315 research outputs found

    MPEG21 DI Browser : an MPEG-21 based architecture for the consumption of digital items

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    Um exemplar tem a paginação em folhas e o outro exemplar tem a paginação em folhas, mas ambos têm 125 (folhas ou páginas)Tese de mestrado. tecnologia Multimédia, Perfil Engenharia. 2006. Faculdade de Engenharia. Universidade do Port

    Converged digital TV services: the role of middleware and future directions of interactive television

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    The subject of the future of the interactive Television medium has become a topic of great interest to the academic and industrial communities particularly since in the recent years there has been a dramatic increase in the pace of innovation of convergence of digital TV systems and services. The purpose of this paper is to provide a brief overview of what we know as digital TV converged services, to present and categorise the digital Television middleware technologies that contributed to it, and to present possible future trends and directions. A new Television era of converged wireless and mobile content delivery, user-authored content, multimodal interaction, intelligent personalisation, smart space awareness, and 3D content sensations is foreseen, creating ambient and immersive experiences

    Integration of multi-sensorial effects in synchronised immersive hybrid TV scenarios

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    [EN] Traditionally, TV media content has exclusively involved 2D or 3D audiovisual streams consumed by using a simple TV device. However, in order to generate more immersive media consumption experiences, other new types of content (e.g., omnidirectional video), consumption devices (e.g., Head Mounted Displays or HMD) and solutions to stimulate other senses beyond the traditional ones of sight and hearing, can be used. Multi-sensorial media content (a.k.a. mulsemedia) facilitates additional sensory effects that stimulate other senses during the media consumption, with the aim of providing the consumers with a more immersive and realistic experience. They provide the users with a greater degree of realism and immersion, but can also provide greater social integration (e.g., people with AV deficiencies or attention span problems) and even contribute to creating better educational programs (e.g., for learning through the senses in educational content or scientific divulgation). Examples of sensory effects that can be used are olfactory effects (scents), tactile effects (e.g., vibration, wind or pressure effects), and ambient effects (e.g., temperature or lighting). In this paper, a solution for providing multi-sensorial and immersive hybrid (broadcast/broadband) TV content consumption experiences, including omnidirectional video and sensory effects, is presented. It has been designed, implemented, and subjectively evaluated (by 32 participants) in an end-to-end platform for hybrid content generation, delivery and synchronised consumption. The satisfactory results which were obtained regarding the perception of fine synchronisation between sensory effects and multimedia content, and regarding the users' perceived QoE, are summarised and discussed.This work was supported in part by the "Vicerrectorado de Investigacion de la Universitat Politecnica de Valencia'' under Project PAID-11-21 and Project PAID-12-21.Marfil, D.; Boronat, F.; González-Salinas, J.; Sapena Piera, A. (2022). Integration of multi-sensorial effects in synchronised immersive hybrid TV scenarios. IEEE Access. 10:79071-79089. https://doi.org/10.1109/ACCESS.2022.319417079071790891

    Workflow support for live object-based broadcasting

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    This paper examines the document aspects of object-based broadcasting. Object-based broadcasting augments traditional video and audio broadcast content with additional (temporally-constrained) media objects. The content of these objects - as well as their temporal validity - are determined by the broadcast source, but the actual rendering and placement of these objects can be customized to the needs/constraints of the content viewer(s). The use of object-based broadcasting enables a more tailored end-user experience than the one-size-fits-all of traditional broadcasts: the viewer may be able to selectively turn off overlay graphics (such as statistics) during a sports game, or selectively render them on a secondary device. Object-based broadcasting also holds the potential for supporting presentation adaptivity for accessibility or for device heterogeneity.From a technology perspective, object-based broadcasting resembles a traditional IP media stream, accompanied by a structured multimedia document that contains timed rendering instructions. Unfortunately, the use of object-based broadcasting is severely limited because of the problems it poses for the traditional television production workflow (and in particular, for use in live television production). The traditional workflow places graphics, effects and replays as immutable components in the main audio/video feed originating from, for example, a production truck outside a sports stadium. This single feed is then delivered near-live to the homes of all viewers. In order to effectively support dynamic object-based broadcasting, the production workflow will need to retain a familiar creative interface to the production staff, but also allow the insertion and delivery of a differentiated set of objects for selective use at the receiving end.In this paper we present a model and implementation of a dynamic system for supporting object-based broadcasting in the context of a motor sport application. We define a new multimedia document format that supports dynamic modifications during playback; this allows editing decisions by the producer to be activated by agents at the receiving end of the content. We describe a prototype system to allow playback of these broadcasts and a production system that allows live object-based control within the production workflow. We conclude with an evaluation of a trial using near-live deployment of the environment, using content from our partners, in a sport environment.</p

    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

    A graphics software architecture for high-end interactive TV terminals

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    This thesis proposes a graphics architecture for next-generation digital television receivers. The starting assumption is that in the future, a number of multimedia terminals will have access through a number of networks to a variety of content and services. One example of such a device is a media station capable of integrating different kinds of multimedia objects such as 2D/3D graphics and video, reacting to user interaction, and supporting the temporal dimension of applications. Some of the services intended for these devices include, for example, games and enhanced information over broadcasted video. First, this thesis provides an overview of the digital television environment, focusing on the limitations of current receivers and hints at future directions. In addition, this thesis compares different solutions from regional standardisation bodies such as DVB, CableLabs, and ARIB. It proposes the adoption of the most relevant initiative, GEM by DVB. Unfortunately, GEM software middleware only considers Java language as an authoring format, meaning that the declarative environment and advanced functionalities (e.g., 3D graphics support) remain to be standardised. Because in the future different user groups will have different demands with regard to television, this thesis identifies two major extensions to the GEM standard. First, it proposes a declarative environment for GEM that takes into account W3C standardisation efforts. This environment is divided into two configurations: one capable of rendering limited interactive applications such as information services, and another intended for more demanding applications, for example a distance learning portal that synchronises videos of lecturers and slides. Second, this thesis proposes to extend the procedural environment of GEM with 3D graphics support. The potential services of this new profile, High-End Interactive, include games and commercials. Then, based on the requirements the proposed profiles should meet, this thesis defines a graphics architecture model composed of five layers. The hardware abstraction layer is in charge of rendering the final graphics output. The graphical context is a cross-platform abstraction of the rendering region and provides graphics primitives (e.g., rectangles and images). The graphical environment provides the means to control different graphical contexts. The GUI toolkit is a set of ready-made user interface widgets and layout schemes. Finally, high-level languages are easy-to-use tools for developing simple services. The thesis concludes with a report of my experience implementing a digital television receiver based on the proposals described. In addition to testing the application of the proposed graphics architecture to the design and implementation of a next-generation digital television receiver, the implementation permits the analysis of the requirements of such receivers and of the services they can provide.reviewe

    Survey of Transportation of Adaptive Multimedia Streaming service in Internet

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    [DE] World Wide Web is the greatest boon towards the technological advancement of modern era. Using the benefits of Internet globally, anywhere and anytime, users can avail the benefits of accessing live and on demand video services. The streaming media systems such as YouTube, Netflix, and Apple Music are reining the multimedia world with frequent popularity among users. A key concern of quality perceived for video streaming applications over Internet is the Quality of Experience (QoE) that users go through. Due to changing network conditions, bit rate and initial delay and the multimedia file freezes or provide poor video quality to the end users, researchers across industry and academia are explored HTTP Adaptive Streaming (HAS), which split the video content into multiple segments and offer the clients at varying qualities. The video player at the client side plays a vital role in buffer management and choosing the appropriate bit rate for each such segment of video to be transmitted. A higher bit rate transmitted video pauses in between whereas, a lower bit rate video lacks in quality, requiring a tradeoff between them. The need of the hour was to adaptively varying the bit rate and video quality to match the transmission media conditions. Further, The main aim of this paper is to give an overview on the state of the art HAS techniques across multimedia and networking domains. A detailed survey was conducted to analyze challenges and solutions in adaptive streaming algorithms, QoE, network protocols, buffering and etc. It also focuses on various challenges on QoE influence factors in a fluctuating network condition, which are often ignored in present HAS methodologies. Furthermore, this survey will enable network and multimedia researchers a fair amount of understanding about the latest happenings of adaptive streaming and the necessary improvements that can be incorporated in future developments.Abdullah, MTA.; Lloret, J.; Canovas Solbes, A.; GarcĂ­a-GarcĂ­a, L. (2017). Survey of Transportation of Adaptive Multimedia Streaming service in Internet. Network Protocols and Algorithms. 9(1-2):85-125. doi:10.5296/npa.v9i1-2.12412S8512591-
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