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Fourth International Symposium on Multimedia Software Engineering, 2002. Proceedings.最新文献

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A framework approach to accommodation of multimedia communications for training systems 培训系统适应多媒体通信的框架方法
S. Tu, Liang Xu, Ying Wu
In a virtual training classroom that supports classroom interactions with real-time audio and video (A/V), we adopted the peer-to-peer model for A/V streaming. Using the Jini network technology, we integrated the peer-to-peer subsystem into the client-server centric Web-based training systems. Not only does the lookup service of the Jini network provide a mechanism for objects to discover remote services, Jini also provides the proxy and remote events, two patterns to accomplish remote control. When an object needs to control many activities associated with a remote object, the proxy pattern is more appropriate. By holding a proxy of the remote object, the controlling object can freely invoke any remote function. On the other hand, if an object needs to react to one event associated with each of the related objects, the remote event mechanism is a handier means. We also implemented an application-level simplified multipoint A/V streaming, which is useful for the companies whose networks do not support multicast over the Internet.
在一个支持教室与实时音视频(a /V)交互的虚拟培训教室中,我们采用了a /V流的点对点模型。使用Jini网络技术,我们将点对点子系统集成到以客户机-服务器为中心的基于web的培训系统中。Jini网络的查找服务不仅为对象提供了发现远程服务的机制,Jini还提供了代理和远程事件这两种模式来完成远程控制。当对象需要控制与远程对象关联的许多活动时,代理模式更合适。通过持有远程对象的代理,控制对象可以自由地调用任何远程函数。另一方面,如果对象需要对与每个相关对象相关联的一个事件作出反应,远程事件机制是一种更方便的方法。我们还实现了一个应用级简化的多点A/V流,这对那些网络不支持Internet上的多播的公司很有用。
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引用次数: 3
Designing multimedia applications on real-time systems with SMP architecture 基于SMP架构的实时系统多媒体应用设计
Kwei-Jay Lin, Yu-Chung Wang, Ting-Hua Chien, Yaa-Jyun Yeh
Large real-time multimedia systems such as flight simulators have adopted multiprocessor architecture to handle the large amount of events and computations. Existing realtime scheduling algorithms designed for single-processor systems such as Rate Monotonic (RM) and Earliest Deadline First Algorithm (EDF) have very poor performance on multiprocessor systems. On the other hand, most online scheduling algorithms for multiprocessor systems have poor schedulability conditions for real-time applications. In this paper, we study different ways to design real-time applications on SMP machines.
飞行模拟器等大型实时多媒体系统采用多处理器架构来处理大量的事件和计算。现有的单处理器系统实时调度算法,如速率单调算法(Rate Monotonic, RM)和最早截止时间优先算法(early Deadline First Algorithm, EDF)在多处理器系统上的性能很差。另一方面,大多数多处理器系统的在线调度算法在实时应用中具有较差的可调度性条件。在本文中,我们研究了在SMP机器上设计实时应用的不同方法。
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引用次数: 5
Data storage and retrieval for video-on-demand servers 视频点播服务器的数据存储与检索
P. Sumari, A. Samsudin, H. Kamarulhaili
Video on demand (VOD) is a system that provides a service to users to browse and watch videos within a computer network. One of the most challenging aspects in such system is to have a VOD server with a capability of retrieving and transmitting different blocks of videos simultaneously. A part from this the VOD server should also capable of producing high number of simultaneous streams with a low average waiting time. In this paper we present a new data storage scheme employed by the VOD server to eliminate latency and hence producing maximum number of simultaneous streams. In this scheme the disk is divided into regions and blocks of video are scattered within the regions based on the residual theory rule. We also developed a stream caching technique for reducing the average waiting time of the system.
视频点播(VOD)是一种在计算机网络中为用户提供浏览和观看视频服务的系统。该系统最具挑战性的一个方面是拥有一个能够同时检索和传输不同视频块的VOD服务器。视频点播服务器还应该能够以较低的平均等待时间同时产生大量的流。在本文中,我们提出了一种新的数据存储方案,用于视频点播服务器消除延迟,从而产生最大数量的同时流。该方案将磁盘划分为多个区域,并根据残差理论将视频块分散在各个区域内。我们还开发了一种流缓存技术,用于减少系统的平均等待时间。
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引用次数: 6
The development and prospect of personalized TV program recommendation systems 个性化电视节目推荐系统的发展与展望
Jiangshan Xu, Liang-Jie Zhang, Haiming Lu, Yanda Li
Aspects of personalized TV program recommendation systems are reviewed. An introduction and relevant work are presented, and philosophies of program description, user profiling and the matching mechanism are illustrated, especially for strategies such as implicit and explicit feedback, and content-based and collaborative filtering techniques. A new system quality evaluation method is then presented. In addition, we propose a next generation conceptual architecture for integrating a real-time program rating mechanism with a personalization system using Web services.
对个性化电视节目推荐系统的各个方面进行了综述。介绍了相关工作,并阐述了程序描述、用户分析和匹配机制的原理,特别是隐式和显式反馈、基于内容的过滤和协同过滤技术等策略。提出了一种新的系统质量评价方法。此外,我们还提出了下一代概念架构,用于将实时节目评级机制与使用Web服务的个性化系统集成在一起。
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引用次数: 38
A comparative study of DCOM and SOAP DCOM与SOAP的比较研究
Alexander Davis, Du Zhang
The simple object access protocol (SOAP) is a recent technology, which is aimed at replacing traditional methods of remote communications, such as the RPC-based Distributed Component Object Model (DCOM). Designed with the goal of increasing interoperability among a wide range of programs and environments, SOAP allows applications written in different languages and deployed on different platforms to communicate with each other over the network. While SOAP offers obvious benefits in the world of interoperability, it comes at the price of performance degradation and additional development efforts required for implementation of features missing from SOAP, such as security and state management. This paper reports the outcome of a comparative study of SOAP and DCOM in terms of features, development effort, and application performance. The results indicate that SOAP performance on a homogeneous platform is consistently worse than that of DCOM. Depending on the operation and amount of data transferred, SOAP performance degradation can range from minor (e.g. two or three times slower than DCOM) to major (e.g. twenty or more times slower). Based on lines of code statistics, SOAP application development effort should be slightly (/spl sim/10%) higher. If an application has to rely on the features such as state management or security, which are missing from SOAP, then SOAP implementation will require substantial design efforts and, in certain cases, may not be feasible at all. We recommend application developers to consider these issues when preparing to move their applications to SOAP.
简单对象访问协议(SOAP)是一项新技术,旨在取代传统的远程通信方法,如基于rpc的分布式组件对象模型(DCOM)。SOAP的设计目标是增加广泛的程序和环境之间的互操作性,它允许用不同语言编写并部署在不同平台上的应用程序通过网络相互通信。虽然SOAP在互操作性方面提供了明显的好处,但它的代价是性能下降,并且需要额外的开发工作来实现SOAP所缺少的功能,例如安全性和状态管理。本文报告了SOAP和DCOM在特性、开发工作和应用程序性能方面的比较研究的结果。结果表明,在同构平台上SOAP的性能始终比DCOM差。根据操作和传输的数据量,SOAP性能下降的范围可以从较小(例如比DCOM慢2到3倍)到较大(例如慢20倍或更多)。根据代码行统计,SOAP应用程序开发工作应该稍微高一些(/spl sim/10%)。如果应用程序必须依赖于SOAP所缺少的特性,如状态管理或安全性,那么SOAP实现将需要大量的设计工作,并且在某些情况下可能根本不可行。我们建议应用程序开发人员在准备将应用程序迁移到SOAP时考虑这些问题。
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引用次数: 27
Narnia: a virtual machine for multimedia communication services 用于多媒体通信服务的虚拟机
M. Cortes, J. Ensor
Narnia is a middleware that helps programmers build multimedia communication services. This middleware uses a collection of familiar programming abstractions - including events, event handlers, resources, sessions, and user roles - to provide both a service development environment and a service execution environment. The run-time environment, the Narnia virtual machine, provides means for creating, transmitting, and consuming events as well as means for creating, loading, and executing sessions and event handlers. The Narnia middleware has served as the development and execution platform for a few applications, including an audio/video chat application and a SIP proxy simulator. The paper reports on how well these applications handle various user request workloads. These early system performance measurements indicate the effectiveness of Narnia in supporting development and deployment of scalable network multimedia services.
纳尼亚是一个中间件,可以帮助程序员构建多媒体通信服务。此中间件使用一组熟悉的编程抽象(包括事件、事件处理程序、资源、会话和用户角色)来提供服务开发环境和服务执行环境。运行时环境,即纳尼亚虚拟机,提供了用于创建、传输和消费事件的方法,以及用于创建、加载和执行会话和事件处理程序的方法。纳尼亚中间件已经作为一些应用程序的开发和执行平台,包括一个音频/视频聊天应用程序和一个SIP代理模拟器。本文报告了这些应用程序如何处理各种用户请求工作负载。这些早期的系统性能测量表明了纳尼亚在支持可扩展网络多媒体服务的开发和部署方面的有效性。
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引用次数: 9
Engineering multimedia-aware personalized ubiquitous services 工程多媒体感知个性化泛在服务
Andreas Hartl, Erwin Aitenbichler, Gerhard Austaller, A. Heinemann, Tobias Limberger, E. Braun, M. Mühlhäuser
Ubiquitous computing focusing on users and tasks instead of devices and singular applications is an attractive vision for the future. The idea of nomadic, mobile users in particular poses new challenges for hardware and software. Mobile devices provide vastly different presentation capabilities and need to integrate into heterogeneous environments. Network bandwidth is far from being constant and services may be available only when online. This paper presents MUNDO, an infrastructure for ubiquitous computing that addresses these challenges. The infrastructure is intended to be non-monolithic with its parts supporting mobile computing using multi-modal user interfaces, mobile data delivery, and ad-hoc communication and networking.
普适计算关注用户和任务,而不是设备和单一应用程序,这是一个有吸引力的未来愿景。特别是移动用户的想法给硬件和软件带来了新的挑战。移动设备提供了非常不同的表示功能,需要集成到异构环境中。网络带宽远不是恒定的,服务可能只有在线时才可用。本文介绍了MUNDO,一种用于解决这些挑战的普适计算基础设施。该基础设施旨在实现非单一结构,其各个部分支持使用多模态用户界面、移动数据传输以及自组织通信和网络的移动计算。
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引用次数: 27
A method for agent-based system requirements analysis 基于代理的系统需求分析方法
Chiung-Hon Leon Lee, Alan Liu
An agent-based system is a complex software system with functional and nonfunctional constrain. Designing and building such system is a complex task. This article presents a goal-driven use case based method for agent-based system requirements analysis. The use case approach is used to elicit system requirements from user's point of view. Related use cases are assigned to corresponding roles. Each use case is then extended with goals for implicit requirements analysis from a role's point of view. Each role is treated as an internal actor to find more system specific use cases. Five relationships between use cases and goals are then identified: satisfied, satisfiable, denied, deniable, and independent. Those relationships help find the relationship among roles. Such relationships can be classified as cooperative, conflict, counterbalanced, and irrelevant. Identifying those relationships assists the system analyzer to analyze and optimized the relationships among roles. The contribution of this article is a proposal to a systematic approach for implicit requirements analysis for agent-based systems.
基于代理的系统是具有功能约束和非功能约束的复杂软件系统。设计和构建这样的系统是一项复杂的任务。本文为基于代理的系统需求分析提供了一种基于目标驱动的用例方法。用例方法用于从用户的角度引出系统需求。相关的用例被分配到相应的角色。然后从角色的角度扩展每个用例的隐式需求分析目标。每个角色都被视为内部参与者,以找到更多系统特定的用例。然后确定用例和目标之间的五种关系:满意的、可满足的、拒绝的、可否认的和独立的。这些关系有助于发现角色之间的关系。这种关系可以分为合作关系、冲突关系、平衡关系和无关关系。识别这些关系有助于系统分析人员分析和优化角色之间的关系。本文的贡献是对基于代理的系统的隐式需求分析的系统方法的建议。
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引用次数: 11
Error resilience of EZW coder for image transmission in lossy networks 有损网络中图像传输EZW编码器的容错能力
Shahab Baqai, F. A. Baqai, Usman Hameed, S. Sheikh, A. Khokhar
We investigate the effect of network errors on Embedded Zerotree Wavelet (EZW) encoded images and propose modifications to the EZW coder to increase error resilience in bursty packet loss conditions. A hybrid-encoding scheme that uses data interleaving to spread correlated information into independently processed groups and layered encoding to protect significant information within each group is presented. Simulation results for various packet loss percentages show the improved error resiliency of our scheme in random and bursty packet loss environments.
我们研究了网络误差对嵌入式零树小波(EZW)编码图像的影响,并提出了对EZW编码器的修改,以增加突发丢包情况下的错误恢复能力。提出了一种混合编码方案,利用数据交错将相关信息分散到独立处理的组中,并用分层编码保护每组中的重要信息。不同丢包率下的仿真结果表明,该方案在随机和突发丢包环境下的容错性有所提高。
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引用次数: 4
Mining users' two-dimension interests from cache 从缓存中挖掘用户的二维兴趣
Baowen Xu, Weifeng Zhang, Hongji Yang
Popular WWW pages are stored in places which are close to users by WWW cache technology to speed up the fetching of these objects. Information in the WWW cache shows users' recent interest. Users' interest can be widely used in customizing WWW pages, filtering information, pre-fetching information and so on. The key to using information in the WWW cache effectively is to build an adaptive user interest model and construct an adaptive algorithm for interest mining. Interest can be specialized by the tuple (term, weight) in the simple interest model. Association relations are not mined in this model, so the interest cannot be associated in expressing users' interest. Basing on analyzing the WWW cache model, we propose a two-dimension interest model. It is proved that mined users' interest can show users' current interest states. Inferential relations are well considered in the two-dimension interest model. This model is not a simple extension of the simple interest model, but the full update and the related algorithm. Interrelated methods for storing the two-dimension interest model, computing the model effectively and updating the model in real time are considered.
通过WWW缓存技术,将流行的WWW页面存储在离用户较近的地方,以加快这些对象的获取速度。WWW缓存中的信息显示了用户最近的兴趣。用户兴趣可广泛应用于WWW页面定制、信息过滤、信息预取等方面。有效利用WWW缓存信息的关键是建立自适应用户兴趣模型和自适应兴趣挖掘算法。兴趣可以通过简单兴趣模型中的元组(term, weight)进行专门化。该模型没有挖掘关联关系,因此在表达用户兴趣时不能将兴趣关联起来。在分析WWW缓存模型的基础上,提出了一个二维兴趣模型。事实证明,挖掘的用户兴趣可以显示用户当前的兴趣状态。二维利益模型很好地考虑了推理关系。该模型不是简单兴趣模型的简单扩展,而是完整的更新和相关算法。考虑了存储二维兴趣模型、有效计算模型和实时更新模型的相关方法。
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引用次数: 0
期刊
Fourth International Symposium on Multimedia Software Engineering, 2002. Proceedings.
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