8 resultados para Broadcast Video Production Team
em Universidad Politécnica de Madrid
Resumo:
In professional video production, users have to access to huge multimedia files simultaneously in an error-free environment, this restriction force the use of expensive disk architectures for video servers. Previous researches proposed different RAID systems for each specific task (ingest, editing, file, play-out, etc.). Video production companies have to acquire different servers with different RAIDs systems in order to support each task in the production workflow. The solution has multiples disadvantages, duplicated material in several RAIDs, duplicated material for different qualities, transfer and transcoding processes, etc. In this work, an architecture for video servers based on the spreading of JPEG200 data in different RAIDs is presented, each individual part of the data structure goes to a specific RAID type depending on the effect that produces the data on the overall image quality, the method provide a redundancy correlated with the data rank. The global storage can be used in all the different tasks of the production workflow saving disk space, redundant files and transfers procedures.
Resumo:
ATM, SDH or satellite have been used in the last century as the contribution network of Broadcasters. However the attractive price of IP networks is changing the infrastructure of these networks in the last decade. Nowadays, IP networks are widely used, but their characteristics do not offer the level of performance required to carry high quality video under certain circumstances. Data transmission is always subject to errors on line. In the case of streaming, correction is attempted at destination, while on transfer of files, retransmissions of information are conducted and a reliable copy of the file is obtained. In the latter case, reception time is penalized because of the low priority this type of traffic on the networks usually has. While in streaming, image quality is adapted to line speed, and line errors result in a decrease of quality at destination, in the file copy the difference between coding speed vs line speed and errors in transmission are reflected in an increase of transmission time. The way news or audiovisual programs are transferred from a remote office to the production centre depends on the time window and the type of line available; in many cases, it must be done in real time (streaming), with the resulting image degradation. The main purpose of this work is the workflow optimization and the image quality maximization, for that reason a transmission model for multimedia files adapted to JPEG2000, is described based on the combination of advantages of file transmission and those of streaming transmission, putting aside the disadvantages that these models have. The method is based on two patents and consists of the safe transfer of the headers and data considered to be vital for reproduction. Aside, the rest of the data is sent by streaming, being able to carry out recuperation operations and error concealment. Using this model, image quality is maximized according to the time window. In this paper, we will first give a briefest overview of the broadcasters requirements and the solutions with IP networks. We will then focus on a different solution for video file transfer. We will take the example of a broadcast center with mobile units (unidirectional video link) and regional headends (bidirectional link), and we will also present a video file transfer file method that satisfies the broadcaster requirements.
Resumo:
The evolution of the television market is led by 3DTV technology, and this tendency can accelerate during the next years according to expert forecasts. However, 3DTV delivery by broadcast networks is not currently developed enough, and acts as a bottleneck for the complete deployment of the technology. Thus, increasing interest is dedicated to ste-reo 3DTV formats compatible with current HDTV video equipment and infrastructure, as they may greatly encourage 3D acceptance. In this paper, different subsampling schemes for HDTV compatible transmission of both progressive and interlaced stereo 3DTV are studied and compared. The frequency characteristics and preserved frequency content of each scheme are analyzed, and a simple interpolation filter is specially designed. Finally, the advantages and disadvantages of the different schemes and filters are evaluated through quality testing on several progressive and interlaced video sequences.
Resumo:
Although 3DTV has led the evolution of television market, its delivery by broadcast networks is still small. Now, 3DTV transmis-sions are usually done by combining both views into one common frame (side by side) to be able to use standard HDTV transmission equipment. Today, orthogonal subsampling is mostly used, but other alternatives will appear soon. Here, different subsampling schemes for both progressive and interlaced 3DTV are considered. For each possible scheme, its pre-served frequency content is analyzed and a simple interpolation filter is designed. The analysis is carried out for progressive and interlaced video and the designed filters are applied on different sequences, showing the advantages and disadvantages of the different options
Resumo:
The spreading of new systems of broadcasting and distribution of multimedia content has had as a consequence a larger need for aggregation of data and metadata to traditionally based contents of video and audio supply. Broadcasting chains of this type of channels have become overwhelmed by the quantity of resources, infrastructures and development needed for these channels to provide information. In order to avoid this kind of shortcomings, several recommendations and standards have been created to exchange metadata between production and distribution of taped programs. The problem lies in live programs, producers sometimes offer data to channels but most often, channels are not able to face required developments. The key to this problem is cost reduction. In this work, a study is conducted on added services which producers may provide to the media about content; a system is found by which additional communication expenses are not made and a model of information transfer is offered which allows low cost developments to supply new media platforms.
Resumo:
The electronic and mechanical media such as film, television, photography, offset, are just examples of how fast and important the technological development had become in society. Nevertheless the outcoming technologies and the continuous development had provided newer and better possibilities every time for having advanced services. Nowadays multi-view video has been developed with different tools and applications, having as main goal to be more innovative and bring within technical offerings in a friendly for all users in general, in terms of managing and accessibility (just internet connection is needed). The intention of all technologies is to generate an innovation in order to gain more users and start being popular, therefore is important to realize an implementation in this case. In such terms realizing about the outreach that Multi View Video, an importance to become more global in this days, an application that supports this aim such as the possibility of language selection within the use of a same scenario has been realized. Finally is important to point out that thanks to the Multi View Video's continuous progress in technology a more intercultural market will be reachable, making of it a shared society growth on the world's global development. � ��� ���� ������� ��� �� ��� ��� �������� ��� ���� ��� ��� ������ ���������� � ���� � �� ���� ���� � ���� �� � � ���� � � ��� ��� �� ��� �� � ��� ��� ��������� �� � ����� ��������� ��� � ��� � ���� ���� ����� ����������� ��� ��� �� � ������������� �� �������� �������� ������� ������� �� ����� �������� ��� � � �� ���� �������� ���� ����� �������� �������� �� ������ ���� �� � ����������� ������������� � � ��!��� � � � �� ������� ��� ��������"������ � �� ���������� �������� ��� �� ������ � ����� ����� ��� ��� �� � �� �� ���� �� ��� �� ���� � � � �� ��� ������ �� �� ��� �� �� ��� �� � �� ��� #�� ��� ������� � ��� �� � �� ������$������� � ��� ��� # ������� � ����� ����� �� ���� �% ���% �������� ��� ����� ����������� �� ������� �� � �� ������ ��� ���� �� ��� �� � ����� �� � �� � �� ����� ��� ��� ���� � � �� ��� ��������� ����� ��� � � �� ���������������������� ����������� ��� #����& ������ �� ��� �� � ���� � ��� � �� � ���'�� �� ��� ��� � % ��� % ���(�� ��� ������ � �� ���� �� ���������� ���� �� � � ��� � ����� '� �� ��� ��� ���������� ��' ������ ������ ������ � ��� �� ����� ����� ��(������������������� ��� � �
Resumo:
With the recent increased popularity and high usage of HTTP Adaptive Streaming (HAS) techniques, various studies have been carried out in this area which generally focused on the technical enhancement of HAS technology and applications. However, a lack of common HAS standard led to multiple proprietary approaches which have been developed by major Internet companies. In the emerging MPEG-DASH standard the packagings of the video content and HTTP syntax have been standardized; but all the details of the adaptation behavior are left to the client implementation. Nevertheless, to design an adaptation algorithm which optimizes the viewing experience of the enduser, the multimedia service providers need to know about the Quality of Experience (QoE) of different adaptation schemes. Taking this into account, the objective of this experiment was to study the QoE of a HAS-based video broadcast model. The experiment has been carried out through a subjective study of the end user response to various possible clients’ behavior for changing the video quality taking different QoE-influence factors into account. The experimental conclusions have made a good insight into the QoE of different adaptation schemes which can be exploited by HAS clients for designing the adaptation algorithms.
Resumo:
La medida de calidad de vídeo sigue siendo necesaria para definir los criterios que caracterizan una señal que cumpla los requisitos de visionado impuestos por el usuario. Las nuevas tecnologías, como el vídeo 3D estereoscópico o formatos más allá de la alta definición, imponen nuevos criterios que deben ser analizadas para obtener la mayor satisfacción posible del usuario. Entre los problemas detectados durante el desarrollo de esta tesis doctoral se han determinado fenómenos que afectan a distintas fases de la cadena de producción audiovisual y tipo de contenido variado. En primer lugar, el proceso de generación de contenidos debe encontrarse controlado mediante parámetros que eviten que se produzca el disconfort visual y, consecuentemente, fatiga visual, especialmente en lo relativo a contenidos de 3D estereoscópico, tanto de animación como de acción real. Por otro lado, la medida de calidad relativa a la fase de compresión de vídeo emplea métricas que en ocasiones no se encuentran adaptadas a la percepción del usuario. El empleo de modelos psicovisuales y diagramas de atención visual permitirían ponderar las áreas de la imagen de manera que se preste mayor importancia a los píxeles que el usuario enfocará con mayor probabilidad. Estos dos bloques se relacionan a través de la definición del término saliencia. Saliencia es la capacidad del sistema visual para caracterizar una imagen visualizada ponderando las áreas que más atractivas resultan al ojo humano. La saliencia en generación de contenidos estereoscópicos se refiere principalmente a la profundidad simulada mediante la ilusión óptica, medida en términos de distancia del objeto virtual al ojo humano. Sin embargo, en vídeo bidimensional, la saliencia no se basa en la profundidad, sino en otros elementos adicionales, como el movimiento, el nivel de detalle, la posición de los píxeles o la aparición de caras, que serán los factores básicos que compondrán el modelo de atención visual desarrollado. Con el objetivo de detectar las características de una secuencia de vídeo estereoscópico que, con mayor probabilidad, pueden generar disconfort visual, se consultó la extensa literatura relativa a este tema y se realizaron unas pruebas subjetivas preliminares con usuarios. De esta forma, se llegó a la conclusión de que se producía disconfort en los casos en que se producía un cambio abrupto en la distribución de profundidades simuladas de la imagen, aparte de otras degradaciones como la denominada “violación de ventana”. A través de nuevas pruebas subjetivas centradas en analizar estos efectos con diferentes distribuciones de profundidades, se trataron de concretar los parámetros que definían esta imagen. Los resultados de las pruebas demuestran que los cambios abruptos en imágenes se producen en entornos con movimientos y disparidades negativas elevadas que producen interferencias en los procesos de acomodación y vergencia del ojo humano, así como una necesidad en el aumento de los tiempos de enfoque del cristalino. En la mejora de las métricas de calidad a través de modelos que se adaptan al sistema visual humano, se realizaron también pruebas subjetivas que ayudaron a determinar la importancia de cada uno de los factores a la hora de enmascarar una determinada degradación. Los resultados demuestran una ligera mejora en los resultados obtenidos al aplicar máscaras de ponderación y atención visual, los cuales aproximan los parámetros de calidad objetiva a la respuesta del ojo humano. ABSTRACT Video quality assessment is still a necessary tool for defining the criteria to characterize a signal with the viewing requirements imposed by the final user. New technologies, such as 3D stereoscopic video and formats of HD and beyond HD oblige to develop new analysis of video features for obtaining the highest user’s satisfaction. Among the problems detected during the process of this doctoral thesis, it has been determined that some phenomena affect to different phases in the audiovisual production chain, apart from the type of content. On first instance, the generation of contents process should be enough controlled through parameters that avoid the occurrence of visual discomfort in observer’s eye, and consequently, visual fatigue. It is especially necessary controlling sequences of stereoscopic 3D, with both animation and live-action contents. On the other hand, video quality assessment, related to compression processes, should be improved because some objective metrics are adapted to user’s perception. The use of psychovisual models and visual attention diagrams allow the weighting of image regions of interest, giving more importance to the areas which the user will focus most probably. These two work fields are related together through the definition of the term saliency. Saliency is the capacity of human visual system for characterizing an image, highlighting the areas which result more attractive to the human eye. Saliency in generation of 3DTV contents refers mainly to the simulated depth of the optic illusion, i.e. the distance from the virtual object to the human eye. On the other hand, saliency is not based on virtual depth, but on other features, such as motion, level of detail, position of pixels in the frame or face detection, which are the basic features that are part of the developed visual attention model, as demonstrated with tests. Extensive literature involving visual comfort assessment was looked up, and the development of new preliminary subjective assessment with users was performed, in order to detect the features that increase the probability of discomfort to occur. With this methodology, the conclusions drawn confirmed that one common source of visual discomfort was when an abrupt change of disparity happened in video transitions, apart from other degradations, such as window violation. New quality assessment was performed to quantify the distribution of disparities over different sequences. The results confirmed that abrupt changes in negative parallax environment produce accommodation-vergence mismatches derived from the increasing time for human crystalline to focus the virtual objects. On the other side, for developing metrics that adapt to human visual system, additional subjective tests were developed to determine the importance of each factor, which masks a concrete distortion. Results demonstrated slight improvement after applying visual attention to objective metrics. This process of weighing pixels approximates the quality results to human eye’s response.