8,330 research outputs found

    Optimized mobile thin clients through a MPEG-4 BiFS semantic remote display framework

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    According to the thin client computing principle, the user interface is physically separated from the application logic. In practice only a viewer component is executed on the client device, rendering the display updates received from the distant application server and capturing the user interaction. Existing remote display frameworks are not optimized to encode the complex scenes of modern applications, which are composed of objects with very diverse graphical characteristics. In order to tackle this challenge, we propose to transfer to the client, in addition to the binary encoded objects, semantic information about the characteristics of each object. Through this semantic knowledge, the client is enabled to react autonomously on user input and does not have to wait for the display update from the server. Resulting in a reduction of the interaction latency and a mitigation of the bursty remote display traffic pattern, the presented framework is of particular interest in a wireless context, where the bandwidth is limited and expensive. In this paper, we describe a generic architecture of a semantic remote display framework. Furthermore, we have developed a prototype using the MPEG-4 Binary Format for Scenes to convey the semantic information to the client. We experimentally compare the bandwidth consumption of MPEG-4 BiFS with existing, non-semantic, remote display frameworks. In a text editing scenario, we realize an average reduction of 23% of the data peaks that are observed in remote display protocol traffic

    Towards a multimedia remote viewer for mobile thin clients

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    Be there a traditional mobile user wanting to connect to a remote multimedia server. In order to allow them to enjoy the same user experience remotely (play, interact, edit, store and share capabilities) as in a traditional fixed LAN environment, several dead-locks are to be dealt with: (1) a heavy and heterogeneous content should be sent through a bandwidth constrained network; (2) the displayed content should be of good quality; (3) user interaction should be processed in real-time and (4) the complexity of the practical solution should not exceed the features of the mobile client in terms of CPU, memory and battery. The present paper takes this challenge and presents a fully operational MPEG-4 BiFS solution

    An Efficient Transport Protocol for delivery of Multimedia An Efficient Transport Protocol for delivery of Multimedia Content in Wireless Grids

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    A grid computing system is designed for solving complicated scientific and commercial problems effectively,whereas mobile computing is a traditional distributed system having computing capability with mobility and adopting wireless communications. Media and Entertainment fields can take advantage from both paradigms by applying its usage in gaming applications and multimedia data management. Multimedia data has to be stored and retrieved in an efficient and effective manner to put it in use. In this paper, we proposed an application layer protocol for delivery of multimedia data in wireless girds i.e. multimedia grid protocol (MMGP). To make streaming efficient a new video compression algorithm called dWave is designed and embedded in the proposed protocol. This protocol will provide faster, reliable access and render an imperceptible QoS in delivering multimedia in wireless grid environment and tackles the challenging issues such as i) intermittent connectivity, ii) device heterogeneity, iii) weak security and iv) device mobility.Comment: 20 pages, 15 figures, Peer Reviewed Journa

    A framework for realistic 3D tele-immersion

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    Meeting, socializing and conversing online with a group of people using teleconferencing systems is still quite differ- ent from the experience of meeting face to face. We are abruptly aware that we are online and that the people we are engaging with are not in close proximity. Analogous to how talking on the telephone does not replicate the experi- ence of talking in person. Several causes for these differences have been identified and we propose inspiring and innova- tive solutions to these hurdles in attempt to provide a more realistic, believable and engaging online conversational expe- rience. We present the distributed and scalable framework REVERIE that provides a balanced mix of these solutions. Applications build on top of the REVERIE framework will be able to provide interactive, immersive, photo-realistic ex- periences to a multitude of users that for them will feel much more similar to having face to face meetings than the expe- rience offered by conventional teleconferencing systems

    Anahita: A System for 3D Video Streaming with Depth Customization

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    Producing high-quality stereoscopic 3D content requires significantly more effort than preparing regular video footage. In order to assure good depth perception and visual comfort, 3D videos need to be carefully adjusted to specific viewing conditions before they are shown to viewers. While most stereoscopic 3D content is designed for viewing in movie theaters, where viewing conditions do not vary significantly, adapting the same content for viewing on home TV-sets, desktop displays, laptops, and mobile devices requires additional adjustments. To address this challenge, we propose a new system for 3D video streaming that provides automatic depth adjustments as one of its key features. Our system takes into account both the content and the display type in order to customize 3D videos and maximize their perceived quality. We propose a novel method for depth adjustment that is well-suited for videos of field sports such as soccer, football, and tennis. Our method is computationally efficient and it does not introduce any visual artifacts. We have implemented our 3D streaming system and conducted two user studies, which show: (i) adapting stereoscopic 3D videos for different displays is beneficial, and (ii) our proposed system can achieve up to 35% improvement in the perceived quality of the stereoscopic 3D content

    Deep Learning in the Automotive Industry: Applications and Tools

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    Deep Learning refers to a set of machine learning techniques that utilize neural networks with many hidden layers for tasks, such as image classification, speech recognition, language understanding. Deep learning has been proven to be very effective in these domains and is pervasively used by many Internet services. In this paper, we describe different automotive uses cases for deep learning in particular in the domain of computer vision. We surveys the current state-of-the-art in libraries, tools and infrastructures (e.\,g.\ GPUs and clouds) for implementing, training and deploying deep neural networks. We particularly focus on convolutional neural networks and computer vision use cases, such as the visual inspection process in manufacturing plants and the analysis of social media data. To train neural networks, curated and labeled datasets are essential. In particular, both the availability and scope of such datasets is typically very limited. A main contribution of this paper is the creation of an automotive dataset, that allows us to learn and automatically recognize different vehicle properties. We describe an end-to-end deep learning application utilizing a mobile app for data collection and process support, and an Amazon-based cloud backend for storage and training. For training we evaluate the use of cloud and on-premises infrastructures (including multiple GPUs) in conjunction with different neural network architectures and frameworks. We assess both the training times as well as the accuracy of the classifier. Finally, we demonstrate the effectiveness of the trained classifier in a real world setting during manufacturing process.Comment: 10 page

    Durability of Wireless Charging Systems Embedded Into Concrete Pavements for Electric Vehicles

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    Point clouds are widely used in various applications such as 3D modeling, geospatial analysis, robotics, and more. One of the key advantages of 3D point cloud data is that, unlike other data formats like texture, it is independent of viewing angle, surface type, and parameterization. Since each point in the point cloud is independent of the other, it makes it the most suitable source of data for tasks like object recognition, scene segmentation, and reconstruction. Point clouds are complex and verbose due to the numerous attributes they contain, many of which may not be always necessary for rendering, making retrieving and parsing a heavy task. As Sensors are becoming more precise and popular, effectively streaming, processing, and rendering the data is also becoming more challenging. In a hierarchical continuous LOD system, the previously fetched and rendered data for a region may become unavailable when revisiting it. To address this, we use a non-persistence cache using hash-map which stores the parsed point attributes, which still has some limitations, such as the dataset needing to be refetched and reprocessed if the tab or browser is closed and reopened which can be addressed by persistence caching. On the web, popularly persistence caching involves storing data in server memory, or an intermediate caching server like Redis. This is not suitable for point cloud data where we have to store parsed and processed large point data making point cloud visualization rely only on non-persistence caching. The thesis aims to contribute toward better performance and suitability of point cloud rendering on the web reducing the number of read requests to the remote file to access data.We achieve this with the application of client-side-based LRU Cache and Private File Open Space as a combination of both persistence and non-persistence caching of data. We use a cloud-optimized data format, which is better suited for web and streaming hierarchical data structures. Our focus is to improve rendering performance using WebGPU by reducing access time and minimizing the amount of data loaded in GPU. Preliminary results indicate that our approach significantly improves rendering performance and reduce network request when compared to traditional caching methods using WebGPU
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