5,908 research outputs found

    Self-modifiable color petri nets for modeling user manipulation and network event handling

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    A Self-Modifiable Color Petri Net (SMCPN) which has multimedia synchronization capability and the ability to model user manipulation and network event (i.e. network congestion, etc.) handling is proposed in this paper. In SMCPN, there are two types of tokens: resource tokens representing resources to be presented and color tokens with two sub-types: one associated with some commands to modify the net mechanism in operation, another associated with a number to decide iteration times. Also introduced is a new type of resource token named reverse token that moves to the opposite direction of arcs. When user manipulation/network event occurs, color tokens associated with the corresponding interrupt handling commands will be injected into places that contain resource tokens. These commands are then executed to handle the user manipulation/network event. SMCPN has the desired general programmability in the following sense: 1) It allows handling of user manipulations or pre-specified events at any time while keeping the Petri net design simple and easy. 2) It allows the user to customize event handling beforehand. This means the system being modeled can handle not only commonly seen user interrupts (e.g. skip, reverse, freeze), the user is free to define new operations including network event handling. 3) It has the power to simulate self-modifying protocols. A simulator has been built to demonstrate the feasibility of SMCPN

    Multimedia Teleservices Modelled with the OSI Application Layer Structure

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    This paper looks into the communications capabilities that are required by distributed multimedia applications to achieve relation preserving information exchange. These capabilities are derived by analyzing the notion of information exchange and are embodied in communications functionalities. To emphasize the importance of the users' view, a top-down approach is applied. The (revised) OSI Application Layer Structure (OSI-ALS) is used to model the communications functionalities and to develop an architecture for composition of multimedia services with these functionalities. This work may therefore be considered an exercise to evaluate the suitability of OSI-ALS for composition of multimedia teleservices

    Mixed reality participants in smart meeting rooms and smart home enviroments

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    Human–computer interaction requires modeling of the user. A user profile typically contains preferences, interests, characteristics, and interaction behavior. However, in its multimodal interaction with a smart environment the user displays characteristics that show how the user, not necessarily consciously, verbally and nonverbally provides the smart environment with useful input and feedback. Especially in ambient intelligence environments we encounter situations where the environment supports interaction between the environment, smart objects (e.g., mobile robots, smart furniture) and human participants in the environment. Therefore it is useful for the profile to contain a physical representation of the user obtained by multi-modal capturing techniques. We discuss the modeling and simulation of interacting participants in a virtual meeting room, we discuss how remote meeting participants can take part in meeting activities and they have some observations on translating research results to smart home environments

    Presenting in Virtual Worlds: An Architecture for a 3D Anthropomorphic Presenter

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    Multiparty-interaction technology is changing entertainment, education, and training. Deployed examples of such technology include embodied agents and robots that act as a museum guide, a news presenter, a teacher, a receptionist, or someone trying to sell you insurance, homes, or tickets. In all these cases, the embodied agent needs to explain and describe. This article describes the design of a 3D virtual presenter that uses different output channels (including speech and animation of posture, pointing, and involuntary movements) to present and explain. The behavior is scripted and synchronized with a 2D display containing associated text and regions (slides, drawings, and paintings) at which the presenter can point. This article is part of a special issue on interactive entertainment

    Communication systems supporting multimedia multi-user applications

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    Multimedia multi-user applications are becoming more and more important. Intensive research is underway on the design of protocols and protocol entities for future communication systems supporting multimedia multi-user applications. The development of a service description ensures that protocol designs actually produce the required functional behavior. The authors explain the approach to the description of a multimedia multi-user service. An example illustrates the use of the service description in the design of communication systems. Next, they present the basic requirements of multimedia and multi-user communications. A call model underlies and structures the service description. Finally, the authors describe the service in terms of service element

    A methodological approach to BISDN signalling performance

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    Sophisticated signalling protocols are required to properly handle the complex multimedia, multiparty services supported by the forthcoming BISDN. The implementation feasibility of these protocols should be evaluated during their design phase, so that possible performance bottlenecks are identified and removed. In this paper we present a methodology for evaluating the performance of BISDN signalling systems under design. New performance parameters are introduced and their network-dependent values are extracted through a message flow model which has the capability to describe the impact of call and bearer control separation on the signalling performance. Signalling protocols are modelled through a modular decomposition of the seven OSI layers including the service user to three submodels. The workload model is user descriptive in the sense that it does not approximate the direct input traffic required for evaluating the performance of a layer protocol; instead, through a multi-level approach, it describes the actual implications of user signalling activity for the general signalling traffic. The signalling protocol model is derived from the global functional model of the signalling protocols and information flows using a network of queues incorporating synchronization and dependency functions. The same queueing approach is followed for the signalling transfer network which is used to define processing speed and signalling bandwidth requirements and to identify possible performance bottlenecks stemming from the realization of the related protocols

    Mobile Communication Networks and Digital Television Broadcasting Systems in the Same Frequency Bands – Advanced Co-Existence Scenarios

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    The increasing demand for wireless multimedia services provided by modern communication systems with stable services is a key feature of advanced markets. On the other hand, these systems can many times operate in a neighboring or in the same frequency bands. Therefore, numerous unwanted co-existence scenarios can occur. The aim of this paper is to summarize our results which were achieved during exploration and measurement of the co-existences between still used and upcoming mobile networks (from GSM to LTE) and digital terrestrial television broadcasting (DVB) systems. For all of these measurements and their evaluation universal measurement testbed has been proposed and used. Results presented in this paper are a significant part of our activities in work package WP5 in the ENIAC JU project “Agile RF Transceivers and Front-Ends for Future Smart Multi-Standard Communications Applications (ARTEMOS)”

    Inter-Destination Multimedia Synchronization; Schemes, Use Cases and Standardization

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    Traditionally, the media consumption model has been a passive and isolated activity. However, the advent of media streaming technologies, interactive social applications, and synchronous communications, as well as the convergence between these three developments, point to an evolution towards dynamic shared media experiences. In this new model, geographically distributed groups of consumers, independently of their location and the nature of their end-devices, can be immersed in a common virtual networked environment in which they can share multimedia services, interact and collaborate in real-time within the context of simultaneous media content consumption. In most of these multimedia services and applications, apart from the well-known intra and inter-stream synchronization techniques that are important inside the consumers playout devices, also the synchronization of the playout processes between several distributed receivers, known as multipoint, group or Inter-destination multimedia synchronization (IDMS), becomes essential. Due to the increasing popularity of social networking, this type of multimedia synchronization has gained in popularity in recent years. Although Social TV is perhaps the most prominent use case in which IDMS is useful, in this paper we present up to 19 use cases for IDMS, each one having its own synchronization requirements. Different approaches used in the (recent) past by researchers to achieve IDMS are described and compared. As further proof of the significance of IDMS nowadays, relevant organizations (such as ETSI TISPAN and IETF AVTCORE Group) efforts on IDMS standardization (in which authors have been and are participating actively), defining architectures and protocols, are summarized.This work has been financed, partially, by Universitat Politecnica de Valencia (UPV), under its R&D Support Program in PAID-05-11-002-331 Project and in PAID-01-10, and by TNO, under its Future Internet Use Research & Innovation Program. The authors also want to thank Kevin Gross for providing some of the use cases included in Sect. 1.2.Montagud, M.; Boronat Segui, F.; Stokking, H.; Van Brandenburg, R. (2012). Inter-Destination Multimedia Synchronization; Schemes, Use Cases and Standardization. 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