35 research outputs found

    From capturing to rendering : volumetric media delivery with six degrees of freedom

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    Technological improvements are rapidly advancing holographic-type content distribution. Significant research efforts have been made to meet the low latency and high bandwidth requirements set forward by interactive applications such as remote surgery and virtual reality. Recent research made six degrees of freedom (6DoF) for immersive media possible, where users may both move their head and change their position within a scene. In this article, we present the status and challenges of 6DoF applications based on volumetric media, focusing on the key aspects required to deliver such services. Furthermore, we present results from a subjective study to highlight relevant directions for future research

    Mulsemedia: State of the art, perspectives, and challenges

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    Mulsemedia-multiple sensorial media-captures a wide variety of research efforts and applications. This article presents a historic perspective on mulsemedia work and reviews current developments in the area. These take place across the traditional multimedia spectrum-from virtual reality applications to computer games-as well as efforts in the arts, gastronomy, and therapy, to mention a few. We also describe standardization efforts, via the MPEG-V standard, and identify future developments and exciting challenges the community needs to overcome

    Interoperable multimedia metadata through similarity-based semantic web service discovery

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    The increasing availability of multimedia (MM) resources, Web services as well as content, on the Web raises the need to automatically discover and process resources out of distributed repositories. However, the heterogeneity of applied metadata schemas and vocabularies – ranging from XML-based schemas such as MPEG-7 to formal knowledge representation approaches – raises interoperability problems. To enable MM metadata interoperability by means of automated similarity-computation, we propose a hybrid representation approach which combines symbolic MM metadata representations with a grounding in so-called Conceptual Spaces (CS). In that, we enable automatic computation of similarities across distinct metadata vocabularies and schemas in terms of spatial distances in shared CS. Moreover, such a vector-based approach is particularly well suited to represent MM metadata, given that a majority of MM parameters is provided in terms of quantified metrics. To prove the feasibility of our approach, we provide a prototypical implementation facilitating similarity-based discovery of publicly available MM services, aiming at federated MM content retrieval out of heterogeneous repositories

    Over-the-Top Content Delivery: State of the Art and Challenges Ahead

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    ABSTRACT In this tutorial we present state of the art and challenges ahead in over-the-top content delivery. It particular, the goal of this tutorial is to provide an overview of adaptive media delivery, specifically in the context of HTTP adaptive streaming (HAS) including the recently ratified MPEG-DASH standard. The main focus of the tutorial will be on the common problems in HAS deployments such as client design, QoE optimization, multi-screen and hybrid delivery scenarios, and synchronization issues. For each problem, we will examine proposed solutions along with their pros and cons. In the last part of the tutorial, we will look into the open issues and review the work-in-progress and future research directions

    On the Feasibility of DASH Streaming in the Cloud

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    Immersive future media technologies: From 3D video to sensory experiences

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    In this tutorial we present immersive future media technologies ranging from 3D video to sensory experiences. The former targets stereo and multi-view video technologies whereas the latter aims at stimulating other senses than vision or audition enabling an advanced user experiences through sensory effects

    Are Quality and Sustainability Reconcilable? A Subjective Study on Video QoE, Luminance and Resolution

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    The increasing use of ICT has raised concerns about its negative impact on energy consumption and CO2 emissions. To address this issue, there is a need to better understand the trade-off between Quality of Experience (QoE) and sustainable video streaming services. In this study, we designed and conducted a subjective assessment to investigate the impact of video resolution, different types of luminance, and different end devices on the QoE and energy consumption of video streaming services. Then, we applied statistical models (Analysis of Variance and t-test) to subjective data to find out what factors influence the QoE the most and consume more energy. The obtained results suggest that under specific conditions (e.g., dark or bright ambient, low device backlight luminance, small-screen device) the users could be encouraged towards a trade-off between acceptable QoE and sustainable (green) choices because spending more energy (e.g., streaming higher-quality video) would not provide noticeable QoE enhancement
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