455 research outputs found
HANDLING MULTILINGUAL CONTENT IN DIGITAL MEDIA: A CRITICAL ANALYSIS
This document expresses and analyzes the need to define a generic method for representing multilingual information in multimedia data. It describes the basic requirements that would bear upon such representations and establishes the potential link with ISO committee TC 37/SC 4 (Language Resource Management) and with XMT (eXtended MPEG-4 Textual format)
Integration of multi-sensorial effects in synchronised immersive hybrid TV scenarios
[EN] Traditionally, TV media content has exclusively involved 2D or 3D audiovisual streams consumed by using a simple TV device. However, in order to generate more immersive media consumption experiences, other new types of content (e.g., omnidirectional video), consumption devices (e.g., Head Mounted Displays or HMD) and solutions to stimulate other senses beyond the traditional ones of sight and hearing, can be used. Multi-sensorial media content (a.k.a. mulsemedia) facilitates additional sensory effects that stimulate other senses during the media consumption, with the aim of providing the consumers with a more immersive and realistic experience. They provide the users with a greater degree of realism and immersion, but can also provide greater social integration (e.g., people with AV deficiencies or attention span problems) and even contribute to creating better educational programs (e.g., for learning through the senses in educational content or scientific divulgation). Examples of sensory effects that can be used are olfactory effects (scents), tactile effects (e.g., vibration, wind or pressure effects), and ambient effects (e.g., temperature or lighting). In this paper, a solution for providing multi-sensorial and immersive hybrid (broadcast/broadband) TV content consumption experiences, including omnidirectional video and sensory effects, is presented. It has been designed, implemented, and subjectively evaluated (by 32 participants) in an end-to-end platform for hybrid content generation, delivery and synchronised consumption. The satisfactory results which were obtained regarding the perception of fine synchronisation between sensory effects and multimedia content, and regarding the users' perceived QoE, are summarised and discussed.This work was supported in part by the "Vicerrectorado de Investigacion de la Universitat Politecnica de Valencia'' under Project PAID-11-21 and Project PAID-12-21.Marfil, D.; Boronat, F.; González-Salinas, J.; Sapena Piera, A. (2022). Integration of multi-sensorial effects in synchronised immersive hybrid TV scenarios. IEEE Access. 10:79071-79089. https://doi.org/10.1109/ACCESS.2022.319417079071790891
Simulating face to face collaboration for interactive learning systems
The use of Problem-Based Learning (PBL) in medical education and other educational settings has escalated. PBL\u27s strength in learning is mostly due to its collaborative and open-ended problem solving approach. Traditional PBL was designed to be used in live team environments rather than in an online setting. We describe research that allows for web-based PBL via geographically distributed physical locations that emphasize PBL\u27s collaboration and open brainstorming approach using interactive web, gaming and simulation techniques. We describe Interactive Face Animation - Comprehensive Environment (iFACE) which allows for expressive voice based character agents along with Collaborative Online Multimedia Problem-based Simulation Software (COMPS) which integrates iFace within a customizable web-based collaboration system. COMPS creates an XML-based multimedia communication medium that is effective for group based case presentations, discussions and other PBL activities
MediaSync: Handbook on Multimedia Synchronization
This book provides an approachable overview of the most recent advances in the fascinating field of media synchronization (mediasync), gathering contributions from the most representative and influential experts. Understanding the challenges of this field in the current multi-sensory, multi-device, and multi-protocol world is not an easy task. The book revisits the foundations of mediasync, including theoretical frameworks and models, highlights ongoing research efforts, like hybrid broadband broadcast (HBB) delivery and users' perception modeling (i.e., Quality of Experience or QoE), and paves the way for the future (e.g., towards the deployment of multi-sensory and ultra-realistic experiences). Although many advances around mediasync have been devised and deployed, this area of research is getting renewed attention to overcome remaining challenges in the next-generation (heterogeneous and ubiquitous) media ecosystem. Given the significant advances in this research area, its current relevance and the multiple disciplines it involves, the availability of a reference book on mediasync becomes necessary. This book fills the gap in this context. In particular, it addresses key aspects and reviews the most relevant contributions within the mediasync research space, from different perspectives. Mediasync: Handbook on Multimedia Synchronization is the perfect companion for scholars and practitioners that want to acquire strong knowledge about this research area, and also approach the challenges behind ensuring the best mediated experiences, by providing the adequate synchronization between the media elements that constitute these experiences
Extending the 5S Framework of Digital Libraries to support Complex Objects, Superimposed Information, and Content-Based Image Retrieval Services
Advanced services in digital libraries (DLs) have been developed and widely used to address the required capabilities of an assortment of systems as DLs expand into diverse application domains. These systems may require support for images (e.g., Content-Based Image Retrieval), Complex (information) Objects, and use of content at fine grain (e.g., Superimposed Information). Due to the lack of consensus on precise theoretical definitions for those services, implementation efforts often involve ad hoc development, leading to duplication and interoperability problems. This article presents a methodology to address those problems by extending a precisely specified minimal digital library (in the 5S framework) with formal definitions of aforementioned services. The theoretical extensions of digital library functionality presented here are reinforced with practical case studies as well as scenarios for the individual and integrative use of services to balance theory and practice. This methodology has implications that other advanced
services can be continuously integrated into our current extended framework whenever they are identified. The theoretical definitions and case study we present may impact future development efforts and a wide range of digital library researchers, designers, and developers
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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
HANDLING MULTILINGUAL CONTENT IN DIGITAL MEDIA: A CRITICAL ANALYSIS
This document expresses and analyzes the need to define a generic method for representing multilingual information in multimedia data. It describes the basic requirements that would bear upon such representations and establishes the potential link with ISO committee TC 37/SC 4 (Language Resource Management) and with XMT (eXtended MPEG-4 Textual format)
Multispace behavioral model for face-based affective social agents
This paper describes a behavioral model for affective social agents based on three independent but interacting parameter spaces:
knowledge, personality, andmood. These spaces control a lower-level geometry space that provides parameters at the facial feature
level. Personality and mood use findings in behavioral psychology to relate the perception of personality types and emotional
states to the facial actions and expressions through two-dimensional models for personality and emotion. Knowledge encapsulates
the tasks to be performed and the decision-making process using a specially designed XML-based language. While the geometry
space provides an MPEG-4 compatible set of parameters for low-level control, the behavioral extensions available through the
triple spaces provide flexible means of designing complicated personality types, facial expression, and dynamic interactive scenarios
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