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1.
With the deployment of heterogeneous networks, mobile users are expecting ubiquitous connectivity when using applications. For bandwidth-intensive applications such as Interact Protocol Television (IPTV), multimedia contents are typical- ly transmitted using a multicast delivery method due to its bandwidth efficiency. However, not all networks support multicasting. Multicasting alone could lead to service disruption when the users move from a multicast-capable network to a non-multicast network. In this paper, we propose a handover scheme called application layer seamless switching (ALSS) to provide smooth real-time multimedia delivery across unicast and multicast networks. ALSS adopts a soft handover to achieve seamless playback during the handover period. A real-time streaming testbed is implemented to investigate the overall handover performance, espe- cially the overlapping period where both network interfaces are receiving audio and video packets. Both the quality of service (QoS) and objective-mapped quality of experience (QoE) metrics are measured. Experimental results show that the overlapping period takes a minimum of 56 and 4 ms for multicast-to-unicast (M2U) and unicast-to-multicast (U2M) handover, respectively. The measured peak signal-to-noise ratio (PSNR) confirms that the frame-by-frame quality of the streamed video during the handover is at least 33 dB, which is categorized as good based on ITU-T recommendations. The estimated mean opinion score (MOS) in terms of video playback smoothness is also at a satisfactory level.  相似文献   

2.
虚拟教室中发言权控制策略的设计   总被引:4,自引:0,他引:4  
发言权控制允许网络上的多个多媒体应用的用户使用和共享远程设备,分布式的数据集合和像视频、音频这样的连续媒体而不至于发生访问冲突,发言权是动态分配给协同工作环境下用户的暂时的访问权,其目的是为了缓和竞争条件和保证互斥地使用共享资源,该文首先描述了远程教育虚拟的教室中的发言权控制策略,然后给出了一个发言权控制的API。  相似文献   

3.
In this paper, we propose a dynamic channel-selection solution for autonomous wireless users transmitting delay-sensitive multimedia applications over cognitive radio networks. Unlike prior works that seldom consider the requirement of the application layer, our solution explicitly considers various rate requirements and delay deadlines of heterogeneous multimedia users. Note that the users usually possess private utility functions, application requirements, and distinct channel conditions in different frequency channels. To efficiently manage available spectrum resources in a decentralized manner, information exchange among users is necessary. Hence, we propose a novel priority virtual queue interface that determines the required information exchanges and evaluates the expected delays experienced by various priority traffics. Such expected delays are important for multimedia users due to their delay-sensitivity nature. Based on the exchanged information, the interface evaluates the expected delays using priority queuing analysis that considers the wireless environment, traffic characteristics, and the competing users' behaviors in the same frequency channel. We propose a dynamic strategy learning (DSL) algorithm deployed at each user that exploits the expected delay and dynamically adapts the channel selection strategies to maximize the user's utility function. We simulate multiple video users sharing the cognitive radio network and show that our proposed solution significantly reduces the packet loss rate and outperforms the conventional single-channel dynamic resource allocation by almost 2 dB in terms of video quality.   相似文献   

4.
The Internet is the primary means for multimedia content sharing, playing a central role in the lifestyle of users. As a consequence, in the past few years, the traffic demand for access and edge networks has increased (video stream downloading, videoconferencing or even the broadcasting of video streams through the Internet), since multimedia applications have strict requirements, including high bandwidth, small amount of loss and low delay. To address this scenario, the edge as a service (EaaS) paradigm arises as a suitable approach to increasing the quality of Internet access. The EaaS uses network virtualization and software-defined networks to improve the resource utilization and manageability. Within this context, this article proposes a framework to manage the virtual network resource (VNR) according to the multimedia application characteristics, and not only the network requirements. Additionally, a study about the relationship between quality of experience (QoE) and VNR availability was performed to be used as a basis for a proposed resource allocation adjustment mechanism. Experiments using real multimedia traffic under distinct scenarios demonstrate the effectiveness of the proposed framework to ensure the QoE of users through the management of the VNR.  相似文献   

5.
Digital video services, scientific visualization and other multimedia applications require delivery of high network throughput to end user applications. In this paper we identify bottlenecks in the data path between high-speed networks and applications. Using performance of multimedia applications as a metric, the effectiveness of solutions to reduce network, operating system, and user bottlenecks is explored experimentally.  相似文献   

6.
多媒体远程教育系统中实时视频传输的研究   总被引:2,自引:0,他引:2       下载免费PDF全文
分别对多媒体远程教育系统中视频传输的特点,网络延迟,以及视频传输中网络延迟产生的问题等进行了分析。从改进速率控制算法入手,提出了在发送数据包时,根据网络状态动态地选择增量因子或减量因子,对发送速率进行自适应调整以适应网络传输状态,把改进视频实时传输的设计方案应用到系统中。测试结果表明系统运行良好。  相似文献   

7.
In this paper, real-time multimedia applications are integrated into a Web-based robotic telecare system. Using Java media framework (JMF), a video/audio conference system is developed to improve the interaction among caregivers, and switches remote robot manipulating privilege with the help of a centralized management server. This video/audio conference system is established on a similar profile of H.323 multipoint control unit (MCU). Access control is utilized to guarantee confidentiality of telecare users. Different telecare services are provided to meet requirements of various users. The whole telecare system is verified in a campus network.  相似文献   

8.
研究了基于虚拟网络模型与虚拟设备仿真的支持远程访问的大规模多用户并发控制的关键技术,即大规模多用户虚拟分组及其应用技术。建立了虚拟分组的实现框架和远程用户仿真代理模型,并在此基础上设计了虚拟用户分组算法及分组日志记录算法。以上技术在支持远程访问的多用户虚拟防火墙实验系统中得到应用。实践表明,实验系统在支持一百名并发用户时,时延在三十毫秒范围内,具有反应快捷,架构清晰,方便后期审计管理等特点,可以有效支持远程教学、远程实验及其过程管理。  相似文献   

9.
In this paper, we propose an intuitive live video streaming system based on virtual reality technologies among people who are far apart. This system is a kind of server-client system, and can provide remote users with virtual 3D audiovisual fields in real time via a very-high-speed network. The server captures audio and video data from its clients, compiles them into a 3D audiovisual scene at a virtual conference, and broadcasts it to the clients. At the present stage, our system captures 2 videos and creates one 3D video at a time. Our system can play 3D audiovisual contents on Windows XP systems as well as on CAVE systems. Currently, our system can play the 3D video contents at about 2.36 fps under a LAN environment. This work was presented in part at the 12th International Symposium on Artificial Life and Robotics, Oita, Japan, January 25–27, 2007  相似文献   

10.
结合当前最流行且得到业界广泛认可的嵌入式数字视频系统框架——达芬奇技术框架,基于达芬奇技术典型处理器TMS20DM6446平台构建流媒体服务器,用AVS、H.264和MPEG4做视频压缩,用G.711和G.728做音频压缩算法,用SIP做访问控制协议,用RTP/RTCP和UDP等做媒体控制和传输协议;完成具有完整实时编码、录像存储、实时监控、远程控制等功能的网络音视频监控系统。该系统具有高性能、高编码效率、低成本、低延迟、强实时性等特点,能够在广域网上流畅运行。  相似文献   

11.
During the recent years, there has been a tremendous growth in the development and deployment of multimedia based networked applications such as video streaming, IP telephony, interactive games, among others. These applications, in contrast to elastic applications such as email and data sharing, are delay and delay jitter sensitive but can tolerate certain level of packet loss. A vital element of end-to-end delay and delay jitter is the random queueing delays in network switches and routers. Analysis of robust mechanisms for buffer management at network routers needs to be carried out in order to reduce end-to-end delay for traffic generated by multimedia applications. In this context, a threshold based buffer management scheme for accommodating multiple class multimedia traffic in network routers has been analysed. This technique effectively controls the allocation of buffer to various traffic classes according to their delay constraints. The forms of the joint state probabilities, as well as basic performance measures such as blocking probabilities are analytically established at equilibrium. Typical numerical experiments are included to illustrate the credibility of the proposed mechanism in the context of different quality of service (QoS) grades for various network traffic classes. This model, therefore, can be used as a powerful tool to provide a required grade of service to a particular class of multimedia based web traffic in any heterogeneous network.  相似文献   

12.
How to comprehensively explore, improve and deploy multimedia social networks (MSNs) has become a hot topic in the era of emerging pervasive mobile multimedia. More and more MSNs offer a great number of convenient tools, services, and applications for multimedia contents including video and audio that users share willingly and on demand. However, concerns with digital rights management (DRM)-oriented multimedia security, as well as the efficiency of multimedia usage and sharing are meanwhile intensified due to easier distribution and reproduction of multimedia content in a wide range of social networks. The paper proposes a comprehensive framework for multimedia social network, and realized a cross-platform MSN prototype system, named as CyVOD, to support two kinds of DRM modes. The proposed framework effectively protects copyrighted multimedia contents against piracy, and supports a more efficient recommendation system for its better handling of the tradeoff between multimedia security and ease of use.  相似文献   

13.
In recent years, the ubiquity of multimedia services along with the proliferation of mobile devices and the demand for new audio and video applications are changing the life style of users. User demands for multimedia access anywhere, anytime from any device are creating new challenges for research communities from both academia and industry. It is expected that video-based services alone will account for 50 percent of all consumer network traffic in 2012 and we will continue to witness the explosive growth in users sharing multimedia content over the Internet. In this context, new network, application, and user-based approaches must be created to deal with such complex multimedia systems. This paper presents some of the recent advances in multimedia networking focusing primarily on areas that have been receiving attention recently and are expected to continue to generate further interests in coming years. These areas include Quality of Experience (QoE) and various related standardization issues, Content Distribution Networks (CDNs), multimedia communications, mobile Multimedia. This paper also briefly highlights some of the major challenges that still need to be addressed to enable the support and delivery of multimedia services anywhere, anytime over highly heterogeneous infrastructures and user terminal devices.  相似文献   

14.
Virtual environments define a new interface for networked multimedia applications. The sense of “presence” in the virtual environment is an important requirement for collaborative activities involving multiple remote users working with social interactions. Using virtual actors within the shared environment is a supporting tool for presence. In this paper, we present a shared virtual life network with virtual humans that provides a natural interface for collaborative working and we describe the bridge we realized between this 3D shared world and the Web through a system of 3D snapshots.  相似文献   

15.
With the wide availability of high-speed network access, we are experiencing high quality streaming media delivery over the Internet. The emergence of ubiquitous computing enables mobile users to access the Internet with their laptops, PDAs, or even cell phones. When nomadic users connect to the network via wireless links or phone lines, high quality video transfer can be problematic due to long delay or size mismatch between the application display and the screen. Our proposed solution to this problem is to enable network proxies with the transcoding capability, and hence provide different, appropriate video quality to different network environment. The proxies in our transcoding-enabled caching (TeC) system perform transcoding as well as caching for efficient rich media delivery to heterogeneous network users. This design choice allows us to perform content adaptation at the network edges. We propose three different TeC caching strategies. We describe each algorithm and discuss its merits and shortcomings. We also study how the user access pattern affects the performance of TeC caching algorithms and compare them with other approaches. We evaluate TeC performance by conducting two types of simulation. Our first experiment uses synthesized traces while the other uses real traces derived from an enterprise media server logs. The results indicate that compared with the traditional network caches, with marginal transcoding load, TeC improves the cache effectiveness, decreases the user-perceived latency, and reduces the traffic between the proxy and the content origin server.  相似文献   

16.
With the explosion of video streaming available on the Internet, online multimedia applications become more popular in our days and the video quality of the Internet multimedia applications is directly affected by the network transmission state, which will be worse while switching the ongoing network connection from one wireless interface to another heterogeneous wireless technology, such as IEEE 802 families, UMTS (universal mobile telecommunications system) network and 3GPP LTE (3rd generation partnership project-long term evolution). In order to perform seamless handover between heterogeneous wireless networks, IEEE group proposed the “IEEE 802.21 standard” and defined a middleware function called “media independent handover function (MIHF)” to smooth the handover. In this paper, a dynamic playback control for multicasting streaming based on IEEE 802.21 is proposed to reduce the influence of handover between heterogeneous networks. In addition, we evaluate three different rate modes for seamless multicasting streams. The simulation results show that different playback frame rate modes, including the usual, incremental and linear modes, can achieve different video quality and can extend the playing time for handover video playback.  相似文献   

17.
Distributed clouds offer a choice of data center locations for providers to host their applications. In this paper, we consider distributed clouds that host virtual desktops which are then accessed by users through remote desktop protocols. Virtual desktops have different levels of latency-sensitivity, primarily determined by the actual applications running and affected by the end users’ locations. In the scenario of mobile users, even switching between 3G and WiFi networks affects the latency-sensitivity. We design VMShadow, a system to automatically optimize the location and performance of latency-sensitive VMs in the cloud. VMShadow performs black-box fingerprinting of a VM’s network traffic to infer the latency-sensitivity and employs both ILP and greedy heuristic based algorithms to move highly latency-sensitive VMs to cloud sites that are closer to their end users. VMShadow employs a WAN-based live migration and a new network connection migration protocol to ensure that the VM migration and subsequent changes to the VM’s network address are transparent to end-users. We implement a prototype of VMShadow in a nested hypervisor and demonstrate its effectiveness for optimizing the performance of VM-based desktops in the cloud. Our experiments on a private as well as the public EC2 cloud show that VMShadow is able to discriminate between latency-sensitive and insensitive desktop VMs and judiciously moves only those that will benefit the most from the migration. For desktop VMs with video activity, VMShadow improves VNC’s refresh rate by 90% by migrating virtual desktop to the closer location. Transcontinental remote desktop migrations only take about 4 min and our connection migration proxy imposes 13 μs overhead per packet.  相似文献   

18.
徐淑萍 《计算机应用》2012,32(9):2638-2642
Internet上数据传输的不确定延时妨碍了远程被控对象和操作者之间迅捷而透明的交互,严重限制了网络远程控制系统的性能和应用。为了解决网络延时问题,提出一种基于虚拟仿真的网络三闭环控制结构。该方法依照开环系统实现闭环控制的思想,在客户端构造虚拟被控对象模型,使虚拟仿真系统与实际系统的运行状态相似甚至相同,同时又使操作者能依据虚拟仿真系统一端的运行情况决定下一步的控制指令,从而准确地对实际系统发出所需的控制指令,最终达到远程实时控制的目的。仿真结果证明了所提方法的有效性和可行性。  相似文献   

19.
Web 2.0 applications allow rich media contents to be exposed and shared by users. Nevertheless, usually, a multimedia is provided as an unicum, made by synchronized media items. Sound tracks, video sequences, captions, cannot be customized “on-the-fly” by users. Managing multimedia in a deep way would meet the expectations of nowadays Web prosumers (i.e. producers and consumers), and it would widen the audience. Describing and synchronizing each medium, as well as specifying different alternative contents for it, are the keystones of multimedia customization and of audience widening. This paper presents a multimedia collaborative system, which provides support to the arrangement of medium into a multi-views composed multimedia. Each prosumer can add medium by juxtaposition or by defining it as an alternative (audio, video, textual) version of an existing one. The implementation of such a system is based on SMIL 3.0 specification but implements a new and compact syntax to let users manipulate the original multimedia synchronization and their alternatives. The proposed approach has been put to test in two different scenarios.  相似文献   

20.
The way by which multimedia contents are produced, delivered across networks, and consumed by intended users have shifted significantly during the past 10 years. In this paper we postulate that, in the near future, flexible and self-organizing facilities will play a dominating role in distributed multimedia systems. We discuss how such systems can be designed, using a three-layer (sensor, distribution, and user layer) architecture, SOMA (Self Organizing Multimedia Architecture), as an example. We also present innovative directions in three main aspects of self-organized multimedia systems: (i) the self-organizing aspects of multimedia user communities, e.g., the wisdom, intentions, and needs of users; (ii) a fresh look at video streams that treat them as a collection of units that can be composed taking user and network aspects into account; and (iii) new delivery paradigms and how self-organization and multimedia delivery can be combined.  相似文献   

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