1,072 research outputs found

    Real-time multimedia-based education through the Internet

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    The rapid advances in computer and communications technologies are challenging the American education systems to provide increased educational opportunities beyond the traditional geographic boundaries at a reasonable cost. Many educational institutions are answering this challenge by developing distance education programs. Distance education provides effective learning environment. An important requirement for effective distance education is the availability of continuous interactivity and immediate feedback. Over the Internet, synchronous sharing of multimedia content introduces unacceptable delays as network bandwidth is limited. In this thesis, the issue of Internet bandwidth is minimized and a novel system is developed for distance education using multimedia course material over the Internet. The data rich multimedia materials reside at remote computers and are only remotely activated utilizing low bandwidth signals over the Internet. As a result, the large download times associated with multimedia files are eliminated creating an almost real time link between the remote locations

    Distributed multimedia systems

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    A distributed multimedia system (DMS) is an integrated communication, computing, and information system that enables the processing, management, delivery, and presentation of synchronized multimedia information with quality-of-service guarantees. Multimedia information may include discrete media data, such as text, data, and images, and continuous media data, such as video and audio. Such a system enhances human communications by exploiting both visual and aural senses and provides the ultimate flexibility in work and entertainment, allowing one to collaborate with remote participants, view movies on demand, access on-line digital libraries from the desktop, and so forth. In this paper, we present a technical survey of a DMS. We give an overview of distributed multimedia systems, examine the fundamental concept of digital media, identify the applications, and survey the important enabling technologies.published_or_final_versio

    Free/Open Source Software - Open Standards

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    Co-published with Elsevier a division of Reed Elsevier India Private LimitedThis primer is part of a series of primers on Free and Open Source Software (FOSS) from IOSN serving as introductory documents to FOSS in general, as well as covering particular topic areas that are deemed important to FOSS such as open standards. Open standards are not the same as FOSS. However, like FOSS, they can minimize the possibility of technology and vendor lock-ins and level the playing field. They can also play an important role in promoting the interoperability of FOSS and proprietary software and this is crucial in the current, mixed Information technology (IT) environment. Being a primer in the IOSN FOSS series, the issues concerning open standards are approached from the FOSS and software perspectives and emphasis is given to the relationship that some of these standards have with FOSS. The definition of an open standard has generated much controversy with regard to whether it should contain patents licensed under reasonable and non-discriminatory (RAND) terms. The FOSS community, in general, is of the view that such RAND-encumbered standards should not be considered as open standards but most of the standards development organizations and bodies do accept patents available under RAND terms in their standards. The primer has incorporated definitions of open standards from both sides and also put into perspective the minimal characteristics that an open standard should have. It is hoped that this primer will provide the reader with a better understanding as to why open standards are important and how they can complement FOSS in fostering a more open IT environment. As users and consumers, the readers of this primer should demand from their software, conformance to open standards as far as possible. In addition to promoting interoperability and making more choices available, this will make it easier for FOSS to co-exist and take root in environments filled with proprietary software

    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

    MIRACLE Handbook : Guidelines for Mixed Reality Applications for Culture and Learning Experiences

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    Siirretty Doriast

    Practice makes practice

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    Graphic Designers today must operate independently of specific tools and media. Modes of production are democratized, and so it is in the ways we choose to operate within these modes that define the value of the field. Practice Makes Practice is a response to this condition, refocusing attention from the products of design as endpoints of process to visual evidence of persistent questioning by the designer. Through my work I question roles and media, enfolding audience, client, and collaborators into my process. My practice is improvisational, quick, and performative in its response to the specifics of site and circumstance. Through constructing temporary conditions for design, I reformat the everyday and produce in real-time. My thesis traces a trajectory of work demonstrating consistent methods over a wide range of academic and applied projects. I work intuitively to couple learning and making, and through continuous production enact a practice that persists at any scale
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