7,242 research outputs found
In-Network View Synthesis for Interactive Multiview Video Systems
To enable Interactive multiview video systems with a minimum view-switching
delay, multiple camera views are sent to the users, which are used as reference
images to synthesize additional virtual views via depth-image-based rendering.
In practice, bandwidth constraints may however restrict the number of reference
views sent to clients per time unit, which may in turn limit the quality of the
synthesized viewpoints. We argue that the reference view selection should
ideally be performed close to the users, and we study the problem of in-network
reference view synthesis such that the navigation quality is maximized at the
clients. We consider a distributed cloud network architecture where data stored
in a main cloud is delivered to end users with the help of cloudlets, i.e.,
resource-rich proxies close to the users. In order to satisfy last-hop
bandwidth constraints from the cloudlet to the users, a cloudlet re-samples
viewpoints of the 3D scene into a discrete set of views (combination of
received camera views and virtual views synthesized) to be used as reference
for the synthesis of additional virtual views at the client. This in-network
synthesis leads to better viewpoint sampling given a bandwidth constraint
compared to simple selection of camera views, but it may however carry a
distortion penalty in the cloudlet-synthesized reference views. We therefore
cast a new reference view selection problem where the best subset of views is
defined as the one minimizing the distortion over a view navigation window
defined by the user under some transmission bandwidth constraints. We show that
the view selection problem is NP-hard, and propose an effective polynomial time
algorithm using dynamic programming to solve the optimization problem.
Simulation results finally confirm the performance gain offered by virtual view
synthesis in the network
Wireless internet architecture and testbed for wineglass
One of the most challenging issues in the area of mobile communication is the deployment of IPbased
wireless multimedia networks in public and business environments. The public branch may involve public
mobile networks, like UMTS as 3G system, while the business branch introduces local radio access networks by
means of W-LANs. Conventional mobile networks realise mobile specific functionality, e.g. mobility management
or authentication and accounting, by implementing appropriate mechanisms in specific switching nodes (e.g.
SGSN in GPRS). In order to exploit the full potential of IP networking solutions a replacement of these
mechanisms by IP-based solutions might be appropriate. In addition current and innovative future services in
mobile environments require at least soft-guaranteed, differentiated QoS. Therefore the WINE GLASS project
investigates and implements enhanced IP-based techniques supporting mobility and QoS in a wireless Internet
architecture. As a means to verify the applicability of the implemented solutions, location-aware services
deploying both IP-mobility and QoS mechanisms will be implemented and demonstratedPeer ReviewedPostprint (published version
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Multimedia delivery in the future internet
The term âNetworked Mediaâ 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 citizensâ 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 âon the moveâ, 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
Quality of service assurance for the next generation Internet
The provisioning for multimedia applications has been of increasing interest among researchers and Internet Service Providers. Through the migration from resource-based to service-driven networks, it has become evident that the Internet model should be enhanced to provide support for a variety of differentiated services that match applications and customer requirements, and not stay limited under the flat best-effort service that is currently provided.
In this paper, we describe and critically appraise the major achievements of the efforts to introduce Quality of Service (QoS) assurance and provisioning within the Internet model. We then propose a research path for the creation of a network services management architecture,
through which we can move towards a QoS-enabled network environment, offering support for a variety of different services, based on traffic characteristics and user expectations
Analysis of telephone network traffic based on a complex user network
The traffic in telephone networks is analyzed in this paper. Unlike the
classical traffic analysis where call blockings are due to the limited channel
capacity, we consider here a more realistic cause for call blockings which is
due to the way in which users are networked in a real-life human society.
Furthermore, two kinds of user network, namely, the fully-connected user
network and the scale-free network, are employed to model the way in which
telephone users are connected. We show that the blocking probability is
generally higher in the case of the scale-free user network, and that the
carried traffic intensity is practically limited not only by the network
capacity but also by the property of the user network.Comment: 17 pages, 9 figures, accepted for Physica
A Survey of Green Networking Research
Reduction of unnecessary energy consumption is becoming a major concern in
wired networking, because of the potential economical benefits and of its
expected environmental impact. These issues, usually referred to as "green
networking", relate to embedding energy-awareness in the design, in the devices
and in the protocols of networks. In this work, we first formulate a more
precise definition of the "green" attribute. We furthermore identify a few
paradigms that are the key enablers of energy-aware networking research. We
then overview the current state of the art and provide a taxonomy of the
relevant work, with a special focus on wired networking. At a high level, we
identify four branches of green networking research that stem from different
observations on the root causes of energy waste, namely (i) Adaptive Link Rate,
(ii) Interface proxying, (iii) Energy-aware infrastructures and (iv)
Energy-aware applications. In this work, we do not only explore specific
proposals pertaining to each of the above branches, but also offer a
perspective for research.Comment: Index Terms: Green Networking; Wired Networks; Adaptive Link Rate;
Interface Proxying; Energy-aware Infrastructures; Energy-aware Applications.
18 pages, 6 figures, 2 table
Quality of experience driven control of interactive media stream parameters
In recent years, cloud computing has led to many new kinds of services. One of these popular services is cloud gaming, which provides the entire game experience to the users remotely from a server, but also other applications are provided in a similar manner. In this paper we focus on the option to render the application in the cloud, thereby delivering the graphical output of the application to the user as a video stream. In more general terms, an interactive media stream is set up over the network between the user's device and the cloud server. The main issue with this approach is situated at the network, that currently gives little guarantees on the quality of service in terms of parameters such as available bandwidth, latency or packet loss. However, for interactive media stream cases, the user is merely interested in the perceived quality, regardless of the underlaying network situation. In this paper, we present an adaptive control mechanism that optimizes the quality of experience for the use case of a race game, by trading off visual quality against frame rate in function of the available bandwidth. Practical experiments verify that QoE driven adaptation leads to improved user experience compared to systems solely taking network characteristics into account
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