1,042 research outputs found

    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

    On the Optimization of BitTorrent-Like Protocols for Interactive On-Demand Streaming Systems

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    This paper proposes two novel optimized BitTorrent-like protocols for interactive multimedia streaming: the Simple Interactive Streaming Protocol (SISP) and the Exclusive Interactive Streaming Protocol (EISP). The former chiefly seeks a trade-off between playback continuity and data diversity, while the latter is mostly focused on playback continuity. To assure a thorough and up-to-date approach, related work is carefully examined and important open issues, concerning the design of BitTorrent-like algorithms, are analyzed as well. Through simulations, in a variety of near-real file replication scenarios, the novel protocols are evaluated using distinct performance metrics. Among the major findings, the final results show that the two novel proposals are efficient and, besides, focusing on playback continuity ends up being the best design concept to achieve high quality of service. Lastly, avenues for further research are included at the end of this paper as well.Comment: 20 page

    A Semantic-Based Middleware for Multimedia Collaborative Applications

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    The Internet growth and the performance increase of desktop computers have enabled large-scale distributed multimedia applications. They are expected to grow in demand and services and their traffic volume will dominate. Real-time delivery, scalability, heterogeneity are some requirements of these applications that have motivated a revision of the traditional Internet services, the operating systems structures, and the software systems for supporting application development. This work proposes a Java-based lightweight middleware for the development of large-scale multimedia applications. The middleware offers four services for multimedia applications. First, it provides two scalable lightweight protocols for floor control. One follows a centralized model that easily integrates with centralized resources such as a shared too], and the other is a distributed protocol targeted to distributed resources such as audio. Scalability is achieved by periodically multicasting a heartbeat that conveys state information used by clients to request the resource via temporary TCP connections. Second, it supports intra- and inter-stream synchronization algorithms and policies. We introduce the concept of virtual observer, which perceives the session as being in the same room with a sender. We avoid the need for globally synchronized clocks by introducing the concept of user\u27s multimedia presence, which defines a new manner for combining streams coming from multiple sites. It includes a novel algorithm for estimation and removal of clock skew. In addition, it supports event-driven asynchronous message reception, quality of service measures, and traffic rate control. Finally, the middleware provides support for data sharing via a resilient and scalable protocol for transmission of images that can dynamically change in content and size. The effectiveness of the middleware components is shown with the implementation of Odust, a prototypical sharing tool application built on top of the middleware

    Network-Integrated Multimedia Middleware, Services, and Applications

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    Today, there is a strong trend towards networked multimedia devices. However, common multimedia software architectures are restricted to perform all processing on a single system. Available software infrastructures for distributed computing — commonly referred to as middleware — only partly provide the facilities needed for supporting multimedia in distributed and dynamic environments. Approaches from the research community only focus on specific aspects and do not achieve the coverage needed for a full-featured multimedia middleware solution. The Network-Integrated Multimedia Middleware (NMM) presented in this thesis considers the network as an integral part. Despite the inherent heterogeneity of present networking and device technologies, the architecture allows to extend control and cooperation to the network and enables the development of distributed multimedia applications that transparently use local and remote components in combination. The base architecture of this middleware is augmented by several middleware services that especially aim at providing additional support for developing complex applications that involve mobile users and devices. To this end, previously not available services and corresponding abstractions are proposed, realized, and evaluated. The performance and applicability of the developed middleware and its additional services are demonstrated by describing different realized application scenarios.Eine wachsende Anzahl von Multimedia-Geraeten verfuegt heute bereits ueber Netzwerkschnittstellen. Verfueugbare Multimedia Software-Architekturen beschraeanken jedoch die gesamte Datenverarbeitung auf ein einzelnes System. Verbreitete Software-Infrastrukturen fuer Verteilte Systeme — ueblicherweise Middleware genannt — bieten nur teilweise die Eigenschaften, die fuer die Multimedia-Datenverarbeitung in vernetzten und dynamischen Umgebungen benoetigt werden. Ansaetze aus der Forschung behandeln nur spezielle Teilaspekte und erreichen deshalb nicht den Funktionsumfang einer vollwertigen Middleware fuer Multimedia. Die in dieser Arbeit beschriebene Netzwerk-Integrierte Multimedia Middleware (NMM) betrachtet das Netzwerk als integralen Bestandteil. Die Architektur erlaubt trotz der inhaerenten Heterogenitaet der vorhandenen Netzwerk- und Geraetetechnologie die Kontrolle und das Zusammenspiel von Systemen auf das Netzwerk auszuweiten. Dies ermoeglicht die Entwicklung verteilter Multimedia-Anwendungen, die transparent lokale und entfernte Komponenten zusammen einsetzen. Die Kernarchitektur dieser Middleware wird durch verschiedene Dienste erweitert, die speziell die Realisierung komplexer Anwendungsszenarien mitmobilen Geraeten und Benutzern unterstuetzt. Insbesondere werden neue, bisher nicht vorhandene Middleware-Dienste und zugehoerige Abstraktionen vorgeschlagen, realisiert und evaluiert. Anhand verschiedener Anwendungsszenarien wird die Leistungfaehigkeit, die Effizienz und die praktische Relevanz der entwickelten Middleware und der ergaenzenden Dienste demonstriert

    Spatio-temporal multi data stream analysis with applications in team sports

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    The amount of live data about individuals which can be collected is steadily growing. These days, humans can be equipped with physical devices or observed with cameras in order to capture information such as their positions, their health state, and the state of their environment. Fitness trackers and health applications which analyze the state and the behavior of an individual on the basis of the data that are captured for this individual are already widely used. However, humans rarely act alone but rather collaborate in teams in order to achieve a common objective. For instance, football players collaborate to win a match and firefighters collaborate to extinguish a forest fire. Analyzing the collaborative team behavior on the basis of data about the individuals which form the team is not only interesting but further poses several challenges on the system that performs the analyses. The focus of this thesis is to address these challenges. We define a data model and a system model in order to provide a theoretical basis for implementing a system that is suited to serve as a foundation for developing team collaboration analysis applications. Both models are novel with respect to the fact that they take the particularities of team collaboration analysis applications, such as the semantics of their input and output data, into account. Moreover, we establish a strong foundation for using the spatial and temporal information which play a central role in analyzing the collaborative behavior of a team. More precisely, we define basic spatial functions and relations and present an extensive stream time model which goes far beyond existing literature on stream time notions and comprises a novel simultaneousness concept. After establishing the theoretical basis, we present StreamTeam, our generic real-time data stream analysis infrastructure which is designed to be used as a foundation for developing team collaboration analysis applications. The data stream analysis system at the heart of StreamTeam is a prototype implementation of our models which further introduces novel approaches to assist domain experts without a profound software engineering background in developing their own analyses. Moreover, we present StreamTeam-Football, a real-time football analysis application which is implemented on top of StreamTeam. StreamTeam-Football is the first analysis application which performs complex team behavior analyses in a football match in real-time, visualizes the live analysis results in a user interface, and stores them persistently for offline activities

    On the optimization of bittorrent-like protocols for interactive on-demand streaming systems

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    This paper proposes two novel optimized BitTorrent-like protocols for interactive multimedia streaming: the Simple Interactive Streaming Protocol (SISP) and the Exclusive Interactive Streaming Protocol (EISP). The former chiefly seeks a trade-off between playback continuity and data diversity, while the latter is mostly focused on playback continuity. To assure a thorough and up-to-date approach, related work is carefully examined and important open issues, concerning the design of BitTorrent-like algorithms, are analyzed as well. Through simulations, in a variety of near-real file replication scenarios, the novel protocols are evaluated using distinct performance metrics. Among the major findings, the final results show that the two novel proposals are efficient and, besides, focusing on playback continuity ends up being the best design concept to achieve high quality of service. Lastly, avenues for further research are included at the end of this paper as well

    Screen real estate ownership based mechanism for negotiating advertisement display

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    As popularity of online video grows, a number of models of advertising are emerging. It is typically the brokers – usually the operators of websites – who maintain the balance between content and advertising. Existing approaches focus primarily on personalizing advertisements for viewer segments, with minimal decision-making capacity for individual viewers. We take a resource ownership view on this problem. We view consumers’ attention space, which can be abstracted as a display screen for an engaged viewer, as precious resource owned by the viewer. Viewers pay for the content they wish to view in dollars, as well as in terms of their attention. Specifically, advertisers may make partial payment for a viewer’s content, in return for receiving the viewer’s attention to their advertising. Our approach, named “FlexAdSense”, is based on CyberOrgs model, which encapsulates distributed owned resources for multi-agent computations. We build a market of viewers’ attention space in which advertisers can trade, just as viewers can trade in a market of content. We have developed key mechanisms to give viewers flexible control over the display of advertisements in real time. Specific policies needed for automated negotiations can be plugged-in. This approach relaxes the exclusivity of the relationship between advertisers and brokers, and empowers viewers, enhancing their viewing experience. This thesis presents the rationale, design, implementation, and evaluation of FlexAdSense. Feature comparison with existing advertising mechanisms shows how FlexAdSense enables viewers to control with fine-grained flexibility. Experimental results demonstrate the scalability of the approach, as the number of viewers increases. A preliminary analysis of user overhead illustrates minimal attention overhead for viewers as they customize their policies

    A Survey on 5G Usage Scenarios and Traffic Models

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    The fifth-generation mobile initiative, 5G, is a tremendous and collective effort to specify, standardize, design, manufacture, and deploy the next cellular network generation. 5G networks will support demanding services such as enhanced Mobile Broadband, Ultra-Reliable and Low Latency Communications and massive Machine-Type Communications, which will require data rates of tens of Gbps, latencies of few milliseconds and connection densities of millions of devices per square kilometer. This survey presents the most significant use cases expected for 5G including their corresponding scenarios and traffic models. First, the paper analyzes the characteristics and requirements for 5G communications, considering aspects such as traffic volume, network deployments, and main performance targets. Secondly, emphasizing the definition of performance evaluation criteria for 5G technologies, the paper reviews related proposals from principal standards development organizations and industry alliances. Finally, well-defined and significant 5G use cases are provided. As a result, these guidelines will help and ease the performance evaluation of current and future 5G innovations, as well as the dimensioning of 5G future deployments.This work is partially funded by the Spanish Ministry of Economy and Competitiveness (project TEC2016-76795-C6-4-R)H2020 research and innovation project 5G-CLARITY (Grant No. 871428)Andalusian Knowledge Agency (project A-TIC-241-UGR18)

    Proceedings Work-In-Progress Session of the 13th Real-Time and Embedded Technology and Applications Symposium

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    The Work-In-Progress session of the 13th IEEE Real-Time and Embedded Technology and Applications Symposium (RTAS\u2707) presents papers describing contributions both to state of the art and state of the practice in the broad field of real-time and embedded systems. The 17 accepted papers were selected from 19 submissions. This proceedings is also available as Washington University in St. Louis Technical Report WUCSE-2007-17, at http://www.cse.seas.wustl.edu/Research/FileDownload.asp?733. Special thanks go to the General Chairs – Steve Goddard and Steve Liu and Program Chairs - Scott Brandt and Frank Mueller for their support and guidance
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