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1.
Video streaming is vital for many important applications such as distance learning, digital video libraries, and movie-on-demand. Since video streaming requires significant server and networking resources, caching has been used to reduce the demand on these resources. In this paper, we propose a novel collaboration scheme for video caching on overlay networks, called Overlay Caching Scheme (OCS), to further minimize service delays and loads placed on an overlay network for video streaming applications. OCS is not a centralized nor a hierarchical collaborative scheme. Despite its design simplicity, OCS effectively uses an aggregate storage space and capability of distributed overlay nodes to cache popular videos and serve nearby clients. Moreover, OCS is light-weight and adaptive to clients’ locations and request patterns. We also investigate other video caching techniques for overlay networks including both collaborative and non-collaborative ones. Compared with these techniques on topologies inspired from actual networks, OCS offers extremely low average service delays and approximately half the server load. OCS also offers smaller network load in most cases in our study.
Wanida PutthividhyaEmail:
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2.
P2Cast: peer-to-peer patching for video on demand service   总被引:1,自引:0,他引:1  
Providing video on demand (VoD) service over the Internet in a scalable way is a challenging problem. In this paper, we propose P2Cast—an architecture that uses a peer-to-peer approach to cooperatively stream video using patching techniques, while only relying on unicast connections among peers. We address the following two key technical issues in P2Cast: (1) constructing an application overlay appropriate for streaming; and (2) providing continuous stream playback (without glitches) in the face of disruption from an early departing client. Our simulation experiments show that P2Cast can serve many more clients than traditional client-server unicast service, and that it generally out-performs multicast-based patching if clients can cache more than 10% of a stream’s initial portion. We handle disruptions by delaying the start of playback and applying the shifted forwarding technique. The threshold in P2Cast, i.e., the length of time during which arriving clients form a single session, can serve as a “knob” to adjust the balance between the scalability and the clients’ viewing quality.
Don TowsleyEmail:
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3.
Mobile ad hoc networks without centralized infrastructure change their topology rapidly because of node mobility, making multimedia applications difficult to run across wireless networks. Moreover, video transmission over ad hoc networks causes frequent transmission loss of video packets owing to end-to-end transmission with a number of wireless links, and requires essential bandwidth and restricted delay to provide quality-guaranteed display. This paper presents an architecture supporting transmission of multiple video streams in ad hoc networks by establishing multiple routing paths to provide extra video coding and transport schemes. This study also proposes an on-demand multicast routing protocol to transport layered video streams. The multicast routing protocol transmits layered video streaming based on a weight criterion, which is derived according to the number of receivers, delay and expiration time of a route. A simulation is performed herein to indicate the viability and performance of the proposed approach. The simulation results demonstrate that the proposed transport scheme is more effective than other video transport schemes with single or multiple paths.
Tzu-Chinag ChiangEmail:
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4.
Multicast Video-on-Demand (VoD) systems are scalable and  cheap-to-operate. In such systems, a single stream is shared by a batch of common user requests. In this research, we propose multicast communication technique in an Enterprise Network where multimedia data are stored in distributed servers. We consider a novel patching scheme called Client-Assisted Patching where clients’ buffer of a multicast group can be used to patch the missing portion of the clients who will request the same movie shortly. This scheme significantly reduces the server load without requiring larger client cache space than conventional patching schemes. Clients can join an existing multicast session without waiting for the next available server stream which reduces service latency. Moreover, the system is more scalable and cost effective than similar existing systems. Our simulation experiment confirms all these claims.
Md. Humayun KabirEmail:
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5.
In multi-party collaborative environments, a group of users can share multiple media streams via IP multicasting. However, despite of the efficiency of IP multicast, it is not widely available and alternative application-layer multicast approaches are introduced. Application-layer multicast is advantageous, however, it incurs additional processing delays. In this paper, we present a new hybrid-style application-layer multicast solution that satisfies both network efficiency and easy deployment. We achieve this goal by connecting multicast islands through UDP tunnels employing UMTP (UDP multicast tunneling protocol). We also design a MPROBE protocol to remove multicast loop among multicast island in real Internet. We verify the feasibility of the proposed solution by implementing a prototype tool, AG Connector, that works on Access Grid multi-party collaborative environment.
Thomas D. UramEmail:
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6.
The effect of Internet use as a mediating variable on self-efficacy as it relates to the cognition of network-changing possibility (i.e., connecting people or groups with different social backgrounds) was examined. The results showed that Internet use (i.e., the frequency of sending e-mail, friends made on the Internet) had a positive effect on the cognition of network-changing possibility. The cognition that it is possible to connect people with different social backgrounds by using the Internet also had a positive effect on self-efficacy. On the other hand, the cognition that it is possible to find people or groups who share beliefs and interests by using the Internet negatively affected self-efficacy. Hence, it was found that the effect of Internet use on self-efficacy was different as a function of cognition of network-changing possibility. Research for this study was supported by grants from the Japan Society for the Promotion of Science, KAKANHI15330137.
Kaichiro Furutani (Corresponding author)Email:
Tetsuro KobayashiEmail:
Mitsuhiro UraEmail:
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7.
Service replication is an effective way to address resource requirements and resource availability problem. Dynamic service selection enables clients to choose a server offering the best performance. Proper server selection is especially important for video streaming over the Internet due to its high bandwidth requirements. However, given the length of a typical video transmission, the server priorly selected may no longer be an optimal one for the duration of the entire transmission. More importantly, a server may fail during the transmission of a video. In this paper we examine the possibility of switching to another server during an on-going transmission for Periodic Broadcast schemes. Due to the timing requirements typical for Periodic Broadcast the server switch may cause playback disruptions. We analyze the magnitude of the problem and propose an easy to implement solution. We define the criteria, additional to the bandwidth availability for example, according to which a new server should be selected. The client is also required to delay its playback by the amount of time bounded by the server transmission offset. In addition, we propose an alternative method to ensure uninterrupted playback that relies on proxy caching. Simulation results show that our approach can significantly reduce the likelihood of playback disruptions.
David H. C. DuEmail:
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8.
In this paper, an adaptive framework for video streaming over the Internet is presented. The framework is a joint design of packet scheduling and rate control with optimal bandwidth resource allocation. The transmission rate is dynamically adjusted to obtain maximal utilization of the client buffer and minimal allocation of the bandwidth. Under the constraint of the transmission rate, a prioritized packet scheduling is designed to provide a better visual quality of video frames. The packet scheduling is a refined bandwidth allocation which takes into account of varying importance of the different packets in a compressed video stream. Moreover, the proposed approach is scalable with increasing multimedia flows in the distributed Internet environment. Comparisons are made with the most current streaming approaches to evaluate the performance of the framework using the H.264 video codec. The extensive simulation results show that the average Peak Signal to Noise Ratio (PSNR) increases in our proposed approach. It provides a better quality of the decoded frames, and the quality of the decoded frames changes more smoothly. The achieved video quality among different users also has a lower fluctuation, which indicates a fair sharing of network resources.
Shu-Ching ChenEmail:
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9.
A comparison of two optimization methods for mesh quality improvement   总被引:1,自引:1,他引:0  
We compare inexact Newton and block coordinate descent optimization methods for improving the quality of a mesh by repositioning the vertices, where the overall quality is measured by the harmonic mean of the mean-ratio metric. The effects of problem size, element size heterogeneity, and various vertex displacement schemes on the performance of these algorithms are assessed for a series of tetrahedral meshes.
Suzanne ShontzEmail:
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10.
This paper describes the simulated car racing competition that was arranged as part of the 2007 IEEE Congress on Evolutionary Computation. Both the game that was used as the domain for the competition, the controllers submitted as entries to the competition and its results are presented. With this paper, we hope to provide some insight into the efficacy of various computational intelligence methods on a well-defined game task, as well as an example of one way of running a competition. In the process, we provide a set of reference results for those who wish to use the simplerace game to benchmark their own algorithms. The paper is co-authored by the organizers and participants of the competition.
Julian Togelius (Corresponding author)Email:
Simon LucasEmail:
Ho Duc ThangEmail:
Jonathan M. GaribaldiEmail:
Tomoharu NakashimaEmail:
Chin Hiong TanEmail:
Itamar ElhananyEmail:
Shay BerantEmail:
Philip HingstonEmail:
Robert M. MacCallumEmail:
Thomas HaferlachEmail:
Aravind GowrisankarEmail:
Pete BurrowEmail:
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11.
Inverse multi-objective robust evolutionary design   总被引:2,自引:0,他引:2  
In this paper, we present an Inverse Multi-Objective Robust Evolutionary (IMORE) design methodology that handles the presence of uncertainty without making assumptions about the uncertainty structure. We model the clustering of uncertain events in families of nested sets using a multi-level optimization search. To reduce the high computational costs of the proposed methodology we proposed schemes for (1) adapting the step-size in estimating the uncertainty, and (2) trimming down the number of calls to the objective function in the nested search. Both offline and online adaptation strategies are considered in conjunction with the IMORE design algorithm. Design of Experiments (DOE) approaches further reduce the number of objective function calls in the online adaptive IMORE algorithm. Empirical studies conducted on a series of test functions having diverse complexities show that the proposed algorithms converge to a set of Pareto-optimal design solutions with non-dominated nominal and robustness performances efficiently.
Dudy Lim (Corresponding author)Email:
Yew-Soon OngEmail:
Yaochu JinEmail:
Bernhard SendhoffEmail:
Bu Sung LeeEmail:
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12.
In the paper, we try to find a method that can service more users in a video-on-demand (VoD) system, based on MPEG-4 object streams. The characteristics of object segmentation made on MPEG-4 videos can be utilized to reduce re-transmission of the same objects, and then the saved bandwidth can be used to service more users. However, some thresholds must be analyzed first to maintain the acceptable quality of services (QoS) requested by users, when reducing unnecessary object transmission on one side. Thus, according to the defined thresholds, we propose a dynamically adjusting algorithm to coordinate the object streams between the server and clients. The server not only allocates network bandwidth, but also adjusts ever-allocated QoS appropriately using a degrading and upgrading strategy, based on the current network status. Lastly, through the simulation, we found that our method has better performance than the other three methods owing to its flexibility to the network status.
Yin-Fu HuangEmail:
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13.
Quantitative usability requirements are a critical but challenging, and hence an often neglected aspect of a usability engineering process. A case study is described where quantitative usability requirements played a key role in the development of a new user interface of a mobile phone. Within the practical constraints of the project, existing methods for determining usability requirements and evaluating the extent to which these are met, could not be applied as such, therefore tailored methods had to be developed. These methods and their applications are discussed.
Timo Jokela (Corresponding author)Email:
Jussi KoivumaaEmail:
Jani PirkolaEmail:
Petri SalminenEmail:
Niina KantolaEmail:
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14.
ONTRACK: Dynamically adapting music playback to support navigation   总被引:3,自引:3,他引:0  
Listening to music on personal, digital devices whilst mobile is an enjoyable, everyday activity. We explore a scheme for exploiting this practice to immerse listeners in navigation cues. Our prototype, ONTRACK, continuously adapts audio, modifying the spatial balance and volume to lead listeners to their target destination. First we report on an initial lab-based evaluation that demonstrated the approach’s efficacy: users were able to complete tasks within a reasonable time and their subjective feedback was positive. Encouraged by these results we constructed a handheld prototype. Here, we discuss this implementation and the results of field-trials. These indicate that even with a low-fidelity realisation of the concept, users can quite effectively navigate complicated routes.
Matt Jones (Corresponding author)Email:
Steve JonesEmail:
Gareth BradleyEmail:
Nigel WarrenEmail:
David BainbridgeEmail:
Geoff HolmesEmail:
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15.
Multimodal support to group dynamics   总被引:1,自引:1,他引:0  
The complexity of group dynamics occurring in small group interactions often hinders the performance of teams. The availability of rich multimodal information about what is going on during the meeting makes it possible to explore the possibility of providing support to dysfunctional teams from facilitation to training sessions addressing both the individuals and the group as a whole. A necessary step in this direction is that of capturing and understanding group dynamics. In this paper, we discuss a particular scenario, in which meeting participants receive multimedia feedback on their relational behaviour, as a first step towards increasing self-awareness. We describe the background and the motivation for a coding scheme for annotating meeting recordings partially inspired by the Bales’ Interaction Process Analysis. This coding scheme was aimed at identifying suitable observable behavioural sequences. The study is complemented with an experimental investigation on the acceptability of such a service.
Fabio Pianesi (Corresponding author)Email:
Massimo ZancanaroEmail:
Elena NotEmail:
Chiara LeonardiEmail:
Vera FalconEmail:
Bruno LepriEmail:
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16.
We present a study of using camera-phones and visual-tags to access mobile services. Firstly, a user-experience study is described in which participants were both observed learning to interact with a prototype mobile service and interviewed about their experiences. Secondly, a pointing-device task is presented in which quantitative data was gathered regarding the speed and accuracy with which participants aimed and clicked on visual-tags using camera-phones. We found that participants’ attitudes to visual-tag-based applications were broadly positive, although they had several important reservations about camera-phone technology more generally. Data from our pointing-device task demonstrated that novice users were able to aim and click on visual-tags quickly (well under 3 s per pointing-device trial on average) and accurately (almost all meeting our defined speed/accuracy tradeoff of 6% error-rate). Based on our findings, design lessons for camera-phone and visual-tag applications are presented.
Eleanor Toye (Corresponding author)Email:
Richard SharpEmail:
Anil MadhavapeddyEmail:
David ScottEmail:
Eben UptonEmail:
Alan BlackwellEmail:
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17.
Connecting the family with awareness systems   总被引:1,自引:1,他引:0  
Awareness systems have attracted significant research interest for their potential to support interpersonal relationships. Investigations of awareness systems for the domestic environment have suggested that such systems can help individuals stay in touch with dear friends or family and provide affective benefits to their users. Our research provides empirical evidence to refine and substantiate such suggestions. We report our experience with designing and evaluating the ASTRA awareness system, for connecting households and mobile family members. We introduce the concept of connectedness and its measurement through the Affective Benefits and Costs of communication questionnaire (ABC-Q). We inform results that testify the benefits of sharing experiences at the moment they happen without interrupting potential receivers. Finally, we document the role that lightweight, picture-based communication can play in the range of communication media available.
Natalia Romero (Corresponding author)Email:
Panos MarkopoulosEmail:
Joy van BarenEmail:
Boris de RuyterEmail:
Wijnand IJsselsteijnEmail:
Babak FarshchianEmail:
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18.
The Web has transformed the way organizations interact with clients, customers, and constituents. A large portion of these groups is often neglected, namely people with disabilities. This study compares federal government, non-profit organization (NPO), and corporate homepages accessibility to determine how accessible these websites are to people with disabilities and how they compare to each other. The results indicate that federal homepages (23%), which are mandated to be accessible, are significantly more accessible than NPO (11%) and corporate homepages (6%).
Eleanor T. Loiacono (Corresponding author)Email:
Scott McCoyEmail:
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19.
The paper reflects on the unique experience of social and technological development in Lithuania since the regaining of independence as a newly reshaped society constructing a distinctive competitive IST-based model at global level. This has presented Lithuanian pattern of how to integrate different experiences and relations between generations in implementing complex information society approaches. The resulting programme in general is linked to the Lisbon objectives of the European Union. The experience of transitional countries in Europe, each different but facing some common problems, may be useful to developing countries in Africa.
Arunas Augustinaitis (Corresponding author)Email:
Richard EnnalsEmail:
Egle MalinauskieneEmail:
Rimantas PetrauskasEmail:
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20.
LuxTrace: indoor positioning using building illumination   总被引:1,自引:1,他引:0  
Tracking location is challenging due to the numerous constraints of practical systems including, but not limited to global cost, device volume and weight, scalability and accuracy; these constraints are typically more severe for systems that should be wearable and used indoors. We investigate the use of wearable solar cells to track changing light conditions (a concept that we named LuxTrace) as a source of user displacement and activity data. We evaluate constraints of this approach and present results from an experimental validation of displacement and activity estimation. The results indicate that a distance estimation accuracy of 21 cm (80% quantile) can be achieved. A simple method to combine LuxTrace with complementary absolute location estimation methods is also presented. We apply carpet-like distributed RFID tags to demonstrate online learning of new lighting environments.
Julian Randall (Corresponding author)Email: URL: www.wearable.ethz.ch
Oliver AmftEmail:
Jürgen BohnEmail:
Martin BurriEmail:
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