8 research outputs found
Semantic multimedia remote display for mobile thin clients
Current remote display technologies for mobile thin clients convert practically all types of graphical content into sequences of images rendered by the client. Consequently, important information concerning the content semantics is lost. The present paper goes beyond this bottleneck by developing a semantic multimedia remote display. The principle consists of representing the graphical content as a real-time interactive multimedia scene graph. The underlying architecture features novel components for scene-graph creation and management, as well as for user interactivity handling. The experimental setup considers the Linux X windows system and BiFS/LASeR multimedia scene technologies on the server and client sides, respectively. The implemented solution was benchmarked against currently deployed solutions (VNC and Microsoft-RDP), by considering text editing and WWW browsing applications. The quantitative assessments demonstrate: (1) visual quality expressed by seven objective metrics, e.g., PSNR values between 30 and 42 dB or SSIM values larger than 0.9999; (2) downlink bandwidth gain factors ranging from 2 to 60; (3) real-time user event management expressed by network round-trip time reduction by factors of 4-6 and by uplink bandwidth gain factors from 3 to 10; (4) feasible CPU activity, larger than in the RDP case but reduced by a factor of 1.5 with respect to the VNC-HEXTILE
MediaSync: Handbook on Multimedia Synchronization
This book provides an approachable overview of the most recent advances in the fascinating field of media synchronization (mediasync), gathering contributions from the most representative and influential experts. Understanding the challenges of this field in the current multi-sensory, multi-device, and multi-protocol world is not an easy task. The book revisits the foundations of mediasync, including theoretical frameworks and models, highlights ongoing research efforts, like hybrid broadband broadcast (HBB) delivery and users' perception modeling (i.e., Quality of Experience or QoE), and paves the way for the future (e.g., towards the deployment of multi-sensory and ultra-realistic experiences). Although many advances around mediasync have been devised and deployed, this area of research is getting renewed attention to overcome remaining challenges in the next-generation (heterogeneous and ubiquitous) media ecosystem. Given the significant advances in this research area, its current relevance and the multiple disciplines it involves, the availability of a reference book on mediasync becomes necessary. This book fills the gap in this context. In particular, it addresses key aspects and reviews the most relevant contributions within the mediasync research space, from different perspectives. Mediasync: Handbook on Multimedia Synchronization is the perfect companion for scholars and practitioners that want to acquire strong knowledge about this research area, and also approach the challenges behind ensuring the best mediated experiences, by providing the adequate synchronization between the media elements that constitute these experiences
Network streaming and compression for mixed reality tele-immersion
Bulterman, D.C.A. [Promotor]Cesar, P.S. [Copromotor
Adaptivity of 3D web content in web-based virtual museums : a quality of service and quality of experience perspective
The 3D Web emerged as an agglomeration of technologies that brought the third dimension to the World Wide Web. Its forms spanned from being systems with limited 3D capabilities to complete and complex Web-Based Virtual Worlds.
The advent of the 3D Web provided great opportunities to museums by giving them an innovative medium to disseminate collections' information and associated interpretations in the form of digital artefacts, and virtual reconstructions thus leading to a new revolutionary way in cultural heritage curation, preservation and dissemination thereby reaching a wider audience.
This audience consumes 3D Web material on a myriad of devices (mobile devices, tablets and personal computers) and network regimes (WiFi, 4G, 3G, etc.). Choreographing and presenting 3D Web components across all these heterogeneous platforms and network regimes present a significant challenge yet to overcome.
The challenge is to achieve a good user Quality of Experience (QoE) across all these platforms. This means that different levels of fidelity of media may be appropriate. Therefore, servers hosting those media types need to adapt to the capabilities of a wide range of networks and devices.
To achieve this, the research contributes the design and implementation of Hannibal, an adaptive QoS & QoE-aware engine that allows Web-Based Virtual Museums to deliver the best possible user experience across those platforms.
In order to ensure effective adaptivity of 3D content, this research furthers the understanding of the 3D web in terms of Quality of Service (QoS) through empirical investigations studying how 3D Web components perform and what are their bottlenecks and in terms of QoE studying the subjective perception of fidelity of 3D Digital Heritage artefacts. Results of these experiments lead to the design and implementation of Hannibal
Anales del XIII Congreso Argentino de Ciencias de la Computaci贸n (CACIC)
Contenido:
Arquitecturas de computadoras
Sistemas embebidos
Arquitecturas orientadas a servicios (SOA)
Redes de comunicaciones
Redes heterog茅neas
Redes de Avanzada
Redes inal谩mbricas
Redes m贸viles
Redes activas
Administraci贸n y monitoreo de redes y servicios
Calidad de Servicio (QoS, SLAs)
Seguridad inform谩tica y autenticaci贸n, privacidad
Infraestructura para firma digital y certificados digitales
An谩lisis y detecci贸n de vulnerabilidades
Sistemas operativos
Sistemas P2P
Middleware
Infraestructura para grid
Servicios de integraci贸n (Web Services o .Net)Red de Universidades con Carreras en Inform谩tica (RedUNCI
Anales del XIII Congreso Argentino de Ciencias de la Computaci贸n (CACIC)
Contenido:
Arquitecturas de computadoras
Sistemas embebidos
Arquitecturas orientadas a servicios (SOA)
Redes de comunicaciones
Redes heterog茅neas
Redes de Avanzada
Redes inal谩mbricas
Redes m贸viles
Redes activas
Administraci贸n y monitoreo de redes y servicios
Calidad de Servicio (QoS, SLAs)
Seguridad inform谩tica y autenticaci贸n, privacidad
Infraestructura para firma digital y certificados digitales
An谩lisis y detecci贸n de vulnerabilidades
Sistemas operativos
Sistemas P2P
Middleware
Infraestructura para grid
Servicios de integraci贸n (Web Services o .Net)Red de Universidades con Carreras en Inform谩tica (RedUNCI