111 research outputs found

    DesignWorld : a tool for team collaboration in high band virtual environments

    Get PDF
    Current software tools for documenting and developing models of buildings focus on supporting a single user who is a specialist in the specific software used within their own discipline. Extensions to these tools for use by teams maintain the single discipline view and focus on version and file management. There is a perceived need in industry to have tools that specifically support collaboration among individuals from multiple disciplines with both a graphical representation of the design and a persistent data model. This project involves the development of a prototype of such a software tool. We have identified multi-user 3D virtual worlds as an appropriate software base for the development of a collaborative design tool. These worlds are inherently multi-user and therefore directly support collaboration through a sense of awareness of others in the virtual world, their location within the world, and provide various channels for direct and indirect communication. Such software platforms also provide a 3D building and modelling environment that can be adapted to the needs of the building and construction industry. DesignWorld is a prototype system for collaborative design developed by augmenting the Second Life (SL) commercial software platform1 with a collection web-based tools for communication and design. Agents manage communication between the 3D virtual world and the web-based tools. In addition, agents maintain a persistent external model of designs in the 3D world which can be augmented with data such as relationships, disciplines and versions not usually associated with 3D virtual worlds but required in design scenarios

    Experiences with remote laboratories

    Get PDF
    The paper reports on experiences of academics and students involved in using remote engineering laboratories both when students work individually or collaboratively with others on the experiments. Positives and negatives are highlighted and are contrasted with expectations of what the remote laboratories can bring into pedagogical environments. Recommendations and conclusions follow on how to better use the remote laboratories in teaching

    Multiparty/Multimedia Conferencing in Mobile Ad-Hoc Networks for Improving Communications between Firefighters

    Get PDF
    In current practice, firefighters’ communications systems are verbal, using a simplex Radio Frequency (RF) system (walkie-talkie). They use a push-to-talk mechanism in which only one person can talk at any time and all other firefighters will hear the messages. They use special codes (e.g. 1008, 1009, etc.) to express their current situation. Firefighters of the same team need to be in visual contact with each other at all times. This RF system does not support other functionalities (e.g. video communications, conference calls). In addition, because communication between firefighters is a flat structure, private communications is not possible. Mobile Ad-Hoc Networks (MANETs) are infrastructure-less and self-organized wireless networks of mobile devices, which are not based on any centralized control. MANETs are suitable for the hosting of a wide range of applications in emergency situations, such as natural or human-induced disasters, and military and commercial settings. Multimedia conferencing is an important category of application that can be deployed in MANETs. This includes well-known sets of applications, such as audio/video conferencing, data communications, and multiplayer games. Conferencing can be defined as the conversational exchange of data content between several parties. Conferencing requires, at the very least, the opening of two sessions: a call signaling session, and a media handling session. Call signaling is used to set up, modify, and terminate the conference. Media handling is used to cover the transportation of the media, and to control/manage the media mixers and media connections. So far, very little attention has been devoted to the firefighters’ communication system. In the present work, we focus on building a new communication system for firefighters using multimedia conferencing/sub-conferencing in MANETs. The background information for the firefighters’ current communications system and MANETs, along with the multimedia conferencing, is provided. The limitations of this system are determined, and the requirements are derived to determine the functionalities of a better communication system that will overcome current limitations. We have proposed a cluster-based signaling architecture that meets our requirements. We have also identified a state-of-the-art media handling and mixing system that meets most of our requirements, and have adapted it to inter-work with our signaling system. We have implemented the proposed architecture using SIP signaling protocol. Performance measurements have been performed on the prototype. Through experiments, we have found that the new multimedia communication system is a very promising approach to solve the current firefighters’ communication problems

    An Improved Active Network Concept and Architecture for Distributed and Dynamic Streaming Multimedia Environments with Heterogeneous Bandwidths

    Get PDF
    A problem in todays Internet infrastructure may occur when a streaming multimedia application is to take place. The information content of video and audio signals that contain moving or changing scenes may simply be too great for Internet clients with low bandwidth capacity if no adaptation is performed. In order to satisfactorily reach clients with various bandwidth capacities some works such as receiver-driven multicast and resilient overlay networks (RON) have been developed. However these efforts mainly call for modification on router level management or place additional layer to the Internet structure, which is not recommended in the nearest future due to the highly acceptance level and widely utilization of the current Internet structure, and the lengthy and tiring standardization process for a new structure or modification to be accepted. We have developed an improved active network approach for distributed and dynamic streaming multimedia environment with heterogeneous bandwidth, such as the case of the Internet. Friendly active network system (FANS) is a sample of our approach. Adopting application level active network (ALAN) mechanism, FANS participants and available media are referred through its universal resource locator (url). The system intercepts traffic flowing from source to destination and performs media post-processing at an intermediate peer. The process is performed at the application level instead of at the router level, which was the original approach of active networks. FANS requires no changes in router level management and puts no additional requirement to the current Internet architecture and, hence, instantly applicable. In comparison with ALAN, FANS possesses two significant differences. From the system overview, ALAN requires three minimum elements: clients, servers, and dynamic proxy servers. FANS, on the other hand, unifies the functionalities of those three elements. Each of peers in FANS is a client, an intermediate peer, and a media server as well. Secondly, FANS members tracking system dynamically detects the existence of a newly joined computers or mobile device, given its url is available and announced. In ALAN, the servers and the middle nodes are priori known and, hence, static. The application level approach and better performance characteristics distinguished also our work with another similar work in this field, which uses router level approach. The approach offers, in general, the following improvements: FANS promotes QoS fairness, in which clients with lower bandwidth are accommodated and receive better quality of service FANS introduces a new algorithm to determine whether or not the involvement of intermediate peer(s) to perform media post-processing enhancement services is necessary. This mechanism is important and advantageous due to the fact that intermediate post-processing increases the delay and, therefore, should only be employed selectively. FANS considers the size of media data and the capacity of clients bandwidth as network parameters that determine the level of quality of service offered. By employing the above techniques, our experiments with the Internet emulator show that our approach improves the reliability of streaming media applications in such environment

    Virtual Collaborative Learning Environments with the Telepresence Platform Supported by the Teaching for Understanding Pedagogical Framework: Experiences in Higher Educational Process in Colombia

    Get PDF
    Virtual collaborative learning environments with the Telepresence Platform supported by the Teaching for Understanding pedagogical framework: experiences in Higher Educational process in Colombi

    A collaborative 3D environment for authoring design semantics

    Full text link

    Extensions to the SMIL multimedia language

    Get PDF
    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

    Ad-hoc wireless networking for supporting on-site communication

    Get PDF
    Ad-hoc networks are self-organized wireless networks. They have the potential to be widely used in emergency salvation, construction sites, and military fields. However, the research about the efficient usage of ad-hoc networking in engineering applications is still limited. In this research, a new approach for investigating problems related to deploying ad-hoc wireless networks for supporting on-site communication and collaboration is proposed. Several modes of communication which are common in on-site applications are considered including location information, text messaging, voice and video communications, and file transmission. A prototype system is implemented for testing these modes based on available ad-hoc network protocols and using mobile devices. In addition, in order to verify our proposed approach, several tests are designed and implemented to demonstrate the usefulness of the prototype system. The results from the tests showed that our prototype system is applicable for ad-hoc wireless networks. Furthermore, a new protocol based on clustering to improve data accessibility in ad-hoc networks is tested using a simulation tool to study its performance under different scenarios. The simulation results showed the impact of the area size, wireless range, number of nodes, and node speed on data accessibility
    • …
    corecore