120 research outputs found

    Workshop on real-time for multimedia (RTMM), Catania, Italy, June 29, 2004

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    Semi-automated creation of converged iTV services: From macromedia director simulations to services ready for broadcast

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    While sound and video may capture viewers’ attention, interaction can captivate them. This has not been available prior to the advent of Digital Television. In fact, what lies at the heart of the Digital Television revolution is this new type of interactive content, offered in the form of interactive Television (iTV) services. On top of that, the new world of converged networks has created a demand for a new type of converged services on a range of mobile terminals (Tablet PCs, PDAs and mobile phones). This paper aims at presenting a new approach to service creation that allows for the semi-automatic translation of simulations and rapid prototypes created in the accessible desktop multimedia authoring package Macromedia Director into services ready for broadcast. This is achieved by a series of tools that de-skill and speed-up the process of creating digital TV user interfaces (UI) and applications for mobile terminals. The benefits of rapid prototyping are essential for the production of these new types of services, and are therefore discussed in the first section of this paper. In the following sections, an overview of the operation of content, service, creation and management sub-systems is presented, which illustrates why these tools compose an important and integral part of a system responsible of creating, delivering and managing converged broadcast and telecommunications services. The next section examines a number of metadata languages candidates for describing the iTV services user interface and the schema language adopted in this project. A detailed description of the operation of the two tools is provided to offer an insight of how they can be used to de-skill and speed-up the process of creating digital TV user interfaces and applications for mobile terminals. Finally, representative broadcast oriented and telecommunication oriented converged service components are also introduced, demonstrating how these tools have been used to generate different types of services

    Converged digital TV services: the role of middleware and future directions of interactive television

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    The subject of the future of the interactive Television medium has become a topic of great interest to the academic and industrial communities particularly since in the recent years there has been a dramatic increase in the pace of innovation of convergence of digital TV systems and services. The purpose of this paper is to provide a brief overview of what we know as digital TV converged services, to present and categorise the digital Television middleware technologies that contributed to it, and to present possible future trends and directions. A new Television era of converged wireless and mobile content delivery, user-authored content, multimodal interaction, intelligent personalisation, smart space awareness, and 3D content sensations is foreseen, creating ambient and immersive experiences

    SOPA - a self organizing processing and streaming architecture

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    This paper describes SOPA, a component framework that is an essential part of the lecture recording system E-Chalk. It envisiones a general processing and streaming architecture featuring autonomous assembly of stream processing components. The goal is to provide an easy to use framework where dynamically organized processing graphs are build out of components from various distributed sources. Based on state-of-the-art solutions for component based software development the system simplifies the implementation and the configuration of multimedia streaming applications and associated tools. It supports stream synchronization transparently while extending components are installed on the fly according to the existing requirements that may change at any time

    A graphics software architecture for high-end interactive TV terminals

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    This thesis proposes a graphics architecture for next-generation digital television receivers. The starting assumption is that in the future, a number of multimedia terminals will have access through a number of networks to a variety of content and services. One example of such a device is a media station capable of integrating different kinds of multimedia objects such as 2D/3D graphics and video, reacting to user interaction, and supporting the temporal dimension of applications. Some of the services intended for these devices include, for example, games and enhanced information over broadcasted video. First, this thesis provides an overview of the digital television environment, focusing on the limitations of current receivers and hints at future directions. In addition, this thesis compares different solutions from regional standardisation bodies such as DVB, CableLabs, and ARIB. It proposes the adoption of the most relevant initiative, GEM by DVB. Unfortunately, GEM software middleware only considers Java language as an authoring format, meaning that the declarative environment and advanced functionalities (e.g., 3D graphics support) remain to be standardised. Because in the future different user groups will have different demands with regard to television, this thesis identifies two major extensions to the GEM standard. First, it proposes a declarative environment for GEM that takes into account W3C standardisation efforts. This environment is divided into two configurations: one capable of rendering limited interactive applications such as information services, and another intended for more demanding applications, for example a distance learning portal that synchronises videos of lecturers and slides. Second, this thesis proposes to extend the procedural environment of GEM with 3D graphics support. The potential services of this new profile, High-End Interactive, include games and commercials. Then, based on the requirements the proposed profiles should meet, this thesis defines a graphics architecture model composed of five layers. The hardware abstraction layer is in charge of rendering the final graphics output. The graphical context is a cross-platform abstraction of the rendering region and provides graphics primitives (e.g., rectangles and images). The graphical environment provides the means to control different graphical contexts. The GUI toolkit is a set of ready-made user interface widgets and layout schemes. Finally, high-level languages are easy-to-use tools for developing simple services. The thesis concludes with a report of my experience implementing a digital television receiver based on the proposals described. In addition to testing the application of the proposed graphics architecture to the design and implementation of a next-generation digital television receiver, the implementation permits the analysis of the requirements of such receivers and of the services they can provide.reviewe

    Ubiquitous Computing

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    The aim of this book is to give a treatment of the actively developed domain of Ubiquitous computing. Originally proposed by Mark D. Weiser, the concept of Ubiquitous computing enables a real-time global sensing, context-aware informational retrieval, multi-modal interaction with the user and enhanced visualization capabilities. In effect, Ubiquitous computing environments give extremely new and futuristic abilities to look at and interact with our habitat at any time and from anywhere. In that domain, researchers are confronted with many foundational, technological and engineering issues which were not known before. Detailed cross-disciplinary coverage of these issues is really needed today for further progress and widening of application range. This book collects twelve original works of researchers from eleven countries, which are clustered into four sections: Foundations, Security and Privacy, Integration and Middleware, Practical Applications

    Transformation of Robotics Education in the Era of Covid-19: Challenges and Opportunities

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    The COVID-19 pandemic has significantly impacted many aspects of our social and professional life. To this end, Higher Education institutions reacted rather vastly to this unpreceded situation although many issues have been reported in the international literature since the emergence of the first global lockdown. As we are now transitioning back to the ‘normality’, universities and businesses consider the so-called ‘blended’ or ‘hybrid’ model as a means of facilitating the transition phase. In view of this decision, several studies can be identified wherein blended learning scenarios are proposed and described. The present work constitutes such an effort. Precisely, while adjusting the lens to the didactic of Robotics courses, we propose a blended learning model via which the laboratory activities are performed without the physical presence of the students in the physical context. The aforementioned objective is attained under the aid of the Virtual Reality technology coupled with the Digital Twin model. We hope that the ideas presented in this manuscript will motivate and inspire more researchers, instructional designers, and educators to consider the adoption of such alternative instructional techniques to mitigate the shortcomings that the remote education setting brings and further to improve the overall learning experience

    A Framework for the Integration of Legacy Devices into a Jini Management Federation

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    Agent-based resource management for grid computing

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    A computational grid is a hardware and software infrastructure that provides dependable, consistent, pervasive, and inexpensive access to high-end computational capability. An ideal grid environment should provide access to the available resources in a seamless manner. Resource management is an important infrastructural component of a grid computing environment. The overall aim of resource management is to efficiently schedule applications that need to utilise the available resources in the grid environment. Such goals within the high performance community will rely on accurate performance prediction capabilities. An existing toolkit, known as PACE (Performance Analysis and Characterisation Environment), is used to provide quantitative data concerning the performance of sophisticated applications running on high performance resources. In this thesis an ASCI (Accelerated Strategic Computing Initiative) kernel application, Sweep3D, is used to illustrate the PACE performance prediction capabilities. The validation results show that a reasonable accuracy can be obtained, cross-platform comparisons can be easily undertaken, and the process benefits from a rapid evaluation time. While extremely well-suited for managing a locally distributed multi-computer, the PACE functions do not map well onto a wide-area environment, where heterogeneity, multiple administrative domains, and communication irregularities dramatically complicate the job of resource management. Scalability and adaptability are two key challenges that must be addressed. In this thesis, an A4 (Agile Architecture and Autonomous Agents) methodology is introduced for the development of large-scale distributed software systems with highly dynamic behaviours. An agent is considered to be both a service provider and a service requestor. Agents are organised into a hierarchy with service advertisement and discovery capabilities. There are four main performance metrics for an A4 system: service discovery speed, agent system efficiency, workload balancing, and discovery success rate. Coupling the A4 methodology with PACE functions, results in an Agent-based Resource Management System (ARMS), which is implemented for grid computing. The PACE functions supply accurate performance information (e. g. execution time) as input to a local resource scheduler on the fly. At a meta-level, agents advertise their service information and cooperate with each other to discover available resources for grid-enabled applications. A Performance Monitor and Advisor (PMA) is also developed in ARMS to optimise the performance of the agent behaviours. The PMA is capable of performance modelling and simulation about the agents in ARMS and can be used to improve overall system performance. The PMA can monitor agent behaviours in ARMS and reconfigure them with optimised strategies, which include the use of ACTs (Agent Capability Tables), limited service lifetime, limited scope for service advertisement and discovery, agent mobility and service distribution, etc. The main contribution of this work is that it provides a methodology and prototype implementation of a grid Resource Management System (RMS). The system includes a number of original features that cannot be found in existing research solutions
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