338 research outputs found
Observation et analyse du trafic IPTV et multidiffusion
International audienceIP TV is the short form of Internet protocol television. It’s the technology that allows us to get television services via internet protocol over the computer networks instead of traditional cable TV medium. The multi-casting technology is used in IPTV to send one packet that is being originated from one station to multiple stations at a time, is referred as broadcasting of internet version [16]. This paper describes the functionality of IPTV protocol and Multi-casting with a short background of its. We also have studied on various compression techniques of audio and video file and format. Our main intention was to observed how various protocols works with IPTV services like Protocol independent module (PIM), Internet group messages protocol (IGMP), and Cisco group management protocol (CGMP) when packets are interchanged with in router, switch, video server and clients. To observe these, a lab work on IPTV has been conducted and the findings have been discussed
SDN/NFV-enabled satellite communications networks: opportunities, scenarios and challenges
In the context of next generation 5G networks, the satellite industry is clearly committed to revisit and revamp the role of satellite communications. As major drivers in the evolution of (terrestrial) fixed and mobile networks, Software Defined Networking (SDN) and Network Function Virtualisation (NFV) technologies are also being positioned as central technology enablers towards improved and more flexible integration of satellite and terrestrial segments, providing satellite network further service innovation and business agility by advanced network resources management techniques. Through the analysis of scenarios and use cases, this paper provides a description of the benefits that SDN/NFV technologies can bring into satellite communications towards 5G. Three scenarios are presented and analysed to delineate different potential improvement areas pursued through the introduction of SDN/NFV technologies in the satellite ground segment domain. Within each scenario, a number of use cases are developed to gain further insight into specific capabilities and to identify the technical challenges stemming from them.Peer ReviewedPostprint (author's final draft
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Multimedia delivery in the future internet
The term “Networked Media” implies that all kinds of media including text, image, 3D graphics, audio
and video are produced, distributed, shared, managed and consumed on-line through various networks,
like the Internet, Fiber, WiFi, WiMAX, GPRS, 3G and so on, in a convergent manner [1]. This white
paper is the contribution of the Media Delivery Platform (MDP) cluster and aims to cover the Networked
challenges of the Networked Media in the transition to the Future of the Internet.
Internet has evolved and changed the way we work and live. End users of the Internet have been confronted
with a bewildering range of media, services and applications and of technological innovations concerning
media formats, wireless networks, terminal types and capabilities. And there is little evidence that the pace
of this innovation is slowing. Today, over one billion of users access the Internet on regular basis, more
than 100 million users have downloaded at least one (multi)media file and over 47 millions of them do so
regularly, searching in more than 160 Exabytes1 of content. In the near future these numbers are expected
to exponentially rise. It is expected that the Internet content will be increased by at least a factor of 6, rising
to more than 990 Exabytes before 2012, fuelled mainly by the users themselves. Moreover, it is envisaged
that in a near- to mid-term future, the Internet will provide the means to share and distribute (new)
multimedia content and services with superior quality and striking flexibility, in a trusted and personalized
way, improving citizens’ quality of life, working conditions, edutainment and safety.
In this evolving environment, new transport protocols, new multimedia encoding schemes, cross-layer inthe
network adaptation, machine-to-machine communication (including RFIDs), rich 3D content as well as
community networks and the use of peer-to-peer (P2P) overlays are expected to generate new models of
interaction and cooperation, and be able to support enhanced perceived quality-of-experience (PQoE) and
innovative applications “on the move”, like virtual collaboration environments, personalised services/
media, virtual sport groups, on-line gaming, edutainment. In this context, the interaction with content
combined with interactive/multimedia search capabilities across distributed repositories, opportunistic P2P
networks and the dynamic adaptation to the characteristics of diverse mobile terminals are expected to
contribute towards such a vision.
Based on work that has taken place in a number of EC co-funded projects, in Framework Program 6 (FP6)
and Framework Program 7 (FP7), a group of experts and technology visionaries have voluntarily
contributed in this white paper aiming to describe the status, the state-of-the art, the challenges and the way
ahead in the area of Content Aware media delivery platforms
Wireless triple play system
Dissertação para obtenção do Grau de Mestre em
Engenharia Electrotécnica e ComputadoresTriple play is a service that combines three types of services: voice, data and multimedia
over a single communication channel for a price that is less than the total price of the individual services. However there is no standard for provisioning the Triple play services, rather they are provisioned individually, since the requirements are quite different for each service. The digital revolution helped to create and deliver a high quality media solutions. One of the most demanding services is the Video on Demand (VoD). This implicates a dedicated streaming channel for each user in order to provide normal media player commands (as pause, fast forward).
Most of the multimedia companies that develops personalized products does not always fulfil the users needs and are far from being cheap solutions. The goal of the project was to create a reliable and scalable triple play solution that works via Wireless Local Area Network (WLAN), fully capable of dealing with the existing state of the art multimedia technologies only resorting to open-source tools.
This project was design to be a transparent web environment using only web technologies
to maximize the potential of the services. HyperText Markup Language (HTML),Cascading Style Sheets (CSS) and JavaScript were the used technologies for the development
of the applications. Both a administration and user interfaces were developed to
fully manage all video contents and properly view it in a rich and appealing application,
providing the proof of concept.
The developed prototype was tested in a WLAN with up to four clients and the Quality
of Service (QoS) and Quality of Experience (QoE) was measured for several combinations
of active services. In the end it is possible to acknowledge that the developed prototype was capable of dealing with all the problems of WLAN technologies and successfully delivery all the proposed services with high QoE
Development of a virtual personal video recorder based on a set top box
Estágio realizado na Fraunhofer Portugal ResearchTese de mestrado integrado. Engenharia Electrotécnica e de Computadores (Major Telecomunicações). Faculdade de Engenharia. Universidade do Porto. 200
Soluções de broadcast para redes 4G
Mestrado em Engenharia Electrónica e de TelecomunicaçõesA primeira difusão de conteúdos video e audio teve um forte impacto no quotidiano da população que assistiu a uma revolução nos modelos de transmissão de informação e de entretenimento. A evolução desde então foi significativa, e já na era digital, encontramo-nos face a uma nova sub-elevação da metodologia e do conceito subjacentes à transmissão de conteudos multimédia. O mundo actual apresenta, contudo, diferentes requisitos, de entre os quais se destacam a procura pela alta definição e mobilidade. A mobilidade tem sido um particular foco de atenção por parte dos operadores que exploram agora modelos para entregar uma vasta gama de serviços que sejam atractivos para os utilizadores.
Esta dissertação apresenta um sumário das tecnologias emergentes de broadcast que se distinguem nas várias partes do mundo com a sua particular incidĂŞncia geográfica, caracterĂsticas e cenários de aplicação. É ainda apresentada uma arquitectura 4G abordando assuntos inerentes Ă mobilidade e qualidade de serviço com particular incidĂŞncia nos aspectos relacionados com a integração de uma tecnologia de broadcast particular.
Para avaliação da arquitectura proposta foram efectuados estudos com base num equipamento de broadcast na sua versĂŁo comercial, permitindo desta forma obter uma análise que ilustra o que os operadores podem esperar do estado actual dos dispositivos. Os resultados permitiram retirar ilações sobre o comportamento de um equipamento considerado como um produto final a disponibilizar aos operadores, quando integrado num ambiente 4G com suporte de mobilidade e QoS. Nomeadamente Ă© discutida a sua aplicabildiade tendo em linha de conta as desvantagens introduzidas pelas caracterĂsticas inerentes Ă prĂłpria tecnologia.Broadcast of video and audio through analogical television completely changed the paradigm of information and entertainment divulgation. Today, in the “digital era”, the Analogue Switch Off revolution is being held. Manufacturers and operators already show concerns regarding the support of mobility, quality of experience and of service. Delivering competitive High Definition contents and providing solutions for the average “on-the-move” user are two of the most important issues to be dealt by the service providers, which are also within the analysis scope of this work.
This dissertation presents an overview on the most relevant broadcast technologies which are assumed to be of relative acceptance in their respective target market. It presents their main characteristics and applicability.
4G architectural concepts are also analyzed, closely dealing with mobility and quality of service provisioning, with particular focus on the seamless integration of broadcast technologies.
As a mean to evaluate the feasibility of integrating broadcast technologies with 4G architectures, a performance evaluation study was performed using commercial equipment. In this way a several set of considerations constructed illustrating the features and functionalities which operators can expect or disregard from professional commercial broadcasting devices. Results allow the withdrawing of conclusions concerning the integration of a final broadcasting solution when incorporated within a 4G environment with QoS and mobility support. Its applicability is evaluated having in mind the performance drawbacks introduced by the specific technology, and generalized towards the gathering of more general conclusions which consider the main characteristics of the commercial broadcasting devices
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