176 research outputs found

    Efficient compression of motion compensated residuals

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    EThOS - Electronic Theses Online ServiceGBUnited Kingdo

    Immersive interconnected virtual and augmented reality : a 5G and IoT perspective

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    Despite remarkable advances, current augmented and virtual reality (AR/VR) applications are a largely individual and local experience. Interconnected AR/VR, where participants can virtually interact across vast distances, remains a distant dream. The great barrier that stands between current technology and such applications is the stringent end-to-end latency requirement, which should not exceed 20 ms in order to avoid motion sickness and other discomforts. Bringing AR/VR to the next level to enable immersive interconnected AR/VR will require significant advances towards 5G ultra-reliable low-latency communication (URLLC) and a Tactile Internet of Things (IoT). In this article, we articulate the technical challenges to enable a future AR/VR end-to-end architecture, that combines 5G URLLC and Tactile IoT technology to support this next generation of interconnected AR/VR applications. Through the use of IoT sensors and actuators, AR/VR applications will be aware of the environmental and user context, supporting human-centric adaptations of the application logic, and lifelike interactions with the virtual environment. We present potential use cases and the required technological building blocks. For each of them, we delve into the current state of the art and challenges that need to be addressed before the dream of remote AR/VR interaction can become reality

    Packet prioritizing and delivering for multimedia streaming

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    Ph.DDOCTOR OF PHILOSOPH

    Layer-based coding, smoothing, and scheduling of low-bit-rate video for teleconferencing over tactical ATM networks

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    This work investigates issues related to distribution of low bit rate video within the context of a teleconferencing application deployed over a tactical ATM network. The main objective is to develop mechanisms that support transmission of low bit rate video streams as a series of scalable layers that progressively improve quality. The hierarchical nature of the layered video stream is actively exploited along the transmission path from the sender to the recipients to facilitate transmission. A new layered coder design tailored to video teleconferencing in the tactical environment is proposed. Macroblocks selected due to scene motion are layered via subband decomposition using the fast Haar transform. A generalized layering scheme groups the subbands to form an arbitrary number of layers. As a layering scheme suitable for low motion video is unsuitable for static slides, the coder adapts the layering scheme to the video content. A suboptimal rate control mechanism that reduces the kappa dimensional rate distortion problem resulting from the use of multiple quantizers tailored to each layer to a 1 dimensional problem by creating a single rate distortion curve for the coder in terms of a suboptimal set of kappa dimensional quantizer vectors is investigated. Rate control is thus simplified into a table lookup of a codebook containing the suboptimal quantizer vectors. The rate controller is ideal for real time video and limits fluctuations in the bit stream with no corresponding visible fluctuations in perceptual quality. A traffic smoother prior to network entry is developed to increase queuing and scheduler efficiency. Three levels of smoothing are studied: frame, layer, and cell interarrival. Frame level smoothing occurs via rate control at the application. Interleaving and cell interarrival smoothing are accomplished using a leaky bucket mechanism inserted prior to the adaptation layer or within the adaptation layerhttp://www.archive.org/details/layerbasedcoding00parkLieutenant Commander, United States NavyApproved for public release; distribution is unlimited

    A Person-Centric Design Framework for At-Home Motor Learning in Serious Games

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    abstract: In motor learning, real-time multi-modal feedback is a critical element in guided training. Serious games have been introduced as a platform for at-home motor training due to their highly interactive and multi-modal nature. This dissertation explores the design of a multimodal environment for at-home training in which an autonomous system observes and guides the user in the place of a live trainer, providing real-time assessment, feedback and difficulty adaptation as the subject masters a motor skill. After an in-depth review of the latest solutions in this field, this dissertation proposes a person-centric approach to the design of this environment, in contrast to the standard techniques implemented in related work, to address many of the limitations of these approaches. The unique advantages and restrictions of this approach are presented in the form of a case study in which a system entitled the "Autonomous Training Assistant" consisting of both hardware and software for guided at-home motor learning is designed and adapted for a specific individual and trainer. In this work, the design of an autonomous motor learning environment is approached from three areas: motor assessment, multimodal feedback, and serious game design. For motor assessment, a 3-dimensional assessment framework is proposed which comprises of 2 spatial (posture, progression) and 1 temporal (pacing) domains of real-time motor assessment. For multimodal feedback, a rod-shaped device called the "Intelligent Stick" is combined with an audio-visual interface to provide feedback to the subject in three domains (audio, visual, haptic). Feedback domains are mapped to modalities and feedback is provided whenever the user's performance deviates from the ideal performance level by an adaptive threshold. Approaches for multi-modal integration and feedback fading are discussed. Finally, a novel approach for stealth adaptation in serious game design is presented. This approach allows serious games to incorporate motor tasks in a more natural way, facilitating self-assessment by the subject. An evaluation of three different stealth adaptation approaches are presented and evaluated using the flow-state ratio metric. The dissertation concludes with directions for future work in the integration of stealth adaptation techniques across the field of exergames.Dissertation/ThesisDoctoral Dissertation Computer Science 201

    Quality of service differentiation for multimedia delivery in wireless LANs

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    Delivering multimedia content to heterogeneous devices over a variable networking environment while maintaining high quality levels involves many technical challenges. The research reported in this thesis presents a solution for Quality of Service (QoS)-based service differentiation when delivering multimedia content over the wireless LANs. This thesis has three major contributions outlined below: 1. A Model-based Bandwidth Estimation algorithm (MBE), which estimates the available bandwidth based on novel TCP and UDP throughput models over IEEE 802.11 WLANs. MBE has been modelled, implemented, and tested through simulations and real life testing. In comparison with other bandwidth estimation techniques, MBE shows better performance in terms of error rate, overhead, and loss. 2. An intelligent Prioritized Adaptive Scheme (iPAS), which provides QoS service differentiation for multimedia delivery in wireless networks. iPAS assigns dynamic priorities to various streams and determines their bandwidth share by employing a probabilistic approach-which makes use of stereotypes. The total bandwidth to be allocated is estimated using MBE. The priority level of individual stream is variable and dependent on stream-related characteristics and delivery QoS parameters. iPAS can be deployed seamlessly over the original IEEE 802.11 protocols and can be included in the IEEE 802.21 framework in order to optimize the control signal communication. iPAS has been modelled, implemented, and evaluated via simulations. The results demonstrate that iPAS achieves better performance than the equal channel access mechanism over IEEE 802.11 DCF and a service differentiation scheme on top of IEEE 802.11e EDCA, in terms of fairness, throughput, delay, loss, and estimated PSNR. Additionally, both objective and subjective video quality assessment have been performed using a prototype system. 3. A QoS-based Downlink/Uplink Fairness Scheme, which uses the stereotypes-based structure to balance the QoS parameters (i.e. throughput, delay, and loss) between downlink and uplink VoIP traffic. The proposed scheme has been modelled and tested through simulations. The results show that, in comparison with other downlink/uplink fairness-oriented solutions, the proposed scheme performs better in terms of VoIP capacity and fairness level between downlink and uplink traffic

    Enhancing a Neurosurgical Imaging System with a PC-based Video Processing Solution

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    This work presents a PC-based prototype video processing application developed to be used with a specific neurosurgical imaging device, the OPMI® PenteroTM operating microscope, in the Department of Neurosurgery of Helsinki University Central Hospital at Töölö, Helsinki. The motivation for implementing the software was the lack of some clinically important features in the imaging system provided by the microscope. The imaging system is used as an online diagnostic aid during surgery. The microscope has two internal video cameras; one for regular white light imaging and one for near-infrared fluorescence imaging, used for indocyanine green videoangiography. The footage of the microscope’s current imaging mode is accessed via the composite auxiliary output of the device. The microscope also has an external high resolution white light video camera, accessed via a composite output of a separate video hub. The PC was chosen as the video processing platform for its unparalleled combination of prototyping and high-throughput video processing capabilities. A thorough analysis of the platform and efficient video processing methods was conducted in the thesis and the results were used in the design of the imaging station. The features found feasible during the project were incorporated into a video processing application running on a GNU/Linux distribution Ubuntu. The clinical usefulness of the implemented features was ensured beforehand by consulting the neurosurgeons using the original system. The most significant shortcomings of the original imaging system were mended in this work. The key features of the developed application include: live streaming, simultaneous streaming and recording, and playing back of upto two video streams. The playback mode provides full media player controls, with a frame-by-frame precision rewinding, in an intuitive and responsive interface. A single view and a side-by-side comparison mode are provided for the streams. The former gives more detail, while the latter can be used, for example, for before-after and anatomic-angiographic comparisons.fi=Opinnäytetyö kokotekstinä PDF-muodossa.|en=Thesis fulltext in PDF format.|sv=Lärdomsprov tillgängligt som fulltext i PDF-format

    Sonic Interactions in Virtual Environments

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    This open access book tackles the design of 3D spatial interactions in an audio-centered and audio-first perspective, providing the fundamental notions related to the creation and evaluation of immersive sonic experiences. The key elements that enhance the sensation of place in a virtual environment (VE) are: Immersive audio: the computational aspects of the acoustical-space properties of Virutal Reality (VR) technologies Sonic interaction: the human-computer interplay through auditory feedback in VE VR systems: naturally support multimodal integration, impacting different application domains Sonic Interactions in Virtual Environments will feature state-of-the-art research on real-time auralization, sonic interaction design in VR, quality of the experience in multimodal scenarios, and applications. Contributors and editors include interdisciplinary experts from the fields of computer science, engineering, acoustics, psychology, design, humanities, and beyond. Their mission is to shape an emerging new field of study at the intersection of sonic interaction design and immersive media, embracing an archipelago of existing research spread in different audio communities and to increase among the VR communities, researchers, and practitioners, the awareness of the importance of sonic elements when designing immersive environments
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