7,515 research outputs found
Beyond multimedia adaptation: Quality of experience-aware multi-sensorial media delivery
Multiple sensorial media (mulsemedia) combines multiple media elements which engage three or more of human senses, and as most other media content, requires support for delivery over the existing networks. This paper proposes an adaptive mulsemedia framework (ADAMS) for delivering scalable video and sensorial data to users. Unlike existing two-dimensional joint source-channel adaptation solutions for video streaming, the ADAMS framework includes three joint adaptation dimensions: video source, sensorial source, and network optimization. Using an MPEG-7 description scheme, ADAMS recommends the integration of multiple sensorial effects (i.e., haptic, olfaction, air motion, etc.) as metadata into multimedia streams. ADAMS design includes both coarse- and fine-grained adaptation modules on the server side: mulsemedia flow adaptation and packet priority scheduling. Feedback from subjective quality evaluation and network conditions is used to develop the two modules. Subjective evaluation investigated users' enjoyment levels when exposed to mulsemedia and multimedia sequences, respectively and to study users' preference levels of some sensorial effects in the context of mulsemedia sequences with video components at different quality levels. Results of the subjective study inform guidelines for an adaptive strategy that selects the optimal combination for video segments and sensorial data for a given bandwidth constraint and user requirement. User perceptual tests show how ADAMS outperforms existing multimedia delivery solutions in terms of both user perceived quality and user enjoyment during adaptive streaming of various mulsemedia content. In doing so, it highlights the case for tailored, adaptive mulsemedia delivery over traditional multimedia adaptive transport mechanisms
Recommended from our members
Synchronization of Olfaction-enhanced multimedia
This paper presents the results of an experimental study carried out to explore, from an end user perspective, the temporal boundaries within which olfactory data can be used to enhance multimedia applications. Results show the presence of two main synchronization regions, and that olfaction ahead of audiovisual content is more tolerable than olfaction behind content
Synote: development of a Web-based tool for synchronized annotations
This paper discusses the development of a Web-based media annotation application named Synote, which addresses the important issue that while the whole of a multimedia resource on the Web can be easily bookmarked, searched, linked to and tagged, it is still difficult to search or associate notes or other resources with a certain part of a resource. Synote supports the creation of synchronized notes, bookmarks, tags, links, images and text captions. It is a freely available application that enables any user to make annotations in and search annotations to any fragment of a continuous multimedia resource in the most used browsers and operating systems. In the implementation, Synote categorized different media resources and synchronized them via time line. The presentation of synchronized resources makes full use of Web 2.0 AJAX technology to enrich interoperability for the user experience. Positive evaluation results about the performance, efficiency and effectiveness of Synote were returned when using it with students and teachers for a number of undergraduate courses
Mobile Online Gaming via Resource Sharing
Mobile gaming presents a number of main issues which remain open. These are
concerned mainly with connectivity, computational capacities, memory and
battery constraints. In this paper, we discuss the design of a fully
distributed approach for the support of mobile Multiplayer Online Games (MOGs).
In mobile environments, several features might be exploited to enable resource
sharing among multiple devices / game consoles owned by different mobile users.
We show the advantages of trading computing / networking facilities among
mobile players. This operation mode opens a wide number of interesting sharing
scenarios, thus promoting the deployment of novel mobile online games. In
particular, once mobile nodes make their resource available for the community,
it becomes possible to distribute the software modules that compose the game
engine. This allows to distribute the workload for the game advancement
management. We claim that resource sharing is in unison with the idea of ludic
activity that is behind MOGs. Hence, such schemes can be profitably employed in
these contexts.Comment: Proceedings of 3nd ICST/CREATE-NET Workshop on DIstributed SImulation
and Online gaming (DISIO 2012). In conjunction with SIMUTools 2012.
Desenzano, Italy, March 2012. ISBN: 978-1-936968-47-
An Export Architecture for a Multimedia Authoring Environment
In this paper, we propose an export architecture that provides a clear
separation of authoring services from publication services. We illustrate this
architecture with the LimSee3 authoring tool and several standard publication
formats: Timesheets, SMIL, and XHTML
Perceived synchronization of mulsemedia services
Multimedia synchronization involves a temporal relationship between audio and visual media components. The presentation of "in-sync" data streams is essential to achieve a natural impression, as "out-of-sync" effects are often associated with user quality of experience (QoE) decrease. Recently, multi-sensory media (mulsemedia) has been demonstrated to provide a highly immersive experience for its users. Unlike traditional multimedia, mulsemedia consists of other media types (i.e., haptic, olfaction, taste, etc.) in addition to audio and visual content. Therefore, the goal of achieving high quality mulsemedia transmission is to present no or little synchronization errors between the multiple media components. In order to achieve this ideal synchronization, there is a need for comprehensive knowledge of the synchronization requirements at the user interface. This paper presents the results of a subjective study carried out to explore the temporal boundaries within which haptic and air-flow media objects can be successfully synchronized with video media. Results show that skews between sensorial media and multimedia might still give the effect that the mulsemedia sequence is "in-sync" and provide certain constraints under which synchronization errors might be tolerated. The outcomes of the paper are used to provide recommendations for mulsemedia service providers in order for their services to be associated with acceptable user experience levels, e.g. haptic media could be presented with a delay of up to 1 s behind video content, while air-flow media could be released either 5 s ahead of or 3 s behind video content
Mobile support in CSCW applications and groupware development frameworks
Computer Supported Cooperative Work (CSCW) is an established subset of the field of Human Computer Interaction that deals with the how people use computing technology to enhance group interaction and collaboration. Mobile CSCW has emerged as a result of the progression from personal desktop computing to the mobile device platforms that are ubiquitous today.
CSCW aims to not only connect people and facilitate communication through using computers; it aims to provide conceptual models coupled with technology to manage, mediate, and assist collaborative processes. Mobile CSCW research looks to fulfil these aims through the adoption of mobile technology and consideration for the mobile user. Facilitating collaboration using mobile devices brings new challenges. Some of these challenges are inherent to the nature of the device hardware, while others focus on the understanding of how to engineer software to maximize effectiveness for the end-users. This paper reviews seminal and state-of-the-art cooperative software applications and development frameworks, and their support for mobile devices
Recommended from our members
Mobile Audiovisual Terminal: System Design and Subjective Testing in DECT and UMTS networks
It is anticipated that there will shortly be a requirement
for multimedia terminals that operate via mobile
communications systems. This paper presents a functional specification
for such a terminal operating at 32 kb/s in a digital
European cordless telecommunications (DECT) and universal
mobile telecommunications system (UMTS) radio network. A terminal
has been built, based on a PC with digital signal processor
(DSP) boards for audio and video coding and decoding. Speech
coding is by a phonetically driven code-excited linear prediction
(CELP) speech coder and video coding by a block-oriented hybrid
discrete cosine transform (DCT) coder. Separate channel coding
is provided for the audio and video data. The paper describes the
techniques used for audio and video coding, channel coding, and
synchronization. Methods of subjective testing in a DECT network
and in a UMTS network are also described. These consisted of
subjective tests of first impressions of the mobile audioâvisual
terminal (MAVT) quality, interactive tests, and the completion
of an exit questionnaire. The test results showed that the quality
of the audio was sufficiently good for comprehension and the
video was sufficiently good for following and repeating simple
mechanical tasks. However, the quality of the MAVT was not
good enough for general use where high-quality audio and video
was needed, especially when transmission was in a noisy radio
environment
User quality of experience of mulsemedia applications
User Quality of Experience (QoE) is of fundamental importance in multimedia applications and has been extensively studied for decades. However, user QoE in the context of the emerging multiple-sensorial media (mulsemedia) services, which involve different media components than the traditional multimedia applications, have not been comprehensively studied. This article presents the results of subjective tests which have investigated user perception of mulsemedia content. In particular, the impact of intensity of certain mulsemedia components including haptic and airflow on user-perceived experience are studied. Results demonstrate that by making use of mulsemedia the overall user enjoyment levels increased by up to 77%
- âŚ