139,631 research outputs found

    Digital television, Personal Video Recorders and convergence in the Australian home

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    Out of the confusion of delivery technologies for domestic digital video, the function of a Personal Video Recorder (PVR) that has a content management system based on an electronic program guide emerges as a key component of a home entertainment system. Serving as a content manager for video broadcasts for free-to-air and pay-TV, PVRs can automatically record, sort, schedule, store and integrate video material from different sources in a convenient, easy-to-use and timely fashion. Devices with PVR functionality are still not yet in widespread use in Australian homes, but are the increasing subject of pioneering commercial enterprise, innovative experimentation and open-source community development. The concept of a MADE system is introduced as a system with converged functionality for Media, Automation, Data, and Entertainment. This paper describes and compares three systems with PVR functionality and evaluates their current and future roles as a component for MADE systems in Australia: the TiVo appliance, the MythTV open source software for Linux; and a Topfield set top box using IceGuide. The drivers for and threats to the convergence of functionality towards a MADE system are also considered

    Development Of Teleresearch Model Using Open Source Software

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    The importance of Video media for communications and entertainment has been a problem for many decades. Initially video was captured and transmitted in analog form. Video compression became an important area of research in the late 1980'S and 1990's and enabled a variety of applications including video storage on DVD'S and Video-CD's, video broadcast over digital cable, satellite and terrestrial(over-the-air) digital television (DTV), video conferencing and videophone over circuit-switched networks. The growth and popularity of the Internet in the mid-1990's motivated video communication over best-effort packet networks. The report identifies the gaps between the capabilities of currently deployed systems and the user requirements, and proposes further work cantered on the intranet (local Area Network) and World-Wide Web system to develop the teleresearch tools by using open source software. Considering the expensive budget allocation is required to develop the teleresearch tool, this project proposed a development of the teleresearch tools using open source software which freely available in the internet for University researchers usability. In addition, the open source software also gives flexibility to modify the source codes according to user's need with better security solution. This report shows, how the Teleresearch is been developed by using most of the open source tools which freely downloaded from internet. The manipulation freedom in changing the source code to gather with the interface modifications, gives us a maximum freedom to develop the teleresearch as per the organization needs. The main contribution of the Teleresearch is giving a great opportunist to all the researchers in Allianze College of Medical and Science (ACMS) to use this software as most important communication tool in order to conduct their research. However, there is a limitation in teleresearch model which inadequate with the bandwidth to retrieve streamed files depending to internet traffic. Internet congestion can cause playback delays, and even living on a particular road or street can influence the reception of streamed video connection. Consideration of the variation of video streaming quality and dynamic Optimization of internet traffic should be considerate as a future research in order to develop an advance quality of video streaming

    Implementation of Open Source applications “Serious Game” for rehabilitation

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    Serious Games and Virtual Reality (VR) are present nowadays as an alternative to traditional rehabilitation therapies. This project describes the workflow to develop videogames for health monitoring as well as a source of entertainment for physiotherapy patients, primarily patients that suffer hemiparesis caused by a neurological disease like a stroke. We propose the last version of Microsoft Kinect sensors as low cost game controller and the software Unity to develop Open Source Rehabilitation Serious Games. These Serious Games try to imitate physiotherapy sessions performed in movement recovery therapies, reducing the waiting list of patients together with time and costs to hospitals. The premise is that the gameplay makes patients execute upper body exercises alongside equilibrium training, meanwhile they are monitored extracting useful data and results for the physicians.Ingeniería Biomédic

    IMPLEMENTASI INTERNET PROTOCOL TELEVISION (IPTV) PADA JARINGAN IPv6 DENGAN MENGGUNAKAN SISTEM OPERASI LINUX

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    ABSTRAKSI: Kemajuan teknologi jaringan dan multimedia saat ini telah mendorong munculnya berbagai aplikasi layanan komunikasi yang bersifat interaktif, salah satunya adalah IPTV. Internet Protocol Television atau lebih dikenal IPTV merupakan layanan yang menyediakan konten program televisi dan konten entertainment interaktif lainnya melalui suatu jaringan broadband IP. Kelebihannya yang interaktif dibandingkan layanan TV konvensional membuat IPTV semakin banyak diminati masyarakat. Tetapi disisi lain perkembangan penggunaan alokasi IPv4 yang bersifat eksponensial terhadap jumlahnya telah memicu kekhawatiran akan habisnya alokasi alamat IPv4 itu sendiri, disamping itu mahalnya harga lisensi suatu software dan aturan mengenai hak cipta terhadap software – software tertentu yang menjadi basic dari salah satu komponen untuk dapat berjalannya aplikasi IPTV ini seperti sistem operasi Microsoft Windows telah menjadikan mahalnya biaya dalam pembuatan aplikasi IPTV bagi para provider IPTV dan dapat menghambat perkembangan teknologi IPTV bagi para engineer yang ingin mengembangkan teknologi ini lebih jauh kedepannya. Kemajuan teknologi jaringan dan multimedia saat ini telah mendorong munculnya berbagai aplikasi layanan komunikasi yang bersifat interaktif, salah satunya adalah IPTV. Internet Protocol Television atau lebih dikenal IPTV merupakan layanan yang menyediakan konten program televisi dan konten entertainment interaktif lainnya melalui suatu jaringan broadband IP. Kelebihannya yang interaktif dibandingkan layanan TV konvensional membuat IPTV semakin banyak diminati masyarakat. Tetapi disisi lain perkembangan penggunaan alokasi IPv4 yang bersifat eksponensial terhadap jumlahnya telah memicu kekhawatiran akan habisnya alokasi alamat IPv4 itu sendiri, disamping itu mahalnya harga lisensi suatu software dan aturan mengenai hak cipta terhadap software – software tertentu yang menjadi basic dari salah satu komponen untuk dapat berjalannya aplikasi IPTV ini seperti sistem operasi Microsoft Windows telah menjadikan mahalnya biaya dalam pembuatan aplikasi IPTV bagi para provider IPTV dan dapat menghambat perkembangan teknologi IPTV bagi para engineer yang ingin mengembangkan teknologi ini lebih jauh kedepannya. Untuk itu pada proyek akhir ini dibuat aplikasi layanan IPTV berupa Live TV Broadcast, Video on Demand dan Music pada sistem operasi Linux dan mengimplementasikannya pada jaringan IPv6. Dalam implementasi ini sistem operasi Linux menunjukan kehandalannya sebagai server IPTV dibanding Windows. Dimana Linux mempunyai rata-rata delay processing lebih kecil dibanding Windows yaitu sebesar 0.626362678 ms untuk pengukuran pada skenario B step 3 pada bit rate 768 kbps. Output dari proyek akhir ini diharapkan dapat menjadi suatu aplikasi real time video yang mampu diterapkan pada jaringan IPv6 dengan memanfaatkan software-sofware open source guna menghindari benturan terhadap hak cipta dan untuk pengembangan teknologi IPTV selanjutnya.Kata Kunci : IPTV, Linux, IPv6ABSTRACT: Progress of multimedia and network technology had stimulated improvement vary of interactive communication services, like IPTV. Internet Protocol Television or more known as IPTV is a service that provides content of television programs and other interactive entertainment content through an IP broadband network. It’s interactively than conventional TV services makes many people like it. But in the other side the improvement using of IPv4 address allocation that exponential to it’s summing had curried of lacks of the address IPv4 allocation, besides of that the high price of software licenses and the rule of software’s copy right that become one of basic component to run of this IPTV application likes Microsoft Windows operating system make high price to provide the IPTV application for IPTV providers and decrease the improvement of IPTV technology for engineers who want the improvement of this technology. On operating system environment, Linux as one of the open source operating system that known it’s ability using as a server. Beside of that, the present of IPv6 with higher address capacity than IPv4 is a solution to overcome the limitation of IPv4 address allocations. So far, in this final project, the author try to make IPTV service application as Live TV Broadcast, Video on Demand and Music on Linux operating system and implement it on IPv6 network. In this implementation Linux operating system shows more ability as IPTV server than Windows. Because Linux has an average value delay processing above 0.626362678 ms at step three on B scenario measurement for 768 kbps bit rate. In the end I hope, may this final project can be a real time video application that can be implemented on IPv6 network using any open source software with the purpose to avoid copyright violation and to develop this technology for the next.Keyword: IPTV, Linux, IPv

    The Enigma of Digitized Property A Tribute to John Perry Barlow

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    Compressive Sensing has attracted a lot of attention over the last decade within the areas of applied mathematics, computer science and electrical engineering because of it suggesting that we can sample a signal under the limit that traditional sampling theory provides. By then using dierent recovery algorithms we are able to, theoretically, recover the complete original signal even though we have taken very few samples to begin with. It has been proven that these recovery algorithms work best on signals that are highly compressible, meaning that the signals can have a sparse representation where the majority of the signal elements are close to zero. In this thesis we implement some of these recovery algorithms and investigate how these perform practically on a real video signal consisting of 300 sequential image frames. The video signal will be under sampled, using compressive sensing, and then recovered using two types of strategies, - One where no time correlation between successive frames is assumed, using the classical greedy algorithm Orthogonal Matching Pursuit (OMP) and a more robust, modied OMP called Predictive Orthogonal Matching Pursuit (PrOMP). - One newly developed algorithm, Dynamic Iterative Pursuit (DIP), which assumes and utilizes time correlation between successive frames. We then performance evaluate and compare these two strategies using the Peak Signal to Noise Ratio (PSNR) as a metric. We also provide visual results. Based on investigation of the data in the video signal, using a simple model for the time correlation and transition probabilities between dierent signal coecients in time, the DIP algorithm showed good recovery performance. The main results showed that DIP performed better and better over time and outperformed the PrOMP up to a maximum of 6 dB gain at half of the original sampling rate but performed slightly below the PrOMP in a smaller part of the video sequence where the correlation in time between successive frames in the original video sequence suddenly became weaker.Compressive sensing har blivit mer och mer uppmarksammat under det senaste decenniet inom forskningsomraden sasom tillampad matematik, datavetenskap och elektroteknik. En stor anledning till detta ar att dess teori innebar att det blir mojligt att sampla en signal under gransen som traditionell samplingsteori innebar. Genom att sen anvanda olika aterskapningsalgoritmer ar det anda teoretiskt mojligt att aterskapa den ursprungliga signalen. Det har visats sig att dessaaterskapningsalgoritmer funkar bast pa signaler som ar mycket kompressiva, vilket innebar att dessa signaler kan representeras glest i nagon doman dar merparten av signalens koecienter ar nara 0 i varde. I denna uppsats implementeras vissa av dessaaterskapningsalgoritmer och vi undersoker sedan hur dessa presterar i praktiken pa en riktig videosignal bestaende av 300 sekventiella bilder. Videosignalen kommer att undersamplas med compressive sensing och sen aterskapas genom att anvanda 2 typer av strategier, - En dar ingen tidskorrelation mellan successiva bilder i videosignalen antas genom att anvanda klassiska algoritmer sasom Orthogonal Matching Pursuit (OMP) och en mer robust, modierad OMP : Predictive Orthogonal Matching Pursuit (PrOMP). - En nyligen utvecklad algoritm, Dynamic Iterative Pursuit (DIP), som antar och nyttjar en tidskorrelation mellan successiva bilder i videosignalen. Vi utvarderar och jamfor prestandan i dessa tva olika typer av strategier genom att anvanda Peak Signal to Noise Ratio (PSNR) som jamforelseparameter. Vi ger ocksa visuella resultat fran videosekvensen. Baserat pa undersokning av data i videosignalen visade det sig, genom att anvanda enkla modeller, bade for tidskorrelationen och sannolikhetsfunktioner for vilka koecienter som ar aktiva vid varje tidpunkt, att DIP algoritmen visade battre prestanda an de tva andra tidsoberoende algoritmerna under visa tidsekvenser. Framforallt de sekvenser dar videosignalen inneholl starkare korrelation i tid. Som mest presterade DIP upp till 6 dB battre an OMP och PrOMP

    Home Entertainment Device Detection Using Mobile Phone

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    Development in mobile technology and computer vision enables new usage scenarios related to these technologies. Open source mobile application frameworks together with open source software libraries for computer vision provide the means for developing applications with relatively low effort. This thesis presents a modified version of a popular object detection method and utilizes this in two separate mobile software implementations. The main goals are to assess if interesting end-user applications can be developed with these open source tools and to propose a possible solution for the parts that are not adequately covered by the readily available software components. The thesis is divided into four parts. The first part deals with a popular object detection method from the literature and second part proposes improvements for this method. Next the two implementations, using the proposed method, are presented that enable the user to detect and control home entertainment devices using a mobile phone with a camera. The thesis is concluded with an evaluation of the performance of the proposed method and discussion. The proposed method adds additional restrictive checks to the popular object detection method and, for the concerned scenarios, performs better than the readily available implementation. The two applications implemented for this thesis show an example of what can be achieved with computer vision and a mobile phone. Both applications fulfil the goals set for them and can be used to detect objects seen in the live video feed from the mobile phones camera. One of the implementations also provides an interface to interact with the devices once they are detected

    The Industry and Policy Context for Digital Games for Empowerment and Inclusion:Market Analysis, Future Prospects and Key Challenges in Videogames, Serious Games and Gamification

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    The effective use of digital games for empowerment and social inclusion (DGEI) of people and communities at risk of exclusion will be shaped by, and may influence the development of a range of sectors that supply products, services, technology and research. The principal industries that would appear to be implicated are the 'videogames' industry, and an emerging 'serious games' industry. The videogames industry is an ecosystem of developers, publishers and other service providers drawn from the interactive media, software and broader ICT industry that services the mainstream leisure market in games, The 'serious games' industry is a rather fragmented and growing network of firms, users, research and policy makers from a variety of sectors. This emerging industry is are trying to develop knowledge, products, services and a market for the use of digital games, and products inspired by digital games, for a range of non-leisure applications. This report provides a summary of the state of play of these industries, their trajectories and the challenges they face. It also analyses the contribution they could make to exploiting digital games for empowerment and social inclusion. Finally, it explores existing policy towards activities in these industries and markets, and draws conclusions as to the future policy relevance of engaging with them to support innovation and uptake of effective digital game-based approaches to empowerment and social inclusion.JRC.J.3-Information Societ

    ROLE OF 3D CITY MODEL DATA AS OPEN DIGITAL COMMONS: A CASE STUDY OF OPENNESS IN JAPAN'S DIGITAL TWIN "PROJECT PLATEAU"

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    This study aims to clarify the development and utilization of highly accurate and open 3D city models (3DCMs), which began in Japan in 2020. The background of the project is explained based on a review of past efforts in Japan for making geospatial information accessible, the flow of data standardization around CityGML, and the introduction of Free and Open Source Software for Geo-spatial (FOSS4G) tools for data management and visualization. Two aspects of the analysis are reported: quantitative geospatial analysis of LOD1 building data and qualitative evaluation of 40 use cases using these data. The results indicate that approximately 18 million building data points covering 150 cities in Japan have been converted to open data in formats such as CityGML with high accuracy, complementing OpenStreetMap (OSM) data in urban areas. In addition, a total of 40 use cases for these data are demonstrated in new fields, such as urban planning, citizen participation, and even entertainment, with a few of these tools becoming open-source software. Through this project, data related to 3DCMs, which have not necessarily been produced in a unified format or specification in Japan, can now be easily handled as CityGML through a one-stop viewer, and the data are expected to be enhanced, and new geo-services using 3DCMs will be provided under the concept of openness, regardless of the city scale
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