8 research outputs found
MediaSync: Handbook on Multimedia Synchronization
This book provides an approachable overview of the most recent advances in the fascinating field of media synchronization (mediasync), gathering contributions from the most representative and influential experts. Understanding the challenges of this field in the current multi-sensory, multi-device, and multi-protocol world is not an easy task. The book revisits the foundations of mediasync, including theoretical frameworks and models, highlights ongoing research efforts, like hybrid broadband broadcast (HBB) delivery and users' perception modeling (i.e., Quality of Experience or QoE), and paves the way for the future (e.g., towards the deployment of multi-sensory and ultra-realistic experiences). Although many advances around mediasync have been devised and deployed, this area of research is getting renewed attention to overcome remaining challenges in the next-generation (heterogeneous and ubiquitous) media ecosystem. Given the significant advances in this research area, its current relevance and the multiple disciplines it involves, the availability of a reference book on mediasync becomes necessary. This book fills the gap in this context. In particular, it addresses key aspects and reviews the most relevant contributions within the mediasync research space, from different perspectives. Mediasync: Handbook on Multimedia Synchronization is the perfect companion for scholars and practitioners that want to acquire strong knowledge about this research area, and also approach the challenges behind ensuring the best mediated experiences, by providing the adequate synchronization between the media elements that constitute these experiences
AXMEDIS 2007 Conference Proceedings
The AXMEDIS International Conference series has been established since 2005 and is focused on the research, developments and applications in the cross-media domain, exploring innovative technologies to meet the challenges of the sector. AXMEDIS2007 deals with all subjects and topics related to cross-media and digital-media content production, processing, management, standards, representation, sharing, interoperability, protection and rights management. It addresses the latest developments and future trends of the technologies and their applications, their impact and exploitation within academic, business and industrial communities
An Information-Theoretic Framework for Consistency Maintenance in Distributed Interactive Applications
Distributed Interactive Applications (DIAs) enable geographically dispersed users
to interact with each other in a virtual environment. A key factor to the success
of a DIA is the maintenance of a consistent view of the shared virtual world for
all the participants. However, maintaining consistent states in DIAs is difficult
under real networks. State changes communicated by messages over such networks
suffer latency leading to inconsistency across the application. Predictive Contract
Mechanisms (PCMs) combat this problem through reducing the number of messages
transmitted in return for perceptually tolerable inconsistency. This thesis examines
the operation of PCMs using concepts and methods derived from information theory.
This information theory perspective results in a novel information model of PCMs
that quantifies and analyzes the efficiency of such methods in communicating the
reduced state information, and a new adaptive multiple-model-based framework for
improving consistency in DIAs.
The first part of this thesis introduces information measurements of user behavior
in DIAs and formalizes the information model for PCM operation. In presenting the
information model, the statistical dependence in the entity state, which makes using
extrapolation models to predict future user behavior possible, is evaluated. The
efficiency of a PCM to exploit such predictability to reduce the amount of network
resources required to maintain consistency is also investigated. It is demonstrated
that from the information theory perspective, PCMs can be interpreted as a form
of information reduction and compression.
The second part of this thesis proposes an Information-Based Dynamic Extrapolation
Model for dynamically selecting between extrapolation algorithms based on
information evaluation and inferred network conditions. This model adapts PCM
configurations to both user behavior and network conditions, and makes the most
information-efficient use of the available network resources. In doing so, it improves
PCM performance and consistency in DIAs
Proyecto Docente e Investigador, Trabajo Original de Investigación y Presentación de la Defensa, preparado por Germán Moltó para concursar a la plaza de Catedrático de Universidad, concurso 082/22, plaza 6708, área de Ciencia de la Computación e Inteligencia Artificial
Este documento contiene el proyecto docente e investigador del candidato Germán Moltó Martínez presentado como requisito para el concurso de acceso a plazas de Cuerpos Docentes Universitarios. Concretamente, el documento se centra en el concurso para la plaza 6708 de Catedrático de Universidad en el área de Ciencia de la Computación en el Departamento de Sistemas Informáticos y Computación de la Universitat Politécnica de València. La plaza está adscrita a la Escola Técnica Superior d'Enginyeria Informàtica y tiene como perfil las asignaturas "Infraestructuras de Cloud Público" y "Estructuras de Datos y Algoritmos".También se incluye el Historial Académico, Docente e Investigador, así como la presentación usada durante la defensa.Germán Moltó Martínez (2022). Proyecto Docente e Investigador, Trabajo Original de Investigación y Presentación de la Defensa, preparado por Germán Moltó para concursar a la plaza de Catedrático de Universidad, concurso 082/22, plaza 6708, área de Ciencia de la Computación e Inteligencia Artificial. http://hdl.handle.net/10251/18903
Cheating Prevention in Peer-to-Peer-based Massively Multiuser Virtual Environments
Massively multiuser virtual environments (MMVEs) have become an increasingly popular Internet application in recent years. Until now, they are all based on client/server technology. Due to its inherent lack of scalability, realizing MMVEs based on peer-to-peer technology has received a lot of interest. From the perspective of the operator, using peer-to-peer technology raises additional challenges: the lack of trust in peers and their unreliability. The simulation of the virtual environment is governed by certain rules specified by the operator. These rules state what actions can be taken by users in the virtual environment and how the state of the environment changes based on these actions. Since MMVEs are very often competitive environments, some people will cheat and try to break the rules to get an unfair advantage over others. Using a central server performing the simulation of the virtual environment, the operator can ensure only allowed actions can be performed and the state of the environment evolves according to the rules. In a peer-to-peer setting, the operator has no control over the peers so they might not behave as implemented by the operator. Furthermore, a central server is inherently more reliable than a peer which could fail at any time so data might be lost.
This thesis presents the design of a storage performing a distributed simulation of a virtual environment. It uses a deterministic event-based simulation to calculate the state of the virtual environment only based on the actions of its users. There are multiple replicated simulations using a voting mechanism to overcome the influence of malicious peers trying to tamper with the state of the environment as long as the number of malicious peers does not reach a critical threshold. Replication of data also ensures data is not lost when peers fail.
The storage is based on a peer-to-peer overlay allowing peers to exchange messages to store and retrieve data. It creates a Delaunay graph structure matching the way the data in the virtual environment is distributed among the peers. A self-stabilizing algorithm keeps the structure intact as peers join and leave the network. Additional routing tables allow peers to retrieve stored replicas independently on short, disjoint paths reducing the influence of malicious peers on the retrieval of data. A redundant filling algorithm prevents malicious peers from tampering with these routing tables to get more messages routed their way
Anales del XIII Congreso Argentino de Ciencias de la Computación (CACIC)
Contenido:
Arquitecturas de computadoras
Sistemas embebidos
Arquitecturas orientadas a servicios (SOA)
Redes de comunicaciones
Redes heterogéneas
Redes de Avanzada
Redes inalámbricas
Redes móviles
Redes activas
Administración y monitoreo de redes y servicios
Calidad de Servicio (QoS, SLAs)
Seguridad informática y autenticación, privacidad
Infraestructura para firma digital y certificados digitales
Análisis y detección de vulnerabilidades
Sistemas operativos
Sistemas P2P
Middleware
Infraestructura para grid
Servicios de integración (Web Services o .Net)Red de Universidades con Carreras en Informática (RedUNCI
Anales del XIII Congreso Argentino de Ciencias de la Computación (CACIC)
Contenido:
Arquitecturas de computadoras
Sistemas embebidos
Arquitecturas orientadas a servicios (SOA)
Redes de comunicaciones
Redes heterogéneas
Redes de Avanzada
Redes inalámbricas
Redes móviles
Redes activas
Administración y monitoreo de redes y servicios
Calidad de Servicio (QoS, SLAs)
Seguridad informática y autenticación, privacidad
Infraestructura para firma digital y certificados digitales
Análisis y detección de vulnerabilidades
Sistemas operativos
Sistemas P2P
Middleware
Infraestructura para grid
Servicios de integración (Web Services o .Net)Red de Universidades con Carreras en Informática (RedUNCI
ÁGORAS: HACIA UNA INFRAESTRUCTURA PARA EL APRENDIZAJE CREATIVO EN SUPERFICIES INTERACTIVAS
Este trabajo presenta los fundamentos para la construcción de un entorno para el aprendizaje creativo, constructivista y social basado en superficies interactivas, para lo cual se han desarrollado dos componentes que formarán parte de la infraestructura final: un subsistema de seguimiento de marcadores y otro de eventos semánticos. Abstract: This work presents the foundations to build an environment to support social, constructivist, and creative learning based on interactive tabletops. Two middleware components have been developed to take part of the final infrastructure: a subsystem of fiducial markers for tracking objects, and a subsystem for semantic events.Catalá Bolós, A. (2008). ÁGORAS: HACIA UNA INFRAESTRUCTURA PARA EL APRENDIZAJE CREATIVO EN SUPERFICIES INTERACTIVAS. http://hdl.handle.net/10251/13003Archivo delegad