I. Introduction
Universal access to and provisioning of (multi-)media content have become reality, nowadays it is very easy-in realtime-to generate, distribute, share, and consume any media content, anywhere, anytime, and with any device. These kind of real-time entertainment services-specifically, streaming audio and video-are typically deployed over the open, unmanaged Internet and account now for more than 70% of the evening traffic in North American fixed access networks. It is assumed that this number will reach 80% by the end of 2020 [1]. Although Internet capacity is constantly increasing for both fixed and mobile networks, the adoption of streaming audio and video services will continue as well as new applications and services will emerge including-but not limited to-ultra high-definition (UHD) 4K/8K, high dynamic range (HDR), and virtual reality (VR), specifically omnidirectional video (OV) also known as 360-degree video. Consequently, the data volume increases which calls for adaptive streaming techniques to cope with bandwidth fluctuations or-in general-with dynamically changing context conditions.