9,873 research outputs found

    New communication practices on the radio and in the audiosphere

    Get PDF
    For the past decade or so, internet radio, podcasts, mobile sound apps, and digital libraries of audio content have enjoyed increasing popularity among researchers and receivers of culture. Radio, similarly to other traditional media, often experiments with the opportunities offered by the new media technologies enabling the emergence of new communicational practices. As a starting point, I consider the contemporary audiosphere, which constitutes the auditory part of the audio-visual culture, and the influence of technological changes on radio communications, artists, and receivers. I attempt to answer the question, what happens at genre fringes? What are the characteristic features of the emerging forms? How, when one is faced with new technology, the multimedia world, and virtual reality, can one reach a reflection on the fiction and non-fiction genres on the radio? The expansive character of new technologies is often the source of inspiration for that which is traditional, thus renewing the object of its study. The inclusion of new phenomena within the widely understood auditoriness has a rescuing nature for traditional forms, and, at the same time, offers new opportunities for creators, and thus an area of research for literary scientists, media scientists and literary critics

    On Content-centric Wireless Delivery Networks

    Full text link
    The flux of social media and the convenience of mobile connectivity has created a mobile data phenomenon that is expected to overwhelm the mobile cellular networks in the foreseeable future. Despite the advent of 4G/LTE, the growth rate of wireless data has far exceeded the capacity increase of the mobile networks. A fundamentally new design paradigm is required to tackle the ever-growing wireless data challenge. In this article, we investigate the problem of massive content delivery over wireless networks and present a systematic view on content-centric network design and its underlying challenges. Towards this end, we first review some of the recent advancements in Information Centric Networking (ICN) which provides the basis on how media contents can be labeled, distributed, and placed across the networks. We then formulate the content delivery task into a content rate maximization problem over a share wireless channel, which, contrasting the conventional wisdom that attempts to increase the bit-rate of a unicast system, maximizes the content delivery capability with a fixed amount of wireless resources. This conceptually simple change enables us to exploit the "content diversity" and the "network diversity" by leveraging the abundant computation sources (through application-layer encoding, pushing and caching, etc.) within the existing wireless networks. A network architecture that enables wireless network crowdsourcing for content delivery is then described, followed by an exemplary campus wireless network that encompasses the above concepts.Comment: 20 pages, 7 figures,accepted by IEEE Wireless Communications,Sept.201

    A Novel Approach to Reduce the Unicast Bandwidth of an IPTV System in a High-Speed Access Network

    Get PDF
    Channel change time is a critical quality of experience (QOE) metric for IP-based video delivery systems such as Internet Protocol Television (IPTV). An interesting channel change acceleration scheme based on peer-assisted delivery was recently proposed, which consists of deploying one FCC server (Fast Channel Change Server) in the IP backbone in order to send the unicast stream to the STB (Set-Top Box) before sending the normal multicast stream after each channel change. However, deploying such a solution will cause high bandwidth usage in the network because of the huge unicast traffic sent by the FCC server to the STBs. In this paper, we propose a new solution to reduce the bandwidth occupancy of the unicast traffic, by deploying the FCC server capabilities on the user STB. This means that, after each channel change request, the STB will receive the unicast traffic from another STB instead of the central server. By using this method, the unicast traffic will not pass through the IP network; it will be a peer-to-peer communication via the Access Network only. Extensive simulation results are presented to demonstrate the robustness of our new solution

    Research of Simulation in Character Animation Based on Physics Engine

    Get PDF
    Computer 3D character animation essentially is a product, which is combined with computer graphics and robotics, physics, mathematics, and the arts. It is based on computer hardware and graphics algorithms and related sciences rapidly developed new technologies. At present, the mainstream character animation technology is based on the artificial production of key technologies and capture frames based on the motion capture device technology. 3D character animation is widely used not only in the production of film, animation, and other commercial areas but also in virtual reality, computer-aided education, flight simulation, engineering simulation, military simulation, and other fields. In this paper, we try to study physics based character animation to solve these problems such as poor real-time interaction that appears in the character, low utilization rate, and complex production. The paper deeply studied the kinematics, dynamics technology, and production technology based on the motion data. At the same time, it analyzed ODE, PhysX, Bullet, and other variety of mainstream physics engines and studied OBB hierarchy bounding box tree, AABB hierarchical tree, and other collision detection algorithms. Finally, character animation based on ODE is implemented, which is simulation of the motion and collision process of a tricycle

    Penggunaan Media Sosial oleh Stasiun Radio dalam Aktivitas Jurnalistik di Era Digital: Studi Kasus terhadap Media Sosial PRFM Bandung

    Get PDF
    Pada era digital saat ini, stasiun radio telah melakukan pemanfaatan media baru guna memenuhi kebutuhan masyarakat yang kini dekat dengan media sosial sebagai sumber informasi. Dalam menjalankan aktivitas jurnalistiknya, radio harus mengenal perubahan bentuk dan fungsi berita pada industri media baru terkini. Pelaku radio perlu memahami tren ini dan melakukan suatu adaptasi pada arus informasi media baru agar dapat memasang strategi yang tepat untuk mengoptimalkan penggunaan media sosial. Dalam hal ini, media konvensional bersama media baru harus saling mendukung agar dapat memberikan akses informasi yang luas dan respons yang lebih interaktif. Kehadiran media sosial nyatanya memberikan manfaat bagi stasiun radio dan masyarakat di tengah arus pencarian (sourcing) dan distribusi (distribution) konten digital di internet. Peneliti mencoba mendalami tren ini dibedah dalam penelitian kualitatif dengan metode studi kasus menurut Robert K. Yin dan analisis konsep The Five Is of Social-Media Storytelling menurut Megan Knight dan Clare Cook. Hasil penelitian ini menunjukkan bahwa tidak seluruh elemen-elemen dalam The Five Is of Social-Media Storytelling dijalankan secara maksimal oleh PRFM dalam menciptakan storytelling melalui media sosial. Hal tersebut disebabkan karena kehadiran media sosial tidak dapat menghilangkan karakteristik asli radio sebagai media yang memiliki kekuatan pada penyampaian informasi melalui suara. Informasi yang sekilas, cepat, dan interaktif menjadi tujuan utama stasiun radio memanfaatkan media sosial. Tujuan ini selaras dengan upaya stasiun radio menjalankan proses digitalisasi dan siaran secara bersamaan

    Prioritizing Content of Interest in Multimedia Data Compression

    Get PDF
    Image and video compression techniques make data transmission and storage in digital multimedia systems more efficient and feasible for the system's limited storage and bandwidth. Many generic image and video compression techniques such as JPEG and H.264/AVC have been standardized and are now widely adopted. Despite their great success, we observe that these standard compression techniques are not the best solution for data compression in special types of multimedia systems such as microscopy videos and low-power wireless broadcast systems. In these application-specific systems where the content of interest in the multimedia data is known and well-defined, we should re-think the design of a data compression pipeline. We hypothesize that by identifying and prioritizing multimedia data's content of interest, new compression methods can be invented that are far more effective than standard techniques. In this dissertation, a set of new data compression methods based on the idea of prioritizing the content of interest has been proposed for three different kinds of multimedia systems. I will show that the key to designing efficient compression techniques in these three cases is to prioritize the content of interest in the data. The definition of the content of interest of multimedia data depends on the application. First, I show that for microscopy videos, the content of interest is defined as the spatial regions in the video frame with pixels that don't only contain noise. Keeping data in those regions with high quality and throwing out other information yields to a novel microscopy video compression technique. Second, I show that for a Bluetooth low energy beacon based system, practical multimedia data storage and transmission is possible by prioritizing content of interest. I designed custom image compression techniques that preserve edges in a binary image, or foreground regions of a color image of indoor or outdoor objects. Last, I present a new indoor Bluetooth low energy beacon based augmented reality system that integrates a 3D moving object compression method that prioritizes the content of interest.Doctor of Philosoph
    corecore