33 research outputs found

    Multi-user media streaming service for e-learning based web real-time communication technology

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    Web real-time communication (WebRTC) standards do not define precisely how two browsers establish and control their communication. Therefore, a signalling mechanism/protocol has not specified in WebRTC. The essential goal of this research is to create and apply a WebRTC bi-directional video conferencing based on mesh topology (many-to-many) using Google Chrome, Firefox, Opera, and Explorer. This experiment involved through Ethernet and Wireless of the Internet and 4G networks in e-learning. The signalling mechanism of this experiment has been created and implemented using JavaScript language along with MultiConnection libraries. In addition, an evaluation of quality of experience (QoE), resources, such as bandwidth consumption, and CPU performance was done. In this paper, a novel implementation was accomplished over e-learning using different networks, different browsers, many peers, opening one or many rooms concurrently, defining room initiator, sharing the information of the new user with participants, using user identification (user-id), and so on. Moreover, the paper also highlights the advantages and disadvantages of using WebRTC video conferencing

    Real-time WebRTC-based design for a telepresence wheelchair

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    © 2017 IEEE. This paper presents a novel approach to the telepresence wheelchair system which is capable of real-time video communication and remote interaction. The investigation of this emerging technology aims at providing a low-cost and efficient way for assisted-living of people with disabilities. The proposed system has been designed and developed by deploying the JavaScript with Hyper Text Markup Language 5 (HTML5) and Web Real-time Communication (WebRTC) in which the adaptive rate control algorithm for video transmission is invoked. We conducted experiments in real-world environments, and the wheelchair was controlled from a distance using the Internet browser to compare with existing methods. The results show that the adaptively encoded video streaming rate matches the available bandwidth. The video streaming is high-quality with approximately 30 frames per second (fps) and round trip time less than 20 milliseconds (ms). These performance results confirm that the WebRTC approach is a potential method for developing a telepresence wheelchair system

    Design and implementation of a novel secured and wide WebRTC signalling mechanism for multimedia over internet

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    A modern and free technology called web real-time communication (WebRTC) was enhanced to allow browser-to-browser multimedia communication without plugins. In contract, WebRTC has not categorised a specific signalling mechanism to set, establish and end communication between browsers. The primary target of this application is to produce and implement a novel WebRTC signalling mechanism for multimedia communication between different users over the Internet without plugins. Furthermore, it has been applied over different browsers, such as Explorer, Safari, Google Chrome, Firefox and Opera without any downloading or fees. This application designed using JavaScript language under ASP.net and C# language. Moreover, to prevent irrelevant users from accessing or attacking the session, user-id for initiating and joining the course using encryption technique was done. This system has been employed in real implementation among various users; therefore, an evaluation of bandwidth consumption, CPU, and quality of experience (QoE) was accomplished. The results show an original signalling mechanism which applied to different browsers, multiple users, and diverse networks such as Ethernet and Wireless. Besides, it sets session initiator, saves the communication efficient even if the initiator leaves, and communicating new participator with existing participants, etc. This studying focuses on the creation of a new signalling mechanism, the limitations of resources for WebRTC video conferencing

    Design and Implement a Hybrid WebRTC SignallingMechanism for Unidirectional & Bi-directional VideoConferencing

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    WebRTC (Web Real-Time Communication) is a technology that enables browser-to-browser communication. Therefore, a signalling mechanism must be negotiated to create a connection between peers. The main aim of this paper is to create and implement a WebRTC hybrid signalling mechanism named (WebNSM) for video conferencing based on the Socket.io (API) mechanism and Firefox. WebNSM was designed over a combination of different topologies, such as simplex, star and mesh. Therefore it offers several communications at the same time as one-to-one (unidirectional/bidirectional), one-to-many (unidirectional) and many-to-many (bi-directional) without any downloading or installation. In this paper, WebRTC video conferencing was accomplished via LAN and WAN networks, including the evaluation of resources in WebRTC like bandwidth consumption, CPU performance, memory usage, Quality of Experience (QoE) and maximum links and RTPs calculation. This paper presents a novel signalling mechanism among different users, devices and networks to offer multi-party video conferencing using various topologies at the same time, as well as other typical features such as using the same server, determining room initiator, keeping the communication active even if the initiator or another peer leaves, etc. This scenario highlights the limitations of resources and the use of different topologies for WebRTC video conferencing

    WebNSM a novel scalable WebRTC signalling mechanism for many-to-many video conferencing

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    There is a strong focus on the use of Web Real-Time Communication (WebRTC) for many-to-many video conferencing, while the IETF working group has left the signalling issue on the application layer. The main aim of this paper is to create a novel scalable WebRTC signalling mechanism called WebNSM for many-to-many (bi-directional) video conferencing. WebNSM was designed for unlimited users over the mesh topology based on Socket.io (API) mechanism. A real implementation was achieved via LAN and WAN networks, including the evaluation of bandwidth consumption, CPU performance, memory usage, maximum links and RTPs calculation; and Quality of Experience (QoE). In addition, this application supplies video conferencing on different browsers without having to download additional software or user registration. The results present a novel signalling mechanism among various users, devices and networks to open one or multi rooms at the same time using the same server, determine room initiator to keep the session active even if the initiator or another peer leaves, sharing new user with current participants, etc. Moreover, this experiment highlights the limitations of CPU performance, bandwidth consumption and using mesh topology for WebRTC video conferencing

    Rancang Bangun Aplikasi Berbasis Web untuk Edukasi dan Pendampingan Penyintas Kekerasan terhadap Perempuan

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    Menurut CATAHU (Catatan Tahunan) 2020 yang diterbitkan oleh Komnas Perempuan, angka kasus kekerasan terhadap perempuan di Indonesia selama 12 tahun terakhir meningkat sebanyak 792%. Pada situasi yang sebenarnya, banyak penyintas kekerasan terhadap perempuan yang cenderung tidak berani bercerita atau melapor. Adanya penyintas kekerasan terhadap perempuan yang tidak berani bercerita serta melapor disebabkan oleh stigma di masyarakat. Pada akhirnya, banyak penyintas yang hanya bisa mencurahkan permasalahan mereka di media sosial tanpa mendapat solusi. Berdasarkan kondisi kasus kekerasan terhadap perempuan di Indonesia, dibuat rancang bangun aplikasi berbasis web untuk edukasi dan pendampingan penyintas kekerasan terhadap perempuan. Aplikasi dibangun menggunakan bahasa pemrograman PHP dengan framework Phalcon serta mengimplementasikan websocket untuk chat dan webRTC untuk video chat secara real time. Dengan adanya aplikasi ini, diharapkan dapat membantu penyintas kekerasan terhadap perempuan di Indonesia. Adanya artikel yang men-support penyintas dapat menumbuhkan rasa nyaman penyintas untuk berbagi cerita. Konsultasi dengan orang berlatar belakang ilmu psikologi dapat membantu penyintas dalam menghadapi traumanya. Konsultasi dengan orang berlatar belakang ilmu hukum dapat membantu peyintas mengetahui kasus yang dapat dibawa ke ranah hukum beserta tata cara pelaporannya. Sedangkan artikel edukasi yang dapat dibaca siapapun diharapkan dapat menumbuhkan kesadaran masyarakat tentang isu kekerasan terhadap perempuan

    Kires: a data-centric telerehabilitation system based on kinect

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    185 p.It is widely accepted that the worldwide demand for rehabilitation services. To meet these needs, there will have to be developed systems of telerehabilitation that will bring services to even the most remote locations, through Internet and related technologies.This thesis is addressing the area of remote health care delivery, in particular telerehabilitation. We present KiReS; a Kinect based telerehabilitation system which covers the needs of physiotherapists in the process of designing, managing and evaluating physiotherapy protocols and sessions and also covers the needs of the users providing them an intuitive and encouraging interface and giving useful feedback to enhance the rehabilitation process. As required for multi-disciplinary projects, physiotherapists were consulted and feedback from patients was incorporated at different development stages.KiReS aims to outcome limitations of other telerehabilitation systems and bring some novel features: 1) A friendly and helpful interaction with the system using Kinect and motivational interfaces based on avatars. 2) Provision of smart data that supports physiotherapists in the therapy design process by: assuring the maintenance of appropriate constraints and selecting for them a set of exercises that are recommended for the user. 3) Monitoring of rehabilitation sessions through an algorithm that evaluates online performed exercises and sets if they have been properly executed. 4) Extensibility, KiReS is designed to be loaded with a broad spectrum of exercises and protocols

    Designing online social interaction for and with older people

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    This thesis describes my explorations and reflections regarding the design of online social interaction for and with older people. In 2008 when I started my doctoral investigation only a third of people over 65 years in the UK were using the Internet. This number has now increased to half of the population of 65-75 year-olds being connected to the Internet. From 2000 onwards EU wide directives increasingly encouraged research in the development of online technologies to manage the needs of an ageing population in the EU. Alongside health-related risks, the issue of social isolation is of particular interest to be tackled, considering there is a rapid development of new forms of communication and interaction media based on online technologies that could help in maintaining contact between people. A beneficial design strategy is to involve older people in the design process to ensure that technological developments are welcomed and actually used. However, engaging older people, who are not necessarily familiar with digital technologies, is not without challenges for the design researcher. My research focuses both on design practice (the development of artefacts) and the design process for online social interaction involving older people. The thesis describes practice-led research, for which I built the Teletalker (TT) and Telewalker (TW) systems as prototypes for experimentation and design research interventions. The TT can be described as a simple TV like online audio-video presence system connecting two locations. The TW is based on the same concept has been built specifically for vulnerable older people living in a care home. The work described involves embodied real-world interventions with contemporary approaches to designing with people. In particular I explore the delicate nature of the researcher/participant relationship. The research is reported as four sequential journeys. The first design journey started from a user-centred iterative design perspective and resulted in the construction of a wireframe for a website for older users. The second journey focused on building the TT and investigated its use in the real world by people with varied computer experience. The third journey involved designing the TW system specifically for elderly people in a care home. The fourth journey employed a co-design approach, with invited stakeholders, to reflect on the physical artefacts, discuss narratives of the previous design journeys and to co-create new online social technologies for the future. In summary, my PhD thesis contributes to design theory by providing: a reflected rationale for the choices of design approaches, documented examples of design research for social interaction and a novel approach to research with older people (the extended showroom). It further offers insights into people's online social interaction and proposes guidelines for conducting empirical research with older and vulnerable older people

    A framework to achieve mobile business success

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    Num contexto de sociedade que continua a evoluir cada vez mais rápido, é apenas natural que o comércio acompanhe. Note-se a evolução etimológica que acompanha a palavra inglesa para negócio: business; e-business, m-business. A Internet trouxe um grande leque de possibilidades de sucesso para as organizações, empreendedores, equipas de gestão e consumidores. Em paralelo com a facilidade de acesso que esta nova cultura trouxe, nasce também uma nova personalidade associada aos consumidores, uma personalidade mais exigente. As possibilidades infinitas da Internet faz com que, para empreendedores e equipas de gestão, o estudo de mercado tenha de ser constante. Por isso mesmo, hoje, quais são os fatores chave de sucesso para o m-business? Quais são os fatores mais importantes na mente da amostra considerada neste estudo da comunidade online? Será que esses fatores estão correlacionados? E como? Quais são os fatores a que se deve prestar atenção? Os resultados mostram que há um conjunto de funcionalidades que se agrupam em três fatores principais: “confiança no negócio em si”; serviço ao cliente”; “trabalho de desenvolvimento web”. São ainda apresentadas diferentes correlações entre as variáveis, a ter em conta aquando da entrada no m-business.Following in the footsteps of society’s rapid evolution, business is undergoing a dramatic transformation of its own: from business, to e-business and now, mobile business. The Internet has brought forth a new and broad possibility of success to organizations, business owners, management teams and consumers. Furthermore, the accessibility to information has also created an increasing amount of consumers who are more informed and enlightened, and demand accountability and integrity. The infinite possibilities of the Internet for business entrepreneurs and management teams require more frequent studies for this market. The emerging questions are: what are really the key factors for the success of mobile business? What are the most important factors to a studied sample from the online community? Are any of those factors correlated, and if so, how? What factors should business pay close attention to? The results show that there are three main factors grouping the different features of mobile business and apps: trust for the business itself, costumer care, and web development work. Furthermore, different correlations are presented between the variables, which are essential to consider when entering m-business
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