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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
Lessons Learned from a Decade of Providing Interactive, On-Demand High Performance Computing to Scientists and Engineers
For decades, the use of HPC systems was limited to those in the physical
sciences who had mastered their domain in conjunction with a deep understanding
of HPC architectures and algorithms. During these same decades, consumer
computing device advances produced tablets and smartphones that allow millions
of children to interactively develop and share code projects across the globe.
As the HPC community faces the challenges associated with guiding researchers
from disciplines using high productivity interactive tools to effective use of
HPC systems, it seems appropriate to revisit the assumptions surrounding the
necessary skills required for access to large computational systems. For over a
decade, MIT Lincoln Laboratory has been supporting interactive, on-demand high
performance computing by seamlessly integrating familiar high productivity
tools to provide users with an increased number of design turns, rapid
prototyping capability, and faster time to insight. In this paper, we discuss
the lessons learned while supporting interactive, on-demand high performance
computing from the perspectives of the users and the team supporting the users
and the system. Building on these lessons, we present an overview of current
needs and the technical solutions we are building to lower the barrier to entry
for new users from the humanities, social, and biological sciences.Comment: 15 pages, 3 figures, First Workshop on Interactive High Performance
Computing (WIHPC) 2018 held in conjunction with ISC High Performance 2018 in
Frankfurt, German
Water level monitoring and controlling of water treatment plants using wireless sensors in LabVIEW
Monitoring and controlling systems are taken as the main entity of any field which can ensure for the effective performance, hence its importance is rising exponentially in industry field. There can be many factors which can bring variations in those systems. This may cease the efficiency of the industry and destruction of industrial equipment. Therefore, monitoring, evaluation and controlling of the variables of any system is significantly important. The main objective of this research is to investigate the process of combining monitoring and controlling of the water level in the distribution tanks of water treatment plants by using wireless sensors network. The design and developed prototype of remote monitoring and controlling system of water levels in various tanks can be used in different parts of the water treatment plants. We have proposed, developed and tested hardware module based on two Arduino Mega2560 boards linked wirelessly by using two NRF transceivers. Remote Arduino is designed to monitor the water flow and the level of the distribution tank besides controlling the water level whenever is necessary. The real time sensors readings obtained are observed by specially designed LabVIEW application using graphical user interface running on a PC connected directly to the local Arduino. The application displays and analyses sensors reading on the front panel. Water level is controlled based on preset values entered by the user. The experimental result and percentage error curve endorse the reliability and feasibility of the proposed system to provide a solution for similar problems in industrial liquids treatment process applications
Sir epidemic and predator - prey models of fractional-order
Recently, many deterministic mathematical models such as ordinary differential equations have been extended to fractional models, which are transformed using fractional differential equations. It was believed that these fractional models are more realistic to represent the daily life phenomena. The main focus of this report is to extend the model of a predator-prey and the SIR epidemic models to fractional model. More specifically, the fractional predator-prey model which depend on the availability of a biotic resources was discussed. On the other hand, fractional SIR epidemic model with sub-optimal immunity, nonlinear incidence and saturated recovery rate was also discussed. The fractional ordinary differential equations were defined in the sense of the Caputo derivative. Stability analysis of the equilibrium points of the models for the fractional models were analyzed. Furthermore, the Hopf bifurcation analysis of each model was investigated . The result obtained showed that the model undergo Hopf bifurcation for some values. Throughout the project, the Adams-type predictor-corrector method to obtain the numerical solutions of the fractional models was applied. All computations were done by using mathematical software, Maple 18
3D Time-Based Aural Data Representation Using D4 Library’s Layer Based Amplitude Panning Algorithm
Presented at the 22nd International Conference on Auditory Display (ICAD-2016)The following paper introduces a new Layer Based Amplitude Panning algorithm and supporting D4 library of rapid prototyping tools for the 3D time-based data representation using sound. The algorithm is designed to scale and support a broad array of configurations, with particular focus on High Density Loudspeaker Arrays (HDLAs). The supporting rapid prototyping tools are designed to leverage oculocentric strategies to importing, editing, and rendering data, offering an array of innovative approaches to spatial data editing and representation through the use of sound in HDLA scenarios. The ensuing D4 ecosystem aims to address the shortcomings of existing approaches to spatial aural representation of data, offers unique opportunities for furthering research in the spatial
data audification and sonification, as well as transportable and scalable spatial media creation and production
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