115,935 research outputs found

    Beyond multimedia adaptation: Quality of experience-aware multi-sensorial media delivery

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    Multiple sensorial media (mulsemedia) combines multiple media elements which engage three or more of human senses, and as most other media content, requires support for delivery over the existing networks. This paper proposes an adaptive mulsemedia framework (ADAMS) for delivering scalable video and sensorial data to users. Unlike existing two-dimensional joint source-channel adaptation solutions for video streaming, the ADAMS framework includes three joint adaptation dimensions: video source, sensorial source, and network optimization. Using an MPEG-7 description scheme, ADAMS recommends the integration of multiple sensorial effects (i.e., haptic, olfaction, air motion, etc.) as metadata into multimedia streams. ADAMS design includes both coarse- and fine-grained adaptation modules on the server side: mulsemedia flow adaptation and packet priority scheduling. Feedback from subjective quality evaluation and network conditions is used to develop the two modules. Subjective evaluation investigated users' enjoyment levels when exposed to mulsemedia and multimedia sequences, respectively and to study users' preference levels of some sensorial effects in the context of mulsemedia sequences with video components at different quality levels. Results of the subjective study inform guidelines for an adaptive strategy that selects the optimal combination for video segments and sensorial data for a given bandwidth constraint and user requirement. User perceptual tests show how ADAMS outperforms existing multimedia delivery solutions in terms of both user perceived quality and user enjoyment during adaptive streaming of various mulsemedia content. In doing so, it highlights the case for tailored, adaptive mulsemedia delivery over traditional multimedia adaptive transport mechanisms

    Congestion-Aware Scalable Video Streaming

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    3D video coding and transmission

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    The capture, transmission, and display of 3D content has gained a lot of attention in the last few years. 3D multimedia content is no longer con fined to cinema theatres but is being transmitted using stereoscopic video over satellite, shared on Blu-RayTMdisks, or sent over Internet technologies. Stereoscopic displays are needed at the receiving end and the viewer needs to wear special glasses to present the two versions of the video to the human vision system that then generates the 3D illusion. To be more e ffective and improve the immersive experience, more views are acquired from a larger number of cameras and presented on di fferent displays, such as autostereoscopic and light field displays. These multiple views, combined with depth data, also allow enhanced user experiences and new forms of interaction with the 3D content from virtual viewpoints. This type of audiovisual information is represented by a huge amount of data that needs to be compressed and transmitted over bandwidth-limited channels. Part of the COST Action IC1105 \3D Content Creation, Coding and Transmission over Future Media Networks" (3DConTourNet) focuses on this research challenge.peer-reviewe

    Virtual RTCP: A Case Study of Monitoring and Repair for UDP-based IPTV Systems

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    IPTV systems have seen widespread deployment, but often lack robust mechanisms for monitoring the quality of experience. This makes it difficult for network operators to ensure that their services match the quality of traditional broadcast TV systems, leading to consumer dissatisfaction. We present a case study of virtual RTCP, a new framework for reception quality monitoring and reporting for UDP-encapsulated MPEG video delivered over IP multicast. We show that this allows incremental deployment of reporting infrastructure, coupled with effective retransmission-based packet loss repair

    GPS analysis of a team competing at a national Under 18 field hockey tournament

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    The purpose of this study was to utilise global-positioning system (GPS) technology to quantify the running demands of national Under 18 field hockey players competing in a regional field hockey tournament. Ten male players (mean ± SD; age 17.2 ± 0.4 years; stature 178.1 ± 5.2 cm; body mass 78.8 ± 8.8 kg) wore GPS units while competing in six matches over seven days at the 2018 New Zealand national under 18 field hockey tournament. GPS enabled the measurement of total distance (TD), low-speed activity (LSA; 0 -14.9 km/hr), and high-speed running (HSR; ≄ 15 km/hr) distances. Differences in running demands (TD, LSA, HSR) between positions were assessed using effect size and percent difference ± 90% confidence intervals. Midfielders covered the most TD and LSA per game and strikers the most HSR during the 6 matches. There were “very large” differences between strikers and midfielders for TD and LSA, strikers and defenders for LSA and HSR, and defenders and midfielders for LSA. These results suggest that these playing positions are sufficiently different to warrant specialised position-specific conditioning training leading into a field hockey tournament

    IPEA: the digital archive use case

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    Now is the time to migrate tape-based media archives to digital file-based archives for television broadcasters. These archives not only address the issue of tape-deterioration, they also create new possibilities for opening up the archive. However, the switch from tape-based to file-based is something only the very big television broadcasters can manage individually. Outer- broadcasters should work together to accomplish this task. In the Flemish part of Belgium, the two largest broadcasters in Flanders, namely the commercial broadcaster VMMa and the public broadcaster VRT, the television facilities supporting company Videohouse, and different university research groups associated with the Interdisciplinary Institute for Broadband Technology joined forces and started the "Innovative Platform on Electronic Archiving" project. The goal of this project is to develop common standards for the exchange and archiving of audio-visual data. In this paper, we give a detailed overview of this project and its different research topics

    Capturing the Visitor Profile for a Personalized Mobile Museum Experience: an Indirect Approach

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    An increasing number of museums and cultural institutions around the world use personalized, mostly mobile, museum guides to enhance visitor experiences. However since a typical museum visit may last a few minutes and visitors might only visit once, the personalization processes need to be quick and efficient, ensuring the engagement of the visitor. In this paper we investigate the use of indirect profiling methods through a visitor quiz, in order to provide the visitor with specific museum content. Building on our experience of a first study aimed at the design, implementation and user testing of a short quiz version at the Acropolis Museum, a second parallel study was devised. This paper introduces this research, which collected and analyzed data from two environments: the Acropolis Museum and social media (i.e. Facebook). Key profiling issues are identified, results are presented, and guidelines towards a generalized approach for the profiling needs of cultural institutions are discussed
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