1,147 research outputs found

    DASH for 3D Networked Virtual Environment

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    DASH is now a widely deployed standard for streaming video content due to its simplicity, scalability, and ease of deployment. In this paper, we explore the use of DASH for a different type of media content -- networked virtual environment (NVE), with different properties and requirements. We organize a polygon soup with textures into a structure that is compatible with DASH MPD (Media Presentation Description), with a minimal set of view-independent metadata for the client to make intelligent decisions about what data to download at which resolution. We also present a DASH-based NVE client that uses a view-dependent and network dependent utility metric to decide what to download, based only on the information in the MPD file. We show that DASH can be used on NVE for 3D content streaming. Our work opens up the possibility of using DASH for highly interactive applications, beyond its current use in video streaming

    MediaSync: Handbook on Multimedia Synchronization

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    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

    Towards QoE-Driven Optimization of Multi-Dimensional Content Streaming

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    Whereas adaptive video streaming for 2D video is well established and frequently used in streaming services, adaptation for emerging higher-dimensional content, such as point clouds, is still a research issue. Moreover, how to optimize resource usage in streaming services that support multiple content types of different dimensions and levels of interactivity has so far not been sufficiently studied. Learning-based approaches aim to optimize the streaming experience according to user needs. They predict quality metrics and try to find system parameters maximizing them given the current network conditions. With this paper, we show how to approach content and network adaption driven by Quality of Experience (QoE) for multi-dimensional content. We describe components required to create a system adapting multiple streams of different content types simultaneously, identify research gaps and propose potential next steps

    A Seamless Convergence of the Digital and Physical Factory Aiming in Personalized Product Emergence Process (PPEP) for Smart Products within ESB Logistics Learning Factory at Reutlingen University

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    AbstractA seamless convergence of the digital and physical factory aiming in personalized Product Emergence Process (PPEP) for smart products within ESB Logistics Learning Factory at Reutlingen University.A completely new business model with reference to Industrie4.0 and facilitated by 3D Experience Software in today's networked society in which customers expect immediate responses, delightful experience and simple solutions is one of the mission scenarios in the ESB Logistics Learning Factory at ESB Business School (Reutlingen University).The business experience platform provides software solutions for every organization in the company respectively in the factory. An interface with dashboards, project management apps, 3D - design and construction apps with high end visualization, manufacturing and simulation apps as well as intelligence and social network apps in a collaborative interactive environment help the user to learn the creation of a value end to end process for a personalized virtual and later real produced product.Instead of traditional ways of working and a conventional operating factory real workers and robots work semi-intuitive together. Centerpiece in the self-planned interim factory is the smart personalized product, uniquely identifiable and locatable at all times during the production process – a scooter with an individual colored mobile phone – holder for any smart phone produced with a 3D printer in lot size one. Smart products have in the future solutions incorporated internet based services – designed and manufactured - at the costs of mass products. Additionally the scooter is equipped with a retrievable declarative product memory. Monitoring and control is handled by sensor tags and a raspberry positioned on the product. The engineering design and implementation of a changeable production system is guided by a self-execution system that independently find amongst others esplanade workplaces.The imparted competences to students and professionals are project management method SCRUM, customization of workflows by Industrie4.0 principles, the enhancements of products with new personalized intelligent parts, electrical and electronic self-programmed components and the control of access of the product memory information, to plan in a digital engineering environment and set up of the physical factory to produce customer orders. The gained action-orientated experience refers to the chances and requirements for holistic digital and physical systems

    Service Migration from Cloud to Multi-tier Fog Nodes for Multimedia Dissemination with QoE Support.

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    A wide range of multimedia services is expected to be offered for mobile users via various wireless access networks. Even the integration of Cloud Computing in such networks does not support an adequate Quality of Experience (QoE) in areas with high demands for multimedia contents. Fog computing has been conceptualized to facilitate the deployment of new services that cloud computing cannot provide, particularly those demanding QoE guarantees. These services are provided using fog nodes located at the network edge, which is capable of virtualizing their functions/applications. Service migration from the cloud to fog nodes can be actuated by request patterns and the timing issues. To the best of our knowledge, existing works on fog computing focus on architecture and fog node deployment issues. In this article, we describe the operational impacts and benefits associated with service migration from the cloud to multi-tier fog computing for video distribution with QoE support. Besides that, we perform the evaluation of such service migration of video services. Finally, we present potential research challenges and trends

    Streaming of Plants in Distributed Virtual Environments

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    International audienceJust as in the real world, plants are important objects in virtual world for creating pleasant and realistic environments, especially those involving natural scenes. As such, much effort has been made in realistic modeling of plants. As the trend moves towards networked and distributed virtual environment, however, the current models are inadequate as they are not designed for progressive transmissions. In this paper, we fill in this gap by proposing a progressive representation for plants based on generalized cylinders. To facilitate the transmission of the plants, we quantify the visual contribution of each branch and use this weight in packet scheduling. We show the efficiency of our representations and effectiveness of our packet scheduler through simulations
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