15 research outputs found

    Multimedia synchronization and UNIX

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    Synchronization of Multi-Sourced Multimedia Data for Heterogeneous Target Systems

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    Accessing multimedia information in a networked environment introduces problems to an application designer that don't exist when the same information is fetched locally. These problems include "competing" for the allocation of network resources across applications, synchronizing data arrivals from various sources within an application, and supporting multiple data representations across heterogeneous hosts. In this paper, we present a general framework for addressing these problems that is based on the assumption that time-sensitive data can only be controlled by having the application, the operating system(s) and a set of active, intelligent information object coordinate their activities based on a

    Specification and support of adaptable networked multimedia

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    OpenGL|D - An Alternative Approach to Multi-user Architecture

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    © Springer-Verlag GmbH Germany, part of Springer Nature 2018. Synchronising state between multiple connected clients can be a challenging task. However, the need to carry this out is becoming much greater as a larger number of software packages are becoming collaborative across a network. Online multiplayer games in particular are already extremely popular but the synchronisation methods and architecture have largely remained the same. OpenGL|Distributed, presented here, aims to provide not only an alternative to this architecture allowing for a greatly simplified development pipeline, but also the opportunity for a number of additional features and design patterns. The architecture provided by OpenGL|D is such that no state information needs to be transferred between clients. Instead, the OpenGL API has been utilised as a platform agnostic protocol. This means that graphical calls can be streamed to each client rather than relying on manual synchronisation of application domain specific data. Initial test results are discussed, including performance evaluation using data from a number of small prototypes developed within a constrained 48-h timeframe. These results are compared and evaluated against a more traditional approach to network multiplayer by id Software’s QuakeWorld client. It should be noted that this article is an extended version of the work we published in the proceedings of the Cyberworlds 2017 conference [1]

    From universal morphisms to megabytes: A Baayen space odyssey

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