24,877 research outputs found
On the impact of video stalling and video quality in the case of camera switching during adaptive streaming of sports content
The widespread usage of second screens, in combination with mobile video streaming technologies like HTTP Adaptive Streaming (HAS), enable new means for taking end-users' Quality of Experience (QoE) to the next level. For sports events, these technological evolutions can, for example, enhance the overall engagement of remote fans or give them more control over the content. In this paper, we consider the case of adaptively streaming multi-camera sports content to tablet devices, enabling the end-user to dynamically switch cameras. Our goal is to subjectively evaluate the trade-off between video stalling duration (as a result of requesting another camera feed) and initial video quality of the new feed. Our results show that short video stallings do not significantly influence overall quality ratings, that quality perception is highly influenced by the video quality at the moment of camera switching and that large quality fluctuations should be avoided
Chinese herb medicine in augmented reality
Augmented reality becomes popular in education gradually, which provides a
contextual and adaptive learning experience. Here, we develop a Chinese herb
medicine AR platform based the 3dsMax and the Unity that allows users to
visualize and interact with the herb model and learn the related information.
The users use their mobile camera to scan the 2D herb picture to trigger the
presentation of 3D AR model and corresponding text information on the screen in
real-time. The system shows good performance and has high accuracy for the
identification of herbal medicine after interference test and occlusion test.
Users can interact with the herb AR model by rotating, scaling, and viewing
transformation, which effectively enhances learners' interest in Chinese herb
medicine
3D video coding and transmission
The capture, transmission, and display of
3D content has gained a lot of attention in the last few
years. 3D multimedia content is no longer con fined to
cinema theatres but is being transmitted using stereoscopic
video over satellite, shared on Blu-RayTMdisks,
or sent over Internet technologies. Stereoscopic displays
are needed at the receiving end and the viewer needs to
wear special glasses to present the two versions of the
video to the human vision system that then generates
the 3D illusion. To be more e ffective and improve the
immersive experience, more views are acquired from a
larger number of cameras and presented on di fferent displays,
such as autostereoscopic and light field displays.
These multiple views, combined with depth data, also
allow enhanced user experiences and new forms of interaction
with the 3D content from virtual viewpoints.
This type of audiovisual information is represented by a
huge amount of data that needs to be compressed and
transmitted over bandwidth-limited channels. Part of
the COST Action IC1105 \3D Content Creation, Coding
and Transmission over Future Media Networks" (3DConTourNet)
focuses on this research challenge.peer-reviewe
Unconventional TV Detection using Mobile Devices
Recent studies show that the TV viewing experience is changing giving the
rise of trends like "multi-screen viewing" and "connected viewers". These
trends describe TV viewers that use mobile devices (e.g. tablets and smart
phones) while watching TV. In this paper, we exploit the context information
available from the ubiquitous mobile devices to detect the presence of TVs and
track the media being viewed. Our approach leverages the array of sensors
available in modern mobile devices, e.g. cameras and microphones, to detect the
location of TV sets, their state (ON or OFF), and the channels they are
currently tuned to. We present the feasibility of the proposed sensing
technique using our implementation on Android phones with different realistic
scenarios. Our results show that in a controlled environment a detection
accuracy of 0.978 F-measure could be achieved.Comment: 4 pages, 14 figure
Dynamic Adaptive Point Cloud Streaming
High-quality point clouds have recently gained interest as an emerging form
of representing immersive 3D graphics. Unfortunately, these 3D media are bulky
and severely bandwidth intensive, which makes it difficult for streaming to
resource-limited and mobile devices. This has called researchers to propose
efficient and adaptive approaches for streaming of high-quality point clouds.
In this paper, we run a pilot study towards dynamic adaptive point cloud
streaming, and extend the concept of dynamic adaptive streaming over HTTP
(DASH) towards DASH-PC, a dynamic adaptive bandwidth-efficient and view-aware
point cloud streaming system. DASH-PC can tackle the huge bandwidth demands of
dense point cloud streaming while at the same time can semantically link to
human visual acuity to maintain high visual quality when needed. In order to
describe the various quality representations, we propose multiple thinning
approaches to spatially sub-sample point clouds in the 3D space, and design a
DASH Media Presentation Description manifest specific for point cloud
streaming. Our initial evaluations show that we can achieve significant
bandwidth and performance improvement on dense point cloud streaming with minor
negative quality impacts compared to the baseline scenario when no adaptations
is applied.Comment: 6 pages, 23rd ACM Packet Video (PV'18) Workshop, June 12--15, 2018,
Amsterdam, Netherland
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