348 resultados para STREAMING


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In the last years, there has been an increase in the amount of real-time data generated. Sensors attached to things are transforming how we interact with our environment. Extracting meaningful information from these streams of data is essential for some application areas and requires processing systems that scale to varying conditions in data sources, complex queries, and system failures. This paper describes ongoing research on the development of a scalable RDF streaming engine.

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RDF streams are sequences of timestamped RDF statements or graphs, which can be generated by several types of data sources (sensors, social networks, etc.). They may provide data at high volumes and rates, and be consumed by applications that require real-time responses. Hence it is important to publish and interchange them efficiently. In this paper, we exploit a key feature of RDF data streams, which is the regularity of their structure and data values, proposing a compressed, efficient RDF interchange (ERI) format, which can reduce the amount of data transmitted when processing RDF streams. Our experimental evaluation shows that our format produces state-of-the-art streaming compression, remaining efficient in performance.

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En este Trabajo de Fin de Grado se va a explicar el procedimiento seguido a la hora de estudiar, diseñar y desarrollar Ackuaria, un portal de monitorización y análisis de estadísticas de comunicaciones en tiempo real. Después, se mostrarán los resultados obtenidos y la interfaz gráfica desarrollada para una mejor experiencia de usuario. Ackuaria se apoyará en el uso de Licode, un proyecto de código libre desarrollado en la Universidad Politécnica de Madrid, más concretamente en el Grupo de Internet de Nueva Generación de la Escuela Técnica Superior de Ingenieros de Telecomunicación. Licode ofrece la posibilidad de crear un servicio de streaming y videoconferencia en la propia infraestructura del usuario. Está diseñado para ser totalmente escalable y su uso está orientado principalmente al Cloud, aunque es perfectamente utilizable en una infraestructura física. Licode a su vez se basa en WebRTC, un protocolo desarrollado por la W3C (World Wide Web Consortium) y el IETF (Internet Engineering Task Force) pensado para poder transmitir y recibir flujos de audio, video y datos a través del navegador. No necesita ninguna instalación adicional, por lo que establecer una sesión de videoconferencia Peer-to-Peer es realmente sencillo. Con Licode se usa una MCU (Multipoint Control Unit) para evitar que todas las conexiones entre los usuarios sean Peer-To-Peer. Actúa como un cliente WebRTC más por el que pasan todos los flujos, que se encarga de multiplexar y redirigir donde sea necesario. De esta forma se ahorra ancho de banda y recursos del dispositivo de una forma muy significativa. Existe la creciente necesidad de los usuarios de Licode y de cualquier servicio de videoconferencia en general de poder gestionar su infraestructura a partir de datos y estadísticas fiables. Sus objetivos son muy variados: desde estudiar el comportamiento de WebRTC en distintos escenarios hasta monitorizar el uso de los usuarios para poder contabilizar después el tiempo publicado por cada uno. En todos los casos era común la necesidad de disponer de una herramienta que permitiese conocer en todo momento qué está pasando en el servicio de Licode, así como de almacenar toda la información para poder ser analizada posteriormente. Para conseguir desarrollar Ackuaria se ha realizado un estudio de las comunicaciones en tiempo real con el objetivo de determinar qué parámetros era indispensable y útil monitorizar. A partir de este estudio se ha actualizado la arquitectura de Licode para que obtuviese todos los datos necesarios y los enviase de forma que pudiesen ser recogidos por Ackuaria. El portal de monitorización entonces tratará esa información y la mostrará de forma clara y ordenada, además de proporcionar una API REST al usuario.

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En la última década, la telefonía móvil ha evolucionado a una extraordinaria velocidad, permitiéndonos acceder a funcionalidades características de los PC pero con la ventaja de poseer una movilidad total. Con la aparición de la tecnología Long Term Evolution (LTE), comúnmente conocida como 4G, se ha conseguido desarrollar un sistema que se ha mejorado notablemente las prestaciones proporcionando alta velocidad y eficiencia a los ya masivamente utilizados smartphones. Gracias a este exponencial incremento del ancho de banda disponible, los usuarios hoy en día no se conforman sólo con navegar por páginas Web, sino que cada vez muestran un mayor interés en poder explotar al máximo los recursos multimedia, dando lugar a servicios como el streaming de vídeo. De este modo, a raíz del proyecto LTExtreme centrado en el análisis y la propuesta de optimización para servicios de streaming multimedia multicast/unicast sobre la tecnología LTE, surge este trabajo en el cual se pretende extender dicho análisis a la multidifusión de vídeo en directo. El proyecto se basa en la implementación de la arquitectura propuesta por el organismo 3GPP para dar este servicio, considerándose como una solución eficiente en la que se combina el protocolo de transporte multicast FLUTE (File Delivery over Unidirectional Transport) con la tecnología DASH (Dynamic Adaptative Streaming over HTTP). La arquitectura se ha implementado mediante la creación y configuración de una maqueta de laboratorio gracias a la herramienta de virtualización Virtual Networks over linuX (VNX). Un escenario simplificado de la red móvil LTE junto con el servidor de contenidos y varios clientes móviles, pudiendo realizar simulaciones de una emisión de vídeo en directo, y a su vez analizar los resultados obtenidos, así como la calidad de servicio percibida. Concretamente, se realizará un análisis de los problemas asociados a los casos de uso tratados, tanto de la emisión de un único vídeo como una de duración infinita, asemejándose a lo que supondría la emisión de la programación televisiva para un determinado canal. Por último, se plantearán ideas surgidas a raíz de los resultados obtenidos de dichos estudios y que puedan tener futuro y ser aplicables al mundo real.

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Along of this document the reader could find a suitable network design and solution for the Rally Championship of Ypres meeting all the requirements set by the organization of the rally. These requirements have brought many problems in accordance with the network standards, because the area where the boxes are located is pretty large nevertheless technologies to solve those problems are detailed in the project. It has been included different designs in the project, each one of them based on distinct characteristic as they could be efficient, performance… , and the most important, since the organization of the rally is non-profit , the budget. Nevertheless we didn’t dismiss the use of long-lasting devices, as CISCO devices, despite their price. Furthermore a configuration of routing/switching devices has been explained for those who will be commanded to implement this solution. This solution is design to supply internet access as well as video streaming to all boxes for what teams can follow the championship in live time. The maximum connection of internet service provider (ISP) is 160Mbps, this bandwidth has to be distributed for the boxes dynamically. Finally to ensure the network works out it has to be monitored, this is reachable by using network analysis tools which in this project Wireshark has been chosen. RESUMEN. A lo largo de este documento, el lector encontrara un posible diseño y una posible solución para la red local del circuito de Rally celebrado en Ypres, cumpliendo con todos los requisitos y especificaciones establecidos por la organización. Estos requisitos han causado problemas de conformidad con los estándares de la red, debido a que la zona donde se encuentran los Boxes de los equipos es bastante larga, sin embargo las tecnologías para resolver esos problemas se detallan en este proyecto. Se han incluido diferentes diseños, cada uno de ellos centrado en aspectos diferentes así como la eficacia, el rendimiento, el presupuesto, etc... Esta solución está diseñada para suministrar acceso a Internet, así como la transmisión dinámica de video a todos los equipos para que puedan seguir la competición en tiempo real. Finalmente para controlar y asegurar que la red funciona, será monitorizada mediante herramientas de análisis de redes (Wireshark).

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Esta tesis presenta un estudio exhaustivo sobre la evaluación de la calidad de experiencia (QoE, del inglés Quality of Experience) percibida por los usuarios de sistemas de vídeo 3D, analizando el impacto de los efectos introducidos por todos los elementos de la cadena de procesamiento de vídeo 3D. Por lo tanto, se presentan varias pruebas de evaluación subjetiva específicamente diseñadas para evaluar los sistemas considerados, teniendo en cuenta todos los factores perceptuales relacionados con la experiencia visual tridimensional, tales como la percepción de profundidad y la molestia visual. Concretamente, se describe un test subjetivo basado en la evaluación de degradaciones típicas que pueden aparecer en el proceso de creación de contenidos de vídeo 3D, por ejemplo debidas a calibraciones incorrectas de las cámaras o a algoritmos de procesamiento de la señal de vídeo (p. ej., conversión de 2D a 3D). Además, se presenta el proceso de generación de una base de datos de vídeos estereoscópicos de alta calidad, disponible gratuitamente para la comunidad investigadora y que ha sido utilizada ampliamente en diferentes trabajos relacionados con vídeo 3D. Asimismo, se presenta otro estudio subjetivo, realizado entre varios laboratorios, con el que se analiza el impacto de degradaciones causadas por la codificación de vídeo, así como diversos formatos de representación de vídeo 3D. Igualmente, se describen tres pruebas subjetivas centradas en el estudio de posibles efectos causados por la transmisión de vídeo 3D a través de redes de televisión sobre IP (IPTV, del inglés Internet Protocol Television) y de sistemas de streaming adaptativo de vídeo. Para estos casos, se ha propuesto una innovadora metodología de evaluación subjetiva de calidad vídeo, denominada Content-Immersive Evaluation of Transmission Impairments (CIETI), diseñada específicamente para evaluar eventos de transmisión simulando condiciones realistas de visualización de vídeo en ámbitos domésticos, con el fin de obtener conclusiones más representativas sobre la experiencia visual de los usuarios finales. Finalmente, se exponen dos experimentos subjetivos comparando varias tecnologías actuales de televisores 3D disponibles en el mercado de consumo y evaluando factores perceptuales de sistemas Super Multiview Video (SMV), previstos a ser la tecnología futura de televisores 3D de consumo, gracias a una prometedora visualización de contenido 3D sin necesidad de gafas específicas. El trabajo presentado en esta tesis ha permitido entender los factores perceptuales y técnicos relacionados con el procesamiento y visualización de contenidos de vídeo 3D, que pueden ser de utilidad en el desarrollo de nuevas tecnologías y técnicas de evaluación de la QoE, tanto metodologías subjetivas como métricas objetivas. ABSTRACT This thesis presents a comprehensive study of the evaluation of the Quality of Experience (QoE) perceived by the users of 3D video systems, analyzing the impact of effects introduced by all the elements of the 3D video processing chain. Therefore, various subjective assessment tests are presented, particularly designed to evaluate the systems under consideration, and taking into account all the perceptual factors related to the 3D visual experience, such as depth perception and visual discomfort. In particular, a subjective test is presented, based on evaluating typical degradations that may appear during the content creation, for instance due to incorrect camera calibration or video processing algorithms (e.g., 2D to 3D conversion). Moreover, the process of generation of a high-quality dataset of 3D stereoscopic videos is described, which is freely available for the research community, and has been already widely used in different works related with 3D video. In addition, another inter-laboratory subjective study is presented analyzing the impact of coding impairments and representation formats of stereoscopic video. Also, three subjective tests are presented studying the effects of transmission events that take place in Internet Protocol Television (IPTV) networks and adaptive streaming scenarios for 3D video. For these cases, a novel subjective evaluation methodology, called Content-Immersive Evaluation of Transmission Impairments (CIETI), was proposed, which was especially designed to evaluate transmission events simulating realistic home-viewing conditions, to obtain more representative conclusions about the visual experience of the end users. Finally, two subjective experiments are exposed comparing various current 3D displays available in the consumer market, and evaluating perceptual factors of Super Multiview Video (SMV) systems, expected to be the future technology for consumer 3D displays thanks to a promising visualization of 3D content without specific glasses. The work presented in this thesis has allowed to understand perceptual and technical factors related to the processing and visualization of 3D video content, which may be useful in the development of new technologies and approaches for QoE evaluation, both subjective methodologies and objective metrics.

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The cellular slime mold Dictyostelium discoideum is a widely used model system for studying a variety of basic processes in development, including cell–cell signaling, signal transduction, pattern formation, cell motility, and the movement of tissue-like aggregates of cells. Many aspects of cell motion are poorly understood, including how individual cell behavior produces the collective motion of cells observed within the mound and slug. Herein, we describe a biologically realistic model for motile D. discoideum cells that can generate active forces, that interact via surface molecules, and that can detect and respond to chemotactic signals. We model the cells as deformable viscoelastic ellipsoids and incorporate signal transduction and cell–cell signaling by using a previously developed model. The shape constraint restricts the admissible deformations but makes the simulation of a large number of interacting cells feasible. Because the model is based on known processes, the parameters can be estimated or measured experimentally. We show that this model can reproduce the observations on the chemotactic behavior of single cells, streaming during aggregation, and the collective motion of an aggregate of cells driven by a small group of pacemakers. The model predicts that the motion of two-dimensional slugs [Bonner, J. T. (1998) Proc. Natl. Acad. Sci. USA 95, 9355–9359] results from the same behaviors that are exhibited by individual cells; it is not necessary to invoke different mechanisms or behaviors. Our computational experiments also suggest previously uncharacterized phenomena that may be experimentally observable.

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Tracheary element differentiation requires strict coordination of secondary cell wall synthesis and programmed cell death (PCD) to produce a functional cell corpse. The execution of cell death involves an influx of Ca2+ into the cell and is manifested by rapid collapse of the large hydrolytic vacuole and cessation of cytoplasmic streaming. This precise means of effecting cell death is a prerequisite for postmortem developmental events, including autolysis and chromatin degradation. A 40-kD serine protease is secreted during secondary cell wall synthesis, which may be the coordinating factor between secondary cell wall synthesis and PCD. Specific proteolysis of the extracellular matrix is necessary and sufficient to trigger Ca2+ influx, vacuole collapse, cell death, and chromatin degradation, suggesting that extracellular proteolysis plays a key regulatory role during PCD. We propose a model in which secondary cell wall synthesis and cell death are coordinated by the concomitant secretion of the 40-kD protease and secondary cell wall precursors. Subsequent cell death is triggered by a critical activity of protease or the arrival of substrate signal precursor corresponding with the completion of a functional secondary cell wall.

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Myosin isolated from the pollen tubes of lily (Lilium longiflorum) is composed of a 170-kD heavy chain (E. Yokota and T. Shimmen [1994] Protoplasma 177: 153–162). Both the motile activity in vitro and the F-actin-stimulated ATPase activity of this myosin were inhibited by Ca2+ at concentrations higher than 10−6 m. In the Ca2+ range between 10−6 and 10−5 m, inhibition of the motile activity was reversible. In contrast, inhibition by more than 10−5 m Ca2+ was not reversible upon Ca2+ removal. An 18-kD polypeptide that showed the same mobility in sodium dodecyl sulfate-polyacrylamide gel electrophoresis as that of spinach calmodulin (CaM) was present in this myosin fraction. This polypeptide showed a mobility shift in sodium dodecyl sulfate-polyacrylamide gel electrophoresis in a Ca2+-dependent manner. Furthermore, this polypeptide was recognized by antiserum against spinach CaM. By immunoprecipitation using antiserum against the 170-kD heavy chain, the 18-kD polypeptide was coprecipitated with the 170-kD heavy chain, provided that the Ca2+ concentration was low, indicating that this 18-kD polypeptide is bound to the 170-kD myosin heavy chain. However, the 18-kD polypeptide was dissociated from the 170-kD heavy chain at high Ca2+ concentrations, which irreversibly inhibited the motile activity of this myosin. From these results, it is suggested that the 18-kD polypeptide, which is likely to be CaM, is associated with the 170-kD heavy chain as a light chain. It is also suggested that this polypeptide is involved in the regulation of this myosin by Ca2+. This is the first biochemical basis, to our knowledge, for Ca2+ regulation of cytoplasmic streaming in higher plants.

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Two views currently dominate research into cell function and regulation. Model I assumes that cell behavior is quite similar to that expected for a watery bag of enzymes and ligands. Model II assumes that three-dimensional order and structure constrain and determine metabolite behavior. A major problem in cell metabolism is determining why essentially all metabolite concentrations are remarkably stable (are homeostatic) over large changes in pathway fluxes—for convenience, this is termed the [s] stability paradox. For muscle cells, ATP and O2 are the most perfectly homeostatic, even though O2 delivery and metabolic rate correlate in a 1:1 fashion. In total, more than 60 metabolites are known to be remarkably homeostatic in differing metabolic states. Several explanations of [s] stability are usually given by traditional model I studies—none of which apply to all enzymes in a pathway, and all of which require diffusion as the means for changing enzyme–substrate encounter rates. In contrast, recent developments in our understanding of intracellular myosin, kinesin, and dyenin motors running on actin and tubulin tracks or cables supply a mechanistic basis for regulated intracellular circulation systems with cytoplasmic streaming rates varying over an approximately 80-fold range (from 1 to >80 μm × sec−1). These new studies raise a model II hypothesis of intracellular perfusion or convection as a primary means for bringing enzymes and substrates together under variable metabolic conditions. In this view, change in intracellular perfusion rates cause change in enzyme–substrate encounter rates and thus change in pathway fluxes with no requirement for large simultaneous changes in substrate concentrations. The ease with which this hypothesis explains the [s] stability paradox is one of its most compelling features.

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Estamos constantemente sometidos a estimulación acústica. Unas veces se trata de ruido y otras de música. Pero la música puede provocar reacciones muy variadas a nivel cognitivo, fisiológico y motor, y los últimos estudios han puesto de manifiesto que la respuesta a la música es más compleja de lo que se creía. Aunque generalmente se escucha por placer, la música también sirve para regular emociones (Janata, 2009), algo muy importante si tenemos en cuenta que ese estado de ánimo determina la forma en la que interpretamos lo que nos pasa (Carr, 2007). Todos hemos utilizado la música en algún momento para mitigar el dolor o el sufrimiento, superar un momento de soledad, de aburrimiento o para mejorar el estado de ánimo (Bogt, Mulder, Raaijmakers & Gabhainn, 2010). En este trabajo se exponen los resultados de tres estudios sobre la relación entre música, variables psicológicas y hábitos de escucha. Los resultados de la primera investigación realizada con la emisora de música streaming Rockola.fm sobre el estado de ánimo de sus usuarios, nos informan que la mayoría se siente contenta, aunque comparando ambos sexos, las mujeres muestran más tendencia que ellos a encontrarse tristes y relajadas y ellos a sentirse más tensos y contentos. También hemos comprobado que durante la noche se incrementa la tristeza, que es más probable sentirse relajados en días laborables y que sentirse triste es más probable en fines de semana...

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Os equipamentos elétricos e eletrônicos (EEE) possuem uma grande importância na sociedade contemporânea, e estão presentes no cotidiano das pessoas de forma ubíqua. Com o aumento no consumo de EEE juntamente com a obsolescência precoce, surge um novo tipo de resíduo, chamado de Resíduos de Equipamentos Elétricos e Eletrônicos (REEE). Os REEE não devem ser descartados em aterros, pelo risco de contaminação e pelo desperdício de material. Assim, a reciclagem se faz necessária. As placas de circuito impresso (PCI) estão presentes na grande maioria do REEE e contem a maior variedade de metais, incluindo metais valiosos como Au, Ag, Pt e Cu. A complexidade torna a reciclagem destas placas muito difícil. Rotas hidrometalúrgicas tem surgido como uma alternativa mais limpa para o tratamento de PCI, em detrimento aos processos pirometalúrgicos. Nas rotas hidrometalúrgicas, os metais são extraídos pela lixiviação realizada por ácidos ou bases. O efeito ultrassônico tem sido empregado na síntese de novas substâncias e também em alguns casos no tratamento de resíduos. O processo central no uso de ultrassom é a cavitação acústica, capaz de produzir microbolhas na solução com temperatura da ordem de 5000 K e pressão de 500 atm localmente. Além disto, a implosão das bolhas de cavitação em meio heterogêneo causa um jato de solução na superfície, que pode alcançar velocidade de 100 m.s-1. Assim, esta tese tem como objetivo a investigação do efeito do ultrassom sobre PCI obsoletas. Dois efeitos foram investigados: o efeito da cominuição das PCI promovido pela cavitação e a influência da cavitação na lixiviação com ácido sulfúrico de Fe, Al e Ni. Os parâmetros investigados na cominuição foram: tipo de placa, granulometria da placa moída e potência de ultrassom. Os parâmetros de lixiviação avaliados foram: razão sólido-líquido (S/L), concentração de ácido e potência de ultrassom. Também foram realizados ensaios de lixiviação sonicados com meio oxidante. Foi feita a análise cinética para se determinar qual é o controle da reação de lixiviação.

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It is well known that sound absorption and sound transmission properties of open porous materials are highly dependent on their airflow resistance values. Low values of airflow resistance indicate little resistance for air streaming through the porous material and high values are a sign that most of the pores inside the material are closed. The laboratory procedures for measuring airflow resistance have been stan- dardized by several organizations, including ISO and ASTM for both alternate flow and continuous flow. However, practical implementation of these standardized methods could be both complex and expensive. In this work, two indirect alternative measurement procedures were compared against the alternate flow standardized technique. The techniques were tested using three families of eco-friendly sound absorbent materials: recycled polyurethane foams, coconut natural fibres, and recycled polyester fibres. It is found that the values of airflow resistance measured using both alternative methods are very similar. There is also a good correlation between the values obtained through alternative and standardized methods.

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Gender mainstreaming emerged in the mid-1990s as an innovative and controversial policy tool for reducing gender inequalities. The European Union seeks to propagate the practice of gender mainstreaming both within EU institutions and among member states. Feminist scholars and policy elites discuss and debate gender main-streaming widely, but have yet to consider how local feminist activists, who could play a central role in diffusing gender mainstreaming, understand, interpret and respond to this agenda. This paper examines whether and why local feminist movements in two cities in eastern Germany adopt gender mainstreaming. Consideration of the characteristics of the contexts in which local feminist movements are embedded clarifies the conditions under which social movements rally round new policy paradigms.

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Lo scopo di questo l'elaborato è l'analisi,lo studio e il confronto delle tecnologie per l'analisi in tempo reale di Big Data: Apache Spark Streaming, Apache Storm e Apache Flink. Per eseguire un adeguato confronto si è deciso di realizzare un sistema di rilevamento e riconoscimento facciale all’interno di un video, in maniera da poter parallelizzare le elaborazioni necessarie sfruttando le potenzialità di ogni architettura. Dopo aver realizzato dei prototipi realistici, uno per ogni architettura, si è passati alla fase di testing per misurarne le prestazioni. Attraverso l’impiego di cluster appositamente realizzati in ambiente locale e cloud, sono state misurare le caratteristiche che rappresentavano, meglio di altre, le differenze tra le architetture, cercando di dimostrarne quantitativamente l’efficacia degli algoritmi utilizzati e l’efficienza delle stesse. Si è scelto quindi il massimo input rate sostenibile e la latenza misurate al variare del numero di nodi. In questo modo era possibile osservare la scalabilità di architettura, per analizzarne l’andamento e verificare fino a che limite si potesse giungere per mantenere un compromesso accettabile tra il numero di nodi e l’input rate sostenibile. Gli esperimenti effettuati hanno mostrato che, all’aumentare del numero di worker le prestazioni del sistema migliorano, rendendo i sistemi studiati adatti all’utilizzo su larga scala. Inoltre sono state rilevate sostanziali differenze tra i vari framework, riportando pro e contro di ognuno, cercando di evidenziarne i più idonei al caso di studio.