4,140 research outputs found
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
Enabling pervasive computing with smart phones
The authors discuss their experience with a number of mobile telephony projects carried out in the context of the European Union Information Society Technologies research program, which aims to develop mobile information services. They identify areas where use of smart phones can enable pervasive computing and offer practical advice in terms of lessons learned. To this end, they first look at the mobile telephone as * the end point of a mobile information service,* the control device for ubiquitous systems management and configuration,* the networking hub for personal and body area networks, and* identification tokens.They conclude with a discussion of business and practical issues that play a significant role in deploying research systems in realistic situations
From Personalization to Adaptivity: Creating Immersive Visits through Interactive Digital Storytelling at the Acropolis Museum
Storytelling has recently become a popular way to guide museum visitors, replacing traditional exhibit-centric descriptions by story-centric cohesive narrations with references to the exhibits and multimedia content. This work presents the fundamental elements of the CHESS project approach, the goal of which is to provide adaptive, personalized, interactive storytelling for museum visits. We shortly present the CHESS project and its background, we detail the proposed storytelling and user models, we describe the provided functionality and we outline the main tools and mechanisms employed. Finally, we present the preliminary results of a recent evaluation study that are informing several directions for future work
Demonstrating Immersive Media Delivery on 5G Broadcast and Multicast Testing Networks
This work presents eight demonstrators and one showcase developed within the
5G-Xcast project. They experimentally demonstrate and validate key technical
enablers for the future of media delivery, associated with multicast and
broadcast communication capabilities in 5th Generation (5G). In 5G-Xcast, three
existing testbeds: IRT in Munich (Germany), 5GIC in Surrey (UK), and TUAS in
Turku (Finland), have been developed into 5G broadcast and multicast testing
networks, which enables us to demonstrate our vision of a converged 5G
infrastructure with fixed and mobile accesses and terrestrial broadcast,
delivering immersive audio-visual media content. Built upon the improved
testing networks, the demonstrators and showcase developed in 5G-Xcast show the
impact of the technology developed in the project. Our demonstrations
predominantly cover use cases belonging to two verticals: Media & Entertainment
and Public Warning, which are future 5G scenarios relevant to multicast and
broadcast delivery. In this paper, we present the development of these
demonstrators, the showcase, and the testbeds. We also provide key findings
from the experiments and demonstrations, which not only validate the technical
solutions developed in the project, but also illustrate the potential technical
impact of these solutions for broadcasters, content providers, operators, and
other industries interested in the future immersive media delivery.Comment: 16 pages, 22 figures, IEEE Trans. Broadcastin
Omni-channel retail strategies in the luxury world: trends and the case of fartetch
Itâs impossible to neglect the changes that internet and e-commerce caused in the retail sector, by increasing customersâ expectations and forcing retailers to adapt the business to the new digital era.
Internet is characterized by the increase in accessibility to everyone, which can be good or not so. For instance, luxury products rely on the sense of exclusivity, instead of being accessible to everyone. Hence, internet represents a challenge for luxury brands once, although they are able to provide a fullness service to their customers, they need to maintain the exclusiveness in which luxury is sustained. Consequently, the appearance of omni-channel was more than a challenge for the luxury sector, in particular, given the need to provide a full integrated experience through different channels.
The aim of this dissertation is to find out how important is omni-channel, even in the luxury industry, and how itâs actually implemented based on the case of one of the most successful companies on luxury fashion e-commerce industry â Farfetch. Even though the company started in London, its founder is a Portuguese entrepreneur, and itâs in Portugal where most of its employees work, divided in two offices â GuimarĂŁes e Porto.
Therefore, a literature review was written on relevant concepts and ideas about luxury, e-commerce and the different channelsâ approaches. There were formulated five propositions that were after discussed according to the information gathered about the company and its strategies. In the end, it was possible to identify which propositions are in accordance with theory and which are not, as well as understand which are the most important strategies and trends about omni-channel in the luxury fashion e-commerce sector
Towards Broadcasting Linear Content over 5G Network
Today's society relies heavily on linear television systems with planned programs, which are also a crucial form of communication. Broadcast of liner content is evolving, driven particularly by the evolution of end usersâ devices, it is has changed from a small number of linear radio and TV channels to a comprehensive and distinctive offer that is available across a variety of various distribution platforms. Broadcasting linear content over 5G networks involves delivering scheduled, real-time content such as live TV broadcasts, radio programs, or streaming events to a large number of users simultaneously. While 5G networks offer significant advantages in terms of capacity, speed, and latency, there are specific considerations when it comes to broadcasting linear content. hassle cellular networks offering the discontinues services, have been predominantly built on a unicast bidirectional communication paradigm for many years, offering its end customers a variety of services. In this paper, we examine the future 3rd Generation Partnership Project (3GPP) 5G Multicast and Broadcast Services (MBS) standards as well as some of its constraints. We also outline the most recent standardization efforts aimed at bringing non-3GPP broadcast networks into the 5G system, along with the suggestions we have made to standards bodies
Towards Broadcasting Linear Content over 5G Network
Today's society relies heavily on linear television systems with planned programs, which are also a crucial form of communication. Broadcast of liner content is evolving, driven particularly by the evolution of end usersâ devices, it is has changed from a small number of linear radio and TV channels to a comprehensive and distinctive offer that is available across a variety of various distribution platforms. Broadcasting linear content over 5G networks involves delivering scheduled, real-time content such as live TV broadcasts, radio programs, or streaming events to a large number of users simultaneously. While 5G networks offer significant advantages in terms of capacity, speed, and latency, there are specific considerations when it comes to broadcasting linear content. hassle cellular networks offering the discontinues services, have been predominantly built on a unicast bidirectional communication paradigm for many years, offering its end customers a variety of services. In this paper, we examine the future 3rd Generation Partnership Project (3GPP) 5G Multicast and Broadcast Services (MBS) standards as well as some of its constraints. We also outline the most recent standardization efforts aimed at bringing non-3GPP broadcast networks into the 5G system, along with the suggestions we have made to standards bodies
- âŠ