14 research outputs found

    3D-LIVE : live interactions through 3D visual environments

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    This paper explores Future Internet (FI) 3D-Media technologies and Internet of Things (IoT) in real and virtual environments in order to sense and experiment Real-Time interaction within live situations. The combination of FI testbeds and Living Labs (LL) would enable both researchers and users to explore capacities to enter the 3D Tele-Immersive (TI) application market and to establish new requirements for FI technology and infrastructure. It is expected that combining both FI technology pull and TI market pull would promote and accelerate the creation and adoption, by user communities such as sport practitioners, of innovative TI Services within sport events

    3D-LIVE : live interactions through 3D visual environments

    Get PDF
    This paper explores Future Internet (FI) 3D-Media technologies and Internet of Things (IoT) in real and virtual environments in order to sense and experiment Real-Time interaction within live situations. The combination of FI testbeds and Living Labs (LL) would enable both researchers and users to explore capacities to enter the 3D Tele-Immersive (TI) application market and to establish new requirements for FI technology and infrastructure. It is expected that combining both FI technology pull and TI market pull would promote and accelerate the creation and adoption, by user communities such as sport practitioners, of innovative TI Services within sport events

    Anahita: A System for 3D Video Streaming with Depth Customization

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    Producing high-quality stereoscopic 3D content requires significantly more effort than preparing regular video footage. In order to assure good depth perception and visual comfort, 3D videos need to be carefully adjusted to specific viewing conditions before they are shown to viewers. While most stereoscopic 3D content is designed for viewing in movie theaters, where viewing conditions do not vary significantly, adapting the same content for viewing on home TV-sets, desktop displays, laptops, and mobile devices requires additional adjustments. To address this challenge, we propose a new system for 3D video streaming that provides automatic depth adjustments as one of its key features. Our system takes into account both the content and the display type in order to customize 3D videos and maximize their perceived quality. We propose a novel method for depth adjustment that is well-suited for videos of field sports such as soccer, football, and tennis. Our method is computationally efficient and it does not introduce any visual artifacts. We have implemented our 3D streaming system and conducted two user studies, which show: (i) adapting stereoscopic 3D videos for different displays is beneficial, and (ii) our proposed system can achieve up to 35% improvement in the perceived quality of the stereoscopic 3D content

    Correlated multi-streaming in distributed interactive multimedia systems

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    Distributed Interactive Multimedia Environments (DIMEs) enable geographically distributed people to interact with each other in a joint media-rich virtual environment for a wide range of activities, such as art performance, medical consultation, sport training, etc. The real-time collaboration is made possible by exchanging a set of multi-modal sensory streams over the network in real time. The characterization and evaluation of such multi-stream interactive environments is challenging because the traditional Quality of Service metrics (e.g., delay, jitter) are limited to a per stream basis. In this work, we present a novel ???Bundle of Streams??? concept to de???ne correlated multi-streams in DIMEs and present new cyber-physical, spatio-temporal QoS metrics to measure QoS over bundle of streams. We realize Bundle of Streams concept by presenting a novel paradigm of Bundle Streaming as a Service (SAS). We propose and develop SAS Kernel, a generic, distributed, modular and highly ???exible streaming kernel realizing SAS concept. We validate the Bundle of Streams model by comparing the QoS performance of bundle of streams over different transport protocols in a 3D tele-immersive testbed. Also, further experiments demonstrate that the SAS Kernel incurs low overhead in delay, CPU, and bandwidth demands

    Integration of Multisensorial Stimuli and Multimodal Interaction in a Hybrid 3DTV System

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    This article proposes the integration of multisensorial stimuli and multimodal interaction components into a sports multimedia asset under two dimensions: immersion and interaction. The first dimension comprises a binaural audio system and a set of sensory effects synchronized with the audiovisual content, whereas the second explores interaction through the insertion of interactive 3D objects into the main screen and on-demand presentation of additional information in a second touchscreen. We present an end-to-end solution integrating these components into a hybrid (internet-broadcast) television system using current 3DTV standards. Results from an experimental study analyzing the perceived quality of these stimuli and their influence on the Quality of Experience are presented

    4D TeleCast: Towards Large Scale Multi-site and Multi-view Dissemination of 3DTI Contents

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    Archiving and Delivery of 3DTI Rehabilitation Sessions

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    In this paper we present CyPhy: a cyber-physiotherapy system that brings daily rehabilitation to patient’s home with supervision from trained therapist. With its archiving and delivery features, CyPhy is able to 1) capture and record RGB-D and physiotherapy-related medical sensing data streams in home environment; 2) provide efficient storage for rehabilitation session recordings; 3) provide fast metadata analysis over stored sessions for review recommendation; 4) adaptively deliver rehabilitation session under different networking capabilities; 5) support smooth viewpoint changing during 3D video streaming with scene rendering schemes tailored for devices with different bandwidth and power limitations; and 6) provide platform-independent streaming client for various mobile and PC environments

    Multi-View Video Packet Scheduling

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    In multiview applications, multiple cameras acquire the same scene from different viewpoints and generally produce correlated video streams. This results in large amounts of highly redundant data. In order to save resources, it is critical to handle properly this correlation during encoding and transmission of the multiview data. In this work, we propose a correlation-aware packet scheduling algorithm for multi-camera networks, where information from all cameras are transmitted over a bottleneck channel to clients that reconstruct the multiview images. The scheduling algorithm relies on a new rate-distortion model that captures the importance of each view in the scene reconstruction. We propose a problem formulation for the optimization of the packet scheduling policies, which adapt to variations in the scene content. Then, we design a low complexity scheduling algorithm based on a trellis search that selects the subset of candidate packets to be transmitted towards effective multiview reconstruction at clients. Extensive simulation results confirm the gain of our scheduling algorithm when inter-source correlation information is used in the scheduler, compared to scheduling policies with no information about the correlation or non-adaptive scheduling policies. We finally show that increasing the optimization horizon in the packet scheduling algorithm improves the transmission performance, especially in scenarios where the level of correlation rapidly varies with time

    4D TeleCast: Towards Large Scale Multi-site and Multi-view Dissemination of 3DTI Contents

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    3D Tele-immersive systems create real-time multi-stream and multi-view 3D collaborative contents from multiple sites to allow interactive shared activities in virtual environments. Applications of 3DTI include online sports, tele-health, remote learning and collaborative arts. In addition to interactive participants in 3DTI environments, we envision a large number of passive non-interactive viewers that (a) watch the interactive activities in 3DTI shared environments, and (b) select views of the activities at run time. To achieve this vision, we present 4D TeleCast, a novel multi-stream 3D content distribution framework for non-interactive viewers providing the functionality of multi-view selection. It addresses the following challenges: (1) supporting a large number of concurrent multi-stream viewers as well as multi-views, (2) preserving the unique nature of 3DTI multi-stream and multi-view dependencies at the viewers, and (3) allowing dynamic viewer behavior such as view changes and large-scale simultaneous viewer arrivals or departures. We divide the problem space into two: (1) multi-stream overlay construction problem that aims to minimize the cost of distribution of multi-stream contents, and maximize the number of concurrent viewers with sufficient viewer dynamism in terms of their resources and availabilities, and (2) effective resource utilization problem that aims to preserve the multi-stream dependencies in a view considering the heterogeneous resource constraints at the viewers. We evaluate 4D TeleCast using extensive simulations with 3DTI activity data and PlanetLab traces.published or submitted for publicationis peer reviewe

    Network streaming and compression for mixed reality tele-immersion

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    Bulterman, D.C.A. [Promotor]Cesar, P.S. [Copromotor
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