20 research outputs found
Plataforma Web 2.0 para la Sincronización Distribuida de Contenidos Multimedia e Interacción Social
Shared media experiences between geographically distributed users are gaining momentum. Relevant examples are Social TV, synchronous e-learning and multi-player online games. This paper presents a first release of Wersync, an adaptive web-based platform that provides distributed media synchronization and social interaction (via shared navigation control commands and text chat channels) across remote users. By using Wersync, users can create or join on-going sessions for concurrently consuming the same media content with other remote users in a synchronized manner. Additionally, Wersync provides two social presence mechanisms to encourage the participation of external users in on-going sessions and two privacy mechanisms. Wersync has been developed by exclusively relying on standard web-based technologies, which ensures cross-network, cross-platform and cross-device support. The evaluation results and a link to a demo video prove the satisfactory performance of Wersync, and its functionalities, respectively
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Cross-device media: a review of second screening and multi-device television
Television viewers interacting with second screens has become a common sight in the modern living room. Such activities are a mixture of related, semi-related, and non-related browsing of content. This growing trend is revolutionising the way that broadcasters think about their content. Through the envisioned connected home, driven by end-to-end IP connected networks, television content creators and app developers are now considering the design space for multi-device, interactive experiences. In this review paper, we consider the pre-digital beginnings of such scenarios, and progress to discuss how the introduction of mobile devices has affected the TV viewing experience. We discuss dual-screen usage over a variety of contexts in the connected home, with a focus on ‘designed’ dual-screen experiences such as companion applications. We conclude with reflections on the future of this area so that app developers, broadcasters, and academics may push further the space and improve future dual- and multi-screen experiences
Impacto de Parámetros de QoS en Aspectos de QoE: Análisis desde el Punto de Vista de la Sincronización Multimedia
La sincronización multimedia ha sido un área de
investigación clave desde los inicios de los sistemas multimedia.
En este artÃculo se ofrecen una visión general y un análisis sobre
el impacto de varios parámetros de QoS en diferentes aspectos
de la QoE, desde el punto de vista de la sincronización
multimedia. En primer lugar, se presentan los diferentes tipos de
sincronización multimedia y su relevancia para garantizar una
QoE satisfactoria. En segundo lugar, se muestra que la
magnitud de los retardos y su variabilidad en las redes actuales
es bastante superior a los umbrales permisibles por los usuarios
en diferentes tipos y ejemplos de sincronización multimedia,
reflejando asà su necesidad. En tercer lugar, se describe el
impacto del ancho de banda y la tasa de pérdidas sobre la
sincronización multimedia. Por último, se argumenta la
influencia del uso de diferentes alternativas para conseguir la
sincronización multimedia sobre varios factores de QoS y de
QoE
Are We in Sync? Synchronization Requirements for Watching Online Video Together
Synchronization between locations is an important factor for
enabling remote shared experiences. Still, experimental data
on what is the acceptable synchronization level is scarce.
This paper discusses the synchronization requirements for
watching online videos together – a popular set of services
that recreate the shared experience of watching TV together
by offering tools to communicate while watching. It studies
the noticeability and annoyance of synchronization
differences of the video being watched, as well as the impact
on users’ feelings of togetherness, both for voice chat and
text chat. Results of an experiment with 36 participants show
that when using voice chat, users notice synchronization
differences sooner, are more annoyed and feel more together
than when using text chat. However, users with high text
chat activity notice synchronization differences similar to
participants using voice chat.status: publishe
Are we in Sync? Synchronization Requirements for Watching Online Video Together
Synchronization between locations is an important factor for enabling remote shared experiences. Still, experimental data on what is the acceptable synchronization level is scarce. This paper discusses the synchronization requirements for watching online videos together - a popular set of services that recreate the shared experience of watching TV together by offering tools to communicate while watching. It studies the noticeability and annoyance of synchronization differences of the video being watched, as well as the impact on users' feelings of togetherness, both for voice chat and text chat. Results of an experiment with 36 participants show that when using voice chat, users notice synchronization differences sooner, are more annoyed and feel more together than when using text chat. However, users with high text chat activity notice synchronization differences similar to participants using voice chat
Implementation and Evaluation of an M/S Scheme for Inter-Destination Multimedia Synchronization (IDMS)
[EN] Nowadays, the media consumption model is changing from passive isolated activities
towards dynamic group shared experiences. People separated in space can already interact
and collaborate within the context of simultaneous media content delivery (e.g. they can
launch a real time conversation during a shared video watching). However, to stimulate the
acceptance and usability of those socially aware interactive media services, synchronous
communications (i.e. consistent playout states) across separated locations must be guaranteed.
Inter-Destination Multimedia Synchronization (IDMS) has become a key research topic to
enable geographically dispersed consumers to experience a satisfying feeling of togetherness.
Several (distributed and centralized) approaches to perform IDMS have been adopted by the
research community up to date. In this paper, a Master/Slave (M/S) Control Scheme for
IDMS is implemented and tested, thus analyzing its strengths and weaknesses for distributed
networked environments. Simulation results prove the effectiveness and suitability of the
proposed M/S Scheme in those scenarios in which scalability, consistency, interactivity and
low control traffic overhead features must be provided.This work has been financed, partially, by Universitat Politècnica de Valencia (UPV), under its R&D Support Program in PAID-05-11-002-331 Project and in PAID-01-10.Montagud, M.; Boronat Segui, F. (2011). Implementation and Evaluation of an M/S Scheme for Inter-Destination Multimedia Synchronization (IDMS). Network Protocols and Algorithms. 3(3):80-98. https://doi.org/10.5296/npa.v3i3.1089S80983