7,720 research outputs found

    Integration of Multisensorial Stimuli and Multimodal Interaction in a Hybrid 3DTV System

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    This article proposes the integration of multisensorial stimuli and multimodal interaction components into a sports multimedia asset under two dimensions: immersion and interaction. The first dimension comprises a binaural audio system and a set of sensory effects synchronized with the audiovisual content, whereas the second explores interaction through the insertion of interactive 3D objects into the main screen and on-demand presentation of additional information in a second touchscreen. We present an end-to-end solution integrating these components into a hybrid (internet-broadcast) television system using current 3DTV standards. Results from an experimental study analyzing the perceived quality of these stimuli and their influence on the Quality of Experience are presented

    Interactivity And User-heterogeneity In On Demand Broadcast Video

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    Video-On-Demand (VOD) has appeared as an important technology for many multimedia applications such as news on demand, digital libraries, home entertainment, and distance learning. In its simplest form, delivery of a video stream requires a dedicated channel for each video session. This scheme is very expensive and non-scalable. To preserve server bandwidth, many users can share a channel using multicast. Two types of multicast have been considered. In a non-periodic multicast setting, users make video requests to the server; and it serves them according to some scheduling policy. In a periodic broadcast environment, the server does not wait for service requests. It broadcasts a video cyclically, e.g., a new stream of the same video is started every t seconds. Although, this type of approach does not guarantee true VOD, the worst service latency experienced by any client is less than t seconds. A distinct advantage of this approach is that it can serve a very large community of users using minimal server bandwidth. In VOD System it is desirable to provide the user with the video-cassette-recorder-like (VCR) capabilities such as fast-forwarding a video or jumping to a specific frame. This issue in the broadcast framework is addressed, where each video and its interactive version are broadcast repeatedly on the network. Existing techniques rely on data prefetching as the mechanism to provide this functionality. This approach provides limited usability since the prefetching rate cannot keep up with typical fast-forward speeds. In the same environment, end users might have access to different bandwidth capabilities at different times. Current periodic broadcast schemes, do not take advantage of high-bandwidth capabilities, nor do they adapt to the low-bandwidth limitation of the receivers. A heterogeneous technique is presented that can adapt to a range of receiving bandwidth capability. Given a server bandwidth and a range of different client bandwidths, users employing the proposed technique will choose either to use their full reception bandwidth capability and therefore accessing the video at a very short time, or using part or enough reception bandwidth at the expense of a longer access latency

    Evaluation of the MDC and FEC over the quality of service and quality of experience for video distribution in ad hoc networks

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    Mobile ad hoc networks (MANETs) offer an excellent scenario for deploying communication applications because of the connectivity and versatility of this kind of networks. In contrast, the topology is usually extremely dynamic causing high rate of packet loss, so that ensuring a specific Quality of Service (QoS) for real-time video services becomes a hard challenge. In this paper, we evaluate the effect of using Multiple Description Coding (MDC) and Forward Error Correction (FEC) techniques for improving video quality in a multimedia content distribution system. A hybrid architecture using fixed and wireless ad hoc networks is proposed, which enables the use of multipoint-to-point transmission. MDC and FEC mechanisms can be combined with multipath transmission to increase the network efficiency and recover lost packets, improving the overall Quality of Experience (QoE) of the receiver. Simulations have been analyzed paying attention to objective parameters (Peak Signal to Noise Ratio, Packet Delivery Ratio, Decodable Frame Rate and interruptions) and subjective parameters. Results show that MDC increases the probability of packet delivery and FEC is able to recover lost frames and reduce video interruptions in moderate mobility scenarios, resulting in the improvement of video quality and the final user experience.This work was supported by project MIQUEL (TEC2007- 68119-C02-01/TCM) of the Spanish Ministry of Education and Science. The authors would like to thank the Editor and the reviewers for helpful suggestions to improve the quality of this paper.Acelas Delgado, P.; Arce Vila, P.; Guerri Cebollada, JC.; Castellanos HernĂĄndez, WE. (2014). Evaluation of the MDC and FEC over the quality of service and quality of experience for video distribution in ad hoc networks. Multimedia Tools and Applications. 68(3):969-989. https://doi.org/10.1007/s11042-012-1111-3969989683Apostolopoulos JG, Wong T, Tan W, Wee SJ (2002) On multiple description streaming with content delivery networks. IEEE INFOCOMBoukerche A (2009) Algorithms and protocols for wireless and mobile ad hoc networks. John Wiley & Sons IncChow CO, Ishii H (2007) Enhancing real-time video streaming over mobile ad hoc networks using multipoint-to-point communication. Comput Commun 30:1754–1764Clausen T, Jacquet P (2003) Optimized link state routing protocol (OLSR), RFC 3626Corrie B et al (2003) Towards quality of experience in advanced collaborative environments. Third Annual Workshop on Advanced Collaborative EnvironmentsGabrielyan E, Hersch R (2006) Reliable multi-path routing schemes for real-time streaming. International Conference on Digital Telecommunications, pp 65–65Gandikota VR, Tamma BR, Murthy CSR (2008) Adaptive-FEC based packet loss resilience scheme for supporting voice communication over adhoc wireless networks. IEEE Trans Mobile Comput 7:1184–1199Gharavi H (2008) Multi-channel for multihop communication links. International Conference on Telecommunications, pp 1–6Grega M, Janowski L, Leszczuk M, Romaniak P, Papir Z (2008) Quality of experience evaluation for multimedia services. Przegląd Telekomunikacyjny i Wiadomoƛci Telekomunikacyjne 4:142–153Hsieh MY, Huang YM, Chian TC (2007) Transmission of layered video streaming via multi-path on ad hoc networks. Multimed Tool Appl 34:155–177ITU—International Telecommunication Union (2007) Definition of quality of experience (QoE)”, Reference: TD 109rev2 (PLEN/12)ITU-R Recommendation BT.500-12 (2009) Methodology for the subjective assessment of the quality of television pictures. International Telecommunication Union, GenevaITU-T Recommendation P.910 (2000) Subjective video quality assessment methods for multimedia applications. International Telecommunication Union, GenevaKao KL, Ke ChH, Shieh CH (2006) An advanced simulation tool-set for video transmission performance evaluation. IEEE Region 10 Conference, pp 1–40Ke CH et al (2006) A novel realistic simulation tool for video transmission over wireless network. Proceedings of the IEEE International Conference on Sensor Networks, Ubiquitous, and Trsutworthy ComputingKeisuke U, Cheeonn C, Hiroshi I (2008) A study on video performance of multipoint-to-point video streaming with multiple description coding over ad hoc networks. EEJ Trans Electron, Inf Syst 128:1431–1437Kilkki K (2008) Quality of experience in communications ecosystem. J Univers Comput Sci 14:615–624Li A (2007) RTP payload format for generic forward error correction. RFC 5109, Dec. 2007Li J, Blake C, Couto DD, Lee H, Morris R (2001) Capacity of ad hoc wireless networks. 7th Annual International Conference on Mobile Computing and Networking, pp 16–21Liao Y, Gibson JD (2011) Routing-aware multiple description video coding over mobile ad-hoc networks. IEEE Trans Multimed 13:132–142Lindeberg M, Kristiansen S, Plagemann T, Goebel V (2011) Challenges and techniques for video streaming over mobile ad hoc networks. Multimed Syst 17:51–82Mao S et al (2003) Video transport over ad hoc networks: multistream coding with multipath transport. IEEE J Sel Area Comm 21:1721–1737Ni P (2009) Towards Optimal Quality of Experience Via Scalable Video Coding. MĂ€lardalen University Press Licentiate Theses, SwedenPinson MH, Wolf S (2004) A new standardized method for objectively measuring video quality. IEEE Trans Broadcast 50:312–322Rong B, Qian Y, Lu K, Hu RQ, Kadoch M (2010) Multipath routing over wireless mesh networks for multiple description video transmission. IEEE J Sel Area Comm 28:321–331Schierl T, Ganger K, Hellge C, Wiegand T, Stockhammer T (2006) SVC-based multisource streaming for robust video trans- mission in mobile ad hoc networks. IEEE Wireless Comm 13:96–103Schierl T, Stockhammer T, Wiegand T (2007) Mobile video transmission using scalable video coding. IEEE Trans Circ Syst Video Tech 17:1204–1217Schwarz H, Marpe D, Wiegand T (2007) Overview of the scalable video coding extension of the H.264/AVC standard. IEEE Trans Circ Syst Video Tech 17:1103–1120VQEG (2008) Video quality experts group. Available online: http://www.vqeg.orgWang Z et al (2004) Image quality assessment: from error visibility to structural similarity. IEEE Trans Image Process 13:600–612Wei W, Zakhor A (2004) Robust multipath source routing protocol (RMPSR) for video communication over wireless ad hoc net- works. Proceedings of IEEE International Conference on Multimedia and Expo 2:1379–1382Winkler S, Mohandas P (2008) The evolution of video quality measurement: from PSNR to hybrid metrics. IEEE Trans Broadcast 54:660–668Xunqi Y, Modestino JW, Bajic IV (2005) Performance analysis of the efficacy of packet-level FEC in improving video transport over networks. IEEE International Conference on Image Processing 2:177–180Zink M, Schmitt J, Steinmetz R (2005) Layer-encoded video in scalable adaptive streaming. IEEE Trans Multimed 7:75–8

    COST EFFICIENT PROVISIONING OF MASS MOBILE MULTIMEDIA SERVICES IN HYBRID CELLULAR AND BROADCASTING SYSTEMS

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    Uno de los retos a los que se enfrenta la industria de las comunicaciones mĂłviles e inalĂĄmbricas es proporcionar servicios multimedia masivos a bajo coste, haciĂ©ndolos asequibles para los usuarios y rentables a los operadores. El servicio mĂĄs representativo es el de TV mĂłvil, el cual se espera que sea una aplicaciĂłn clave en las futuras redes mĂłviles. Actualmente las redes celulares no pueden soportar un consumo a gran escala de este tipo de servicios, y las nuevas redes de radiodifusiĂłn mĂłvil son muy costosas de desplegar debido a la gran inversiĂłn en infraestructura de red necesaria para proporcionar niveles aceptables de cobertura. Esta tesis doctoral aborda el problema de la provisiĂłn eficiente de servicios multimedia masivos a dispositivos mĂłviles y portables utilizando la infraestructura de radiodifusiĂłn y celular existente. La tesis contempla las tecnologĂ­as comerciales de Ășltima generaciĂłn para la radiodifusiĂłn mĂłvil (DVB-H) y para las redes celulares (redes 3G+ con HSDPA y MBMS), aunque se centra principalmente en DVB-H. El principal paradigma propuesto para proporcionar servicios multimedia masivos a bajo coste es evitar el despliegue de una red DVB-H con alta capacidad y cobertura desde el inicio. En su lugar se propone realizar un despliegue progresivo de la infraestructura DVB-H siguiendo la demanda de los usuarios. Bajo este contexto, la red celular es fundamental para evitar sobre-dimensionar la red DVB-H en capacidad y tambiĂ©n en ĂĄreas con una baja densidad de usuarios hasta que el despliegue de un transmisor o un repetidor DVB-H sea necesario. Como principal soluciĂłn tecnolĂłgica la tesis propone realizar una codificaciĂłn multi-burst en DVB-H utilizando cĂłdigos Raptor. El objetivo es explotar la diversidad temporal del canal mĂłvil para aumentar la robustez de la señal y, por tanto, el nivel de cobertura, a costa de incrementar la latencia de la red.GĂłmez Barquero, D. (2009). COST EFFICIENT PROVISIONING OF MASS MOBILE MULTIMEDIA SERVICES IN HYBRID CELLULAR AND BROADCASTING SYSTEMS [Tesis doctoral no publicada]. Universitat PolitĂšcnica de ValĂšncia. https://doi.org/10.4995/Thesis/10251/6881Palanci

    Reception performance studies for the evaluation and improvement of the new generation terrestrial television systems

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    270 p.La industria de la TV ha experimentado grandes cambios en las Ășltimas dĂ©cadas. Las expectativas cada vez mayores de los espectadores y la reducciĂłn del espectro disponible para los servicios de TV han provocado la necesidad de sistemas mĂĄs robustos de TelevisiĂłn Digital Terrestre (TDT).El primer intento de cumplir estos requisitos es el estĂĄndar europeo DVB-T2 (2009). La publicaciĂłn de un nuevo estĂĄndar significa el inicio de un proceso de evaluaciĂłn del rendimiento del mismo mediante, por ejemplo, estudios de cobertura u obtenciĂłn de valores de umbral de relaciĂłn señal / ruido (SNR). Al inicio de esta tesis, este proceso estaba casi terminado para recepciĂłn fija y mĂłvil. Sin embargo, la recepciĂłn en interiores no se habĂ­a estudiado en detalle. Por esta razĂłn, esta tesis completa la evaluaciĂłn de DVB-T2 en interiores y define una nueva metodologĂ­a de evaluaciĂłn optimizada para este escenario.A pesar de que DVB-T2 emplea tecnologĂ­as muy avanzadas, el sistema se definiĂł hace casi diez años y desde entonces han aparecido nuevas tĂ©cnicas avanzadas, como por ejemplo nuevos cĂłdigos de correcciĂłn de errores o la nueva tĂ©cnica de multiplexaciĂłn por divisiĂłn en capas (LDM). Estas nuevas tĂ©cnicas tampoco han sido evaluadas en entornos de interior, por lo que esta tesis incluye el anĂĄlisis de las mismas evaluando su idoneidad para mejorar el rendimiento de DVB-T2. AdemĂĄs, se ha comprobado que los algoritmos tradicionales de los receptores TDT no estĂĄn optimizados para los nuevos escenarios en los que se consideran las señales multicapa y recepciĂłn mĂłvil. Por esta razĂłn, se han propuesto nuevos algoritmos para mejorar la recepciĂłn en este tipo de situaciones.El Ășltimo intento de hacer frente a los altos requisitos actuales de TDT es el estĂĄndar americano ATSC 3.0 (2016). Al igual que con DVB-T2, se necesita proceso completo de evaluaciĂłn del sistema. Por ello, en esta tesis se han realizado simulaciones y pruebas de laboratorio para completar el estudio de rendimiento de ATSC 3.0 en diferentes escenarios

    HbbTV-compliant Platform for Hybrid Media Delivery and Synchronization on Single- and Multi-Device Scenarios

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    [EN] The combination of broadcast and broadband (hybrid) technologies for delivering TV related media contents can bring fascinating opportunities. It is motivated by the large amount and diversity of media contents, together with the ubiquity and multiple connectivity capabilities of modern consumption devices. This paper presents an end-to-end platform for the preparation, delivery, and synchronized consumption of related hybrid (broadcast/broadband) media contents on a single device and/or on multiple close-by devices (i.e., a multi-device scenario). It is compatible with the latest version of the Hybrid Broadcast Broadband TV (HbbTV) standard (version 2.0.1). Additionally, it provides adaptive and efficient solutions for key issues not specified in that standard, but that are necessary to successfully deploy hybrid and multidevice media services. Moreover, apart from MPEG-DASH and HTML5, which are the broadband technologies adopted by HbbTV, the platform also provides support for using HTTP Live Streaming and Real-time Transport Protocol and its companion RTP Control Protocol broadband technologies. The presented platform can provide support for many hybrid media services. In this paper, in order to evaluate it, the use case of multi-device and multi-view TV service has been selected. The results of both objective and subjective assessments have been very satisfactory, in terms of performance (stability, smooth playout, delays, and sync accuracy), usability of the platform, usefulness of its functionalities, and the awaken interest in these kinds of platforms.This work was supported in part by the "Fondo Europeo de Desarrollo Regional" and in part by the Spanish Ministry of Economy and Competitiveness through R&D&I Support Program under Grant TEC2013-45492-R.Boronat, F.; Marfil-Reguero, D.; Montagud, M.; Pastor Castillo, FJ. (2017). HbbTV-compliant Platform for Hybrid Media Delivery and Synchronization on Single- and Multi-Device Scenarios. IEEE Transactions on Broadcasting. 1-26. https://doi.org/10.1109/TBC.2017.2781124S12

    Designing virtual spaces: redefining radio art through digital control

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    Radio Art is a composition practice that is constantly evolving. Artists share a commonality to redefine, reinvent, and repurpose analogue radio. It is an art that often bends to the will of antiqued technology, celebrating a wide pallet of found sounds. This research extends the boundaries of the art form by exploring Radio Art through sonic-centric lens and establishing a consistent and reproducible compositional framework. By shifting radio from a found object to an instrument, I have deconstructed its sonic aesthetics into two parallel materials for composition, gestural noise and broadcast signal. When tuning an analogue radio to a signal, relationships between these materials unfold. Contrast is a term found throughout my research. Contrast is embodied throughout radio and its history; radio is used as both a scientific communication device and for artistic expression. it is a symbol of democracy and oppression. Radio produces broadcast noise and signal, creating poetic reception, such as control and chaos, anxiety and ecstasy, distance and closeness. This research explores the characteristics of these forces and materials as a symbiotic relationship of unfolding radiophonic behaviours. A major focus of this research is the control of analogue radio through deconstruction and composition. I embarked on a twenty-four-month development period to build a Digital Audio Workstation called Radiophonic Environmental Designer, (RED). RED enables composers to create virtual radiophonic environments that are navigated by rotating the dial. Material is positioned along a horizon, and tuning behaviours sculpted. There is also a physical interface embedded into an analogue radio shell to control the virtual tuning, namely, Broadcast Link-up Environment, (BLUE). BLUE is an ad-on program offering an online digital platform for the diffusion of Radio Art. Using an internet connection and gyroscope technology that is built into most smart phones, a radiophonic environment is interacted through a purpose-built website. In my creative practice, analogue radio has been redesigned by adopting digital technological practices to control, edit and model it’s unique sound. In doing so, I reflect upon relationships between analogue and digital design principles through an extensive study on virtual analogue software and interfaces

    Economically sustainable public security and emergency network exploiting a broadband communications satellite

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    The research contributes to work in Rapid Deployment of a National Public Security and Emergency Communications Network using Communication Satellite Broadband. Although studies in Public Security Communication networks have examined the use of communications satellite as an integral part of the Communication Infrastructure, there has not been an in-depth design analysis of an optimized regional broadband-based communication satellite in relation to the envisaged service coverage area, with little or no terrestrial last-mile telecommunications infrastructure for delivery of satellite solutions, applications and services. As such, the research provides a case study of a Nigerian Public Safety Security Communications Pilot project deployed in regions of the African continent with inadequate terrestrial last mile infrastructure and thus requiring a robust regional Communications Satellite complemented with variants of terrestrial wireless technologies to bridge the digital hiatus as a short and medium term measure apart from other strategic needs. The research not only addresses the pivotal role of a secured integrated communications Public safety network for security agencies and emergency service organizations with its potential to foster efficient information symmetry amongst their operations including during emergency and crisis management in a timely manner but demonstrates a working model of how analogue spectrum meant for Push-to-Talk (PTT) services can be re-farmed and digitalized as a “dedicated” broadband-based public communications system. The network’s sustainability can be secured by using excess capacity for the strategic commercial telecommunication needs of the state and its citizens. Utilization of scarce spectrum has been deployed for Nigeria’s Cashless policy pilot project for financial and digital inclusion. This effectively drives the universal access goals, without exclusivity, in a continent, which still remains the least wired in the world

    Beyond billiard balls: transnational flows, cultural diversity and digital games

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    Current mass media policy and regulation in Western Europe is primarily state‐based and increasingly based on the presumption that a competitive market will maximise individual choice and diversity. Policy interventions are primarily justified in terms of specific market failures including concentration of producers in the marketplace, the need to financially reward content developers financially for their work and issues related to distribution bottlenecks.1 Nevertheless, it is clear that at the national and European levels, public interest and cultural arguments also inform policy development and regulation. New media, including online and offline digital games, represent a new area for policy makers at the national and international levels. This chapter aims to contribute to our understanding of how digital games operate as markets and as social and cultural activities in order to inform discussions about the need for policy interventions
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