20 research outputs found

    Plataforma Web 2.0 para la Sincronización Distribuida de Contenidos Multimedia e Interacción Social

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    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

    Standards for multi-stream and multi-device media synchronization

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    Impacto de Parámetros de QoS en Aspectos de QoE: Análisis desde el Punto de Vista de la Sincronización Multimedia

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    La sincronización multimedia ha sido un área de investigación clave desde los inicios de los sistemas multimedia. En este artículo 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 así 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

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    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

    No full text
    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)

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    [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
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