67 research outputs found

    The Recording of Interactive Media Streams Using a Common Framework

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    The development of real-time transport protocols for the Internet has been a focus ofresearch for several years. Meanwhile, the Real-Time Transport Protocol (RTP) is a well accepted standard that is widely deployed for the transmission of video and audio streams. The RTP specification, combined with a companion RTP profile, covers common aspects of real-time transmissions of video and audio in various encodings. This enabled the development of RTP recorders which record and play back video and audio streams regardless of a specific media encoding. Interactive media streams with real-time characteristics are now gaining importance rapidly. Examples are the data streams of shared whiteboards, remote Java animations and distributed VRML worlds. In this paper we present a generalized recording service that enables the recording and playback of this new class of media. In analogy to video and audio streams we have defined an RTP profile covering common aspects of the interactive media class. We discuss design principles for this recording ser-vice and describe the key mechanisms that allow to randomly access recorded interactive media streams independent of a specific media type and encoding

    Lehrszenarien-übergreifende Erzeugung und Verwendung Multimedialer Teachware

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    Das Erstellen multimedialer Lehrdokumente ist ein aufwendiger Prozeß. In der traditionellen Lehre werden für verschiedenen Lehrszenarien (Vorlesung, Nachbearbeitung durch den Studenten, etc.) oft unterschiedliche Dokumente erstellt, die denselben Stoff behandeln. Weiterhin entstehen während einer Vorlesung durch die Erklärungen des Dozenten implizit Dokumente, die auch in anderen Lehrszenarien sinnvoll eingesetzt werden können. In diesem Artikel wird beschrieben, wie die in Lehrveranstaltungen entstehenden Dokumente aufgezeichnet und auf einem Server bereitgestellt werden. Mit dem vorgestellten Verfahren können die Aufzeichnungen flexibel mit zusätzlichen multimedialen Inhalten zu einer Computer-Based-Training-Einheit verknüpft werden. Dadurch ist es möglich, Dokumente effektiv sowohl in synchronen als auch in asynchronen Lehrszenarien zu einzusetzen

    A General Framework and Communication Protocol for the Real-Time Transmission of Interactive Media

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    In this paper we present a general framework for the real-time transmission ofinteractive media, i.e. media involving user interaction. Examples of interactive media are shared whiteboards, Java animations and VRML worlds. By identifying and supporting the common aspects of this media class the framework allows the development of generic services for network sessions involving the transmission of interactive media. Examples are mechanisms for late join and session recording. The proposed framework is based on the Real-Time Transport Protocol (RTP) which is widely used in the Internet for the real-time transmission of audio and video. Using the experience gained through the framework for audio and video, our work consists of three important parts: the definition of a protocol profile, the instantiation of this profile for specific media, and the development of generic services. The profile captures those aspects that are common to the class of interactive media. A single medium must instantiate this profile by providing media-specific information in the form of a payload type definition. Based on the profile, generic services can be developed for all interactive media. In this paper we focus on the description of the profile for the real-time transmission of interactive media. We then present the main ideas behind a generic recording service. Finally we show how multi-user VRML and distributed interactive Java animations can instantiate the profile

    Analyzing Declarative Deployment Code with Large Language Models

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    In the cloud-native era, developers have at their disposal an unprecedented landscape of services to build scalable distributed systems. The DevOps paradigm emerged as a response to the increasing necessity of better automations, capable of dealing with the complexity of modern cloud systems. For instance, Infrastructure-as-Code tools provide a declarative way to define, track, and automate changes to the infrastructure underlying a cloud application. Assuring the quality of this part of a code base is of utmost importance. However, learning to produce robust deployment specifications is not an easy feat, and for the domain experts it is time-consuming to conduct code-reviews and transfer the appropriate knowledge to novice members of the team. Given the abundance of data generated throughout the DevOps cycle, machine learning (ML) techniques seem a promising way to tackle this problem. In this work, we propose an approach based on Large Language Models to analyze declarative deployment code and automatically provide QA-related recommendations to developers, such that they can benefit of established best practices and design patterns. We developed a prototype of our proposed ML pipeline, and empirically evaluated our approach on a collection of Kubernetes manifests exported from a repository of internal projects at Nokia Bell Labs

    StreamApprox: Approximate Computing for Stream Analytics

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    NetServ Framework Design and Implementation 1.0

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    Eyeball ISPs today are under-utilizing an important asset: edge routers. We present NetServ, a programmable node architecture aimed at turning edge routers into distributed service hosting platforms. This allows ISPs to allocate router resources to content publishers and application service pro\-vi\-ders motivated to deploy content and services at the network edge. This model provides important benefits over currently available solutions like CDN. Content and services can be brought closer to end users by dynamically installing and removing custom modules as needed throughout the network. Unlike previous programmable router proposals which focused on customizing features of a router, NetServ focuses on deploying content and services. All our design decisions reflect this change in focus. We set three main design goals: a wide-area deployment, a multi-user execution environment, and a clear economic benefit. We built a prototype using Linux, NSIS signaling, and the Java OSGi framework. We also implemented four prototype applications: ActiveCDN provides publisher-specific content distribution and processing; KeepAlive Responder and Media Relay reduce the infrastructure needs of telephony providers; and Overload Control makes it possible to deploy more flexible algorithms to handle excessive traffic

    iShare: Exploiting Opportunistic Ad hoc Connections for Improving Data Download of Cellular Users

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    This paper presents an Incentive-based Sharing (iShare) protocol that blends cellular and ad hoc networks for content dissemination services. With iShare, mobile users download content from a source via cellular links and at the same time form a mesh ad hoc network for peer-to-peer exchange of content data. The mesh remains robust to network dynamics, minimizes ad hoc communication overhead, and parallelizes the downloading process among mesh members. In order to counter selfish behavior, we apply an efficient and practical "tit-for-tat" incentive mechanism, which exploits proximity and mutual content interest of mobile users. This mechanism becomes particularly effective in the case of network dynamics since we utilize promiscuous and broadcast modes of the ad hoc channel. As a result, our protocol effectively helps to free resources in the cellular network and accelerates the content download for its users. Furthermore, it enables users to continuously obtain data via ad hoc connections during cellular handoff periods and provides multi-homing downloads for groups spanning adjacent cells. We evaluate the performance of iShare by means of simulations and compare it to other content dissemination schemes using cellular broadcast channels, cellular unicast channels, and tree-based protocols. The obtained results show that iShare significantly outperforms alternative approaches and creates a win-win situation by improving performance of both iShare and other mobile users
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