首页 | 本学科首页   官方微博 | 高级检索  
文章检索
  按 检索   检索词:      
出版年份:   被引次数:   他引次数: 提示:输入*表示无穷大
  收费全文   64篇
  免费   0篇
无线电   2篇
自动化技术   62篇
  2017年   1篇
  2015年   1篇
  2011年   2篇
  2010年   1篇
  2009年   9篇
  2008年   7篇
  2007年   3篇
  2006年   5篇
  2005年   3篇
  2004年   5篇
  2003年   1篇
  2002年   2篇
  2001年   1篇
  1999年   5篇
  1998年   2篇
  1997年   7篇
  1996年   6篇
  1995年   3篇
排序方式: 共有64条查询结果,搜索用时 0 毫秒
1.
In this work, we introduce a cross-layer framework to favor the video-on-demand service in multi-hop WiMax mesh networks. We first propose a joint solution of admission control and channel scheduling for video streams. The proposed approach guarantees that the required data rate is achieved for video streams, which is crucial for multimedia streaming applications. An efficient and light-weight multicast routing technique is also proposed to minimize the bandwidth cost of joining a multicast tree. Furthermore, we adopt the Patching technique in the application layer to improve the capacity of the video server. Overall, the quality of the video-on-demand service is dramatically improved with the help of the efficient cooperation between the techniques proposed in different layers of the network. Simulation study shows that with the proposed approach, true video-on-demand in WiMax mesh networks can be achieved under high video request arrival rate.  相似文献   
2.
视频点播是宽带网络上的一个重要的多媒体应用。本文介绍了如何在视频点播系统中进行仿真点播,并给出了一个具体实现,它有助于视频点播系统性能的测试与研究。  相似文献   
3.
For admission control in real-time multimedia systems, buffer space, disk bandwidth and network bandwidth must be considered. The CBR-based mechanisms do not use system resources effectively, since media data is usually encoded with VBR compression techniques. We propose an admission control mechanism based on a VBR data model that has a dynamic period length. In our mechanism, the period can be adaptively changed to maximize the performance, considering both disk bandwidth and buffer space. To compare the performance, extensive simulations are conducted on RR, SCAN, and GSS schemes which have the dynamic period length and the static period length.  相似文献   
4.
Design and analysis of a video-on-demand server   总被引:6,自引:0,他引:6  
The availability of high-speed networks, fast computers and improved storage technology is stimulating interest in the development of video on-demand services that provide facilities similar to a video cassette player (VCP). In this paper, we present a design of a video-on-demand (VOD) server, capable of supporting a large number of video requests with complete functionality of a remote control (as used in VCPs), for each request. In the proposed design, we have used an interleaved storage method with constrained allocation of video and audio blocks on the disk to provide continuous retrieval. Our storage scheme interleaves a movie with itself (while satisfying the constraints on video and audio block allocation. This approach minimizes the starting delay and the buffer requirement at the user end, while ensuring a jitter-free display for every request. In order to minimize the starting delay and to support more non-concurrent requests, we have proposed the use of multiple disks for the same movie. Since a disk needs to hold only one movie, an array of inexpensive disks can be used, which reduces the overall cost of the proposed system. A scheme supported by our disk storage method to provide all the functions of a remote control such as “fast-forwarding”, “rewinding” (with play “on” or “off”), “pause” and “play” has also been discussed. This scheme handles a user request independent of others and satisfies it without degrading the quality of service to other users. The server design presented in this paper achieves the multiple goals of high disk utilization, global buffer optimization, cost-effectiveness and high-quality service to the users.  相似文献   
5.
基于P2P的流媒体点播技术研究与展望   总被引:1,自引:0,他引:1  
视频点播数据传输的离散程度,给P2P流媒体点播技术带来了极大的挑战.分析了P2P流媒体点播技术的基本问题,从媒体资源定位和分发两个方面介绍各种已提出的协议和算法,结合P2P视频点播的特点和网络应用的实际需求分析其优点和不足,并以此为基础提出有待解决的主要问题,为进一步的研究和应用提供有益的参考.  相似文献   
6.
The major drawback of the existing cluster placement scheme is the long response time caused by admission control if the number of clusters and the number of users are large. A circular skip-cluster placement scheme is proposed to reduce the size of the data buffer as well as the system response time. Furthermore, the popularity of each video is different in the real world. We propose a new popularity-based data allocation scheme to allocate data units within a cluster such that the corresponding data units of these popular videos are stored in those cylinders at one end of each cluster. Due to a higher spatial locality within these hot cylinders, some data units requested by the users are stored in the same cylinder such that one seek operation, one rotation, and one transfer operation are required to retrieve these data units. Therefore, the time required to retrieve data for these requests can be reduced, thus also reducing the system response time. Based on our results, the buffer size and the system response time can be reduced by half or more. These findings are essential for constructing video-on-demand systems that provide satisfactory performance.  相似文献   
7.
This paper presents a detailed characterisation of user behaviour for a series of interactive video experiments over a 12 month period, in which we served popular sporting and musical content. In addition to generic VCR-like features, our custom-built video-on-demand application provides advanced interactivity features such as bookmarking. The dramatic impact of such functionality on how users consume content is studied and analysed. We discuss in detail how this user behaviour can be exploited by content distributors to improve user experience. Specifically, we study how simple dynamic bookmark placement and interactivity-aware content pre-fetching and replication can reduce the impact of highly interactive media on CDN performance.  相似文献   
8.
This paper studies the conditions under which peer-to-peer (P2P) technology may be beneficial in providing IPTV services over typical network architectures. It has three major contributions. First, we contrast two network models used to study the performance of such a system: a commonly used logical “Internet as a cloud” model and a “physical” model that reflects the characteristics of the underlying network. Specifically, we show that the cloud model overlooks important architectural aspects of the network and may drastically overstate the benefits of P2P technology. Second, we propose an algorithm called Zebra that pre-stripes content across multiple peers during idle hours to speed up P2P content delivery in an IPTV environment with limited upload bandwidth. We also perform simulations to measure Zebra’s effectiveness at reducing load on the content server during peak hours. Third, we provide a cost-benefit analysis of P2P video content delivery, focusing on the profit trade-offs for different pricing/incentive models rather than purely on capacity maximization. In particular, we find that under high volume of video demand, a P2P built-in incentive model performs better than any other model, while the conventional no-P2P model generates more profits when the request rate is low. The flat-reward model generally falls in between the usage-based model and the built-in model in terms of profitability except for low request rates. We also find that built-in and flat-reward models are more profitable than the usage-based model for a wide range of subscriber community sizes. Funding for J. Rahe’s research has been provided by AT&T Labs, the State of California under the MICR Oprogram, and by the Toshiba Corporation. Zhen Xiao is partially supported by China MOST project (2006BAH02A10).  相似文献   
9.
Efficient data broadcasting is independent of request arrivals, and is thus highly promising when transmitting popular videos. A conventionally adopted broadcasting method is periodic broadcasting, which divides a popular video into segments, which are then simultaneously broadcast on different data channels. Once clients want to watch the video, they download the segments from these channels. The skyscraper broadcasting (SkB) scheme supports clients with small bandwidths. An SkB client requires only two-channel bandwidths to receive video segments. This work proposes a reverse SkB (RSkB) scheme, which extends SkB by reducing buffering spaces. The RSkB is mathematically shown to achieve on-time video delivery and two-channel client bandwidths. A formula for determining the maximum number of segments buffered by an RSkB client is presented. Finally, an analysis of RSkB reveals that its client buffer requirements are usually 25–37% lower than SkB. Extensive simulations of RSkB further demonstrate that RSkB yields lower client buffer demand than other proposed systems.
Hsiang-Fu YuEmail:
  相似文献   
10.
A survey on peer-to-peer video streaming systems   总被引:2,自引:1,他引:2  
Video-over-IP applications have recently attracted a large number of users on the Internet. Traditional client-server based video streaming solutions incur expensive bandwidth provision cost on the server. Peer-to-Peer (P2P) networking is a new paradigm to build distributed network applications. Recently, several P2P streaming systems have been deployed to provide live and on-demand video streaming services on the Internet at low server cost. In this paper, we provide a survey on the existing P2P solutions for live and on-demand video streaming. Representative P2P streaming systems, including tree, multi-tree and mesh based systems are introduced. We describe the challenges and solutions of providing live and on-demand video streaming in P2P environment. Open research issues on P2P video streaming are also discussed.
Chao LiangEmail:
  相似文献   
设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号