4,167 research outputs found

    Foveated Video Streaming for Cloud Gaming

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    Video gaming is generally a computationally intensive application and to provide a pleasant user experience specialized hardware like Graphic Processing Units may be required. Computational resources and power consumption are constraints which limit visually complex gaming on, for example, laptops, tablets and smart phones. Cloud gaming may be a possible approach towards providing a pleasant gaming experience on thin clients which have limited computational and energy resources. In a cloud gaming architecture, the game-play video is rendered and encoded in the cloud and streamed to a client where it is displayed. User inputs are captured at the client and streamed back to the server, where they are relayed to the game. High quality of experience requires the streamed video to be of high visual quality which translates to substantial downstream bandwidth requirements. The visual perception of the human eye is non-uniform, being maximum along the optical axis of the eye and dropping off rapidly away from it. This phenomenon, called foveation, makes the practice of encoding all areas of a video frame with the same resolution wasteful. In this thesis, foveated video streaming from a cloud gaming server to a cloud gaming client is investigated. A prototype cloud gaming system with foveated video streaming is implemented. The cloud gaming server of the prototype is configured to encode gameplay video in a foveated fashion based on gaze location data provided by the cloud gaming client. The effect of foveated encoding on the output bitrate of the streamed video is investigated. Measurements are performed using games from various genres and with different player points of view to explore changes in video bitrate with different parameters of foveation. Latencies involved in foveated video streaming for cloud gaming, including latency of the eye tracker used in the thesis, are also briefly discussed

    Big Data Model Simulation on a Graph Database for Surveillance in Wireless Multimedia Sensor Networks

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    Sensors are present in various forms all around the world such as mobile phones, surveillance cameras, smart televisions, intelligent refrigerators and blood pressure monitors. Usually, most of the sensors are a part of some other system with similar sensors that compose a network. One of such networks is composed of millions of sensors connect to the Internet which is called Internet of things (IoT). With the advances in wireless communication technologies, multimedia sensors and their networks are expected to be major components in IoT. Many studies have already been done on wireless multimedia sensor networks in diverse domains like fire detection, city surveillance, early warning systems, etc. All those applications position sensor nodes and collect their data for a long time period with real-time data flow, which is considered as big data. Big data may be structured or unstructured and needs to be stored for further processing and analyzing. Analyzing multimedia big data is a challenging task requiring a high-level modeling to efficiently extract valuable information/knowledge from data. In this study, we propose a big database model based on graph database model for handling data generated by wireless multimedia sensor networks. We introduce a simulator to generate synthetic data and store and query big data using graph model as a big database. For this purpose, we evaluate the well-known graph-based NoSQL databases, Neo4j and OrientDB, and a relational database, MySQL.We have run a number of query experiments on our implemented simulator to show that which database system(s) for surveillance in wireless multimedia sensor networks is efficient and scalable

    Media fusion and future TV: Examining multi-screen TV convergence in Singapore

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    This study examines Singapore's national media blueprint and industry stakeholders' coping strategies in response to multi-screen TV development. The findings show Singapore muti-screen TV development is still at a nascent stage after launching Media Fushion and FutureTV plans in mid 2009. The policymakers play a key role to follow national media blueprint to unify the inter-industry and cross-country collaboration. TV operators and telcos are found to remediate themselves by harnessing the power of internet and mobile technologies for content innovation and distribution. To tackle the complicated convergent issues in multi-screen TV industry, this study proposes to separately regulate the technology-neutral platforms and diverse audiovisual content. It also recommends a pro-innovative policy with the light-touch licensing scheme and loose content regulation to facilitate the development of the next TV. --three-screen TV,multi-screen TV,convergence,media fusion,IPTV,mobile TV,cross-platform,TV technologies,TV market,TV policy

    Videos in Context for Telecommunication and Spatial Browsing

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    The research presented in this thesis explores the use of videos embedded in panoramic imagery to transmit spatial and temporal information describing remote environments and their dynamics. Virtual environments (VEs) through which users can explore remote locations are rapidly emerging as a popular medium of presence and remote collaboration. However, capturing visual representation of locations to be used in VEs is usually a tedious process that requires either manual modelling of environments or the employment of specific hardware. Capturing environment dynamics is not straightforward either, and it is usually performed through specific tracking hardware. Similarly, browsing large unstructured video-collections with available tools is difficult, as the abundance of spatial and temporal information makes them hard to comprehend. At the same time, on a spectrum between 3D VEs and 2D images, panoramas lie in between, as they offer the same 2D images accessibility while preserving 3D virtual environments surrounding representation. For this reason, panoramas are an attractive basis for videoconferencing and browsing tools as they can relate several videos temporally and spatially. This research explores methods to acquire, fuse, render and stream data coming from heterogeneous cameras, with the help of panoramic imagery. Three distinct but interrelated questions are addressed. First, the thesis considers how spatially localised video can be used to increase the spatial information transmitted during video mediated communication, and if this improves quality of communication. Second, the research asks whether videos in panoramic context can be used to convey spatial and temporal information of a remote place and the dynamics within, and if this improves users' performance in tasks that require spatio-temporal thinking. Finally, the thesis considers whether there is an impact of display type on reasoning about events within videos in panoramic context. These research questions were investigated over three experiments, covering scenarios common to computer-supported cooperative work and video browsing. To support the investigation, two distinct video+context systems were developed. The first telecommunication experiment compared our videos in context interface with fully-panoramic video and conventional webcam video conferencing in an object placement scenario. The second experiment investigated the impact of videos in panoramic context on quality of spatio-temporal thinking during localization tasks. To support the experiment, a novel interface to video-collection in panoramic context was developed and compared with common video-browsing tools. The final experimental study investigated the impact of display type on reasoning about events. The study explored three adaptations of our video-collection interface to three display types. The overall conclusion is that videos in panoramic context offer a valid solution to spatio-temporal exploration of remote locations. Our approach presents a richer visual representation in terms of space and time than standard tools, showing that providing panoramic contexts to video collections makes spatio-temporal tasks easier. To this end, videos in context are suitable alternative to more difficult, and often expensive solutions. These findings are beneficial to many applications, including teleconferencing, virtual tourism and remote assistance

    Subjective and Objective Quality Assessment for in-the-Wild Computer Graphics Images

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    Computer graphics images (CGIs) are artificially generated by means of computer programs and are widely perceived under various scenarios, such as games, streaming media, etc. In practical, the quality of CGIs consistently suffers from poor rendering during the production and inevitable compression artifacts during the transmission of multimedia applications. However, few works have been dedicated to dealing with the challenge of computer graphics images quality assessment (CGIQA). Most image quality assessment (IQA) metrics are developed for natural scene images (NSIs) and validated on the databases consisting of NSIs with synthetic distortions, which are not suitable for in-the-wild CGIs. To bridge the gap between evaluating the quality of NSIs and CGIs, we construct a large-scale in-the-wild CGIQA database consisting of 6,000 CGIs (CGIQA-6k) and carry out the subjective experiment in a well-controlled laboratory environment to obtain the accurate perceptual ratings of the CGIs. Then, we propose an effective deep learning-based no-reference (NR) IQA model by utilizing multi-stage feature fusion strategy and multi-stage channel attention mechanism. The major motivation of the proposed model is to make full use of inter-channel information from low-level to high-level since CGIs have apparent patterns as well as rich interactive semantic content. Experimental results show that the proposed method outperforms all other state-of-the-art NR IQA methods on the constructed CGIQA-6k database and other CGIQA-related databases. The database along with the code will be released to facilitate further research

    Immersive interconnected virtual and augmented reality : a 5G and IoT perspective

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    Despite remarkable advances, current augmented and virtual reality (AR/VR) applications are a largely individual and local experience. Interconnected AR/VR, where participants can virtually interact across vast distances, remains a distant dream. The great barrier that stands between current technology and such applications is the stringent end-to-end latency requirement, which should not exceed 20 ms in order to avoid motion sickness and other discomforts. Bringing AR/VR to the next level to enable immersive interconnected AR/VR will require significant advances towards 5G ultra-reliable low-latency communication (URLLC) and a Tactile Internet of Things (IoT). In this article, we articulate the technical challenges to enable a future AR/VR end-to-end architecture, that combines 5G URLLC and Tactile IoT technology to support this next generation of interconnected AR/VR applications. Through the use of IoT sensors and actuators, AR/VR applications will be aware of the environmental and user context, supporting human-centric adaptations of the application logic, and lifelike interactions with the virtual environment. We present potential use cases and the required technological building blocks. For each of them, we delve into the current state of the art and challenges that need to be addressed before the dream of remote AR/VR interaction can become reality

    High-Performance Modelling and Simulation for Big Data Applications

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    This open access book was prepared as a Final Publication of the COST Action IC1406 “High-Performance Modelling and Simulation for Big Data Applications (cHiPSet)“ project. Long considered important pillars of the scientific method, Modelling and Simulation have evolved from traditional discrete numerical methods to complex data-intensive continuous analytical optimisations. Resolution, scale, and accuracy have become essential to predict and analyse natural and complex systems in science and engineering. When their level of abstraction raises to have a better discernment of the domain at hand, their representation gets increasingly demanding for computational and data resources. On the other hand, High Performance Computing typically entails the effective use of parallel and distributed processing units coupled with efficient storage, communication and visualisation systems to underpin complex data-intensive applications in distinct scientific and technical domains. It is then arguably required to have a seamless interaction of High Performance Computing with Modelling and Simulation in order to store, compute, analyse, and visualise large data sets in science and engineering. Funded by the European Commission, cHiPSet has provided a dynamic trans-European forum for their members and distinguished guests to openly discuss novel perspectives and topics of interests for these two communities. This cHiPSet compendium presents a set of selected case studies related to healthcare, biological data, computational advertising, multimedia, finance, bioinformatics, and telecommunications
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