595 research outputs found

    A SMIL-Based Catalog Presentation System in Electronic Commerce

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    Web-based catalog presentations play the key-enabling role in E-commerce in recent years. Existing catalog systems often acquire proprietary platforms, cannot deal with TV-like media objects, or consume network bandwidth inefficiently. With the emergence of advanced technologies of Web and multimedia, such hurdles can be removed. The Synchronized Multimedia Integration Language (SMIL), proposed by W3C allows Web designers to design complicated and vivid multimedia presentations in a declarative manner. These presentations are then rendered on a general-purpose browser by a SMIL player. Since the SMIL specification is quite new to the Internet and E-commerce societies, the functionality and applications of players is limited. In this paper, we propose a novel architecture based on Java JMF technology for tackling with such constraints. The effectiveness of the proposed system is validated through an experiment on product catalog presentations

    An MPEG-7 scheme for semantic content modelling and filtering of digital video

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    Abstract Part 5 of the MPEG-7 standard specifies Multimedia Description Schemes (MDS); that is, the format multimedia content models should conform to in order to ensure interoperability across multiple platforms and applications. However, the standard does not specify how the content or the associated model may be filtered. This paper proposes an MPEG-7 scheme which can be deployed for digital video content modelling and filtering. The proposed scheme, COSMOS-7, produces rich and multi-faceted semantic content models and supports a content-based filtering approach that only analyses content relating directly to the preferred content requirements of the user. We present details of the scheme, front-end systems used for content modelling and filtering and experiences with a number of users

    Format-independent media resource adaptation and delivery

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    A model for adapting 3D graphics based on scalable coding, real-time simplification and remote rendering

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    Most current multiplayer 3D games can only be played on dedicated platforms, requiring specifically designed content and communication over a predefined network. To overcome these limitations, the OLGA (On-Line GAming) consortium has devised a framework to develop distributive, multiplayer 3D games. Scalability at the level of content, platforms and networks is exploited to achieve the best trade-offs between complexity and quality

    Efficient Video Transport over Lossy Networks

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    Nowadays, packet video is an important application of the Internet. Unfortunately the capacity of the Internet is still very heterogeneous because it connects high bandwidth ATM networks as well as low bandwidth ISDN dial in lines. The MPEG-2 and MPEG-4 video compression standards provide efficient video encoding for high and low bandwidth media streams. In particular they include two paradigms which make those standards suitable for the transmission of video via heterogeneous networks. Both support layered video streams and MPEG-4 additionally allows the independent coding of video objects. In this paper we discuss those two paradigms, give an overview of the MPEG video compression standards and describe transport protocols for Real Time Media transport over lossy networks. Furthermore, we propose a real-time segmentation approach for extracting video objects in teleteaching scenarios
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