7,614 research outputs found
Semi-automated creation of converged iTV services: From macromedia director simulations to services ready for broadcast
While sound and video may capture viewers’ attention, interaction can captivate them. This has not been available prior to the advent of Digital Television. In fact, what lies at the heart of the Digital Television revolution
is this new type of interactive content, offered
in the form of interactive Television (iTV) services. On top of that, the new world of converged networks has created a demand for a new type of converged services on a range of mobile terminals (Tablet PCs, PDAs and mobile phones). This paper aims at presenting a new approach to service creation that allows for the semi-automatic translation of simulations and rapid prototypes created in the accessible desktop
multimedia authoring package Macromedia Director
into services ready for broadcast. This is achieved by a series of tools that de-skill and speed-up the process of creating digital TV user interfaces (UI) and applications for mobile terminals.
The benefits of rapid prototyping are essential for the production of these new types of services, and are therefore discussed in the first section of this paper.
In the following sections, an overview of the
operation of content, service, creation and management sub-systems is presented, which illustrates why these tools compose an important and integral part of a system responsible of creating, delivering and managing converged broadcast and telecommunications services.
The next section examines a number of metadata
languages candidates for describing the iTV services user interface and the schema language adopted in this project. A detailed description of the operation of the two tools is provided to offer an insight of how they can be used to de-skill and speed-up the process of creating digital TV user interfaces and applications for mobile terminals. Finally, representative broadcast oriented and telecommunication oriented converged service components are also introduced, demonstrating how these tools have been used to generate different types of services
Service Platform for Converged Interactive Broadband Broadcast and Cellular Wireless
A converged broadcast and telecommunication
service platform is presented that is able to create, deliver, and
manage interactive, multimedia content and services for consumption
on three different terminal types. The motivations of
service providers for designing converged interactive multimedia
services, which are crafted for their individual requirements, are
investigated. The overall design of the system is presented with
particular emphasis placed on the operational features of each
of the sub-systems, the flows of media and metadata through the
sub-systems and the formats and protocols required for inter-communication
between them. The key features of tools required for
creating converged interactive multimedia content for a range of
different end-user terminal types are examined. Finally possible
enhancements to this system are discussed. This study is of particular
interest to those organizations currently conducting trials
and commercial launches of DVB-H services because it provides
them with an insight of the various additional functions required
in the service provisioning platforms to provide fully interactive
services to a range of different mobile terminal types
Recommended from our members
Multimedia delivery in the future internet
The term “Networked Media” 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 citizens’ 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 “on the move”, 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
Integration of Multisensorial Stimuli and Multimodal Interaction in a Hybrid 3DTV System
This article proposes the integration of multisensorial stimuli and multimodal interaction components into a sports multimedia asset under two dimensions: immersion and interaction. The first dimension comprises a binaural audio system and a set of sensory effects synchronized with the audiovisual content, whereas the second explores interaction through the insertion of interactive 3D objects into the main screen and on-demand presentation of additional information in a second touchscreen. We present an end-to-end solution integrating these components into a hybrid (internet-broadcast) television system using current 3DTV standards. Results from an experimental study analyzing the perceived quality of these stimuli and their influence on the Quality of Experience are presented
Wireless communication, identification and sensing technologies enabling integrated logistics: a study in the harbor environment
In the last decade, integrated logistics has become an important challenge in
the development of wireless communication, identification and sensing
technology, due to the growing complexity of logistics processes and the
increasing demand for adapting systems to new requirements. The advancement of
wireless technology provides a wide range of options for the maritime container
terminals. Electronic devices employed in container terminals reduce the manual
effort, facilitating timely information flow and enhancing control and quality
of service and decision made. In this paper, we examine the technology that can
be used to support integration in harbor's logistics. In the literature, most
systems have been developed to address specific needs of particular harbors,
but a systematic study is missing. The purpose is to provide an overview to the
reader about which technology of integrated logistics can be implemented and
what remains to be addressed in the future
Deep Space Network information system architecture study
The purpose of this article is to describe an architecture for the Deep Space Network (DSN) information system in the years 2000-2010 and to provide guidelines for its evolution during the 1990s. The study scope is defined to be from the front-end areas at the antennas to the end users (spacecraft teams, principal investigators, archival storage systems, and non-NASA partners). The architectural vision provides guidance for major DSN implementation efforts during the next decade. A strong motivation for the study is an expected dramatic improvement in information-systems technologies, such as the following: computer processing, automation technology (including knowledge-based systems), networking and data transport, software and hardware engineering, and human-interface technology. The proposed Ground Information System has the following major features: unified architecture from the front-end area to the end user; open-systems standards to achieve interoperability; DSN production of level 0 data; delivery of level 0 data from the Deep Space Communications Complex, if desired; dedicated telemetry processors for each receiver; security against unauthorized access and errors; and highly automated monitor and control
Assessing and augmenting SCADA cyber security: a survey of techniques
SCADA systems monitor and control critical infrastructures of national importance such as power generation and distribution, water supply, transportation networks, and manufacturing facilities. The pervasiveness, miniaturisations and declining costs of internet connectivity have transformed these systems from strictly isolated to highly interconnected networks. The connectivity provides immense benefits such as reliability, scalability and remote connectivity, but at the same time exposes an otherwise isolated and secure system, to global cyber security threats. This inevitable transformation to highly connected systems thus necessitates effective security safeguards to be in place as any compromise or downtime of SCADA systems can have severe economic, safety and security ramifications. One way to ensure vital asset protection is to adopt a viewpoint similar to an attacker to determine weaknesses and loopholes in defences. Such mind sets help to identify and fix potential breaches before their exploitation. This paper surveys tools and techniques to uncover SCADA system vulnerabilities. A comprehensive review of the selected approaches is provided along with their applicability
Hacker Combat: A Competitive Sport from Programmatic Dueling & Cyberwarfare
The history of humanhood has included competitive activities of many
different forms. Sports have offered many benefits beyond that of
entertainment. At the time of this article, there exists not a competitive
ecosystem for cyber security beyond that of conventional capture the flag
competitions, and the like. This paper introduces a competitive framework with
a foundation on computer science, and hacking. This proposed competitive
landscape encompasses the ideas underlying information security, software
engineering, and cyber warfare. We also demonstrate the opportunity to rank,
score, & categorize actionable skill levels into tiers of capability.
Physiological metrics are analyzed from participants during gameplay. These
analyses provide support regarding the intricacies required for competitive
play, and analysis of play. We use these intricacies to build a case for an
organized competitive ecosystem. Using previous player behavior from gameplay,
we also demonstrate the generation of an artificial agent purposed with
gameplay at a competitive level
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