in the form of an XML (Extensible
Markup Language). It contains information such as:
start and end time of each segment, available
transmission rates, URL (Uniform Resource Locator)
for each segment.
Based on a set of parameters, including Internet
connection, screen resolution of the consumer
device, etc., a schedule for downloading subsequent
segments is prepared. The schedule may be
dynamically changed, based on network quality
Study on CPU and RAM Resource Consumption of Mobile Devices using Streaming Services
237
parameters, in order to provide the highest quality
possible while maintaining smooth playback.
Currently, the most widely-known and utilized
standard is MPEG (Moving Pictures Expert Group)
DASH (Dynamic Adaptive Streaming over HTTP),
utilized by a variety of streaming services, including
Netflix and YouTube (Vetro, 2011; Gazdar and
Alkwai, 2018; Hoßfeld et al., 2015).
4 MOBILE STREAMING
SERVICES
This chapter discusses popular mobile streaming
services (Falkowski-Gilski and Uhl, 2020;
Falkowski-Gilski, 2020), including utilized codecs
and available bitrates that were evaluated during
this study.
4.1 Spotify
Spotify is a streaming service that allows to play
audio files. It was first launched in 2008. As the first
on the market, it offered both music pieces and
podcasts on multiple mobile platforms. Currently,
its library contains over 60 million songs. Its free
version enables to: access the full library, and
playback (interspersed with advertisements).
Whereas, the premium version enables to: play
content without advertisement, even offline, and with
higher quality (bitrate).
Spotify supports different file formats for content
distribution from creators, including FLAC (Free
Lossless Audio Codec) and WAV. Then, audio files
are encoded using either: Ogg Vorbis (bitrates of
96, 160, 320 kbps), AAC (128, 256 kbps),
or HE-AACv2 (24 kbps). Premium users have the
ability to choose one of the following bitrates:
automatic (depending on the network connection
parameters), low (approx. 24 kbps), normal (approx.
96 kbps), high (approx. 160 kbps), very high (approx.
320 kbps). With a dedicated application, mobile users
can not only search for songs or create their own
playlist, but also listen in a group session mode or
even control playback on another compatible device.
4.2 Tidal
Tidal is a service containing over 55 million songs
and more than 200,000 music videos and movies.
In order to consume content, one needs to purchase
one of the two available subscription versions:
Premium or Hi-Fi.
Premium allows to play audio in standard quality
that is either normal (depending on connection speed)
or high (AAC at 320 kbps), as well as video in HD
quality. Additionally, users can download content and
play it offline. The Hi-Fi version offers playback in
the Hi-Fi format (uncompressed music files at
1411 kbps) and MQA (Master Quality Authenticated)
format (recordings from the studio). It offers similar
capabilities as Spotify, except for remote control and
group sessions.
4.3 Netflix
This platform is focused on audio-video content
consumption, such as movies, series and other
materials. However, the library is strictly dependable
on the region in which the user is located. Content
consumption in SD, HD and 4K formats is only
possible with a subscription.
A dedicated application is available on a variety
of consumer devices. Additionally, users can
download content directly to their device and watch it
while being offline. It offers a variety of user profiles
and related suggestions based on similar and/or
previously watched content, as well as a resume
playback option when the viewing process was
interrupted.
4.4 Twitch
This streaming platform was designed in order to
connect the gaming and broadcasting industry.
Currently, Twitch allows creators not only to upload
and share content with others, but also earn money
from ads and subscriptions. The displayed audio-
video quality is dependable on current network
conditions (auto mode). However, one can chose one
of the following resolutions: 160p, 360p, 480p, 720p,
720p 60 FPS, and 1080p 60 FPS. The dedicated
application enables to select from a variety of
broadcast categories, including type of gameplay,
individual creators. It offers the possibility to watch
saved broadcasts or their fragments, adjust playback
settings or even start a fresh live streaming session.
4.5 YouTube
This platform is available in a free version
(with advertisements) as well as a premium one
(no displayed advertisements). However, both
version allow creators to earn money. The premium
version enables to play audio and/or video with the
screen turned off. The resolution ranges from:
144p, 240p, 360p, 480p, 720p 60 FPS, 1080p 60 FPS,
WEBIST 2021 - 17th International Conference on Web Information Systems and Technologies
238
even up to 4K. The application offers multiple search
options, including movies, playlists, even channels
broadcasting live.
5 ABOUT THE STUDY
The study was carried out using a set of 50 mobile
devices coming from different manufacturers.
Each terminal was running Android 10 and had a
8-core processor and 4 GB of RAM. The display
resolution was equal to Full-HD. All consumer
electronics were compatible with Wi-Fi 802.11
a/b/g/n/ac, as well as 2G, 3G, and 4G cellular
networks.
The serving network infrastructure was realized
with a typical Wi-Fi access point, with 2x2 MIMO
antenna array, operating in the 2.4 GHz frequency
range. After a preliminary benchmark, the Internet
connection was set to the following throughput
values:
Download speed: maximum 300 Mbps, typical
225 Mbps, minimum 150 Mbps;
Upload speed: maximum 40 Mbps, typical
30 Mbps, minimum 20 Mbps.
All data sourced from mobile devices,
for monitoring as well as further processing purposes,
were gathered in a wired manner, in order not to
influence the wireless connectivity, using a custom
Linux-based software. The current status was
refreshed every second.
The streaming services were installed in the
currently available distribution, sourced from the
Android dedicated application market. The research
campaign was composed of a set of scenarios,
including both Wi-Fi and cellular connectivity,
together with audio and mixed audio-video content,
as shown in Table 3.
Table 3: Investigated research scenarios.
Name
Wireless
interface
Type of
conten
t
Scenario 1 Wi-Fi Audio-Video
Scenario 2 Wi-Fi Audio
Scenario 3 Cellula
r
Audio-Video
Scenario 4 Cellula
r
Audio
In each of the four scenarios, we have predefined
the initial throughput value, based on type of
streaming services as well as quality (related bitrate).
The list of settings, for each respective scenario,
are shown in Tables 4-7.
Table 4: Initial parameters for scenario 1.
Approach
no.
Streaming
application
Content
quality
Initial
throughput
[kbps]
1 Netflix 240p 1024
2 Netflix 480p 1024
3 Netflix 1080p 1024
4 YouTube 240p 1024
5 YouTube 480p 1024
6 YouTube 1080p 1024
7 Twitch 240p 1024
8 Twitch 480p 1024
9 Twitch 1080p 1024
In case of scenario 1, the content quality ranged
from 240p up to 1080p, regardless of the type of
utilized streaming application.
Table 5: Initial parameters for scenario 2.
Approach
no.
Streaming
application
Content
quality
Initial
throughput
[kbps]
1 Spotify Low 512
2 Spotify Normal 512
3 Spotify High 512
4 Tidal Normal 512
5 Tidal High 512
For scenario 2, the content quality ranged from
low up to high for Spotify, and from normal to high
for Tidal.
Table 6: Initial parameters for scenario 3.
Approach
no.
Streaming
application
Cellular
networ
k
Content
quality
1 Netflix 3G 480p
2 Netflix 4G 480p
3 YouTube 3G 480p
4 YouTube 4G 480p
5 Twitch 3G 480p
6 Twitch 4G 480p
Scenario 3 was focused on investigating different
audio-visual content distribution streaming
applications, available in 480p resolution, via 3G or
4G terrestrial radio interfaces.
Table 7: Initial parameters for scenario 4.
Approach
no.
Streaming
application
Cellular
networ
k
Content
quality
1 Spotify 3G High
2 Spotify 4G High
3 Tidal 3G High
4 Tidal 4G High
Whereas scenario 4 was aimed at investigating
audio content distribution applications, available in
high quality, transmitted via 3G and 4G as well.
Study on CPU and RAM Resource Consumption of Mobile Devices using Streaming Services
239
In each of the four scenarios, we have performed
typical user activities, including: moving forward and
backward, skipping and selecting another material,
selecting and switching to and from a playlist, turning
full screen mode on and off.
6 RESULTS
Results, concerning all the aforementioned scenarios,
user activities, as well as devices, have been
averaged, concerning utilized CPU and RAM
resources, are shown in Table 8.
Obtained data indicate, quite surprisingly that the
quality of the consumed content itself does not affect
the CPU usage. In case of RAM, the situation is quite
the opposite. However, this increase is not linear with
the rise of quality of media. This fact indicates that
although RAM is more affected than CPU, the overall
usage depends on a number of factors.
Additionally, larger deviations were observed
during the 1080p content playback. This surely was
related to data buffering, resulting from a seldom
bottleneck in available bandwidth. Moreover,
according to obtained results, the type of Internet
connection did not directly affect the CPU and RAM
usage.
When analyzing particular streaming services,
it can be noticed that they strictly depend on the
particular application. The Netflix mobile application
consumed an average of approx. 40%, whereas
YouTube and Twitch apps used approx. 35% and
50%, respectively. The average RAM usage was
lowest in case of YouTube, resulting in approx. 8%,
whereas Netflix and Twitch apps required a little
more, namely 10% on average.
As expected, streaming audio files required less
processing power than streaming mixed audio-video
files. The Spotify platform used 30% of the CPU
processing power, whereas Tidal required only
approx. 20%. In case of both applications, the RAM
usage oscillated around 8-10%.
7 CONCLUSIONS
The conducted research had shown that the mere
change in quality of consumed content did not
significantly affect the usage of CPU and RAM
resources. In case of a dedicated mobile application,
the type of Internet connection did not contribute to a
significant change in the resource consumption as
well.
Table 8: Overall results concerning CPU and RAM usage with respect to type of streaming service, type of content,
and type of network connectivity.
Scenario Approach no. Avg. CPU usage [%] Std. deviation Avg. RAM usage [%] Std. deviation
S1 1 38.79 18.38 9.44 0.80
2 41.29 18.89 10.25 0.58
3 40.74 16.53 10.20 0.50
4 34.31 21.99 8.06 0.52
5 35.01 20.19 8.05 0.35
6 58.46 22.67 7.81 0.26
7 50.47 11.31 11.95 0.28
8 53.23 13.69 9.54 0.22
9 75.56 22.16 8.83 0.24
S2 1 33.16 6.38 9.49 0.14
2 29.71 8.00 10.27 0.15
3 30.39 5.92 7.80 0.21
4 16.64 10.57 10.45 0.43
5 21.44 14.16 7.20 0.21
S3 1 34.25 18.40 7.89 0.70
2 34.17 19.62 11.17 0.51
3 32.82 24.92 8.90 0.33
4 41.30 27.47 9.52 0.36
5 43.10 13.81 12.36 0.59
6 44.19 12.11 9.47 0.75
S4 1 27.55 10.44 7.18 0.22
2 61.85 14.76 10.53 0.44
3 19.39 19.73 7.51 0.67
4 20.50 16.74 7.82 0.45
WEBIST 2021 - 17th International Conference on Web Information Systems and Technologies
240
On the other hand, this research experiment also
shown that high network bandwidth and stable
connection enables high-quality media streaming
without the need for buffering.
Streaming services encode the transmitted
multimedia implicitly, which may result in the direct
usage of CPU and RAM resources. This could be one
of the reasons why did the resource usage of a mobile
device differ. These differences may also result from
the developers approach to optimizing mobile
applications, etc. Currently, a broad range of Android
mobile devices is freely available on the market.
That is why most developers try to make their
products widely acceptable (e.g. due to the number of
distributions of an operating system available on the
market). The set of smartphones, utilized during this
study, is new and up to date. This may be one of the
reasons why the differences in resource usage did not
significantly differ.
It seems that the question regarding code
optimization, resource usage, network connectivity,
etc., remains open. Future investigation may be
related with a broader range of consumer devices,
including a wide variety of manufacturers, different
distributions of the Android operating system, as well
as diverse Wi-Fi access point manufacturers and
cellular network providers.
REFERENCES
Bouraqia, K., Sabir, E., Sadik, M., Ladid, L. (2020).
Quality of experience for streaming services:
measurements, challenges and insights. IEEE Access, 8,
13341-13361.
Falkowski-Gilski, P. (2020). On the consumption of
multimedia content using mobile devices: a year to year
user case study. Archives of Acoustics, 45(2), 321-238.
Falkowski-Gilski, P., Uhl, T. (2020). Current trends in
consumption of multimedia content using online
streaming platforms: a user-centric survey.
Computer Science Review, 37, 100268.
Gast, M. S. (2005). 802.11 Wireless Networks:
The Definitive Guide, O’Reilly Media. Sebastopol,
2
nd
edition.
Gazdar, A., Alkwai, L. (2018). Toward a full peer to peer
MPEG-DASH compliant streaming system. Multimed
Tools and Applications, 77, 15829-15849.
Hoßfeld, T., Seufert, M., Sieber, C., Zinner, T.,
Tran-Gia, P. (2015). Identifying QoE optimal
adaptation of HTTP adaptive streaming based on
subjective studies. Computer Networks, 81, 320-332.
Iwacz, G., Jajszczyk, A., Zajaczkowski, M. (2008)
Multimedia Broadcasting and Multicasting in Mobile
Networks, John Wiley & Sons. Chichester, United
Kingdom, 1
st
edition.
Kohli, C. (2020). The replacement of conventional
television by streaming services. International Journal
of Research in Engineering, Science and Management,
3(10), 59-67.
Kryvinska, N., Greguš, M. (Eds.) (2019). Data-Centric
Business and Applications. Lecture Notes on Data
Engineering and Communications Technologies,
Springer. Cham, 1
st
edition.
Meraj, M., Kumar, S. (2015). Evolution of mobile wireless
technology from 0 G to 5 G. International Journal of
Computer Science and Information Technologies, 6(3),
2545-2551.
Muscat, S. (2019). Music in the digital age: streaming and
downloading. Bachelor’s thesis, University of Malta.
Polak, L., Milos, J. (2020). Performance analysis of LoRa
in the 2.4 GHz ISM band: coexistence issues with
Wi-Fi. Telecommunication Systems, 74, 299-309.
Raca, D., Leahy, D., Sreenan, C. J., Quinlan, J. J. (2020).
Beyond throughput, the next generation: a 5G dataset
with channel and context metrics. In MMSys’20,
11th ACM Multimedia Systems Conference, 303-308.
Shen, X., Lin, X., Zhang, K. (Eds.) (2020). Encyclopedia of
Wireless Networks, Springer. Cham, 1
st
edition.
Vetro, A. (2011). The MPEG-DASH Standard for
Multimedia Streaming Over the Internet. IEEE
Multimedia, 18(4), 62-67.
Study on CPU and RAM Resource Consumption of Mobile Devices using Streaming Services
241