1,824 research outputs found

    CHORUS Deliverable 2.1: State of the Art on Multimedia Search Engines

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    Based on the information provided by European projects and national initiatives related to multimedia search as well as domains experts that participated in the CHORUS Think-thanks and workshops, this document reports on the state of the art related to multimedia content search from, a technical, and socio-economic perspective. The technical perspective includes an up to date view on content based indexing and retrieval technologies, multimedia search in the context of mobile devices and peer-to-peer networks, and an overview of current evaluation and benchmark inititiatives to measure the performance of multimedia search engines. From a socio-economic perspective we inventorize the impact and legal consequences of these technical advances and point out future directions of research

    CHORUS Deliverable 2.2: Second report - identification of multi-disciplinary key issues for gap analysis toward EU multimedia search engines roadmap

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    After addressing the state-of-the-art during the first year of Chorus and establishing the existing landscape in multimedia search engines, we have identified and analyzed gaps within European research effort during our second year. In this period we focused on three directions, notably technological issues, user-centred issues and use-cases and socio- economic and legal aspects. These were assessed by two central studies: firstly, a concerted vision of functional breakdown of generic multimedia search engine, and secondly, a representative use-cases descriptions with the related discussion on requirement for technological challenges. Both studies have been carried out in cooperation and consultation with the community at large through EC concertation meetings (multimedia search engines cluster), several meetings with our Think-Tank, presentations in international conferences, and surveys addressed to EU projects coordinators as well as National initiatives coordinators. Based on the obtained feedback we identified two types of gaps, namely core technological gaps that involve research challenges, and “enablers”, which are not necessarily technical research challenges, but have impact on innovation progress. New socio-economic trends are presented as well as emerging legal challenges

    Cooperative Caching for Multimedia Streaming in Overlay Networks

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    Traditional data caching, such as web caching, only focuses on how to boost the hit rate of requested objects in caches, and therefore, how to reduce the initial delay for object retrieval. However, for multimedia objects, not only reducing the delay of object retrieval, but also provisioning reasonably stable network bandwidth to clients, while the fetching of the cached objects goes on, is important as well. In this paper, we propose our cooperative caching scheme for a multimedia delivery scenario, supporting a large number of peers over peer-to-peer overlay networks. In order to facilitate multimedia streaming and downloading service from servers, our caching scheme (1) determines the appropriate availability of cached stream segments in a cache community, (2) determines the appropriate peer for cache replacement, and (3) performs bandwidth-aware and availability-aware cache replacement. By doing so, it achieves (1) small delay of stream retrieval, (2) stable bandwidth provisioning during retrieval session, and (3) load balancing of clients' requests among peers

    CHORUS Deliverable 4.5: Report of the 3rd CHORUS Conference

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    The third and last CHORUS conference on Multimedia Search Engines took place from the 26th to the 27th of May 2009 in Brussels, Belgium. About 100 participants from 15 European countries, the US, Japan and Australia learned about the latest developments in the domain. An exhibition of 13 stands presented 16 research projects currently ongoing around the world

    CHORUS Deliverable 3.3: Vision Document - Intermediate version

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    The goal of the CHORUS vision document is to create a high level vision on audio-visual search engines in order to give guidance to the future R&D work in this area (in line with the mandate of CHORUS as a Coordination Action). This current intermediate draft of the CHORUS vision document (D3.3) is based on the previous CHORUS vision documents D3.1 to D3.2 and on the results of the six CHORUS Think-Tank meetings held in March, September and November 2007 as well as in April, July and October 2008, and on the feedback from other CHORUS events. The outcome of the six Think-Thank meetings will not just be to the benefit of the participants which are stakeholders and experts from academia and industry – CHORUS, as a coordination action of the EC, will feed back the findings (see Summary) to the projects under its purview and, via its website, to the whole community working in the domain of AV content search. A few subjections of this deliverable are to be completed after the eights (and presumably last) Think-Tank meeting in spring 2009

    Enabling rapid and cost-effective creation of massive pervasive games in very unstable environments

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    Pervasive gaming is a new form of multimedia entertainment that extends the traditional computer gaming experience out into the real world. Through a combination of personal devices, positioning systems and other sensors, combined with wireless networking, a pervasive game can respond to player's movements and context and enable them to communicate with a game engine and other players. We review our recent deployment examples of pervasive games in order to explain their distinctive characteristics as wireless ad-hoc networking applications. We then identify the network support challenges of scaling pervasive games to include potentially mass numbers of players across extremely heterogeneous and unreliable networks. We propose a P2P overlay capable of storing large amount of game related data, which is the key to combating the loss of coverage and potential dishonesty of players. The proposed protocol decreases the deployment costs of the gaming infrastructure by self organization and utilizing storage space of users' devices. We demonstrate scalability and increased availability of data offered by the proposed protocol in simulation based evaluatio

    STEER: Exploring the dynamic relationship between social information and networked media through experimentation

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    With the growing popularity of social networks, online video services and smart phones, the traditional content consumers are becoming the editors and broadcasters of their own stories. Within the EU FP7 project STEER, project partners have developed a novel system of new algorithms and toolsets that extract and analyse social informatics generated by social networks. Combined with advanced networking technologies, the platform creates services that offer more personalized and accurate content discovery and retrieval services. The STEER system has been deployed in multiple geographical locations during live social events such as the 2014 Winter Olympics. Our use case experiments demonstrate the feasibility and efficiency of the underlying technologies

    Intelligent search in social communities of smartphone users

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    Social communities of smartphone users have recently gained significant interest due to their wide social penetration. The applications in this domain,however, currently rely on centralized or cloud-like architectures for data sharing and searching tasks, introducing both data-disclosure and performance concerns. In this paper, we present a distributed search architecture for intelligent search of objects in a mobile social community. Our framework, coined SmartOpt, is founded on an in-situ data storage model, where captured objects remain local on smartphones and searches then take place over an intelligent multi-objective lookup structure we compute dynamically. Our MO-QRT structure optimizes several conflicting objectives, using a multi-objective evolutionary algorithm that calculates a diverse set of high quality non-dominated solutions in a single run. Then a decision-making subsystem is utilized to tune the retrieval preferences of the query user. We assess our ideas both using trace-driven experiments with mobility and social patterns derived by Microsoft’s GeoLife project, DBLP and Pics ‘n’ Trails but also using our real Android SmartP2P3 system deployed over our SmartLab4 testbed of 40+ smartphones. Our study reveals that SmartOpt yields high query recall rates of 95%, with one order of magnitude less time and two orders of magnitude less energy than its competitors
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