987 resultados para Multimedia Home Platform (MHP)


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Television and movie images have been altered ever since it was technically possible. Nowadays embedding advertisements, or incorporating text and graphics in TV scenes, are common practice, but they can not be considered as integrated part of the scene. The introduction of new services for interactive augmented television is discussed in this paper. We analyse the main aspects related with the whole chain of augmented reality production. Interactivity is one of the most important added values of the digital television: This paper aims to break the model where all TV viewers receive the same final image. Thus, we introduce and discuss the new concept of interactive augmented television, i. e. real time composition of video and computer graphics - e.g. a real scene and freely selectable images or spatial rendered objects - edited and customized by the end user within the context of the user's set top box and TV receiver.

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In this paper we introduce a cooperative environment between the Interactive Digital TV (IDTV) and home networking with the aim of allowing the interaction between interactive TV applications and the controllers of the in-home appliances in a natural way. More specifically, our proposal consists of merging MHP (Multimedia Home Platform), one of the main standard frameworks for IDTV, with OSGi (Open Service Gateway Initiative), the most widely used open platform to set up Residential Gateways. To overcome the radically different nature of these specifications the function-oriented MHP middleware and the service-oriented OSGi framework , we define a new kind of application, coined as XbundLET. Although this software bridge is suitable to enable the interaction between MHP and OSGi applications in both directions, we concretely focus on exposing our implementation experience in only one direction: from MHP to the OSGi world.

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The journalism revolution is upon us. In a world where we are constantly being told that everyone can be a publisher and challenges are emerging from bloggers, Twitterers and podcasters, journalism educators are inevitably reassessing what skills we now need to teach to keep our graduates ahead of the game. QUT this year tackled that question head-on as a curriculum review and program restructure resulted in a greater emphasis on online journalism. The author spent a week in the online newsrooms of each of two of the major players – ABC online news and thecouriermail.com to watch, listen and interview some of the key players. This, in addition to interviews with industry leaders from Fairfax and news.com, lead to the conclusion that while there are some new skills involved in new media much of what the industry is demanding is in fact good old fashioned journalism. Themes of good spelling, grammar, accuracy and writing skills and a nose for news recurred when industry players were asked what it was that they would like to see in new graduates. While speed was cited as one of the big attributes needed in online journalism, the conclusion of many of the players was that the skills of a good down-table sub or a journalist working for wire service were not unlike those most used in online newsrooms.

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The Mobile Cloud Networking project develops among others, several virtualized services and applications, in particular: (1) IP Multimedia Subsystem as a Service that gives the possibility to deploy a virtualized and on-demand instance of the IP Multimedia Subsystem platform, (2) Digital Signage Service as a Service that is based on a re-designed Digital Signage Service architecture, adopting the cloud computing principles, and (3) Information Centric Networking/Content Delivery Network as a Service that is used for distributing, caching and migrating content from other services. Possible designs for these virtualized services and applications have been identified and are being implemented. In particular, the architectures of the mentioned services were specified, adopting cloud computing principles, such as infrastructure sharing, elasticity, on-demand and pay-as-you-go. The benefits of Reactive Programming paradigm are presented in the context of Interactive Cloudified Digital Signage services in a Mobile Cloud Platform, as well as the benefit of interworking between different Mobile Cloud Networking Services as Digital Signage Service and Content Delivery Network Service for better performance of Video on Demand content deliver. Finally, the management of Service Level Agreements and the support of rating, charging and billing has also been considered and defined.

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The literature reports research efforts allowing the editing of interactive TV multimedia documents by end-users. In this article we propose complementary contributions relative to end-user generated interactive video, video tagging, and collaboration. In earlier work we proposed the watch-and-comment (WaC) paradigm as the seamless capture of an individual`s comments so that corresponding annotated interactive videos be automatically generated. As a proof of concept, we implemented a prototype application, the WACTOOL, that supports the capture of digital ink and voice comments over individual frames and segments of the video, producing a declarative document that specifies both: different media stream structure and synchronization. In this article, we extend the WaC paradigm in two ways. First, user-video interactions are associated with edit commands and digital ink operations. Second, focusing on collaboration and distribution issues, we employ annotations as simple containers for context information by using them as tags in order to organize, store and distribute information in a P2P-based multimedia capture platform. We highlight the design principles of the watch-and-comment paradigm, and demonstrate related results including the current version of the WACTOOL and its architecture. We also illustrate how an interactive video produced by the WACTOOL can be rendered in an interactive video environment, the Ginga-NCL player, and include results from a preliminary evaluation.

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MPEG-M is a suite of ISO/IEC standards (ISO/IEC 23006) that has been developed under the auspices of Moving Picture Experts Group (MPEG). MPEG-M, also known as Multimedia Service Platform Technologies (MSPT), facilitates a collection of multimedia middleware APIs and elementary services as well as service aggregation so that service providers can offer users a plethora of innovative services by extending current IPTV technology toward the seamless integration of personal content creation and distribution, e-commerce, social networks and Internet distribution of digital media.

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Content protection is a key component for the success of a multimedia services platform, as proven by the plethora of solutions currently on the market. In this paper we analyze a new network scenario where permanent bidirectional connectivity and video-aware encryption technologies allow a trustful operation of ubiquitous end devices. We propose new scalable models for a content protection architecture that may achieve dramatic improvement in robustness, reliability, and scalability. Selective ciphering and countermeasures are included in those models, together with several examples of their application.

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This paper presents the implementation of a high quality real-time 3D video system intended for 3D videoconferencing -- Basically, the system is able to extract depth information from a pair of images coming from a short-baseline camera setup -- The system is based on the use of a variant of the adaptive support-weight algorithm to be applied on GPU-based architectures -- The reason to do it is to get real-time results without compromising accuracy and also to reduce costs by using commodity hardware -- The complete system runs over the GStreamer multimedia software platform to make it even more flexible -- Moreover, an autoestereoscopic display has been used as the end-up terminal for 3D content visualization

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In this paper, the authors introduce a novel mechanism for data management in a middleware for smart home control, where a relational database and semantic ontology storage are used at the same time in a Data Warehouse. An annotation system has been designed for instructing the storage format and location, registering new ontology concepts and most importantly, guaranteeing the Data Consistency between the two storage methods. For easing the data persistence process, the Data Access Object (DAO) pattern is applied and optimized to enhance the Data Consistency assurance. Finally, this novel mechanism provides an easy manner for the development of applications and their integration with BATMP. Finally, an application named "Parameter Monitoring Service" is given as an example for assessing the feasibility of the system.