668 research outputs found
Recommended from our members
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
Robust P2P Live Streaming
Projecte fet en col.laboraciĂł amb la FundaciĂł i2CATThe provisioning of robust real-time communication services (voice, video, etc.) or media contents through the Internet in a distributed manner is an important challenge,
which will strongly influence in current and future Internet evolution. Aware of this, we
are developing a project named Trilogy leaded by the i2CAT Foundation, which has as
main pillar the study, development and evaluation of Peer-to-Peer (P2P) Live
streaming architectures for the distribution of high-quality media contents. In this
context, this work concretely covers media coding aspects and proposes the use of
Multiple Description Coding (MDC) as a flexible solution for providing robust and
scalable live streaming over P2P networks. This work describes current state of the art
in media coding techniques and P2P streaming architectures, presents the
implemented prototype as well as its simulation and validation results
Performance analysis and application development of hybrid WiMAX-WiFi IP video surveillance systems
Traditional Closed Circuit Television (CCTV) analogue cameras installed in buildings and other areas of security interest necessitates the use of cable lines. However, analogue systems are limited by distance; and storing analogue data requires huge space or bandwidth. Wired systems are also prone to vandalism, they cannot be installed in a hostile terrain and in heritage sites, where cabling would distort original design. Currently, there is a paradigm shift towards wireless solutions (WiMAX, Wi-Fi, 3G, 4G) to complement and in some cases replace the wired system. A wireless solution of the Fourth-Generation Surveillance System (4GSS) has been proposed in this thesis. It is a hybrid WiMAX-WiFi video surveillance system. The performance analysis of the hybrid WiMAX-WiFi is compared with the conventional WiMAX surveillance models. The video surveillance models and the algorithm that exploit the advantages of both WiMAX and Wi-Fi for scenarios of fixed and mobile wireless cameras have been proposed, simulated and compared with the mathematical/analytical models. The hybrid WiMAX-WiFi video surveillance model has been extended to include a Wireless Mesh configuration on the Wi-Fi part, to improve the scalability and reliability. A performance analysis for hybrid WiMAX-WiFi system with an appropriate Mobility model has been considered for the case of mobile cameras. A security software application for mobile smartphones that sends surveillance images to either local or remote servers has been developed. The developed software has been tested, evaluated and deployed in low bandwidth Wi-Fi wireless network environments. WiMAX is a wireless metropolitan access network technology that provides broadband services to the connected customers. Major modules and units of WiMAX include the Customer Provided Equipment (CPE), the Access Service Network (ASN) which consist one or more Base Stations (BS) and the Connectivity Service Network (CSN). Various interfaces exist between each unit and module. WiMAX is based on the IEEE 802.16 family of standards. Wi-Fi, on the other hand, is a wireless access network operating in the local area network; and it is based on the IEEE 802.11 standards
High definition videoconferencing: the future of collaboration in healthcare and education
Postprint (published version
Survey of Transportation of Adaptive Multimedia Streaming service in Internet
[DE] World Wide Web is the greatest boon towards the technological advancement of modern era. Using the benefits of Internet globally, anywhere and anytime, users can avail the benefits of accessing live and on demand video services. The streaming media systems such as YouTube, Netflix, and Apple Music are reining the multimedia world with frequent popularity among users. A key concern of quality perceived for video streaming applications over Internet is the Quality of Experience (QoE) that users go through. Due to changing network conditions, bit rate and initial delay and the multimedia file freezes or provide poor video quality to the end users, researchers across industry and academia are explored HTTP Adaptive Streaming (HAS), which split the video content into multiple segments and offer the clients at varying qualities. The video player at the client side plays a vital role in buffer management and choosing the appropriate bit rate for each such segment of video to be transmitted. A higher bit rate transmitted video pauses in between whereas, a lower bit rate video lacks in quality, requiring a tradeoff between them. The need of the hour was to adaptively varying the bit rate and video quality to match the transmission media conditions. Further, The main aim of this paper is to give an overview on the state of the art HAS techniques across multimedia and networking domains. A detailed survey was conducted to analyze challenges and solutions in adaptive streaming algorithms, QoE, network protocols, buffering and etc. It also focuses on various challenges on QoE influence factors in a fluctuating network condition, which are often ignored in present HAS methodologies. Furthermore, this survey will enable network and multimedia researchers a fair amount of understanding about the latest happenings of adaptive streaming and the necessary improvements that can be incorporated in future developments.Abdullah, MTA.; Lloret, J.; Canovas Solbes, A.; GarcĂa-GarcĂa, L. (2017). Survey of Transportation of Adaptive Multimedia Streaming service in Internet. Network Protocols and Algorithms. 9(1-2):85-125. doi:10.5296/npa.v9i1-2.12412S8512591-
VOIP adoption and bussiness prospective in Bangladeh
This thesis report is submitted in partial fulfillment of the requirements for the degree of Bachelor of Science in Computer Science and Engineering, 2007.Cataloged from PDF version of thesis report.Includes bibliographical references (page 30).Voice over Internet protocol - VoIP, or IP telephony is a technology by
which the routing of voice communications are done through Internet or
any other Internet Protocol (IP) based networks. Here the voice data is
transmitted over a general purpose packet-switched network instead of
dedicated traditional circuit-switched voice transmission lines. Voice Over
Internet Protocol (VoIP) is a telephony technology used to transmit
ordinary telephone calls over the Internet. VoIP takes analogue audio
signals and turns them into digital signals (packets) that are transmitted
using Internet Protocol (IP) networks. VoIPâs advantages include low
cost, flexibility, and mobility. Conversely, VoIPâs disadvantages include
sound quality such as latency (delay), jitter, and packet loss. VoIP has a
number of cultural, social, and regulatory impacts that solution providers
must consider when marketing their services.Our target is to learn the
basics of VoIP, to focus on the current problems of VoIP, to find out the
solutions, to Setup a VoIP business.Md. RuhanuzzamanNahid MahmudB. Computer Science and Engineerin
Towards a Framework for Modelling Multimedia Conferencing Calls in the Next Generation Network
This paper is concerned with the creation of a multiparty multimedia conferencing application which can be used in Next Generation Networks. It begins by suggesting ways in which conferencing can be modeled with a focus on separating signaling and media transfer functionality. Enabling technologies which could support the modeling framework derived and which are compatible with Next Generation Network (NGN) principles are reviewed. Finally, a design and implementation for a simple multimedia conferencing application are described
Prime: A framework for co-located multi-device apps
Even though mobile devices are ubiquitous, the conceptually simple endeavor of using co-located devices for multi-user experiences is cumbersome. It may not even be possible when certain apps are not widely available. We introduce Prime, a thin-client framework for colocated multi-device apps (MDAs). It leverages wellestablished remote display protocols to enable spontaneous use of MDAs. One device acts as a host, executing the app on behalf of connected clients. The key challenges is dynamic scalability: providing high framerates, low latency and fairness across clients. Therefore, we have developed: An online scheduling algorithm that provides frame rate, latency and fairness guarantees; a modified 802.11 MAC protocol that provides low-latency and fairness; and an efficient video encoder pipeline that offers up to fourteen times higher framerates. We show that Prime can scale a host up to seven concurrent players for a commercially released open source action game, achieving touch-To-pixel latency below 100ms for all clients
- âŚ