273 research outputs found
Development of Campus Video-Conference System Based on Peer-To-Peer Architecture
Peer to Peer (P2P) systems inherently have high scalability, robustness and fault tolerance because there is no centralized server and the network self-organizes itself. This is achieved at the cost of higher latency for locating the resources of interest in the P2P overlay network. This paper describes the design and implementation of campus video conference system based on P2P architecture that was tested within premises of Ladoke Akintola University of Technology, Ogbomoso, Nigeria. The proposed Campus video conference system is made up of five modules which are the media stream engine, the conferencing control protocol, transmission module, TCP/UDP module and the user interface module. The media stream engine is responsible for audio/video capture and playback, the conferencing control protocol defines a set of conventions governing the structure and behavior of communication messages, the transmission module consists of a peer and a distribution network constituting of the peers also the delivery and exchange of streaming data while the audio manager and video manager use TCP/UDP to broadcast to other peer. The proposed system will offer smooth video conferencing with low delay and seldom and short freezes. It is believed that this videoconference system will bring video telephony to a new level of quality and will lead to a new trend in everyday communications in the university community
DEVELOPMENT ANALYSIS OF MULTIPOINT VIDEO CONFERENCING IN EDUCATION
In this modern era, people can do meetings by doing video conferencing. By doing video conferencing we can reach our colleagues who are geographically far from us in real time, as if we are close to them through video and audio visual. it's just that sometimes the capacity of video conferencing tools becomes an obstacle in doing conference simultaneously for multiple locations. Video conferencing between three or more locations is possible through the Multipoint Control Unit (MCU) system. This research was conducted at one of the educational institutions which had several branches spread in various locations and each location had a video conference tool. MCU system that was used previously is the sx20 telepresence which can only accommodate 3 video conference locations simultaneously. from this problem this educational institution developed a new MCU system using Acano. By using this Acano system can support HD quality video so that video and audio can be clearly displayed. Â Di era modern ini, orang dapat melakukan pertemuan dengan melakukan konferensi video. Dengan melakukan konferensi video, kita dapat menjangkau kolega kita yang secara geografis jauh dari kita secara real time, seolah-olah kita dekat dengan mereka melalui video dan audio visual. hanya saja terkadang kapasitas alat konferensi video menjadi kendala dalam melakukan konferensi secara bersamaan untuk beberapa lokasi. Konferensi video antara tiga lokasi atau lebih dimungkinkan melalui sistem Multipoint Control Unit (MCU). Penelitian ini dilakukan di salah satu lembaga pendidikan yang memiliki beberapa cabang yang tersebar di berbagai lokasi dan setiap lokasi memiliki alat konferensi video. Sistem MCU yang digunakan sebelumnya adalah telepresence sx20 yang hanya dapat menampung 3 lokasi konferensi video secara bersamaan. dari masalah ini lembaga pendidikan ini mengembangkan sistem MCU baru menggunakan Acano. Dengan menggunakan sistem Acano ini dapat mendukung video berkualitas HD sehingga video dan audio dapat ditampilkan dengan jelas
Distributed multimedia systems
A distributed multimedia system (DMS) is an integrated communication, computing, and information system that enables the processing, management, delivery, and presentation of synchronized multimedia information with quality-of-service guarantees. Multimedia information may include discrete media data, such as text, data, and images, and continuous media data, such as video and audio. Such a system enhances human communications by exploiting both visual and aural senses and provides the ultimate flexibility in work and entertainment, allowing one to collaborate with remote participants, view movies on demand, access on-line digital libraries from the desktop, and so forth. In this paper, we present a technical survey of a DMS. We give an overview of distributed multimedia systems, examine the fundamental concept of digital media, identify the applications, and survey the important enabling technologies.published_or_final_versio
Robust P2P Live Streaming
Projecte fet en col.laboraciĂł amb la FundaciĂł i2CATThe provisioning of robust real-time communication services (voice, video, etc.) or media contents through the Internet in a distributed manner is an important challenge,
which will strongly influence in current and future Internet evolution. Aware of this, we
are developing a project named Trilogy leaded by the i2CAT Foundation, which has as
main pillar the study, development and evaluation of Peer-to-Peer (P2P) Live
streaming architectures for the distribution of high-quality media contents. In this
context, this work concretely covers media coding aspects and proposes the use of
Multiple Description Coding (MDC) as a flexible solution for providing robust and
scalable live streaming over P2P networks. This work describes current state of the art
in media coding techniques and P2P streaming architectures, presents the
implemented prototype as well as its simulation and validation results
Recommended from our members
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
Video Conference as a tool for Higher Education
The book describes the activities of the consortium member institutions in the framework of the TEMPUS IV Joint Project ViCES - Video Conferencing Educational Services (144650-TEMPUS-2008-IT-JPGR). In order to provide the basis for the development of a distance learning environment based on video conferencing systems and develop a blended learning courses methodology, the TEMPUS Project VICES (2009-2012) was launched in 2009. This publication collects the conclusion of the project and it reports the main outcomes together with the approach followed by the different partners towards the achievement of the project's goal. The book includes several contributions focussed on specific topics related to videoconferencing services, namely how to enable such services in educational contexts so that, the installation and deployment of videoconferencing systems could be conceived an integral part of virtual open campuses
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