13 resultados para audio coding
em Doria (National Library of Finland DSpace Services) - National Library of Finland, Finland
Resumo:
The subject of the thesis was the digital audio broadcasting technology developed in the Eureka project 147. The research was based on the literature on the subject. At first, some reasons for the digitisation of broadcasting technology were given. Next, the channel multiplexing and channel coding methods employed by digital radio were discussed. The design of these methods is based on certain phenomena related to the propagation of radio-frequency signals, and these phenomena were also described. After that, audio and data transfer mechanisms as well as the structure of digital radio network were explained. Furthermore, digital audio and data services were considered. Finally, the digital radio was examined from marketing and administrative aspects. From a merely technical point of view, the digital radio technology offers several improvements in comparison with analogue technology. However, the digital radio has not become as widespread as it was perhaps originally expected during its development.
Resumo:
Tämän työn teoreettisen sisällön tavoitteena on esitellä multimedian eri elementit ja Moving Picture Experts Groupin kehittämä MPEG-formaattiperhe, joka yhdistää kattavimmin eri elementit multimediaesityksiksi. Työssä esitellään videon ja audion pakkausformaatit MPEG-1 ja MPEG-2, interaktiivisen median jakelun verkoissa mahdollistava MPEG-4, multimediasisällön kuvausstandardi MPEG-7 sekä multimedian toimitusketjun hallinnan verkoissa määrittävä MPEG-21. Edellisten lisäksi teoreettisessa osassa esitellään multimediaohjelmistoista SMIL-teknologia ja selostetaan yksityiskohtaisesti, kuinka sillä luodaan multimediaesityksiä. Empiirisessä osassa laaditaan Helsingin yliopiston Maaseudun tutkimus- ja koulutuskeskukselle kehittämissuunnitelma, jossa multimedian elementtejä käytetään mahdollisimman monipuolisesti kehittämään aikuiskoulutusta. Suunnitelman perustaksi tehtiin koulutushenkilökunnalle osaamiskartoitus ja kartoitettiin yksikön tekninen valmius hyödyntää multimediaa. Suunnitelman mielekästä jäsentämistä varten yksikön aikuiskoulutus jaettiin neljään osaan: varsinaiseen koulutukseen, sitä tukevaan tutkimus- ja kehittämistoimintaan, opetusmateriaaleja tuottavaan julkaisu- ja tietopalvelutoimintaan sekä edellisiä avustaviin tukitoimintoihin.
Resumo:
Broadcasting systems are networks where the transmission is received by several terminals. Generally broadcast receivers are passive devices in the network, meaning that they do not interact with the transmitter. Providing a certain Quality of Service (QoS) for the receivers in heterogeneous reception environment with no feedback is not an easy task. Forward error control coding can be used for protection against transmission errors to enhance the QoS for broadcast services. For good performance in terrestrial wireless networks, diversity should be utilized. The diversity is utilized by application of interleaving together with the forward error correction codes. In this dissertation the design and analysis of forward error control and control signalling for providing QoS in wireless broadcasting systems are studied. Control signaling is used in broadcasting networks to give the receiver necessary information on how to connect to the network itself and how to receive the services that are being transmitted. Usually control signalling is considered to be transmitted through a dedicated path in the systems. Therefore, the relationship of the signaling and service data paths should be considered early in the design phase. Modeling and simulations are used in the case studies of this dissertation to study this relationship. This dissertation begins with a survey on the broadcasting environment and mechanisms for providing QoS therein. Then case studies present analysis and design of such mechanisms in real systems. The mechanisms for providing QoS considering signaling and service data paths and their relationship at the DVB-H link layer are analyzed as the first case study. In particular the performance of different service data decoding mechanisms and optimal signaling transmission parameter selection are presented. The second case study investigates the design of signaling and service data paths for the more modern DVB-T2 physical layer. Furthermore, by comparing the performances of the signaling and service data paths by simulations, configuration guidelines for the DVB-T2 physical layer signaling are given. The presented guidelines can prove useful when configuring DVB-T2 transmission networks. Finally, recommendations for the design of data and signalling paths are given based on findings from the case studies. The requirements for the signaling design should be derived from the requirements for the main services. Generally, these requirements for signaling should be more demanding as the signaling is the enabler for service reception.
Resumo:
The growing spread of small but powerful mobile devices (such as PDAs, mobile phone, Internet Tablet, etc.) opens up new scenarios in which users can interact with such devices in many environments in order to access the information at different locations. In this thesis, a ubiquitous computing based system called Secure Bluetooth Audio Transmission System is introduced. This system is situated in a large public place (like airport, festival venues, etc.), where voice messages are conveyed from the system to users' Bluetooth headsets in order to inform users the latest flight schedule and other public information. The reliability of the message is secured by adopting an authorization strategy and ECDSA. In order to assess and evaluate the risks and potential weaknesses of the system, an easy-to-use prototype implementation was written and tested. Other possible uses and further research were also considered.
Resumo:
Presentation at Open Repositories 2014, Helsinki, Finland, June 9-13, 2014
Resumo:
Presentation at Open Repositories 2014, Helsinki, Finland, June 9-13, 2014
Resumo:
With the rapid development of Internet technologies, video and audio processing are among the most important parts due to the constant requirements of high quality media contents. Along with the improvement of network environment and the hardware equipment, this demand is becoming more and more imperious, people prefer high quality videos and audios as well as the net streaming media resources. FFmpeg is a set of open source program about the A/V decoding. Many commercial players use FFmpeg as their displaying cores. This paper designed a simple and easy-to-use video player based on FFmpeg. The first part is about the basic theories and related knowledge of video displaying, including some concepts like data formats, streaming media data, video coding and decoding. In a word, the realization of the video player depend on the a set of video decoding process. The general idea about the process is to get the video packets from the Internet, to read the related protocols and de-encapsulate the protocols, to de-encapsulate the packaging data and to get encoded formats data, to decode them to pixel data that can be displayed directly through graphics cards. During the coding and decoding process, there could be different degrees of data losing, which is called lossy compression, but it usually does not influence the quality of user experiences. The second part is about the principle of the FFmpeg decoding process, that is one of the key point of the paper. In this project, FFmpeg is used for the main decoding task, by call some main functions and structures from FFmpeg class libraries, packaging video formats could be transfer to pixel data, after getting the pixel data, SDL is used for the displaying process. The third part is about the SDL displaying flow. Similarly, it would invoke some important displaying functions from SDL class libraries to realize the function, though SDL is able to do not only displaying task, but also many other game playing process. After that, a independent video displayer is completed, it is provided with all the key function of a player. The fourth part make a simple users interface for the player based on the MFC program, it enable the player could be used by most people. At last, in consideration of the mobile Internet’s blossom, people nowadays can hardly ever drop their mobile phones, there is a brief introduction about how to transplant the video player to Android platform which is one of the most used mobile systems.