11,677 research outputs found

    A framework for realistic 3D tele-immersion

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    Meeting, socializing and conversing online with a group of people using teleconferencing systems is still quite differ- ent from the experience of meeting face to face. We are abruptly aware that we are online and that the people we are engaging with are not in close proximity. Analogous to how talking on the telephone does not replicate the experi- ence of talking in person. Several causes for these differences have been identified and we propose inspiring and innova- tive solutions to these hurdles in attempt to provide a more realistic, believable and engaging online conversational expe- rience. We present the distributed and scalable framework REVERIE that provides a balanced mix of these solutions. Applications build on top of the REVERIE framework will be able to provide interactive, immersive, photo-realistic ex- periences to a multitude of users that for them will feel much more similar to having face to face meetings than the expe- rience offered by conventional teleconferencing systems

    A Survey on Semantic Communications for Intelligent Wireless Networks

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    With deployment of 6G technology, it is envisioned that competitive edge of wireless networks will be sustained and next decade's communication requirements will be stratified. Also 6G will aim to aid development of a human society which is ubiquitous and mobile, simultaneously providing solutions to key challenges such as, coverage, capacity, etc. In addition, 6G will focus on providing intelligent use-cases and applications using higher data-rates over mill-meter waves and Tera-Hertz frequency. However, at higher frequencies multiple non-desired phenomena such as atmospheric absorption, blocking, etc., occur which create a bottleneck owing to resource (spectrum and energy) scarcity. Hence, following same trend of making efforts towards reproducing at receiver, exact information which was sent by transmitter, will result in a never ending need for higher bandwidth. A possible solution to such a challenge lies in semantic communications which focuses on meaning (context) of received data as opposed to only reproducing correct transmitted data. This in turn will require less bandwidth, and will reduce bottleneck due to various undesired phenomenon. In this respect, current article presents a detailed survey on recent technological trends in regard to semantic communications for intelligent wireless networks. We focus on semantic communications architecture including model, and source and channel coding. Next, we detail cross-layer interaction, and various goal-oriented communication applications. We also present overall semantic communications trends in detail, and identify challenges which need timely solutions before practical implementation of semantic communications within 6G wireless technology. Our survey article is an attempt to significantly contribute towards initiating future research directions in area of semantic communications for intelligent 6G wireless networks

    Wireless End-to-End Image Transmission System using Semantic Communications

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    Semantic communication is considered the future of mobile communication, which aims to transmit data beyond Shannon's theorem of communications by transmitting the semantic meaning of the data rather than the bit-by-bit reconstruction of the data at the receiver's end. The semantic communication paradigm aims to bridge the gap of limited bandwidth problems in modern high-volume multimedia application content transmission. Integrating AI technologies with the 6G communications networks paved the way to develop semantic communication-based end-to-end communication systems. In this study, we have implemented a semantic communication-based end-to-end image transmission system, and we discuss potential design considerations in developing semantic communication systems in conjunction with physical channel characteristics. A Pre-trained GAN network is used at the receiver as the transmission task to reconstruct the realistic image based on the Semantic segmented image at the receiver input. The semantic segmentation task at the transmitter (encoder) and the GAN network at the receiver (decoder) is trained on a common knowledge base, the COCO-Stuff dataset. The research shows that the resource gain in the form of bandwidth saving is immense when transmitting the semantic segmentation map through the physical channel instead of the ground truth image in contrast to conventional communication systems. Furthermore, the research studies the effect of physical channel distortions and quantization noise on semantic communication-based multimedia content transmission.Comment: Accepted for IEEE Acces

    Analysis domain model for shared virtual environments

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    The field of shared virtual environments, which also encompasses online games and social 3D environments, has a system landscape consisting of multiple solutions that share great functional overlap. However, there is little system interoperability between the different solutions. A shared virtual environment has an associated problem domain that is highly complex raising difficult challenges to the development process, starting with the architectural design of the underlying system. This paper has two main contributions. The first contribution is a broad domain analysis of shared virtual environments, which enables developers to have a better understanding of the whole rather than the part(s). The second contribution is a reference domain model for discussing and describing solutions - the Analysis Domain Model

    Virtual Reality Games for Motor Rehabilitation

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    This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion

    Towards video streaming in IoT environments: vehicular communication perspective

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    Multimedia oriented Internet of Things (IoT) enables pervasive and real-time communication of video, audio and image data among devices in an immediate surroundings. Today's vehicles have the capability of supporting real time multimedia acquisition. Vehicles with high illuminating infrared cameras and customized sensors can communicate with other on-road devices using dedicated short-range communication (DSRC) and 5G enabled communication technologies. Real time incidence of both urban and highway vehicular traffic environment can be captured and transmitted using vehicle-to-vehicle and vehicle-to-infrastructure communication modes. Video streaming in vehicular IoT (VSV-IoT) environments is in growing stage with several challenges that need to be addressed ranging from limited resources in IoT devices, intermittent connection in vehicular networks, heterogeneous devices, dynamism and scalability in video encoding, bandwidth underutilization in video delivery, and attaining application-precise quality of service in video streaming. In this context, this paper presents a comprehensive review on video streaming in IoT environments focusing on vehicular communication perspective. Specifically, significance of video streaming in vehicular IoT environments is highlighted focusing on integration of vehicular communication with 5G enabled IoT technologies, and smart city oriented application areas for VSV-IoT. A taxonomy is presented for the classification of related literature on video streaming in vehicular network environments. Following the taxonomy, critical review of literature is performed focusing on major functional model, strengths and weaknesses. Metrics for video streaming in vehicular IoT environments are derived and comparatively analyzed in terms of their usage and evaluation capabilities. Open research challenges in VSV-IoT are identified as future directions of research in the area. The survey would benefit both IoT and vehicle industry practitioners and researchers, in terms of augmenting understanding of vehicular video streaming and its IoT related trends and issues

    Software Defined Radio Platform for Cognitive Radio: Design and Hierarchical Management

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    ISBN 978-953-307-274-6Cognitive radio (CR) and/or Software Defined Radio (SDR) inherently require multiband and multi-standard wireless circuit. A SDR is a communications device whose functionality is defined in software. Defining the radio behaviour in software removes the need for hardware alterations during a technology upgrade. A promised open architecture platform for SDR is proposed in this chapter. The platform consists of reconfigurable and reprogrammable hardware platform which provide different standards with a common platform, the SDR software framework which control and manage the whole systems, and the protocol processing software modules which is built on reusable protocol libraries. The main idea here is to have a very flexible platform that enables us to test the validity of the following design approaches: FPGA dynamic partial reconfiguration techniques, parameterization design approach using common operators, hierarchical distributed reconfiguration management
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