91,471 research outputs found
The Internet as a Meta-Medium: Emerging Uses of the World Wide Web A Tutorial
The Internet is currently conceptualized as a network of information systems, and is intended to deliver and receive primarily computer services. The evolution of the network, however, promises to soon provide not only information but also broadband entertainment and integrated communication services, as strongly implied by the recent AOL/Time Warner merger. The question is whether the Internet is poised to supplant traditional media such as radio, telephone and television, or whether it will simply supplement these entertainment channels. The purpose of this tutorial is to bring together key members of industry and academe to engage the audience in a discussion of the emerging developments in convergent multimedia suggested by AOL\u27s recent merger activity. Dennis Gonier, Senior Vice President of America OnLine, and George Shirk, Editor of Wired News at HotWired, will represent the views of the Internet industry, while noted systems theorists and multimedia researchers Jim Courtney and Janna Poora will represent the academic view on multimedia convergence
S-RLNC based MAC Optimization for Multimedia Data Transmission over LTE/LTE-A Network
The high pace emergence in communication systems and associated demands has triggered academia-industries to achieve more efficient solution for Quality of Service (QoS) delivery for which recently introduced Long Term Evolution (LTE) or LTE-Advanced has been found as a promising solution. However, enabling QoS and Quality of Experience (QoE) delivery for multimedia data over LTE has always been a challenging task. QoS demands require reliable data transmission with minimum signalling overheads, computational complexity, minimum latency etc, for which classical Hybrid Automatic Repeat Request (HREQ) based LTE-MAC is not sufficient. To alleviate these issues, in this paper a novel and robust Multiple Generation Mixing (MGM) assisted Systematic Random Linear Network Coding (S-RLNC) model is developed to be used at the top of LTE MAC protocol stack for multimedia data transmission over LTE/LTE-A system. Our proposed model incorporated interleaving and coding approach along with MGM to ensure secure, resource efficient and reliable multiple data delivery over LTE systems. The simulation results reveal that our proposed S-RLNC-MGM based MAC can ensure QoS/QoE delivery over LTE systems for multimedia data communication
Performance Evaluation of Power Efficient Mechanisms on Multimedia over LTE-A Networks
Power optimization is a critical challenge in multimedia services over cellular communication systems. Long Term Evolution-Advanced (LTE-A) has been developed for higher bandwidth access for accommodating today’s heavy data applications to provide better performance. Idle mode permits cellularstations to manipulate power and sources with the aid of limiting its activity for discrete periods and this eliminates the lively requirement for handover and other ordinary operations. Also, provides a periodical method for the cell station for pending downlink traffic directed to the cellularstation and as a result gets rid network handover traffic from basically inactive cellular stations. Discontinuous Reception (DRX) has been carried out to decrease the power intake of the consumer device, and transmission of big quantity of data. At data transfer, mobile device and the network phases negotiation occur. During other times, the device turns its receiver off and enters a low power state. Thereby similarly assisting numerous services and big quantities of information transmissions. This study prepossession of a massive quantity of data. Also proposes the two-power optimization modes idle mode and DRX mode parameters to achieve maximum possible power saving with the higher quality of multimedia services. Furthermore, the effectiveness of using DRX short cycles and DRX long cycles on multimedia services and the overall performance. Using OPNET Simulator 17.5, it concluded that DRX mechanism is preferred to operate compared with the Idle mechanism, also resulted that the DRX long cycles are a very good choice for all multimedia services and the overall network performance
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Multimedia delivery in the future internet
The term “Networked Media” implies that all kinds of media including text, image, 3D graphics, audio
and video are produced, distributed, shared, managed and consumed on-line through various networks,
like the Internet, Fiber, WiFi, WiMAX, GPRS, 3G and so on, in a convergent manner [1]. This white
paper is the contribution of the Media Delivery Platform (MDP) cluster and aims to cover the Networked
challenges of the Networked Media in the transition to the Future of the Internet.
Internet has evolved and changed the way we work and live. End users of the Internet have been confronted
with a bewildering range of media, services and applications and of technological innovations concerning
media formats, wireless networks, terminal types and capabilities. And there is little evidence that the pace
of this innovation is slowing. Today, over one billion of users access the Internet on regular basis, more
than 100 million users have downloaded at least one (multi)media file and over 47 millions of them do so
regularly, searching in more than 160 Exabytes1 of content. In the near future these numbers are expected
to exponentially rise. It is expected that the Internet content will be increased by at least a factor of 6, rising
to more than 990 Exabytes before 2012, fuelled mainly by the users themselves. Moreover, it is envisaged
that in a near- to mid-term future, the Internet will provide the means to share and distribute (new)
multimedia content and services with superior quality and striking flexibility, in a trusted and personalized
way, improving citizens’ quality of life, working conditions, edutainment and safety.
In this evolving environment, new transport protocols, new multimedia encoding schemes, cross-layer inthe
network adaptation, machine-to-machine communication (including RFIDs), rich 3D content as well as
community networks and the use of peer-to-peer (P2P) overlays are expected to generate new models of
interaction and cooperation, and be able to support enhanced perceived quality-of-experience (PQoE) and
innovative applications “on the move”, like virtual collaboration environments, personalised services/
media, virtual sport groups, on-line gaming, edutainment. In this context, the interaction with content
combined with interactive/multimedia search capabilities across distributed repositories, opportunistic P2P
networks and the dynamic adaptation to the characteristics of diverse mobile terminals are expected to
contribute towards such a vision.
Based on work that has taken place in a number of EC co-funded projects, in Framework Program 6 (FP6)
and Framework Program 7 (FP7), a group of experts and technology visionaries have voluntarily
contributed in this white paper aiming to describe the status, the state-of-the art, the challenges and the way
ahead in the area of Content Aware media delivery platforms
Heterogeneous component interactions: Sensors integration into multimedia applications
Resource-constrained embedded and mobile devices are becoming increasingly
common. Since few years, some mobile and ubiquitous devices such as wireless
sensor, able to be aware of their physical environment, appeared. Such devices
enable proposing applications which adapt to user's need according the context
evolution. It implies the collaboration of sensors and software components
which differ on their nature and their communication mechanisms. This paper
proposes a unified component model in order to easily design applications based
on software components and sensors without taking care of their nature. Then it
presents a state of the art of communication problems linked to heterogeneous
components and proposes an interaction mechanism which ensures information
exchanges between wireless sensors and software components
A review of personal communications services
This article can be accessed from the link below - Copyright @ 2009 Nova Science Publishers, LtdPCS is an acronym for Personal Communications Service. PCS has two layers of
meaning. At the low layer, from the technical perspective, PCS is a 2G mobile
communication technology operating at the 1900 MHz frequency range. At the upper
layer, PCS is often used as an umbrella term that includes various wireless access and
personal mobility services with the ultimate goal of enabling users to freely communicate
with anyone at anytime and anywhere according to their demand. Ubiquitous PCS can be implemented by integrating the wireless and wireline systems on the basis of intelligent network (IN), which provides network functions of terminal and personal mobility. In this chapter, we focus on various aspects of PCS except location management. First we describe the motivation and technological evolution for personal communications. Then we introduce three key issues related to PCS: spectrum allocation, mobility, and standardization efforts. Since PCS involves several different communication
technologies, we introduce its heterogeneous and distributed system architecture. IN is
also described in detail because it plays a critical role in the development of PCS. Finally, we introduce the application of PCS and its deployment status since the mid-term of 1990’s.This work was supported in part by the National Natural Science Foundation of China
under Grant No. 60673159 and 70671020; the National High-Tech Research and Development Plan of China under Grant No. 2006AA01Z214, and the Engineering and Physical Sciences Research Council (EPSRC) of UK under Grant EP/E060722/1
A QoS-Aware Scheduling Algorithm for High-Speed Railway Communication System
With the rapid development of high-speed railway (HSR), how to provide the
passengers with multimedia services has attracted increasing attention. A key
issue is to develop an effective scheduling algorithm for multiple services
with different quality of service (QoS) requirements. In this paper, we
investigate the downlink service scheduling problem in HSR network taking
account of end-to-end deadline constraints and successfully packet delivery
ratio requirements. Firstly, by exploiting the deterministic high-speed train
trajectory, we present a time-distance mapping in order to obtain the highly
dynamic link capacity effectively. Next, a novel service model is developed for
deadline constrained services with delivery ratio requirements, which enables
us to turn the delivery ratio requirement into a single queue stability
problem. Based on the Lyapunov drift, the optimal scheduling problem is
formulated and the corresponding scheduling service algorithm is proposed by
stochastic network optimization approach. Simulation results show that the
proposed algorithm outperforms the conventional schemes in terms of QoS
requirements.Comment: 6 pages, 3 figures, accepted by IEEE ICC 2014 conferenc
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-
Control of Multiple Remote Servers for Quality-Fair Delivery of Multimedia Contents
This paper proposes a control scheme for the quality-fair delivery of several
encoded video streams to mobile users sharing a common wireless resource. Video
quality fairness, as well as similar delivery delays are targeted among
streams. The proposed controller is implemented within some aggregator located
near the bottleneck of the network. The transmission rate among streams is
adapted based on the quality of the already encoded and buffered packets in the
aggregator. Encoding rate targets are evaluated by the aggregator and fed back
to each remote video server (fully centralized solution), or directly evaluated
by each server in a distributed way (partially distributed solution). Each
encoding rate target is adjusted for each stream independently based on the
corresponding buffer level or buffering delay in the aggregator. Communication
delays between the servers and the aggregator are taken into account. The
transmission and encoding rate control problems are studied with a
control-theoretic perspective. The system is described with a multi-input
multi-output model. Proportional Integral (PI) controllers are used to adjust
the video quality and control the aggregator buffer levels. The system
equilibrium and stability properties are studied. This provides guidelines for
choosing the parameters of the PI controllers. Experimental results show the
convergence of the proposed control system and demonstrate the improvement in
video quality fairness compared to a classical transmission rate fair streaming
solution and to a utility max-min fair approach
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