Pub Date : 2002-12-11DOI: 10.1109/MMSE.2002.1181630
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.
{"title":"Error resilience of EZW coder for image transmission in lossy networks","authors":"Shahab Baqai, F. A. Baqai, Usman Hameed, S. Sheikh, A. Khokhar","doi":"10.1109/MMSE.2002.1181630","DOIUrl":"https://doi.org/10.1109/MMSE.2002.1181630","url":null,"abstract":"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.","PeriodicalId":201661,"journal":{"name":"Fourth International Symposium on Multimedia Software Engineering, 2002. Proceedings.","volume":"34 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2002-12-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127412568","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2002-12-11DOI: 10.1109/MMSE.2002.1181610
C. Fahn, Hung-Kuang Chen, Y. Shiau
In applications such as scientific and medical visualization, highly detailed polygonal meshes are needed. Rendering these polygonal meshes usually exceeds the capabilities of graphics hardware. To improve rendering efficiency and maintain proper interactivity, the polygonal mesh simplification technique is commonly used to reduce the number of polygons of the mesh and construct a multiresolution representation. We propose a new and simple constraint scheme based on the quadric error metric proposed by Garland and Heckbert (1997, 1998) to preserve face colors and boundary edges during the simplification process. In addition, our method generates progressive meshes that store the polygonal mesh in a continuous multi-resolution representation. According to our experimental results, this new method is successful in preserving face colors and boundary edges. Moreover, we compare the latency of resolution changes for progressive meshes of various models.
{"title":"Polygonal mesh simplification with face color and boundary edge preservation using quadric error metric","authors":"C. Fahn, Hung-Kuang Chen, Y. Shiau","doi":"10.1109/MMSE.2002.1181610","DOIUrl":"https://doi.org/10.1109/MMSE.2002.1181610","url":null,"abstract":"In applications such as scientific and medical visualization, highly detailed polygonal meshes are needed. Rendering these polygonal meshes usually exceeds the capabilities of graphics hardware. To improve rendering efficiency and maintain proper interactivity, the polygonal mesh simplification technique is commonly used to reduce the number of polygons of the mesh and construct a multiresolution representation. We propose a new and simple constraint scheme based on the quadric error metric proposed by Garland and Heckbert (1997, 1998) to preserve face colors and boundary edges during the simplification process. In addition, our method generates progressive meshes that store the polygonal mesh in a continuous multi-resolution representation. According to our experimental results, this new method is successful in preserving face colors and boundary edges. Moreover, we compare the latency of resolution changes for progressive meshes of various models.","PeriodicalId":201661,"journal":{"name":"Fourth International Symposium on Multimedia Software Engineering, 2002. Proceedings.","volume":"70 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2002-12-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127053830","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2002-12-11DOI: 10.1109/MMSE.2002.1181589
Sung-Jin Kim, F. Kuester, K. Kim
Massive Multi-player Online Games (MMOGs) are rapidly gaining in popularity, as the access to high bandwidth connectivity becomes a commodity in the consumer market. With player subscriptions for popular games reaching seven digit numbers and concurrent player participation in the hundreds of thousands, new high-performance adaptive frameworks, which aid system programmers, are required. Primary research challenges that have to be addressed are compensating network latency and jitter, keeping system-wide data consistent, enabling fair resource sharing and interaction between game players, and expanding the scale of the system as the number of players increases. A global timestamp based approach is presented and describes issues and implementation approaches based on a high-level object-oriented real-time programming methodology called the time-triggered message-triggered object (TMO) programming scheme.
{"title":"A global timestamp-based scalable framework for Multi-player Online Games","authors":"Sung-Jin Kim, F. Kuester, K. Kim","doi":"10.1109/MMSE.2002.1181589","DOIUrl":"https://doi.org/10.1109/MMSE.2002.1181589","url":null,"abstract":"Massive Multi-player Online Games (MMOGs) are rapidly gaining in popularity, as the access to high bandwidth connectivity becomes a commodity in the consumer market. With player subscriptions for popular games reaching seven digit numbers and concurrent player participation in the hundreds of thousands, new high-performance adaptive frameworks, which aid system programmers, are required. Primary research challenges that have to be addressed are compensating network latency and jitter, keeping system-wide data consistent, enabling fair resource sharing and interaction between game players, and expanding the scale of the system as the number of players increases. A global timestamp based approach is presented and describes issues and implementation approaches based on a high-level object-oriented real-time programming methodology called the time-triggered message-triggered object (TMO) programming scheme.","PeriodicalId":201661,"journal":{"name":"Fourth International Symposium on Multimedia Software Engineering, 2002. Proceedings.","volume":"38 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2002-12-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133379065","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2002-12-11DOI: 10.1109/MMSE.2002.1181594
Jia Zhang, Jen-Yao Chung
A Web service is a programmable Web application accessible using standard Internet protocols. A three-layer architecture has been suggested for Web services: service providers, service brokers, and service requesters. We propose a SOAP-oriented component-based framework to support device-independent multimedia Web services. Two intelligent agents are introduced and embedded into a proxy server and service provider server, respectively. Separating metadata from multimedia content leads to enhance SOAP flexibility. Composite capability/preference profile-based user profile management provides an easy and flexible way to split and adapt multimedia services to appropriate composite devices as well as increasing the flexibility for users to manage multiple devices. Together with an XML/XSL strategy, we ensure device independency of the system. By utilizing local caches, our agents enable the caching and streaming of multimedia transportation. In addition, our framework seamlessly incorporates cutting-edge technologies relating to Web services: SOAP, XML/XSL, and CC/PP.
{"title":"A SOAP-oriented component-based framework supporting device-independent multimedia Web services","authors":"Jia Zhang, Jen-Yao Chung","doi":"10.1109/MMSE.2002.1181594","DOIUrl":"https://doi.org/10.1109/MMSE.2002.1181594","url":null,"abstract":"A Web service is a programmable Web application accessible using standard Internet protocols. A three-layer architecture has been suggested for Web services: service providers, service brokers, and service requesters. We propose a SOAP-oriented component-based framework to support device-independent multimedia Web services. Two intelligent agents are introduced and embedded into a proxy server and service provider server, respectively. Separating metadata from multimedia content leads to enhance SOAP flexibility. Composite capability/preference profile-based user profile management provides an easy and flexible way to split and adapt multimedia services to appropriate composite devices as well as increasing the flexibility for users to manage multiple devices. Together with an XML/XSL strategy, we ensure device independency of the system. By utilizing local caches, our agents enable the caching and streaming of multimedia transportation. In addition, our framework seamlessly incorporates cutting-edge technologies relating to Web services: SOAP, XML/XSL, and CC/PP.","PeriodicalId":201661,"journal":{"name":"Fourth International Symposium on Multimedia Software Engineering, 2002. Proceedings.","volume":"17 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2002-12-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121922533","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 1900-01-01DOI: 10.1109/MMSE.2002.1181622
H.-P. Fotschl, R. Plosch
Interactive digital TV offers a wide range of possibilities to enhance the interplay and mutual influence between the viewer, broadcaster and application provider. The multimedia home platform (MHP) is a standard that allows one to develop interactive applications in a hardware platform independently. In order to evaluate the usability and appropriateness of current MHP implementations, we developed an interactive application on basis of the MHP standard. Generally, the technology is mature, although some minor technical programs have to be solved. Currently, no appropriate emulators for MHP applications are available, which leads to considerable costs for testing MHP applications.
{"title":"Interactive applications for the multimedia home platform","authors":"H.-P. Fotschl, R. Plosch","doi":"10.1109/MMSE.2002.1181622","DOIUrl":"https://doi.org/10.1109/MMSE.2002.1181622","url":null,"abstract":"Interactive digital TV offers a wide range of possibilities to enhance the interplay and mutual influence between the viewer, broadcaster and application provider. The multimedia home platform (MHP) is a standard that allows one to develop interactive applications in a hardware platform independently. In order to evaluate the usability and appropriateness of current MHP implementations, we developed an interactive application on basis of the MHP standard. Generally, the technology is mature, although some minor technical programs have to be solved. Currently, no appropriate emulators for MHP applications are available, which leads to considerable costs for testing MHP applications.","PeriodicalId":201661,"journal":{"name":"Fourth International Symposium on Multimedia Software Engineering, 2002. Proceedings.","volume":"36 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124008130","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}