32 research outputs found

    Cooperating broadcast and cellular conditional access system for digital television

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    This thesis was submitted for the degree of Doctor of Philosophy and awarded by Brunel University.The lack of interoperability between Pay‐TV service providers and a horizontally integrated business transaction model have compromised the competition in the Pay‐TV market. In addition, the lack of interactivity with customers has resulted in high churn rate and improper security measures have contributed into considerable business loss. These issues are the main cause of high operational costs and subscription fees in the Pay‐TV systems. This paper presents a novel end‐to‐end system architecture for Pay‐TV systems cooperating mobile and broadcasting technologies. It provides a cost‐effective, scalable, dynamic and secure access control mechanism supporting converged services and new business opportunities in Pay‐TV systems. It enhances interactivity, security and potentially reduces customer attrition and operational cost. In this platform, service providers can effectively interact with their customers, personalise their services and adopt appropriate security measures. It breaks up the rigid relationship between a viewer and set‐top box as imposed by traditional conditional access systems, thus, a viewer can fully enjoy his entitlements via an arbitrary set‐top box. Having thoroughly considered state‐of‐the‐art technologies currently being used across the world, the thesis highlights novel use cases and presents the full design and implementation aspects of the system. The design section is enriched by providing possible security structures supported thereby. A business collaboration structure is proposed, followed by a reference model for implementing the system. Finally, the security architectures are analysed to propose the best architecture on the basis of security, complexity and set‐top box production cost criteria

    Resource management in cable access networks

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    Een kabelnetwerk is tegenwoordig niet meer alleen een medium waarover analoge TV-signalen vanuit een centraal punt, kopstation genaamd, naar de aangesloten huizen worden gestuurd. Sinds enkele jaren is het mogelijk om thuis data digitaal te versturen en te ontvangen. Deze data gaat via een kabelmodem thuis en het kopstation, dat in verbinding staat met andere netwerken. Op deze wijze zijn kabelnetwerken onderdeel geworden van het wereldwijde Internet en kunnen computers thuis hier mee verbonden worden. Door aan zo’n kopstation een digitaal videosysteem met duizenden films te koppelen, ontstaat er de mogelijkheid een video-op-verzoek dienst aan te bieden: Via de computer of zelfs de TV thuis kunnen films worden besteld en direct bekeken, of worden opgeslagen in de computer. Om dit te bewerkstelligen is meer nodig dan alleen een netwerk: Voor de transmissie van video data dient er zorg voor te worden gedragen dat deze zonder hinderende interrupties kan geschieden, omdat dergelijke gebeurtenissen door de gebruiker direct te zien zijn in de vorm van een stilstaand of zwart beeld. Verder is ook de reactiesnelheid van het systeem van belang voor het ondersteunen van operaties door de gebruiker, zoals het bestellen van een film, maar ook het vooruit- of terugspoelen, pauzeren, enzovoorts. Binnen deze context beschrijven en analyseren we in dit proefschrift zes problemen. Vier daarvan houden verband met de transmissie van data over het kabelnetwerk en de overige twee houden verband met het opslaan van video data op een harde schijf. In twee van de vier problemen uit de eerste categorie analyseren we de vertraging die data ondervindt wanneer die vanuit een modem wordt gestuurd naar het kopstation. Deze vertraging bepaalt met name de reactiesnelheid van het systeem. Karakteristiek voor dataverkeer in deze richting is dat pakketten van verschillende modems tegelijkertijd mogen worden verstuurd en daardoor verloren gaan. Met name de vereiste hertransmissies zorgen voor vertraging. Meer concreet beschouwen we een variant op het bekende ALOHA protocol, waarbij we uitgaan van een kanaalmodel dat afwijkt van het conventionele model. Het afwijkende model is van toepassing wanneer een modem een eerste contact probeert te leggen met het kopstation na te zijn opgestart. Met name na een stroomuitval, wanneer een groot aantal modems tegelijkertijd opnieuw opstart, kunnen de vertragingen aanzienlijk zijn. Daarnaast beschouwen we modems tijdens normale operatie en analyseren wij de verbetering in vertraging wanneer pakketten die vanuit ´e´en modem moeten worden verstuurd, worden verpakt in een groter pakket. In beide studies worden wiskundige resultaten vergeleken met simulaties die re¨ele situaties nabootsen. In de andere twee van de vier problemen richten wij ons op de transmissie van video data in de andere richting, namelijk van het kopstation naar de modems. Hierbij spelen stringente tijdsrestricties een voorname rol, zoals hierboven reeds is beschreven. Meer specifiek presenteren we een planningsalgoritme dat pakketten voor een aantal gebruikers op een kanaal zodanig na elkaar verstuurt dat de variatie in de vertraging die de verschillende pakketten ondervinden, minimaal is. Op deze wijze wordt zo goed mogelijk een continue stroom van data gerealiseerd die van belang is voor het probleemloos kunnen bekijken van een film. Daarnaast analyseren we een bestaand algoritme om een film via een aantal kanalen periodiek naar de aangesloten huizen te versturen. In dit geval ligt de nadruk op de wachttijd die een gebruiker ondervindt na het bestellen van een film. In deze analyse onderbouwen we een in het algoritme gebruikte heuristiek en brengen hierin verdere verbeteringen aan. Daarnaast bewijzen we dat het algoritme asymptotisch optimaal is, iets dat reeds langer werd aangenomen, maar nooit rigoreus bewezen was. Bij de laatste twee problemen, die verband houden met het opslaan van video data op een harde schijf, analyseren we hoe deze data zodanig kan worden opgeslagen dat die er nadien efficient van kan worden teruggelezen. In het ene probleem beschouwen we een bestaand planningsalgoritme om pakketten van verschillende videostromen naar een harde schijf te schrijven en passen dit aan om ervoor te zorgen dat het teruglezen van de stroom met bijvoorbeeld een andere pakketgrootte mogelijk wordt zonder daarbij de schijf onnodig te belasten. In het andere probleem analyseren we hoe we effectief gebruik kunnen maken van het gegeven dat data aan de buitenkant van de schijf sneller gelezen kan worden dan aan de binnenkant. We bewijzen dat het probleem van het zo efficient mogelijk opslaan van een gegeven aantal video files NPlastig is en presenteren een eenvoudige heuristiek die, hoewel voor bijzondere instanties een bewijsbaar slechte prestatie levert, in de praktijk in het algemeen goede prestaties levert. Hierbij maken we met name gebruik van het verschil in populariteit van de verschillende films

    Persönliche Wege der Interaktion mit multimedialen Inhalten

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    Today the world of multimedia is almost completely device- and content-centered. It focuses it’s energy nearly exclusively on technical issues such as computing power, network specifics or content and device characteristics and capabilities. In most multimedia systems, the presentation of multimedia content and the basic controls for playback are main issues. Because of this, a very passive user experience, comparable to that of traditional TV, is most often provided. In the face of recent developments and changes in the realm of multimedia and mass media, this ”traditional” focus seems outdated. The increasing use of multimedia content on mobile devices, along with the continuous growth in the amount and variety of content available, make necessary an urgent re-orientation of this domain. In order to highlight the depth of the increasingly difficult situation faced by users of such systems, it is only logical that these individuals be brought to the center of attention. In this thesis we consider these trends and developments by applying concepts and mechanisms to multimedia systems that were first introduced in the domain of usercentrism. Central to the concept of user-centrism is that devices should provide users with an easy way to access services and applications. Thus, the current challenge is to combine mobility, additional services and easy access in a single and user-centric approach. This thesis presents a framework for introducing and supporting several of the key concepts of user-centrism in multimedia systems. Additionally, a new definition of a user-centric multimedia framework has been developed and implemented. To satisfy the user’s need for mobility and flexibility, our framework makes possible seamless media and service consumption. The main aim of session mobility is to help people cope with the increasing number of different devices in use. Using a mobile agent system, multimedia sessions can be transferred between different devices in a context-sensitive way. The use of the international standard MPEG-21 guarantees extensibility and the integration of content adaptation mechanisms. Furthermore, a concept is presented that will allow for individualized and personalized selection and face the need for finding appropriate content. All of which can be done, using this approach, in an easy and intuitive way. Especially in the realm of television, the demand that such systems cater to the need of the audience is constantly growing. Our approach combines content-filtering methods, state-of-the-art classification techniques and mechanisms well known from the area of information retrieval and text mining. These are all utilized for the generation of recommendations in a promising new way. Additionally, concepts from the area of collaborative tagging systems are also used. An extensive experimental evaluation resulted in several interesting findings and proves the applicability of our approach. In contrast to the ”lean-back” experience of traditional media consumption, interactive media services offer a solution to make possible the active participation of the audience. Thus, we present a concept which enables the use of interactive media services on mobile devices in a personalized way. Finally, a use case for enriching TV with additional content and services demonstrates the feasibility of this concept.Die heutige Welt der Medien und der multimedialen Inhalte ist nahezu ausschließlich inhalts- und geräteorientiert. Im Fokus verschiedener Systeme und Entwicklungen stehen oft primär die Art und Weise der Inhaltspräsentation und technische Spezifika, die meist geräteabhängig sind. Die zunehmende Menge und Vielfalt an multimedialen Inhalten und der verstärkte Einsatz von mobilen Geräten machen ein Umdenken bei der Konzeption von Multimedia Systemen und Frameworks dringend notwendig. Statt an eher starren und passiven Konzepten, wie sie aus dem TV Umfeld bekannt sind, festzuhalten, sollte der Nutzer in den Fokus der multimedialen Konzepte rücken. Um dem Nutzer im Umgang mit dieser immer komplexeren und schwierigen Situation zu helfen, ist ein Umdenken im grundlegenden Paradigma des Medienkonsums notwendig. Durch eine Fokussierung auf den Nutzer kann der beschriebenen Situation entgegengewirkt werden. In der folgenden Arbeit wird auf Konzepte aus dem Bereich Nutzerzentrierung zurückgegriffen, um diese auf den Medienbereich zu übertragen und sie im Sinne einer stärker nutzerspezifischen und nutzerorientierten Ausrichtung einzusetzen. Im Fokus steht hierbei der TV-Bereich, wobei die meisten Konzepte auch auf die allgemeine Mediennutzung übertragbar sind. Im Folgenden wird ein Framework für die Unterstützung der wichtigsten Konzepte der Nutzerzentrierung im Multimedia Bereich vorgestellt. Um dem Trend zur mobilen Mediennutzung Sorge zu tragen, ermöglicht das vorgestellte Framework die Nutzung von multimedialen Diensten und Inhalten auf und über die Grenzen verschiedener Geräte und Netzwerke hinweg (Session mobility). Durch die Nutzung einer mobilen Agentenplattform in Kombination mit dem MPEG-21 Standard konnte ein neuer und flexibel erweiterbarer Ansatz zur Mobilität von Benutzungssitzungen realisiert werden. Im Zusammenhang mit der stetig wachsenden Menge an Inhalten und Diensten stellt diese Arbeit ein Konzept zur einfachen und individualisierten Selektion und dem Auffinden von interessanten Inhalten und Diensten in einer kontextspezifischen Weise vor. Hierbei werden Konzepte und Methoden des inhaltsbasierten Filterns, aktuelle Klassifikationsmechanismen und Methoden aus dem Bereich des ”Textminings” in neuer Art und Weise in einem Multimedia Empfehlungssystem eingesetzt. Zusätzlich sind Methoden des Web 2.0 in eine als Tag-basierte kollaborative Komponente integriert. In einer umfassenden Evaluation wurde sowohl die Umsetzbarkeit als auch der Mehrwert dieser Komponente demonstriert. Eine aktivere Beteiligung im Medienkonsum ermöglicht unsere iTV Komponente. Sie unterstützt das Anbieten und die Nutzung von interaktiven Diensten, begleitend zum Medienkonsum, auf mobilen Geräten. Basierend auf einem Szenario zur Anreicherung von TV Sendungen um interaktive Dienste konnte die Umsetzbarkeit dieses Konzepts demonstriert werden

    Digital television applications

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    Studying development of interactive services for digital television is a leading edge area of work as there is minimal research or precedent to guide their design. Published research is limited and therefore this thesis aims at establishing a set of computing methods using Java and XML technology for future set-top box interactive services. The main issues include middleware architecture, a Java user interface for digital television, content representation and return channel communications. The middleware architecture used was made up of an Application Manager, Application Programming Interface (API), a Java Virtual Machine, etc., which were arranged in a layered model to ensure the interoperability. The application manager was designed to control the lifecycle of Xlets; manage set-top box resources and remote control keys and to adapt the graphical device environment. The architecture of both application manager and Xlet forms the basic framework for running multiple interactive services simultaneously in future set-top box designs. User interface development is more complex for this type of platform (when compared to that for a desktop computer) as many constraints are set on the look and feel (e.g., TV-like and limited buttons). Various aspects of Java user interfaces were studied and my research in this area focused on creating a remote control event model and lightweight drawing components using the Java Abstract Window Toolkit (AWT) and Java Media Framework (JMF) together with Extensible Markup Language (XML). Applications were designed aimed at studying the data structure and efficiency of the XML language to define interactive content. Content parsing was designed as a lightweight software module based around two parsers (i.e., SAX parsing and DOM parsing). The still content (i.e., text, images, and graphics) and dynamic content (i.e., hyperlinked text, animations, and forms) can then be modeled and processed efficiently. This thesis also studies interactivity methods using Java APIs via a return channel. Various communication models are also discussed that meet the interactivity requirements for different interactive services. They include URL, Socket, Datagram, and SOAP models which applications can choose to use in order to establish a connection with the service or broadcaster in order to transfer data. This thesis is presented in two parts: The first section gives a general summary of the research and acts as a complement to the second section, which contains a series of related publications.reviewe

    Integration of Web Browsers and Interactive TV

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    Interactive TV(ITV) technologies enhance the conventional TV services and enable user--content interaction. The World Wide Web is currently the most popular approach to information exchange. The ``Integration of Interactive TV and web browsers'' project studies the convergence of the two areas which is important since both areas can benefit each other. We focus on an ITV extension for an existing web browser. The ``Multimedia and Hypermedia information coding Experts Group'' part 5 (MHEG-5) standard is selected as representative for the ITV area, and the Extensible Markup Language (XML) and Document Object Model (DOM) standards for the web browsers area. We present the design and implementation of an MHEG extension for a web browser and integrate the MHEG and DOM event models in order to achieve an easier and more compact MHEG event model implementation. Our study provides the foundation for the convergence of the two technologies by a thorough study, implementation and evaluation of ITV and browser integration

    Designing new network adaptation and ATM adaptation layers for interactive multimedia applications

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    Multimedia services, audiovisual applications composed of a combination of discrete and continuous data streams, will be a major part of the traffic flowing in the next generation of high speed networks. The cornerstones for multimedia are Asynchronous Transfer Mode (ATM) foreseen as the technology for the future Broadband Integrated Services Digital Network (B-ISDN) and audio and video compression algorithms such as MPEG-2 that reduce applications bandwidth requirements. Powerful desktop computers available today can integrate seamlessly the network access and the applications and thus bring the new multimedia services to home and business users. Among these services, those based on multipoint capabilities are expected to play a major role.    Interactive multimedia applications unlike traditional data transfer applications have stringent simultaneous requirements in terms of loss and delay jitter due to the nature of audiovisual information. In addition, such stream-based applications deliver data at a variable rate, in particular if a constant quality is required.    ATM, is able to integrate traffic of different nature within a single network creating interactions of different types that translate into delay jitter and loss. Traditional protocol layers do not have the appropriate mechanisms to provide the required network quality of service (QoS) for such interactive variable bit rate (VBR) multimedia multipoint applications. This lack of functionalities calls for the design of protocol layers with the appropriate functions to handle the stringent requirements of multimedia.    This thesis contributes to the solution of this problem by proposing new Network Adaptation and ATM Adaptation Layers for interactive VBR multimedia multipoint services.    The foundations to build these new multimedia protocol layers are twofold; the requirements of real-time multimedia applications and the nature of compressed audiovisual data.    On this basis, we present a set of design principles we consider as mandatory for a generic Multimedia AAL capable of handling interactive VBR multimedia applications in point-to-point as well as multicast environments. These design principles are then used as a foundation to derive a first set of functions for the MAAL, namely; cell loss detection via sequence numbering, packet delineation, dummy cell insertion and cell loss correction via RSE FEC techniques.    The proposed functions, partly based on some theoretical studies, are implemented and evaluated in a simulated environment. Performances are evaluated from the network point of view using classic metrics such as cell and packet loss. We also study the behavior of the cell loss process in order to evaluate the efficiency to be expected from the proposed cell loss correction method. We also discuss the difficulties to map network QoS parameters to user QoS parameters for multimedia applications and especially for video information. In order to present a complete performance evaluation that is also meaningful to the end-user, we make use of the MPQM metric to map the obtained network performance results to a user level. We evaluate the impact that cell loss has onto video and also the improvements achieved with the MAAL.    All performance results are compared to an equivalent implementation based on AAL5, as specified by the current ITU-T and ATM Forum standards.    An AAL has to be by definition generic. But to fully exploit the functionalities of the AAL layer, it is necessary to have a protocol layer that will efficiently interface the network and the applications. This role is devoted to the Network Adaptation Layer.    The network adaptation layer (NAL) we propose, aims at efficiently interface the applications to the underlying network to achieve a reliable but low overhead transmission of video streams. Since this requires an a priori knowledge of the information structure to be transmitted, we propose the NAL to be codec specific.    The NAL targets interactive multimedia applications. These applications share a set of common requirements independent of the encoding scheme used. This calls for the definition of a set of design principles that should be shared by any NAL even if the implementation of the functions themselves is codec specific. On the basis of the design principles, we derive the common functions that NALs have to perform which are mainly two; the segmentation and reassembly of data packets and the selective data protection.    On this basis, we develop an MPEG-2 specific NAL. It provides a perceptual syntactic information protection, the PSIP, which results in an intelligent and minimum overhead protection of video information. The PSIP takes advantage of the hierarchical organization of the compressed video data, common to the majority of the compression algorithms, to perform a selective data protection based on the perceptual relevance of the syntactic information.    The transmission over the combined NAL-MAAL layers shows significant improvement in terms of CLR and perceptual quality compared to equivalent transmissions over AAL5 with the same overhead.    The usage of the MPQM as a performance metric, which is one of the main contributions of this thesis, leads to a very interesting observation. The experimental results show that for unexpectedly high CLRs, the average perceptual quality remains close to the original value. The economical potential of such an observation is very important. Given that the data flows are VBR, it is possible to improve network utilization by means of statistical multiplexing. It is therefore possible to reduce the cost per communication by increasing the number of connections with a minimal loss in quality.    This conclusion could not have been derived without the combined usage of perceptual and network QoS metrics, which have been able to unveil the economic potential of perceptually protected streams.    The proposed concepts are finally tested in a real environment where a proof-of-concept implementation of the MAAL has shown a behavior close to the simulated results therefore validating the proposed multimedia protocol layers

    MPEG-4 natural video coding - An overview

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    This paper describes the MPEG-4 standard, as defined in ISO/IEC 14496-2. The MPEG-4 visual standard is developed to provide users a new level of interaction with visual contents. It provides technologies to view, access and manipulate objects rather than pixels, with great error robustness at a large range of bit-rates. Application areas range from digital television, streaming video, to mobile multimedia and games. The MPEG-4 natural video standard consists of a collection of tools that support these application areas. The standard provides tools for shape coding, motion estimation and compensation, texture coding, error resilience, sprite coding and scalability. Conformance points in the form of object types, profiles and levels, provide the basis for interoperability. Shape coding can be performed in binary mode, where the shape of each object is described by a binary mask, or in gray scale mode, where the shape is described in a form similar to an alpha channel, allowing transparency, and reducing aliasing. Motion compensation is block based, with appropriate modifications for object boundaries. The block size can be 16×16, or 8×8, with half pixel resolution. MPEG-4 also provides a mode for overlapped motion compensation. Texture coding is based in 8×8 DCT, with appropriate modifications for object boundary blocks. Coefficient prediction is possible to improve coding efficiency. Static textures can be encoded using a wavelet transform. Error resilience is provided by resynchronization markers, data partitioning, header extension codes, and reversible variable length codes. Scalability is provided for both spatial and temporal resolution enhancement. MPEG-4 provides scalability on an object basis, with the restriction that the object shape has to be rectangular. MPEG-4 conformance points are defined at the Simple Profile, the Core Profile, and the Main Profile. Simple Profile and Core Profiles address typical scene sizes of QCIF and CIF size, with bit-rates of 64, 128, 384 and 2 Mbit/s. Main Profile addresses a typical scene sizes of CIF, ITU-R 601 and HD, with bit-rates at 2, 15 and 38.4 Mbit/s
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