Improving response time interval in networked event-based mulsemedia systems

Estêvão Bissoli Saleme, Celso A. S. Santos, G. Ghinea
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引用次数: 5

Abstract

Human perception is inherently multisensory involving sight, hearing, smell, touch, and taste. Mulsemedia systems include the combination of traditional media (text, image, video, and audio) with non-traditional ones that stimulate other senses beyond sight and hearing. Whilst work has been done on some user-centred aspects that the distribution of mulsemedia data raises, such as synchronisation, and jitter, this paper tackles complementary issues that temporality constraints pose on the distribution of mulsemedia effects. It aims at improving response time interval in networked event-based mulsemedia systems based upon prior findings in this context. Thus, we reshaped the communication strategy of an open distributed mulsemedia platform called PlaySEM to work more efficiently with other event-based applications, such as games, VR/AR software, and interactive applications, wishing to stimulate other senses to increase the immersion of users. Moreover, we added lightweight communication protocols in its interface to analyse whether they reduce network overhead. To carry out the experiment, we developed mock applications for different protocols to simulate an interactive application working with the PlaySEM, measuring the delay between them. The results showed that by pre-processing sensory effects metadata before real-time communication, and selecting the appropriate protocol, response time interval in networked event-based mulsemedia systems can decrease remarkably.
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改进网络事件多媒体系统的响应时间间隔
人类的感知本质上是多感官的,包括视觉、听觉、嗅觉、触觉和味觉。多媒体系统包括传统媒体(文本、图像、视频和音频)与非传统媒体的结合,这些非传统媒体可以刺激视觉和听觉以外的其他感官。虽然工作已经完成了一些以用户为中心的方面,多媒体数据的分布提出,如同步和抖动,这篇论文解决了一些补充问题,即时间性限制对多媒体效果的分布。本文的目的是在前人研究的基础上改进基于事件的网络化多媒体系统的响应时间间隔。因此,我们重塑了一个名为PlaySEM的开放式分布式多媒体平台的沟通策略,以便更有效地与其他基于事件的应用程序(如游戏,VR/AR软件和交互式应用程序)一起工作,希望刺激其他感官以增加用户的沉浸感。此外,我们在其接口中添加了轻量级通信协议,以分析它们是否减少了网络开销。为了进行实验,我们为不同的协议开发了模拟应用程序,以模拟与PlaySEM一起工作的交互式应用程序,测量它们之间的延迟。结果表明,在实时通信前对感知效果元数据进行预处理,并选择合适的协议,可以显著缩短网络事件多媒体系统的响应时间间隔。
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