960 research outputs found
Evaluation of unidirectional background push content download services for the delivery of television programs
Este trabajo de tesis presenta los servicios de descarga de contenido en modo push como un
mecanismo eficiente para el envío de contenido de televisión pre-producido sobre redes de
difusión. Hoy en día, los operadores de red dedican una cantidad considerable de recursos
de red a la entrega en vivo de contenido televisivo, tanto sobre redes de difusión como
sobre conexiones unidireccionales. Esta oferta de servicios responde únicamente a
requisitos comerciales: disponer de los contenidos televisivos en cualquier momento y
lugar. Sin embargo, desde un punto de vista estrictamente académico, el envío en vivo es
únicamente un requerimiento para el contenido en vivo, no para contenidos que ya han sido
producidos con anterioridad a su emisión. Más aún, la difusión es solo eficiente cuando el
contenido es suficientemente popular.
Los servicios bajo estudio en esta tesis utilizan capacidad residual en redes de difusión para
enviar contenido pre-producido para que se almacene en los equipos de usuario. La
propuesta se justifica únicamente por su eficiencia. Por un lado, genera valor de recursos de
red que no se aprovecharían de otra manera. Por otro lado, realiza la entrega de contenidos
pre-producidos y populares de la manera más eficiente: sobre servicios de descarga de
contenidos en difusión.
Los resultados incluyen modelos para la popularidad y la duración de contenidos, valiosos
para cualquier trabajo de investigación basados en la entrega de contenidos televisivos.
Además, la tesis evalúa la capacidad residual disponible en redes de difusión, por medio de
estudios empíricos. Después, estos resultados son utilizados en simulaciones que evalúan
las prestaciones de los servicios propuestos en escenarios diferentes y para aplicaciones
diferentes. La evaluación demuestra que este tipo de servicios son un recurso muy útil para
la entrega de contenido televisivo.This thesis dissertation presents background push Content Download Services as an
efficient mechanism to deliver pre-produced television content through existing broadcast
networks. Nowadays, network operators dedicate a considerable amount of network
resources to live streaming live, through both broadcast and unicast connections. This
service offering responds solely to commercial requirements: Content must be available
anytime and anywhere. However, from a strictly academic point of view, live streaming is
only a requirement for live content and not for pre-produced content. Moreover,
broadcasting is only efficient when the content is sufficiently popular.
The services under study in this thesis use residual capacity in broadcast networks to push
popular, pre-produced content to storage capacity in customer premises equipment. The
proposal responds only to efficiency requirements. On one hand, it creates value from
network resources otherwise unused. On the other hand, it delivers popular pre-produced
content in the most efficient way: through broadcast download services.
The results include models for the popularity and the duration of television content,
valuable for any research work dealing with file-based delivery of television content. Later,
the thesis evaluates the residual capacity available in broadcast networks through empirical
studies. These results are used in simulations to evaluate the performance of background
push content download services in different scenarios and for different applications. The
evaluation proves that this kind of services can become a great asset for the delivery of
television contentFraile Gil, F. (2013). Evaluation of unidirectional background push content download services for the delivery of television programs [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/31656TESI
Energy-efficient acceleration of MPEG-4 compression tools
We propose novel hardware accelerator architectures for the most computationally demanding algorithms of the MPEG-4 video compression standard-motion estimation, binary motion estimation (for shape coding), and the forward/inverse discrete cosine transforms (incorporating shape adaptive modes). These accelerators have been designed using general low-energy design philosophies at the algorithmic/architectural abstraction levels. The themes of these philosophies are avoiding waste and trading area/performance for power and energy gains. Each core has been synthesised targeting TSMC 0.09
μm TCBN90LP technology, and the experimental results presented in this paper show that the proposed cores improve upon the prior art
Quality of Service Controlled Multimedia Transport Protocol
PhDThis research looks at the design of an open transport protocol that supports a range of
services including multimedia over low data-rate networks. Low data-rate multimedia
applications require a system that provides quality of service (QoS) assurance and flexibility.
One promising field is the area of content-based coding. Content-based systems use an array
of protocols to select the optimum set of coding algorithms. A content-based transport
protocol integrates a content-based application to a transmission network.
General transport protocols form a bottleneck in low data-rate multimedia
communicationbsy limiting throughpuot r by not maintainingt iming requirementsT. his work
presents an original model of a transport protocol that eliminates the bottleneck by
introducing a flexible yet efficient algorithm that uses an open approach to flexibility and
holistic architectureto promoteQ oS.T he flexibility andt ransparenccyo mesi n the form of a
fixed syntaxt hat providesa seto f transportp rotocols emanticsT. he mediaQ oSi s maintained
by defining a generic descriptor. Overall, the structure of the protocol is based on a single
adaptablea lgorithm that supportsa pplication independencen, etwork independencea nd
quality of service.
The transportp rotocol was evaluatedth rougha set of assessmentos:f f-line; off-line
for a specific application; and on-line for a specific application. Application contexts used
MPEG-4 test material where the on-line assessmenuts eda modified MPEG-4 pl; yer. The
performanceo f the QoSc ontrolledt ransportp rotocoli s often bettert hano thers chemews hen
appropriateQ oS controlledm anagemenatl gorithmsa re selectedT. his is shownf irst for an
off-line assessmenwt here the performancei s compared between the QoS controlled
multiplexer,a n emulatedM PEG-4F lexMux multiplexers chemea, ndt he targetr equirements.
The performanceis also shownt o be better in a real environmentw hen the QoS controlled
multiplexeri s comparedw ith the real MPEG-4F lexMux scheme
A survey of digital television broadcast transmission techniques
This paper is a survey of the transmission techniques used in digital television (TV) standards worldwide. With the increase in the demand for High-Definition (HD) TV, video-on-demand and mobile TV services, there was a real need for more bandwidth-efficient, flawless and crisp video quality, which motivated the migration from analogue to digital broadcasting. In this paper we present a brief history of the development of TV and then we survey the transmission technology used in different digital terrestrial, satellite, cable and mobile TV standards in different parts of the world. First, we present the Digital Video Broadcasting standards developed in Europe for terrestrial (DVB-T/T2), for satellite (DVB-S/S2), for cable (DVB-C) and for hand-held transmission (DVB-H). We then describe the Advanced Television System Committee standards developed in the USA both for terrestrial (ATSC) and for hand-held transmission (ATSC-M/H). We continue by describing the Integrated Services Digital Broadcasting standards developed in Japan for Terrestrial (ISDB-T) and Satellite (ISDB-S) transmission and then present the International System for Digital Television (ISDTV), which was developed in Brazil by adopteding the ISDB-T physical layer architecture. Following the ISDTV, we describe the Digital Terrestrial television Multimedia Broadcast (DTMB) standard developed in China. Finally, as a design example, we highlight the physical layer implementation of the DVB-T2 standar
A reconfigurable real-time morphological system for augmented vision
There is a significant number of visually impaired individuals who suffer sensitivity loss to high spatial frequencies, for whom current optical devices are limited in degree of visual aid and practical application. Digital image and video processing offers a variety of effective visual enhancement methods that can be utilised to obtain a practical augmented vision head-mounted display device. The high spatial frequencies of an image can be extracted by edge detection techniques and overlaid on top of the original image to improve visual perception among the visually impaired. Augmented visual aid devices require highly user-customisable algorithm designs for subjective configuration per task, where current digital image processing visual aids offer very little user-configurable options. This paper presents a highly user-reconfigurable morphological edge enhancement system on field-programmable gate array, where the morphological, internal and external edge gradients can be selected from the presented architecture with specified edge thickness and magnitude. In addition, the morphology architecture supports reconfigurable shape structuring elements and configurable morphological operations. The proposed morphology-based visual enhancement system introduces a high degree of user flexibility in addition to meeting real-time constraints capable of obtaining 93 fps for high-definition image resolution
Supporting real time video over ATM networks
Includes bibliographical references.In this project, we propose and evaluate an approach to delimit and tag such independent video slice at the ATM layer for early discard. This involves the use of a tag cell differentiated from the rest of the data by its PTI value and a modified tag switch to facilitate the selective discarding of affected cells within each video slice as opposed to dropping of cells at random from multiple video frames
A joint motion & disparity motion estimation technique for 3D integral video compression using evolutionary strategy
3D imaging techniques have the potential to establish a future mass-market in the fields of entertainment and communications. Integral imaging, which can capture true 3D color images with only one camera, has been seen as the right technology to offer stress-free viewing to audiences of more than one person. Just like any digital video, 3D video sequences must also be compressed in order to make it suitable for consumer domain applications. However, ordinary compression techniques found in state-of-the-art video coding standards such as H.264, MPEG-4 and MPEG-2 are not capable of producing enough compression while preserving the 3D clues. Fortunately, a huge amount of redundancies can be found in an integral video sequence in terms of motion and disparity. This paper discusses a novel approach to use both motion and disparity information to compress 3D integral video sequences. We propose to decompose the integral video sequence down to viewpoint video sequences and jointly exploit motion and disparity redundancies to maximize the compression. We further propose an optimization technique based on evolutionary strategies to minimize the computational complexity of the joint motion disparity estimation. Experimental results demonstrate that Joint Motion and Disparity Estimation can achieve over 1 dB objective quality gain over normal motion estimation. Once combined with Evolutionary strategy, this can achieve up to 94% computational cost saving
Digital television applications
Studying development of interactive services for digital television is a leading edge area of work as there is minimal research or precedent to guide their design. Published research is limited and therefore this thesis aims at establishing a set of computing methods using Java and XML technology for future set-top box interactive services. The main issues include middleware architecture, a Java user interface for digital television, content representation and return channel communications.
The middleware architecture used was made up of an Application Manager, Application Programming Interface (API), a Java Virtual Machine, etc., which were arranged in a layered model to ensure the interoperability. The application manager was designed to control the lifecycle of Xlets; manage set-top box resources and remote control keys and to adapt the graphical device environment. The architecture of both application manager and Xlet forms the basic framework for running multiple interactive services simultaneously in future set-top box designs.
User interface development is more complex for this type of platform (when compared to that for a desktop computer) as many constraints are set on the look and feel (e.g., TV-like and limited buttons). Various aspects of Java user interfaces were studied and my research in this area focused on creating a remote control event model and lightweight drawing components using the Java Abstract Window Toolkit (AWT) and Java Media Framework (JMF) together with Extensible Markup Language (XML).
Applications were designed aimed at studying the data structure and efficiency of the XML language to define interactive content. Content parsing was designed as a lightweight software module based around two parsers (i.e., SAX parsing and DOM parsing). The still content (i.e., text, images, and graphics) and dynamic content (i.e., hyperlinked text, animations, and forms) can then be modeled and processed efficiently.
This thesis also studies interactivity methods using Java APIs via a return channel. Various communication models are also discussed that meet the interactivity requirements for different interactive services. They include URL, Socket, Datagram, and SOAP models which applications can choose to use in order to establish a connection with the service or broadcaster in order to transfer data.
This thesis is presented in two parts: The first section gives a general summary of the research and acts as a complement to the second section, which contains a series of related publications.reviewe
Recommended from our members
Multimedia delivery in the future internet
The term “Networked Media” 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 citizens’ 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 “on the move”, 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
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