103,646 research outputs found

    PCO-IB: Churn Analysis P2P Networks Using A Peer Co-Operative Intensive Based Schema

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    The Peer-to-Peer networks used technology of distributed computing.  The P2P network is essential for network communication. P2P networks are utilized in many applications due to these benefits. For example, record sharing, broadcast communications, and media streaming. There are a lot of nodes connected to the P2P network. Peers of network frequently join and leave the network at the same time. In the P2P network, this kind of paradigm is called churn. Numerous new examination works uncovered that stir is the primary issue looked by the present P2P organization. Content availability, data accuracy, and overhead were significantly reduced by the churn process. An Incentive-Based (IB) schema was proposed in this paper in order to circumvent the limitations of the P2P network for multimedia transmission. The IB schema that has been proposed encourages fair communication and cooperation among the nodes. Multimedia transmission efficiency in real-time P2P networks is maximized by the IB schema. In this paper, IB outline for the most part centered around the upgrade of the P2P organizations. The proposed construction is carried out utilizing Organization Test system. In P2P networks, the proposed IB schema improved multimedia transmission performance

    Mobile and web tools for participative learning

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    Dissertação apresentada na Faculdade de Ciências e Tecnologia da Universidade Nova de Lisboa, para a obtenção do grau de Mestre em Engenharia InformáticaThe combination of different media formats has been a crucial aspect on teaching and learning processes. The recent developments of multimedia technologies over the Internet and using mobile devices can improve the communication between professors and students, and allow students to study anywhere and anytime, allowing each student progress at its own pace. The usage of these new platforms and the increase of multimedia sharing applied to educational environments allow a more participative learning, and make the study of interfaces a relevant aspect of existing multimedia learning systems. The work done in this dissertation explores interfaces and tools for participative learning,using multimedia educational systems over Internet broadband and mobile devices. In this work, aWeb-based learning system was developed, which enables to store, transmit, search and share the contents of courses captured in video and its extension to support Tablet PCs. The Web system, developed as part of the VideoStore project, explores video interfaces and video annotations, which encourage the participative work. The usage of Tablet PCs, through the mEmLearn project, has the aim to encourage the participative work, allowing the students to augment the course materials and to share them with other students or instructors

    Design and Implementation of a Local Area Network Based Multimedia Messaging Application

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    Communication these days has taken a huge turn to depend extremely on the internet. Software such as WhatsApp, Facebook, Instagram, and the general social media receive about a billion active users. This demonstrates how most communication has relied on the internet. However, this approach does not serve well under some conditions. Firstly, places without internet access suffer greatly from multimedia messaging. They are either unable to initiate a conversation at all or suffer a relatively slower user experience even when they message people in close proximity. Furthermore, the cost incurred in messaging people over these platforms with people nearby could be avoided should the communication be over a local area network rather than depending on the services of an Internet Service Provider. This project investigates the design and implementation of an efficient communication system for devices near each other that relies on any local area network that a particular device is connected to. Such targeted networks include mobile Wi-Fi and cable connections. This work designed and implemented a Local Area Network based Messaging Platform, capable of working on all local networks regardless of being cable or wireless. The system is extensible, allowing for a node to re-broadcast the network onto other networks it might be connected to and works without internet access, allowing the sending and sharing of text and media files

    NoSQL Data Stores In Publish/Subscribe-Based RESTful Web Services

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    In the era of mobile cloud computing, the consumption of virtualized software and Web-based services from super-back-end infrastructure using smartphones and tablets is gaining much research attention from both the industry and academia. Nowadays, these mobile devices generate and access multimedia data hosted in social media and other sources in order to enhance the users’ multimedia experience. However, multimedia data is unstructured which can lead to challenges with data synchronization between these mobile devices and the cloud computing back-end. The issue with data synchronization is further fueled by the fact that mobile devices can experience intermittent connectivity losses due to unstable wireless bandwidths. While previous works proposed Simple Object Access Protocol (SOAP) -based middleware for the Web services’ synchronization, this approach is not efficient in a mobile environment because the SOAP protocol is verbose. Thus, the Representational State Transfer (REST) standard has been proposed recently to model the Web services since it is lightweight. This thesis proposes a novel approach for implementing a REST-based mobile Web Service for multimedia file sharing that utilizes a channel-based publish/subscribe communication scheme to synchronize smartphone or tablet-hosted NoSQL databases with a cloud-hosted NoSQL database. This thesis evaluates the synchronicity and the scalability of a prototype system that was implemented according to this approach. Also, this thesis assesses the overhead of the middleware component of the system

    Distributed multimedia systems

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    Multimedia systems will allow professionals worldwide to collaborate more effectively and to travel substantially less. But for multimedia systems to be effective, a good systems infrastructure is essential. In particular, support is needed for global and consistent sharing of information, for long-distance, high-bandwidth multimedia interpersonal communication, greatly enhanced reliability and availability, and security. These systems will also need to be easily usable by lay computer users. \ud In this paper we explore the operating system support that these multimedia systems must have in order to do the job properly

    An Open Framework for Integrating Widely Distributed Hypermedia Resources

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    The success of the WWW has served as an illustration of how hypermedia functionality can enhance access to large amounts of distributed information. However, the WWW and many other distributed hypermedia systems offer very simple forms of hypermedia functionality which are not easily applied to existing applications and data formats, and cannot easily incorporate alternative functions which would aid hypermedia navigation to and from existing documents that have not been developed with hypermedia access in mind. This paper describes the extension to a distributed environment of the open hypermedia functionality of the Microcosm system, which is designed to support the provision of hypermedia access to a wide range of source material and application, and to offer straightforward extension of the system to incorporate new forms of information access

    Desktop multimedia environments to support collaborative distance learning

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    Desktop multimedia conferencing, when two or more persons can communicate among themselves via personal computers with the opportunity to see and hear one another as well as communicate via text messages while working with commonly available stored resources, appears to have important applications to the support of collaborative learning. In this paper we explore this potential in three ways: (a) through an analysis of particular learner needs when learning and working collaboratively with others outside of face-to-face situations; (b) through an analysis of different forms of conferencing environments, including desktop multimedia environments, relative to their effectiveness in terms of meeting learner needs for distributed collaboration; and (c) through reporting the results of a formative evaluation of a prototype desktop multimedia conferencing system developed especially for the support of collaborative learning. Via these analyses, suggestions are offered relating to the functionalities of desktop multimedia conferencing systems for the support of collaborative learning, reflecting new developments in both the technologies available for such systems and in our awareness of learner needs when working collaboratively with one other outside of face-to-face situations

    Quality of service in distributed multimedia systems

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    The Unix operating system made a vital contribution to information technology by introducing the notion of composing complicated applications out of simple ones by means of pipes and shell scripts. One day, this will also be possible with multimedia applications. Before this can happen, however, operating systems must support multimedia in as general a way as Unix now supports ordinary applications. Particularly, attention must be paid to allowing the operating-system service to degrade gracefully under heavy loads.\ud This paper presents the Quality-of-Service architecture of the Huygens project. This architecture provides the mechanisms that allow applications to adapt the level of their service to the resources the operating system can make available
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