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Multimedia delivery in the future internet
The term âNetworked Mediaâ implies that all kinds of media including text, image, 3D graphics, audio
and video are produced, distributed, shared, managed and consumed on-line through various networks,
like the Internet, Fiber, WiFi, WiMAX, GPRS, 3G and so on, in a convergent manner [1]. This white
paper is the contribution of the Media Delivery Platform (MDP) cluster and aims to cover the Networked
challenges of the Networked Media in the transition to the Future of the Internet.
Internet has evolved and changed the way we work and live. End users of the Internet have been confronted
with a bewildering range of media, services and applications and of technological innovations concerning
media formats, wireless networks, terminal types and capabilities. And there is little evidence that the pace
of this innovation is slowing. Today, over one billion of users access the Internet on regular basis, more
than 100 million users have downloaded at least one (multi)media file and over 47 millions of them do so
regularly, searching in more than 160 Exabytes1 of content. In the near future these numbers are expected
to exponentially rise. It is expected that the Internet content will be increased by at least a factor of 6, rising
to more than 990 Exabytes before 2012, fuelled mainly by the users themselves. Moreover, it is envisaged
that in a near- to mid-term future, the Internet will provide the means to share and distribute (new)
multimedia content and services with superior quality and striking flexibility, in a trusted and personalized
way, improving citizensâ quality of life, working conditions, edutainment and safety.
In this evolving environment, new transport protocols, new multimedia encoding schemes, cross-layer inthe
network adaptation, machine-to-machine communication (including RFIDs), rich 3D content as well as
community networks and the use of peer-to-peer (P2P) overlays are expected to generate new models of
interaction and cooperation, and be able to support enhanced perceived quality-of-experience (PQoE) and
innovative applications âon the moveâ, like virtual collaboration environments, personalised services/
media, virtual sport groups, on-line gaming, edutainment. In this context, the interaction with content
combined with interactive/multimedia search capabilities across distributed repositories, opportunistic P2P
networks and the dynamic adaptation to the characteristics of diverse mobile terminals are expected to
contribute towards such a vision.
Based on work that has taken place in a number of EC co-funded projects, in Framework Program 6 (FP6)
and Framework Program 7 (FP7), a group of experts and technology visionaries have voluntarily
contributed in this white paper aiming to describe the status, the state-of-the art, the challenges and the way
ahead in the area of Content Aware media delivery platforms
Device-based decision-making for adaptation of three-dimensional content
The goal of this research was the creation of an adaptation mechanism for the delivery of three-dimensional content. The adaptation of content, for various network and terminal capabilities - as well as for different user preferences, is a key feature that needs to be investigated. Current state-of-the art research of the adaptation shows promising results for specific tasks and limited types of content, but is still not well-suited for massive heterogeneous environments. In this research, we present a method for transmitting adapted three-dimensional content to multiple target devices. This paper presents some theoretical and practical methods for adapting three-dimensional content, which includes shapes and animation. We also discuss practical details of the integration of our methods into MPEG-21 and MPEG-4 architecture
Object-based 2D-to-3D video conversion for effective stereoscopic content generation in 3D-TV applications
Three-dimensional television (3D-TV) has gained increasing popularity in the broadcasting domain, as it enables enhanced viewing experiences in comparison to conventional two-dimensional (2D) TV. However, its application has been constrained due to the lack of essential contents, i.e., stereoscopic videos. To alleviate such content shortage, an economical and practical solution is to reuse the huge media resources that are available in monoscopic 2D and convert them to stereoscopic 3D. Although stereoscopic video can be generated from monoscopic sequences using depth measurements extracted from cues like focus blur, motion and size, the quality of the resulting video may be poor as such measurements are usually arbitrarily defined and appear inconsistent with the real scenes. To help solve this problem, a novel method for object-based stereoscopic video generation is proposed which features i) optical-flow based occlusion reasoning in determining depth ordinal, ii) object segmentation using improved region-growing from masks of determined depth layers, and iii) a hybrid depth estimation scheme using content-based matching (inside a small library of true stereo image pairs) and depth-ordinal based regularization. Comprehensive experiments have validated the effectiveness of our proposed 2D-to-3D conversion method in generating stereoscopic videos of consistent depth measurements for 3D-TV applications
Enabling geometry-based 3-D tele-immersion with fast mesh compression and linear rateless coding
3-D tele-immersion (3DTI) enables participants in remote locations to share, in real time, an activity. It offers users interactive and immersive experiences, but it challenges current media-streaming solutions. Work in the past has mainly focused on the efficient delivery of image-based 3-D videos and on realistic rendering and reconstruction of geometry-based 3-D objects. The contribution of this paper is a real-time streaming component for 3DTI with dynamic reconstructed geometry. This component includes both a novel fast compression method and a rateless packet protection scheme specifically designed towards the requirements imposed by real time transmission of live-reconstructed mesh geometry. Tests on a large dataset show an encoding speed-up up to ten times at comparable compression ratio and quality, when compared with the high-end MPEG-4 SC3DMC mesh encoders. The implemented rateless code ensures complete packet loss protection of the triangle mesh object and a delivery delay within interactive bounds. Contrary to most linear fountain codes, the designed codec enables real-time progressive decoding allowing partial decoding each time a packet is received. This approach is compared with transmission over TCP in packet loss rates and latencies, typical in managed WAN and MAN networks, and heavily outperforms it in terms of end-to-end delay. The streaming component has been integrated into a larger 3DTI environment that includes state of the art 3-D reconstruction and rendering modules. This resulted in a prototype that can capture, compress transmit, and render triangle mesh geometry in real-time in realistic internet conditions as shown in experiments. Compared with alternative methods, lower interactive end-to-end delay and frame rates over three times higher are achieved
Network streaming and compression for mixed reality tele-immersion
Bulterman, D.C.A. [Promotor]Cesar, P.S. [Copromotor
MPEG-SCORM : ontologia de metadados interoperĂĄveis para integração de padrĂ”es multimĂdia e e-learning
Orientador: Yuzo IanoTese (doutorado) - Universidade Estadual de Campinas, Faculdade de Engenharia ElĂ©trica e de ComputaçãoResumo: A convergĂȘncia entre as mĂdias digitais propĂ”e uma integração entre as TIC, focadas no domĂnio do multimĂdia (sob a responsabilidade do Moving Picture Experts Group, constituindo o subcomitĂȘ ISO / IEC JTC1 SC29), e as TICE, (TIC para a Educação, geridas pelo ISO / IEC JTC1 SC36), destacando-se os padrĂ”es MPEG, empregados na forma de conteĂșdo e metadados para o multimĂdia, e as TICE, aplicadas Ă Educação a DistĂąncia, ou e-Learning (o aprendizado eletrĂŽnico). Neste sentido, coloca-se a problemĂĄtica de desenvolver uma correspondĂȘncia interoperĂĄvel de bases normativas, atingindo assim uma proposta inovadora na convergĂȘncia entre as mĂdias digitais e as aplicaçÔes para e-Learning, essencialmente multimĂdia. Para este fim, propĂ”e-se criar e aplicar uma ontologia de metadados interoperĂĄveis para web, TV digital e extensĂ”es para dispositivos mĂłveis, baseada na integração entre os padrĂ”es de metadados MPEG-21 e SCORM, empregando a linguagem XPathAbstract: The convergence of digital media offers an integration of the ICT, focused on telecommunications and multimedia domain (under responsibility of the Moving Picture Experts Group, ISO/IEC JTC1 SC29), with the ICTE (the ICT for Education, managed by the ISO/IEC JTC1 SC36), highlighting the MPEG formats, featured as content and as description metadata potentially applied to the Multimedia or Digital TV and as a technology applied to e-Learning. Regarding this, it is presented the problem of developing an interoperable matching for normative bases, achieving an innovative proposal in the convergence between digital Telecommunications and applications for e-Learning, both essentially multimedia. To achieve this purpose, it is proposed to creating a ontology for interoperability between educational applications in Digital TV environments and vice-versa, simultaneously facilitating the creation of learning metadata based objects for Digital TV programs as well as providing multimedia video content as learning objects for Distance Education. This ontology is designed as interoperable metadata for the Web, Digital TV and e-Learning, built on the integration between MPEG-21 and SCORM metadata standards, employing the XPath languageDoutoradoTelecomunicaçÔes e TelemĂĄticaDoutor em Engenharia ElĂ©tricaCAPE
QoE on media deliveriy in 5G environments
231 p.5G expandirĂĄ las redes mĂłviles con un mayor ancho de banda, menor latencia y la capacidad de proveer conectividad de forma masiva y sin fallos. Los usuarios de servicios multimedia esperan una experiencia de reproducciĂłn multimedia fluida que se adapte de forma dinĂĄmica a los intereses del usuario y a su contexto de movilidad. Sin embargo, la red, adoptando una posiciĂłn neutral, no ayuda a fortalecer los parĂĄmetros que inciden en la calidad de experiencia. En consecuencia, las soluciones diseñadas para realizar un envĂo de trĂĄfico multimedia de forma dinĂĄmica y eficiente cobran un especial interĂ©s. Para mejorar la calidad de la experiencia de servicios multimedia en entornos 5G la investigaciĂłn llevada a cabo en esta tesis ha diseñado un sistema mĂșltiple, basado en cuatro contribuciones.El primer mecanismo, SaW, crea una granja elĂĄstica de recursos de computaciĂłn que ejecutan tareas de anĂĄlisis multimedia. Los resultados confirman la competitividad de este enfoque respecto a granjas de servidores. El segundo mecanismo, LAMB-DASH, elige la calidad en el reproductor multimedia con un diseño que requiere una baja complejidad de procesamiento. Las pruebas concluyen su habilidad para mejorar la estabilidad, consistencia y uniformidad de la calidad de experiencia entre los clientes que comparten una celda de red. El tercer mecanismo, MEC4FAIR, explota las capacidades 5G de analizar mĂ©tricas del envĂo de los diferentes flujos. Los resultados muestran cĂłmo habilita al servicio a coordinar a los diferentes clientes en la celda para mejorar la calidad del servicio. El cuarto mecanismo, CogNet, sirve para provisionar recursos de red y configurar una topologĂa capaz de conmutar una demanda estimada y garantizar unas cotas de calidad del servicio. En este caso, los resultados arrojan una mayor precisiĂłn cuando la demanda de un servicio es mayor
Extensions to the SMIL multimedia language
The goal of this work has been to extend the Synchronized Multimedia Integration Language (SMIL) to study the capabilities and possibilities of declarative multimedia languages for the World Wide Web (Web). The work has involved design and implementation of several extensions to SMIL.
A novel approach to include 3D audio in SMIL was designed and implemented. This involved extending the SMIL 2D spatial model with an extra dimension to support a 3D space. New audio elements and a listening point were positioned in the 3D space. The extension was designed to be modular so that it was possible to use it in conjunction with other XML languages, such as XHTML and Scalable Vector Graphics (SVG) language.
Web forms are one of the key features in the Web, as they offer a way to send user data to a server. A similar feature is therefore desirable in SMIL, which currently lacks forms. The XForms language, due to its modular approach, was used to add this feature to SMIL. An evaluation of this integration was carried out as part of this work.
Furthermore, the SMIL player was designed to play out dynamic SMIL documents, which can be modified at run-time and the result is immediately reflected in the presentation. Dynamic SMIL enables execution of scripts to modify the presentation. XML Events and ECMAScript were chosen to provide the scripting functionality.
In addition, generic methods to extend SMIL were studied based on the previous extensions. These methods include ways to attach new input and output capabilities to SMIL.
To experiment with the extensions, a Synchronized Multimedia Integration Language (SMIL) player was developed. The current final version can play out SMIL 2.0 Basic profile documents with a few additional SMIL modules, such as event timing, basic animations, and brush media modules. The player includes all above-mentioned extensions.
The SMIL player has been designed to work within an XML browser called X-Smiles. X-Smiles is intended for various embedded devices, such as mobile phones, Personal Digital Assistants (PDA), and digital television set-top boxes. Currently, the browser supports XHTML, SMIL, and XForms, which are developed by the current research group. The browser also supports other XML languages developed by 3rd party open-source projects.
The SMIL player can also be run as a standalone player without the browser. The standalone player is portable and has been run on a desktop PC, PDA, and digital television set-top box. The core of the SMIL player is platform-independent, only media renderers require platform-dependent implementation.reviewe
Multimedia content description framework
A framework is provided for describing multimedia content and a system in which a plurality of multimedia storage devices employing the content description methods of the present invention can interoperate. In accordance with one form of the present invention, the content description framework is a description scheme (DS) for describing streams or aggregations of multimedia objects, which may comprise audio, images, video, text, time series, and various other modalities. This description scheme can accommodate an essentially limitless number of descriptors in terms of features, semantics or metadata, and facilitate content-based search, index, and retrieval, among other capabilities, for both streamed or aggregated multimedia objects
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