248 research outputs found

    Wireless triple play system

    Get PDF
    Dissertação para obtenção do Grau de Mestre em Engenharia Electrotécnica e ComputadoresTriple play is a service that combines three types of services: voice, data and multimedia over a single communication channel for a price that is less than the total price of the individual services. However there is no standard for provisioning the Triple play services, rather they are provisioned individually, since the requirements are quite different for each service. The digital revolution helped to create and deliver a high quality media solutions. One of the most demanding services is the Video on Demand (VoD). This implicates a dedicated streaming channel for each user in order to provide normal media player commands (as pause, fast forward). Most of the multimedia companies that develops personalized products does not always fulfil the users needs and are far from being cheap solutions. The goal of the project was to create a reliable and scalable triple play solution that works via Wireless Local Area Network (WLAN), fully capable of dealing with the existing state of the art multimedia technologies only resorting to open-source tools. This project was design to be a transparent web environment using only web technologies to maximize the potential of the services. HyperText Markup Language (HTML),Cascading Style Sheets (CSS) and JavaScript were the used technologies for the development of the applications. Both a administration and user interfaces were developed to fully manage all video contents and properly view it in a rich and appealing application, providing the proof of concept. The developed prototype was tested in a WLAN with up to four clients and the Quality of Service (QoS) and Quality of Experience (QoE) was measured for several combinations of active services. In the end it is possible to acknowledge that the developed prototype was capable of dealing with all the problems of WLAN technologies and successfully delivery all the proposed services with high QoE

    Can Video Conferencing Be as Easy as Telephoning?-A Home Healthcare Case Study

    Get PDF
    Copyright © 2016 by authors and Scientific Research Publishing Inc. This work is licensed under the Creative Commons Attribution International License (CC BY).In comparison with almost universal adoption of telephony and mobile technologies in modern day healthcare, video conferencing has yet to become a ubiquitous clinical tool. Currently telehealth services are faced with a bewildering range of video conferencing software and hardware choices. This paper provides a case study in the selection of video conferencing services by the Flinders University Telehealth in the Home trial (FTH Trial) to support healthcare in the home. Using pragmatic methods, video conferencing solutions available on the market were assessed for usability, reliability, cost, compatibility, interoperability, performance and privacy considerations. The process of elimination through which the eventual solution was chosen, the selection criteria used for each requirement and the corresponding results are described. The resulting product set, although functional, had restricted ability to directly connect with systems used by healthcare providers elsewhere in the system. This outcome illustrates the impact on one small telehealth provider of the broader struggles between competing video conferencing vendors. At stake is the ability to communicate between healthcare organizations and provide public access to healthcare. Comparison of the current state of the video conferencing market place with the evolution of the telephony system reveals that video conferencing still has a long way to go before it can be considered as easy to use as the telephone. Health organizations that are concerned to improve access and quality of care should seek to influence greater standardization and interoperability though cooperation with one another, the private sector, international organizations and by encouraging governments to play a more active role in this sphere

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

    Get PDF
    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

    Network convergence and QoS for future multimedia services in the VISION project

    Get PDF
    The emerging use of real-time 3D-based multimedia applications imposes strict quality of service (QoS) requirements on both access and core networks. These requirements and their impact to provide end-to-end 3D videoconferencing services have been studied within the Spanish-funded VISION project, where different scenarios were implemented showing an agile stereoscopic video call that might be offered to the general public in the near future. In view of the requirements, we designed an integrated access and core converged network architecture which provides the requested QoS to end-to-end IP sessions. Novel functional blocks are proposed to control core optical networks, the functionality of the standard ones is redefined, and the signaling improved to better meet the requirements of future multimedia services. An experimental test-bed to assess the feasibility of the solution was also deployed. In such test-bed, set-up and release of end-to-end sessions meeting specific QoS requirements are shown and the impact of QoS degradation in terms of the user perceived quality degradation is quantified. In addition, scalability results show that the proposed signaling architecture is able to cope with large number of requests introducing almost negligible delay
    • …
    corecore