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1.
With the proliferation of video contents widely distributed over the Internet and the progress of video coding (e.g., H.264/AVC) and transmission technologies, more challenges need to overcome in order to meet the requirements of all users with diverse terminals. Video streaming over IP and wireless becomes a popular issue since the new century.However, there is little work concerning the quantitative analysis on the objective quality of streaming videos. Thus a strict definition of the objective quality and quality variation of scalable video coding (SVC) is required, in order to efficiently transmit video contents over Internet and wireless and reach an attainable subjective quality perception for end-users. Since FGS (fine granularity scalability) video is coded in bit planes, its enhancing layer can be truncated arbitrarily, as a case study of scalable video coding, an objective quality definition for FGS-coded video is introduced in this paper, based on MSE (mean square error) and PSNR (peak signal-to-noise ratio). This definition can also be generalized to any layered scalable coding videos, such as the traditional layered videos in BL + ELs (base layer + enhancing layers) formats or H.264/AVC in BL + CGS (coarse granularity scalability) + FGS structures, and it can be applied to design optimal algorithms for video streaming. Furthermore, It can also be taken as a measure to assess the subjective quality of streaming videos, by incorporating user preferences and terminal capacities.According to this definition, a quality optimal problem of scene in video segments is formulated and solved using the state transfer graph and dynamic programming. The optimal transmission policy is also obtained and compared with a real-time transmission algorithm. Different aggregation levels (segmentation granularity) of video segments for optimal transmission are also examined by experimental data. Simulation results validate our observations.  相似文献   

2.
Real-time and high-quality video coding is gaining a wide interest in the research and industrial community for different applications. H.264/AVC, a recent standard for high performance video coding, can be successfully exploited in several scenarios including digital video broadcasting, high-definition TV and DVD-based systems, which require to sustain up to tens of Mbits/s. To that purpose this paper proposes optimized architectures for H.264/AVC most critical tasks, Motion estimation and context adaptive binary arithmetic coding. Post synthesis results on sub-micron CMOS standard-cells technologies show that the proposed architectures can actually process in real-time 720 × 480 video sequences at 30 frames/s and grant more than 50 Mbits/s. The achieved circuit complexity and power consumption budgets are suitable for their integration in complex VLSI multimedia systems based either on AHB bus centric on-chip communication system or on novel Network-on-Chip (NoC) infrastructures for MPSoC (Multi-Processor System on Chip).  相似文献   

3.
Digital video is becoming increasingly popular in higher education with faculty digitally recording and broadcasting lectures for students to learn-on-demand, such as iTunes University or YouTube. Students have discovered accelerated playback features in popular computer software and use it to reduce the amount of time watching video-enhanced instruction. In the current study, 147 undergraduate students were randomly assigned to one of six video treatments based on a 3 Video Speed (1.0 = Normal vs. 1.25 = Fast vs. 1.50 = Very Fast) × 2 Captions (Captions Present vs. Captions Absent) × 2 Trial (Trial 1 vs. Trial 2) design. Results show no significant difference on learner performance across treatments based on Video Speed. Captions were found to have a significant negative effect on learner performance. A significant difference was found on learner satisfaction in favor of a normal Video Speed. The findings suggest that learners might be able to accelerate Video Speeds up to 1.5 times the normal speed, but are generally less satisfied with the learning experience.  相似文献   

4.
The study examines the effect of four important aspects of film skimming, including segmentation process, proportion of total skimmed length (TSL), multiple cues available, and genre/domain of the film. We design three experiments to explore their effects on representativeness for video skim. The results of Experiment 1 show that the skimmed video combined with 10% of total skimmed length and 5 or 10 s of skimmed segment (SS) is more efficient for representativeness. The results of Experiment 2 show that the skimmed video with mostly ending part and multiple cues can significantly improve representativeness. The results of Experiment 3 reveal that the representativeness of skimmed video with different types of movie is significantly different.In our experiments, the proportion of TSL is set to three levels, 5%, 10%, and 15%, while the size of SS is also set to three levels, 2.5, 5, and 10 s for the segmentation process. We observe that the skimmed video with the longer TSL and SS has the better representativeness of movie content, but the four combinations for 10% and 15% with 5 s and 10 s are insignificantly different. The finding is helpful for reducing the time cost of skimming video. Furthermore, we applied two important factors—personality focus of the medium and multiple cues, from media richness theory to our skimming method in order to raise the representativeness of video skim for different films. In the personality focus of the medium, we define a movie as having three parts—beginning, middle, and ending. In the multiple cues, the skimmed video with synchronized subtitle, audio, and video can assist our comprehension and reduce the uncertainty. We find that the skimmed video with mostly ending part and synchronized subtitle, audio, and video can raise the representativeness of movie content.  相似文献   

5.
Current typical video conferencing connection is bridged by a multipoint control unit (MCU), which may cause large delay and communication bottleneck for the whole system. With the development of network technology, a video conferencing system can be implemented based on software-defined networking (SDN), which makes the service controllable and improves the scalability and flexibility. Additionally, a video encoding method called scalable video coding (SVC) can also help. In this paper, we propose a video conferencing architecture based on SDN-enabled SVC multicasting, which discards the traditional Internet group management protocol (IGMP) and MCU. The system implements SVC multicast streaming to satisfy different device capabilities of various conference terminals. The SDN controller is responsible for dynamically managing and controlling the layers of a video stream when a conference member faces network congestion. Also, a conference manager is designed to facilitate the management of the conference members. Experimental results show that our system can not only provide a flexible and controllable video delivery, but also reduce the network usage while guaranteeing the quality of service (QoS) of video conferencing.  相似文献   

6.
As mobile devices such as tablet PCs and smartphones proliferate, the online video consumption over a wireless network has been accelerated. From this phenomenon, there are several challenges to provide the video streaming service more efficiently and stably in the heterogeneous mobile environment. In order to guarantee the QoS of real-time HD video services, the steady and reliable wireless mesh is necessary. Furthermore, the video service providers have to maintain the QoS by provisioning streaming servers to respond the clients’ request of different video resolution. In this paper, we propose a reliable cloud-based video delivery scheme with the split-layer SVC encoding and real-time adaptive multi-interface selection over LTE and WiFi links. A split-layer video streaming can effectively scale to manage the required channels on each layer of various client connections. Moreover, split-layer SVC model brings streaming service providers a remarkable opportunity to stream video over multiple interfaces (e.g. WiFi, LTE, etc.) with a separate controlling based on their network status. Through the adaptive interface selection, the proposed system aims to ensure the maximizing video quality which the bandwidth of LTE/WiFi accommodates. In addition, the system offers cost-effective streaming to mobile clients by saving the LTE data consumption. In our system, an adaptive interface selection is developed with two different algorithms, such as INSTANT and EWMA methods. We implemented a prototype of mobile client based on iOS particularly by using iPhone5S. Moreover, we also employ the split-layer SVC encodes in streaming server-side as the add-on module to SVC reference encoding tool in a virtualized environment of KVM hypervisor. We evaluated the proposed system in an emulated and a real-world heterogeneous wireless network environments. The results show that the proposed system not only achieves to guarantee the highest quality of video frames via WiFi and LTE simultaneous connection, but also efficiently saves LTE bandwidth consumption for cost-effectiveness to client-side. Our proposed method provides the highest video quality without deadline misses, while it consumes 50.6% LTE bandwidth of ‘LTE-only’ method and 72.8% of the conventional (non-split) SVC streaming over a real-world mobile environment.  相似文献   

7.
In general, to achieve high compression efficiency, a 2D image or a 2D block is used as the compression unit. However, 2D compression requires a large memory size and long latency when input data are received in a raster scan order that is common in existing TV systems. To address this problem, a 1D compression algorithm that uses a 1D block as the compression unit is proposed. 1D set partitioning in hierarchical trees (SPIHT) is an effective compression algorithm that fits the encoded bit length to the target bit length precisely. However, the 1D SPIHT can have low compression efficiency because 1D discrete wavelet transform (DWT) cannot make use of the redundancy in the vertical direction. This paper proposes two schemes for improving compression efficiency in the 1D SPIHT. First, a hybrid coding scheme that uses different coding algorithms for the low and high frequency bands is proposed. For the low-pass band, a differential pulse code modulation–variable length coding (DPCM–VLC) is adopted, whereas a 1D SPIHT is used for the high-pass band. Second, a scheme that determines the target bit length of each block by using spatial correlation with a minimal increase in complexity is proposed. Experimental results show that the proposed algorithm improves the average peak signal to noise ratio (PSNR) by 2.97 dB compared with the conventional 1D SPIHT algorithm. With the hardware implementation, the throughputs of both encoder and decoder designs are 6.15 Gbps, and gate counts of encoder and decoder designs are 42.8 K and 57.7 K, respectively.  相似文献   

8.
基于可伸缩视频编码的率失真优化编码算法*   总被引:1,自引:0,他引:1  
可伸缩视频编码(SVC)可实现视频流空间、时间和信噪比的完全伸缩,但在差错信道上传输容易引起误差扩散,为此提出一种基于SVC的率失真优化编码算法。该算法在分析了差错信道下传输可伸缩视频流误差扩散失真的基础上,在率失真优化模型中引入时间和信噪比分级的误差分级参数,并根据信道状态自适应地确定宏块编码模式。该算法能够有效地抑制误码在各分层的扩散,提高了可伸缩视频流的鲁棒性。仿真结果表明,算法与以往的算法相比具有更好的抗误码性能,适合视频数据在差错信道上的传输。  相似文献   

9.
Sexism toward women in online video game environments has become a pervasive and divisive issue in the gaming community. In this study, we sought to determine what personality traits, demographic variables, and levels of game play predicted sexist attitudes towards women who play video games. Male and female participants (N = 301) who were players of networked video games were invited to participate in an anonymous online survey. Social dominance orientation and conformity to some types of masculine norms (desire for power over women and the need for heterosexual self-presentation) predicted higher scores on the Video Game Sexism Scale (i.e., greater sexist beliefs about women and gaming). Implications for the social gaming environment and female gamers are discussed.  相似文献   

10.
To meet the increasing complexity of mobile multimedia applications, SoCs equipping modern mobile devices integrate powerful heterogeneous processing elements among which Digital Signal Processors (DSP) and General Purpose Processors (GPP) are the most common ones. Due to the ever-growing gap between battery lifetime and hardware/software complexity in addition to application’s computing power needs, the energy saving issue becomes crucial in the design of such architectures. In this context, we propose in this paper an end-to-end study of video decoding on both GPP and DSP. The study was achieved thanks to a two steps methodology: (1) a comprehensive characterization and evaluation of the performance and the energy consumption of video decoding, (2) an accurate high level energy model is extracted based on the characterization step.The characterization of the video decoding is based on an experimental methodology and was achieved on an embedded platform containing a GPP and a DSP. This step highlighted the importance of considering the end-to-end decoding flow when evaluating the energy efficiency of video decoding application. The measurements obtained in this step were used to build a comprehensive analytical energy model for video decoding on both GPP and DSP. Thanks to a sub-model decomposition, the developed model estimates the energy consumption in terms of processor clock frequency and video bit-rate in addition to a set of constant coefficients which are related to the video complexity, the operating system and the considered hardware architecture. The obtained model gave very accurate results (R2 = 97%) for both GPP and DSP energy consumption. Finally, based on the results emerged from the modeling methodology, we show how one can build rapidly a video decoding energy model for a given target architecture without executing the full characterization steps described in this paper.  相似文献   

11.
An efficient reversible adaptive video watermarking scheme for multiple watermarks based on Bi-directional Associative Memory (BAM) Neural Networks and Fuzzy Inference System namely, Multi-BAM-FUZ scheme is proposed in this paper. The main goal of this paper is to design a robust video watermarking system which facilitates secure video transmission over a communication channel by maintaining a trade-off among imperceptibility, robustness and watermark capacity or payload. The BAM neural network supports creation of weight matrix (formed out of multiple images) and this matrix is embedded into the DWT uncorrelated mid frequency coefficients of all the components (Y, Cb, Cr) of every frames of the video with varying embedding strength ‘α’. This adaptive embedding strength is generated using the Fuzzy Inference System which takes HVS characteristics such as luminance, texture and edge of each frame as an input in the DWT transform. The simulations performed on various test videos demonstrate that the proposed Multi-BAM-FUZ not only outperforms other existing methods with respect to various video degradation processes, but also maintains a satisfactory image quality, robustness and payload. It is noted that, the implementation of the novel adaptive process enhances the visual quality of about 60.97 dB in terms of PSNR and 0.9998 in terms of SSIM, robustness of about nearly 1.0000 and 0.9999 in terms of Normalized Cross Correlation (NCC) value and Bit Correction Rate (BCR) respectively against various attacks. Moreover, the proposed scheme facilitates high level of payload without affecting the imperceptibility and robustness level.  相似文献   

12.
Research into problematic video gaming has increased greatly over the last decade and many screening instruments have been developed to identify such behaviour. This study re-examined the Problematic Videogame Playing [PVP] Scale. The objectives of the study were to (i) examine its psychometric properties in two European countries, (ii) estimate the prevalence of potential pathological gaming among adolescents in both countries, and (iii) assess the classification accuracy of the PVP Scale based on its symptomatology as a way of exploring its relationship with both the behavioural component model of addiction and the proposed Internet Gaming Disorder. The data were collected via a survey administered to 2356 adolescents aged between 11 and 18 years from Spain (n = 1132) and Great Britain (n = 1224). Results indicated that the reliability of both versions was adequate, and the factorial and construct validity were good. Findings also showed that the prevalence of pathological gamers estimated with a rigorous cut-off point was 7.7% for Spanish and 14.6% for British adolescents. The scale showed adequate sensitivity, specificity and classification accuracy in both countries, and was able to differentiate between social and potential pathological gamers, and from their addictive symptomatology. The implications of these findings are discussed.  相似文献   

13.
In manufacturing industries, it is well known that process variation is a major source of poor quality products. As such, monitoring and diagnosis of variation is essential towards continuous quality improvement. This becomes more challenging when involving two correlated variables (bivariate), whereby selection of statistical process control (SPC) scheme becomes more critical. Nevertheless, the existing traditional SPC schemes for bivariate quality control (BQC) were mainly designed for rapid detection of unnatural variation with limited capability in avoiding false alarm, that is, imbalanced monitoring performance. Another issue is the difficulty in identifying the source of unnatural variation, that is, lack of diagnosis, especially when dealing with small shifts. In this research, a scheme to address balanced monitoring and accurate diagnosis was investigated. Design consideration involved extensive simulation experiments to select input representation based on raw data and statistical features, artificial neural network recognizer design based on synergistic model, and monitoring–diagnosis approach based on two-stage technique. The study focused on bivariate process for cross correlation function, ρ = 0.1–0.9 and mean shifts, μ = ±0.75–3.00 standard deviations. The proposed two-stage intelligent monitoring scheme (2S-IMS) gave superior performance, namely, average run length, ARL1 = 3.18–16.75 (for out-of-control process), ARL0 = 335.01–543.93 (for in-control process) and recognition accuracy, RA = 89.5–98.5%. This scheme was validated in manufacturing of audio video device component. This research has provided a new perspective in realizing balanced monitoring and accurate diagnosis in BQC.  相似文献   

14.
Video broadcast operators target a variety of receiving devices of different resolutions and processing capabilities. In such a heterogeneous TV network, the transport resource consumption is likely to increase. In this paper we estimate the required transport capacity for a broadcast TV network taking into account parameters as currently proposed in standardization bodies. We target constant video quality, hence the TV channel has variable bit rate (VBR). We consider a multicast-based transport system where only the required versions of a TV channel are transported; this leads to fluctuation of the consumed transport capacity over time. The main focus in this paper is on the comparison of a simulcast and a scalable video coding (SVC) transport scheme in several realistic examples with different encoding modes, including spatial and/or quality scalability. To estimate the required transport capacity for simulcast and SVC, we use a comprehensive toolkit based on a Gaussian approximation of the capacity demand. In order to obtain realistic input values for our calculation tools, we characterize the fluctuations of the bit rate associated with a TV channel by encoding a representative set of video clips. Based on the considered realistic examples, we explore under what conditions either the simulcast or the SVC transport scheme is more efficient.  相似文献   

15.
The emerging high-rate wireless personal area network (WPAN) technology is capable of supporting high-speed and high-quality real-time multimedia applications. In particular, video streams are deemed to be a dominant traffic type, and require quality of service (QoS) support. However, in the current IEEE 802.15.3 standard for MAC (media access control) of high-rate WPANs, the implementation details of some key issues such as scheduling and QoS provisioning have not been addressed. In this paper, we first propose a Markov decision process (MDP) model for optimal scheduling for video flows in high-rate WPANs. Using this model, we also propose a scheduler that incorporates compact state space representation, function approximation, and reinforcement learning (RL). Simulation results show that our proposed RL scheduler achieves nearly optimal performance and performs better than F-SRPT, EDD + SRPT, and PAP scheduling algorithms in terms of a lower decoding failure rate.  相似文献   

16.
Many researches on peer-to-peer video streaming have focused on dealing with highly dynamic, high-churn P2P environment. Most of P2P streaming protocols were modified from a P2P file sharing protocol. Inspired by the high performance on peer-to-peer file sharing of BitTorrent, we propose an overlaying streaming mechanism on the native BitTorrent protocol and realize a practical P2P video streaming service, called WuKong. WuKong not only takes advantages of BitTorrent but also combines the video scalability of layered video coding. In this paper, we depict an overlaid streaming mechanism in WuKong and an adaptive layer-downloading process to balance between the video quality and bandwidth utilization on heterogeneous peers. WuKong is carried out by using an open-sourced library of the BitTorrent protocol, coding schemes of the Windows Media Video (WMV), and the Scalable Video Coding (SVC). We measured and compared the service quality of end-users served by WuKong on heterogeneous peers. In addition, we evaluated the effectiveness of WuKong with peers that are randomly joining and leaving the P2P network. The results show that WuKong not only provides high quality P2P video streaming services but also supports different scaling abilities over heterogeneous devices.  相似文献   

17.
18.
Communication networks have to provide a high level of availability and instantaneous recovery after failures in order to ensure sufficient survivability for mission-critical services. Currently, dedicated path protection (or 1 + 1) is implemented in backbone networks to provide the necessary resilience and instantaneous recovery against single link failures with remarkable simplicity. However, in order to satisfy strict availability requirements, connections also have to be resilient against Shared Risk Link Group (SRLG) failures. In addition, switching matrix reconfigurations have to be avoided after a failure in order to guarantee instantaneous recovery. For this purpose, there are several possible realization strategies improving the characteristics of traditional 1 + 1 path protection by lowering reserved bandwidth while conserving all its favorable properties. These methods either utilize diversity coding, network coding, or generalize the disjoint-path constraint of 1 + 1.In this paper, we consider the cost aspect of the traditional and the alternative 1 + 1 realization strategies. We evaluate the bandwidth cost of different schemes both analytically and empirically in realistic network topologies. As the more complex realizations lead to NP-complete problems even in the single link failure case, we propose both Integer Linear Programming (ILP) based optimal methods, as well as heuristic and meta-heuristic approaches to solve them. Our findings provide a tool and guidelines for service providers for selecting the path protection method with the lowest bandwidth cost for their network corresponding to a given level of reliability.  相似文献   

19.
The relationship between the occurrence of simulator sickness (SS) and varying latency in a helmet-mounted display (HMD) was explored in this study. Previous work has always considered latency to be a constant. The aim of this research was to determine if a latency that varied over time would impact the experience of SS for HMD users. An object location task was used while viewing real, live video scenes via HMD. A planned comparisons approach was utilized with four experimental conditions, 2 of them having constant latency (0 ms added to system baseline, 200 ms added to system baseline) and 2 of them having sinusoidally varying latency (100 ms amplitude at 0.2 Hz frequency, and 20–100 ms varying amplitude at 0.2 Hz frequency). These conditions allowed for the assessment of the effects of constant latency vs. varying latency on the experience of SS. The results indicated that a varying latency is associated with greater experience of SS among HMD users than constant latency. Results also indicated, as has other recent research, that added constant latency on its own does not appear to be associated with the experience of higher levels of SS in an HMD.  相似文献   

20.
It is well-known that the layered transmission for video bit-streams generated by a layered coding can gracefully accommodate the receivers' heterogeneity in wireless networks. In this paper, we propose a new layered video transmission scheme employing the subcarrier allocation based on the wireless channel characteristics of orthogonal frequency division multiplexing (OFDM) physical (PHY) layer, leading to an adaptive layered video transmission (ALAVIT). In our scheme, scalable video coding (SVC) is exploited to generate the layered video bit-streams; and the resulting base layer (BL) and enhancement layer (EL) bits are modulated differently to obtain their individual wireless symbols. According to the estimated channel characteristics described by the subcarrier channel gains of a connected wireless receiver, subcarriers with good channel quality are allocated to BL symbols for a better protection of these more important bits. In this unicast case, our ALAVIT scheme is demonstrated to provide a much better performance as compared to the state-of-the-art PHY layer techniques such as s-mod and MixCast. This framework is then generalized from unicast to multicast where the problem is formulated into an optimization involving the average bit-error-rate (BER) over all connected receivers. While the complexity of solving this problem remains extremely high for the current OFDM case of 64 or even more subcarriers, we demonstrate by using a case study of 8 subcarriers that the optimal solution indeed offers a better performance than the heuristic solutions.  相似文献   

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