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1.
Without user interactions, multimedia presentations are just fancy slide shows with sound and video supports. User interactions
by themselves do not change the temporal relationships among multimedia objects, such as texts, graphics, images, audio, and
video, but affect the playback schedules. In this paper, we propose a synchronization mechanism to guarantee the quality of
multimedia presentation with user interactions. In our protocol, each presentation site requests media transmission from the
required media servers at certain time intervals prior to the playback deadlines, where these time intervals are the response
times to cover possible experienced end-to-end delays and packet losses, and waits for an initial setup time to ensure intermedia
synchronization before starting the presentation. Users may interact with the presentation. This synchronization mechanism
solves the problems incurred by user interactions by determining the new presentation scenario produced by the interactive
operation, calculating the corresponding setup time, and then rendering the new playback and retrieval schedules. 相似文献
2.
In this paper we present IMP, a platform to support the authoring and run-time management of interactive multimedia applications in distributed environments. The multi-level platform model encourages slot-in extensibility to cater for the evolving environment. We illustrate with our prototype platform built above the Cambridge multimedia environment. The authoring model emphasises reusability, tailorability and use of environment features in a uniform way. We have shown the validity of our approach by constructing a variety of application types. 相似文献
3.
Nikitas M. Sgouros 《Multimedia Systems》2003,8(6):470-481
Interactive performance systems allow multiple, networked users to take part in a performance either as players or audience
members and influence the performance's development in real time. Among the most prominent research issues concerning the
development of these systems are the provision of effective interaction capabilities and adequate means of expression to the
audience. This article describes a set of methods for the detection, analysis, synchronization and rendering of audience behavior
in real-time during such an event. Furthermore, it describes ways in which audience feedback is utilized to dynamically index
the contents of a performance so as to embed this event in large-scale multimedia services. All these methods have been applied
in the creation of MISSION, a multi-user game involving both players and audience. This article presents and analyzes the
design of the system and the results of user trials with it. 相似文献
4.
One of the challenges in the design of a distributed multimedia system
is devising suitable specification models for various schemas in
different levels of the system.
Another important research issue is
the integration and synchronization of heterogeneous multimedia
objects. In this paper, we present our models for multimedia schemas
and transformation algorithms. They transform high-level
multimedia objects into schemas that can be used to
support the presentation and communication of the multimedia objects.
A key module in the system is the Object Exchange Manager (OEM). In this paper,
we present the design and implementation of the OEM module,
and discuss in detail the interaction
between the OEM and other modules in a
distributed multimedia system. 相似文献
5.
Ivan Herman Nuno Correia David A. Duce David J. Duke Graham J. Reynolds James Van Loo 《Multimedia Systems》1998,6(2):88-101
This paper describes an event-based synchronization mechanism, which is at the core of the inter-media synchronization in
the upcoming standard for multimedia presentation, PREMO. The synchronization mechanism of PREMO is a powerful tool, based
on a small number of concepts, and on cooperation among active objects, and represents a synthesis of various synchronization
models described in the literature. This model can serve as a basis for the implementation of complex synchronization patterns
in multimedia presentations, both purely event-based, as well as time-based. 相似文献
6.
As multimedia applications spread widely, it is crucial for programming and design support systems to handle “time” in multimedia
documents effectively and flexibly. This paper presents a set of interactive system support tools for designing and maintaining
the temporal behavior of multimedia documents. The tool set provides mechanisms for anomaly detection, temporal query processing,
and interactive scheduling. It is based on a fast incremental constraint solver we have developed, which can be adapted by
any constraint-based system. The incremental constraint solver provides immediate feedback to the user, supporting a highly
interactive design process. Combined with existing optimal layout generation mechanisms proposed in the literature, our tools
effectively utilize the flexibility provided by constraint-based systems. 相似文献
7.
Adaptive multimedia synchronization in a teleconference system 总被引:3,自引:0,他引:3
In this paper, we present an adaptive buffering scheme for implementing intra-stream and inter-stream synchronization in
real-time multimedia applications. The essence of the proposed scheme is to dynamically enforce equalized delays to incoming
media streams, in order to piece-wise smooth the network delay variations and to synchronize the streams at the sink. An adaptive
control mechanism based on an event-counting algorithm is employed to calibrate the PlayOut Clocks (POCs), which manages the
presentations of multimedia data. The algorithm does not rely on globally synchronized clock and makes minimal assumption
on underlying network delay distribution. Also, the user defined quality of service (QoS) specifications can be directly incorporated
into the design parameters of the synchronization algorithm. The proposed synchronization scheme has been experimentally implemented
in a teleconference system which consists of separately controllable audio, video, and data channels. The modular structure
of the synchronization control provides the flexibility to maintain an arbitrary synchronization group in conjunction with
a distributed conference management scheme. This paper also shows the experimental results of the test implementation and
the suitability of the proposed scheme with respect to the multimedia traffic across an FDDI/Ethernet network. 相似文献
8.
In this paper, we investigate a playout scheduling framework for supporting the continuous and synchronized presentations
of multimedia streams in a distributed multimedia presentation system. We assume a situation in which the server and network
transmissions provide sufficient support for the delivery of media objects. In this context, major issues regarding the enforcement
of the smooth presentation of multimedia streams at client sites must be addressed to deal with rate variance of stream presentations
and delay variance of networks. We develop various playout-scheduling algorithms that are adaptable to quality-of-service
parameters. The proposed algorithms permit the local adjustment of unsynchronized presentations by gradually accelerating
or retarding presentation components, rather than abruptly skipping or pausing the presentation materials. A comprehensive
experimental analysis of the proposed algorithms demonstrates that our algorithms can effectively avoid playout gaps (or hiccups)
in the presentations. This scheduling framework can be readily used to support customized multimedia presentations. 相似文献
9.
Network synchronization plays a significant role
in transmitting multimedia objects over computer networks.
Even packets from a single channel must be synchronized due to
the problems in a packet switching environment, such as
network jitter, frequency, and time offsets. We present an
algorithm that determines the set of packets generated
periodically by various participants arriving at a node. The basic
advantage of the proposed algorithm is that the receiver
estimates the reference times (expected arrival times of the
packets) and achieves synchronization, without knowledge of the
packet delays.
The
accuracy is improved and the complexity is reduced by
predicting the time/frequency offsets between the clocks at the
source and the mixer. The error is calculated by the Chernoff
bound, demonstrated by simulation, and shown to be acceptable
in practical applications. 相似文献
10.
Multimedia systems must be able to support a certain quality of service (QoS) to satisfy the stringent real-time performance
requirements of their applications. HeiRAT, the Heidelberg Resource Administration Technique, is a comprehensive QoS management
system that was designed and implemented in connection with a distributed multimedia platform for networked PCs and workstations.
HeiRAT includes techniques for QoS negotiation, QoS calculation, resource reservation, and resource scheduling for local and
network resources. 相似文献
11.
Control of perceived quality of service in multimedia retrieval services: prediction-based mechanism vs. compensation buffers 总被引:3,自引:0,他引:3
Aurelio La Corte Alfio Lombardo Sergio Palazzo Giovanni Schembra 《Multimedia Systems》1998,6(2):102-112
In multimedia systems end-to-end delay jitter has a great impact on the continuity of information playback. Therefore, it
is necessary to introduce appropriate mechanisms to compensate for delay variations, so that the intramedia and intermedia
temporal relationships can be preserved. In this paper, two methods for compensation of the network delay jitter in a distributed
multimedia retrieval service are compared: the first is based on prediction of the network delay jitter suffered by each information
unit and retrieval time modification at the source site; the second is based on a compensation buffer at the destination site.
Comparison is made by assuming a master/slave relationship between the monomedia streams composing the multimedia data flow. 相似文献
12.
We describe a system for generating and controlling sound effects from within applications. We discuss performance demands
and current technology constraints on sound synthesis methods, highlight several distinct interactive control strategies,
and demonstrate a development environment for making a large database of heterogeneous sound models manageable by developers
who are not sound synthesis experts. 相似文献
13.
I. Mirbel B. Pernici T. Sellis S. Tserkezoglou M. Vazirgiannis 《The VLDB Journal The International Journal on Very Large Data Bases》2000,9(2):111-130
Abstract. When authoring multimedia scenarios, and in particular scenarios with user interaction, where the sequence and time of occurrence
of interactions is not predefined, it is difficult to guarantee the consistency of the resulting scenarios. As a consequence,
the execution of the scenario may result in unexpected behavior or inconsistent use of media. The present paper proposes a methodology
for checking the temporal integrity of interactive multimedia document (IMD) scenarios at authoring time at various levels.
The IMD flow is mainly defined by the events occurring during the IMD session. Integrity checking consists of a set of discrete
steps, during which we transform the scenario into temporal constraint networks representing the constraints linking the different
possible events in the scenario. Temporal constraint verification techniques are applied to verify the integrity of the scenario,
deriving a minimal network, showing possible temporal relationships between events given a set of constraints.
Received June 9, 1998 / Accepted November 10, 1999 相似文献
14.
Denise J. Ecklund Vera Goebel Thomas Plagemann Earl F. Ecklund Jr. 《Multimedia Systems》2002,8(5):431-442
In this paper, we present a separable, reusable middleware solution that provides coordinated, end-to-end QoS management
over any type of service component, and can use existing (legacy) QoS management solutions (by using wrappers) in a distributed
multimedia system. Our middleware solution incorporates strategic and tactical QoS managers, and supports protocols and messages
between tactical managers and managed application components, and between QoS managers in the management hierarchy. Strategic
QoS managers take a global view of QoS provided by a set of application components within the manager's policy domain. Tactical
QoS managers provide local control over application components. We introduce the concept of QoS policy domains to scope the
authority of a strategic QoS manager. We describe how the management hierarchy is dynamically configured and reconfigured
based on runtime needs of the application. 相似文献
15.
Multimedia streams such as audio and video impose tight temporal constraints for their presentation. Often, related multimedia
streams, such as audio and video, must be presented in a synchronized way. We introduce a novel scheme to ensure the continuous
and synchronous delivery of distributed stored multimedia streams across a communications network. We propose a new protocol for synchronized playback and compute the buffer
required to achieve both, the continuity within a single substream and the synchronization between related substreams. The
scheme is very general and does not require synchronized clocks. Using a resynchronization protocol based on buffer level
control, the scheme is able to cope with server drop-outs and clock drift. The synchronization scheme has been implemented
and the paper concludes with our experimental results. 相似文献
16.
This paper describes an approach to the problem of articulating multimedia information based on parsing and syntax-directed
translation that uses Relational Grammars. This translation is followed by a constraint-solving mechanism to create the final
layout. Grammatical rules provide the mechanism for mapping from a representation of the content and context of a presentation
to forms that specify the media objects to be realized. These realization forms include sets of spatial and temporal constraints
between elements of the presentation. Individual grammars encapsulate the “look and feel” of a presentation and can be used
as generators of such a style. By making the grammars sensitive to the requirements of the output medium, parsing can introduce
flexibility into the information realization process. 相似文献
17.
Floor control for multimedia conferencing and collaboration 总被引:12,自引:0,他引:12
Floor control allows users of networked multimedia applications to utilize and share resources such as remote devices, distributed
data sets, telepointers, or continuous media such as video and audio without access conflicts. Floors are temporary permissions
granted dynamically to collaborating users in order to mitigate race conditions and guarantee mutually exclusive resource
usage. A general framework for floor control is presented. Collaborative environments are characterized and the requirements
for realization of floor control will be identified. The differences to session control, as well as concurrency control and
access control are elicited. Based upon a brief taxonomy of collaboration-relevant parameters, system design issues for floor
control are discussed. Floor control mechanisms are discerned from service policies and principal architectures of collaborative
systems are compared. The structure of control packets and an application programmer's interface are proposed and further
implementation aspects are elaborated. User-related aspects such as floor presentation, assignment, and the timely stages
of floor-controlled interaction in relation to user-interface design are also presented. 相似文献
18.
Jean-Marc Jot 《Multimedia Systems》1999,7(1):55-69
This paper gives an overview of the principles and methods for synthesizing complex 3D sound scenes by processing multiple
individual source signals. Signal-processing techniques for directional sound encoding and rendering over loudspeakers or
headphones are reviewed, as well as algorithms and interface models for synthesizing and dynamically controling room reverberation
and distance effects. A real-time modular spatial-sound-processing software system, called Spat, is presented. It allows reproducing and controling the localization of sound sources in three dimensions and the reverberation
of sounds in an existing or virtual space. A particular aim of the Spatialisateur project is to provide direct and computationally
efficient control over perceptually relevant parameters describing the interaction of each sound source with the virtual space,
irrespective of the chosen reproduction format over loudspeakers or headphones. The advantages of this approach are illustrated
in practical contexts, including professional audio, computer music, multimodal immersive simulation systems, and architectural
acoustics. 相似文献
19.
Due to recent advances in network, storage and data compression technologies, video-on-demand (VOD) service has become economically
feasible. It is a challenging task to design a video storage server that can efficiently service a large number of concurrent
requests on demand. One approach to accomplishing this task is to reduce the I/O demand to the VOD server through data- and
resource-sharing techniques. One form of data sharing is the stream-merging approach proposed in [5]. In this paper, we formalize a static version of the stream-merging problem, derive an upper bound on the
I/O demand of static stream merging, and propose efficient heuristic algorithms for both static and dynamic versions of the
stream-merging problem. 相似文献
20.
High-speed networks and powerful end-systems enable new types of applications, such as video-on-demand and teleconferencing.
Such applications are very demanding on quality of service (QoS) because of the isochronous nature of the media they are using.
To support these applications, QoS guarantees are required. However, even with service guarantees, violations may occur because
of resources shortage, e.g., network congestion. In this paper we propose new adaptation approaches, which allow the system
to recover automatically, if possible, from QoS violations (1) by identifying a new configuration of system components that might support the initially
agreed QoS and by performing a user-transparent transition from the original configuration to the new one, (2) by redistributing
the levels of QoS that should be supported, in the future, by the components, or (3) by redistributing the levels of QoS that
should be supported immediately to meet end-to-end requirements based on the principle that (local) QoS violation at one component
may be recovered immediately by the other components participating in the support of the requested service. The proposed approaches,
together with suitable negotiation mechanisms, allow us (1) to reduce the probability of QoS violations which may be noticed
by the user, and thus, to increase the user confidence in the service provider, and (2) to improve the utilization of the
system resources, and thus to increase the system availability. 相似文献