15,303 research outputs found
3D video coding and transmission
The capture, transmission, and display of
3D content has gained a lot of attention in the last few
years. 3D multimedia content is no longer con fined to
cinema theatres but is being transmitted using stereoscopic
video over satellite, shared on Blu-RayTMdisks,
or sent over Internet technologies. Stereoscopic displays
are needed at the receiving end and the viewer needs to
wear special glasses to present the two versions of the
video to the human vision system that then generates
the 3D illusion. To be more e ffective and improve the
immersive experience, more views are acquired from a
larger number of cameras and presented on di fferent displays,
such as autostereoscopic and light field displays.
These multiple views, combined with depth data, also
allow enhanced user experiences and new forms of interaction
with the 3D content from virtual viewpoints.
This type of audiovisual information is represented by a
huge amount of data that needs to be compressed and
transmitted over bandwidth-limited channels. Part of
the COST Action IC1105 \3D Content Creation, Coding
and Transmission over Future Media Networks" (3DConTourNet)
focuses on this research challenge.peer-reviewe
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Multimedia delivery in the future internet
The term âNetworked Mediaâ 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 citizensâ 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 âon the moveâ, 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
Optical network technologies for future digital cinema
Digital technology has transformed the information flow and support infrastructure for numerous application domains, such as cellular communications. Cinematography, traditionally, a film based medium, has embraced digital technology leading to innovative transformations in its work flow. Digital cinema supports transmission of high resolution content enabled by the latest advancements in optical communications and video compression. In this paper we provide a survey of the optical network technologies for supporting this bandwidth intensive traffic class. We also highlight the significance and benefits of the state of the art in optical technologies that support the digital cinema work flow
Random Linear Network Coding for 5G Mobile Video Delivery
An exponential increase in mobile video delivery will continue with the
demand for higher resolution, multi-view and large-scale multicast video
services. Novel fifth generation (5G) 3GPP New Radio (NR) standard will bring a
number of new opportunities for optimizing video delivery across both 5G core
and radio access networks. One of the promising approaches for video quality
adaptation, throughput enhancement and erasure protection is the use of
packet-level random linear network coding (RLNC). In this review paper, we
discuss the integration of RLNC into the 5G NR standard, building upon the
ideas and opportunities identified in 4G LTE. We explicitly identify and
discuss in detail novel 5G NR features that provide support for RLNC-based
video delivery in 5G, thus pointing out to the promising avenues for future
research.Comment: Invited paper for Special Issue "Network and Rateless Coding for
Video Streaming" - MDPI Informatio
Indexing, browsing and searching of digital video
Video is a communications medium that normally brings together moving pictures with a synchronised audio track into a discrete piece or pieces of information. The size of a âpiece â of video can variously be referred to as a frame, a shot, a scene, a clip, a programme or an episode, and these are distinguished by their lengths and by their composition. We shall return to the definition of each of these in section 4 this chapter. In modern society, video is ver
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Strength, Weakness, Opportunity, Threat (SWOT) Analysis of the Adaptations to Anatomical Education in the United Kingdom and Republic of Ireland in Response to the Covidâ19 Pandemic
The Covid-19 pandemic has driven the fastest changes to higher education across the globe, necessitated by social distancing measures preventing any face to face teaching. This has led to an almost immediate switch to distance learning by higher education institutions. Anatomy faces some unique challenges. Intrinsically, anatomy is a three-dimensional subject that requires a sound understanding of the relationships between structures, often achieved by the study of human cadaveric material, models and virtual resources. This study sought to identify the approaches taken in the United Kingdom and Republic of Ireland to deliver anatomical education through online means. Data were collected from 14 different universities in the United Kingdom and Republic of Ireland and compared adopting a thematic analysis approach. Once themes were generated, they were collectively brought together using a strength, weakness, opportunity, threat (SWOT) analysis. Key themes included the opportunity to develop new online resources and the chance to engage in new academic collaborations. Academics frequently mentioned the challenge that time constrains could place on the quality and effectiveness of these resources; especially as in many cases the aim of these resources is to compensate for a lack of exposure to cadaveric exposure. Comparisons of the actions taken by multiple higher education institutions reveals the ways that academics have tried to balance this demand. Discussions will facilitate decisions being made by higher education institutions regarding adapting the curriculum and assessment methods in anatomy
ImTV: Towards an Immersive TV experience
3rd International Workshop on Future Television: Making Television Integrated and Interactive, Adjunct Proceeding of EuroiTVThe media marketplace has witnessed an increase in the amount and types of viewing devices available to consumers. Moreover, a lot of these are portable, and offer tremendous personalization opportunities. Technology, distribution, reception and content developments all influence new 'television' viewing/using habits. In this paper, we report results and findings of a transnational three year research project on the Future of TV. Our main contributions are organized into three main dimensions: (1) a user survey concerning behaviors associated with media engagement; (2) technologies driving the social and personalized TV of the 21st century, e.g. crowdsourcing and recommendation systems; and (3) technologies enabling interactions and visualizations that are more natural, e.g. gestures and 360Âș video.info:eu-repo/semantics/publishedVersio
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