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A dynamic buffer management technique for minimizing the necessary buffer space in a continuous media server 一种动态缓冲区管理技术,用于最小化连续媒体服务器中必要的缓冲区空间
Yeonseung Ryu, K. Koh
A dynamic buffer management technique is developed, called WBM (window-based buffer management), which considers VBR (variable bit-rate) compression in a continuous media server. WBM divides the service duration of clients into several small time intervals called windows, and reallocates the buffer space every window period. WBM could incur a relatively high run-time overhead because it reallocates the buffer space periodically. To reduce the run-time overhead, WBM maintains the admitted clients by groups and manages the groups in a round-robin fashion. We present a case study which shows a significant improvement in the buffer utilization and in the necessary amount of buffer space.
开发了一种动态缓冲区管理技术,称为WBM(基于窗口的缓冲区管理),它考虑了连续媒体服务器中的VBR(可变比特率)压缩。WBM将客户机的服务持续时间划分为几个称为窗口的小时间间隔,并在每个窗口周期重新分配缓冲区空间。WBM可能会导致相对较高的运行时开销,因为它会周期性地重新分配缓冲区空间。为了减少运行时开销,WBM按组维护被允许的客户端,并以循环方式管理组。我们给出了一个案例研究,该研究显示了缓冲区利用率和必要缓冲区空间量的显着改进。
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引用次数: 15
Supporting ultrasound diagnosis using an animated 3D model of the heart 支持超声诊断使用心脏的动画3D模型
T. Berlage, T. Fox, G. Grunst, Klaus-Jürgen Quast
We have developed a training and support system for echocardiography based on a 3D visualization of a virtual beating heart and the blood flow. The user can interact with the system by positioning a tracker-equipped transducer. The user is able to acquire mental images of the dynamic anatomy of the heart, a mental model for the interpretation of ultrasonic images, and skills in capturing standard positions. The heart model is not reconstructed from actual patient data, but manually designed as a surface model to visualize the most important structures and pathologies. First experiences in actual training courses provide evidence that users gain experiences that are very difficult to obtain in other ways.
我们已经开发了一个超声心动图的培训和支持系统,该系统基于虚拟心脏跳动和血流的3D可视化。用户可以通过定位配备跟踪器的传感器与系统进行交互。用户能够获得心脏动态解剖的心理图像,解释超声图像的心理模型,以及捕捉标准位置的技能。心脏模型不是根据实际患者数据重建的,而是手工设计为表面模型,以可视化最重要的结构和病理。实际培训课程的第一次经验证明,用户获得的经验是很难通过其他方式获得的。
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引用次数: 27
Reservation mechanisms for efficient resource management in internetworks 网络中有效资源管理的预留机制
S. Damaskos, Hussein F. Salama
Distributed multimedia applications with quality of service requirements that must be guaranteed by the underlying network are evolving at a fast pace. Resource reservation protocols are therefore essential to enable efficient resource management in internetworks. We survey existing resource reservation protocols and the reservation styles they support. Current protocols do not permit different reservation styles to be combined within the same session. We show, using simulation of realistic scenarios, that allowing different reservation styles to coexist within the same session yields more efficient resource management and provides more satisfactory service to the applications. We then propose a complete mechanism for implementing the shared dynamic reservation style, along with three techniques to enhance its effectiveness in managing the network resources. The effectiveness of these three techniques is evaluated using simulation.
分布式多媒体应用正在快速发展,其服务质量要求必须得到底层网络的保证。因此,资源预留协议对于实现互联网中有效的资源管理至关重要。我们调查了现有的资源保留协议及其支持的保留样式。当前协议不允许在同一会话中组合不同的保留样式。通过对实际场景的模拟,我们可以看到,允许在同一会话中共存不同的保留样式可以产生更有效的资源管理,并为应用程序提供更满意的服务。然后,我们提出了一个实现共享动态保留风格的完整机制,以及三种技术来提高其管理网络资源的有效性。通过仿真对这三种技术的有效性进行了评价。
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引用次数: 1
CALVIN: an immersimedia design environment utilizing heterogeneous perspectives 利用异质视角的沉浸式媒体设计环境
J. Leigh, Andrew E. Johnson
Describes CALVIN (Collaborative Architectural Layout Via Immersive Navigation), an immersive multimedia approach to applying virtual reality in architectural design and collaborative visualization, emphasizing heterogeneous perspectives. These perspectives, including multiple mental models as well as multiple visual viewpoints, allow virtual reality to be applied in the earlier, more creative, phases of design, rather than just as a walkthrough of the finished space. CALVIN's interface employs visual, gestural and vocal input to give the user greater control over the virtual environment. A prototype of CALVIN has been created and used in the CAVE virtual reality theatre.
描述CALVIN(通过沉浸式导航的协同建筑布局),一种沉浸式多媒体方法,将虚拟现实应用于建筑设计和协同可视化,强调异构视角。这些视角,包括多个心理模型和多个视觉视角,允许虚拟现实应用于更早、更有创意的设计阶段,而不仅仅是作为完成空间的演练。CALVIN的界面采用视觉、手势和声音输入,让用户更好地控制虚拟环境。CALVIN的原型已经被创建并用于CAVE虚拟现实剧院。
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引用次数: 44
A permutation-based pyramid broadcasting scheme for video-on-demand systems 视频点播系统的基于排列的金字塔广播方案
C. Aggarwal, J. Wolf, Philip S. Yu
Periodic broadcasting can be used to support near video on demand for popular videos. For a given bandwidth allocation, pyramid broadcasting schemes substantially reduce the viewer latency (waiting) time as compared with conventional broadcasting schemes. Nevertheless, such pyramid schemes typically have substantial storage requirements at the client end, and this results in set top boxes needing disks with high transfer rate capabilities. We present a permutation based pyramid scheme in which the storage requirements and disk transfer rates are greatly reduced, and yet the viewer latency is smaller as well. Under the proposed approach, each video is partitioned into contiguous segments of geometrically increasing sizes and each segment is further divided into blocks, where a block is the basic unit of transmission. As in the original pyramid scheme, frequencies of transmission for the different segments of a video vary in a manner inversely proportional to their size. Instead of transmitting the block in each segment in sequential order, the proposed scheme transmits these blocks in a prespecified cyclic permutation to save on storage requirements in the client end. Performance analyses are provided to quantify the benefits of the new scheme.
周期性广播可以用于支持近视频点播的流行视频。对于给定的带宽分配,金字塔广播方案与传统广播方案相比大大减少了观众的延迟(等待)时间。然而,这种传销方案通常在客户端有大量的存储需求,这导致机顶盒需要具有高传输速率能力的磁盘。我们提出了一个基于排列的金字塔方案,其中存储需求和磁盘传输速率大大降低,但查看器延迟也更小。在该方法下,每个视频被分割成几何大小增加的连续片段,每个片段被进一步划分为块,其中块是传输的基本单位。在最初的金字塔骗局中,视频的不同片段的传输频率与它们的大小成反比。该方案不是按顺序传输每个数据段中的数据块,而是按预先指定的循环排列传输这些数据块,以节省客户端的存储需求。提供了性能分析来量化新方案的效益。
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引用次数: 276
A multimedia VR system 多媒体VR系统
T. Ikedo
A multimedia center, containing six main research groups, was established at the University of Aizu in 1995. For one such group, a multimedia VR (virtual reality) system was constructed as a VR museum or interactive theater in a 17-m/sup 2/ room with HDTV, a 10-m/spl times/9-m large screen for 3D images, 17 loudspeakers for virtual sound, and various kinds of video-recording machines. This system is controlled by a high-performance computer using an ATM network. This paper first presents the technical limitations of this system, owing to its construction from a combination of commercially available products, and then introduces a new architecture for computing machines, computer graphics processors and sound generators which has been developed at the University of Aizu in reply to the demand for second-generation multimedia systems.
1995年,会津大学成立了多媒体中心,包括六个主要研究小组。其中一个小组在一个17米/sup / 2的房间里建造了一个多媒体VR(虚拟现实)系统,作为VR博物馆或互动剧院,配有高清电视,10米/spl倍/9米的大屏幕用于3D图像,17个扬声器用于虚拟声音,以及各种录像设备。该系统由高性能计算机通过ATM网络进行控制。本文首先介绍了该系统的技术局限性,因为它是由商用产品组合而成的,然后介绍了一种新的计算机架构,计算机图形处理器和声音发生器,这是由会津大学为响应第二代多媒体系统的需求而开发的。
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引用次数: 4
V-QBE: video database retrieval by means of example motion of objects V-QBE:通过对象的示例运动来检索视频数据库
A. Yoshitaka, Masanori Yoshimitsu, M. Hirakawa, T. Ichikawa
Multimedia databases consist of text, static images, sound, and/or video. Video data is considered to be the most informative among those types of data. It conveys the meaning of a scene, the existence and/or motion of certain objects, and others. We present a system that retrieves video data by means of the motions of objects observed in video data in the database. That is, a query for a video database is specified by drawing an example trajectory of an object.
多媒体数据库由文本、静态图像、声音和/或视频组成。视频数据被认为是这些类型的数据中信息量最大的。它传达了场景的意义,某些物体的存在和/或运动,以及其他。提出了一种利用数据库中视频数据中观察到的物体运动来检索视频数据的系统。也就是说,通过绘制对象的示例轨迹来指定对视频数据库的查询。
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引用次数: 19
Image retrieval by elastic matching of shapes and image patterns 基于形状和图像模式弹性匹配的图像检索
A. Bimbo, P. Pala, S. Santini
In this paper, we present a system for interactive image database retrieval, based on elastic template matching. The template can be both a 1D template modeling the contour of an object, and a 2D template modeling a part of an image with a significant grey-level pattern. The retrieval process is obtained as a continuous interaction, by which the original user query can be refined or changed on the basis of the results provided by the system.
本文提出了一种基于弹性模板匹配的交互式图像数据库检索系统。模板可以是建模对象轮廓的1D模板,也可以是建模具有显著灰度模式的图像部分的2D模板。检索过程是一个连续的交互过程,通过这个交互过程,原始用户查询可以根据系统提供的结果进行细化或更改。
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引用次数: 40
An emerging medium: interactive three-dimensional digital video 一种新兴媒体:交互式三维数字视频
S. Moezzi, Arun Katkere, Don Y. Kuramura, R. Jain
This paper describes a new visual medium called interactive 3D digital video. 3D digital video displays motion pictures of real-world events from the view of a virtual camera controlled by the viewer during playback. For 3D video to become of practical use, sophisticated data manipulation, management and processing capabilities are required. These tasks are daunting, given the amount and complexity of data involved. Furthermore, due to the hybrid nature of the 3D video data, no standardized representation and coding schemes are available. We explore these issues and present an overview of a functional system called immersive video. For real events such as basketball games, immersive video analyzes and composites recorded multiviewpoint videos to create a full 3D version of the event which is then encoded and stored for immersive playback. While replaying this 3D digital movie, viewers are able to explore the scene continuously from any perspective. We describe the steps we have taken toward using the Internet infrastructure and a client-server configuration to allow World Wide Web users to interactively view any of our experimental 3D videos including a one minute staged karate demonstration captured by six video cameras. Applications of this new medium include telepresence, interactive video and television, video-based virtual environments, and immersive feature films.
本文描述了一种新的视觉媒体——交互式三维数字视频。3D数字视频在播放过程中由观看者控制的虚拟摄像机显示现实世界事件的动态图像。为了使3D视频成为实际应用,需要复杂的数据处理、管理和处理能力。考虑到所涉及的数据的数量和复杂性,这些任务是令人生畏的。此外,由于3D视频数据的混合性质,没有标准化的表示和编码方案可用。我们探讨了这些问题,并提出了一个称为沉浸式视频的功能系统的概述。对于真实事件,如篮球比赛,沉浸式视频分析和合成录制的多视点视频,以创建事件的完整3D版本,然后进行编码和存储,以便沉浸式播放。当重播这部3D数字电影时,观众可以从任何角度连续探索场景。我们描述了我们使用互联网基础设施和客户端-服务器配置所采取的步骤,以允许万维网用户交互式地查看我们的任何实验性3D视频,包括由六台摄像机拍摄的一分钟舞台空手道演示。这种新媒体的应用包括远程呈现、交互式视频和电视、基于视频的虚拟环境和沉浸式故事片。
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引用次数: 14
End-to-end synchronization control support for multiservice applications 支持多服务应用程序的端到端同步控制
Xiaobao Chen
This paper proposes an architecture which integrates multistream synchronization control into group transport services for multiservice applications. A marker-based multistream synchronization control protocol which fits into the architecture is presented. Experimental results reveal the potential practicality in applying the suggested protocol to multiservice applications in an integrated service network environment.
针对多业务应用,提出了一种将多流同步控制集成到组传输服务中的体系结构。提出了一种适合该体系结构的基于标记的多流同步控制协议。实验结果表明,该协议在综合业务网络环境下的多业务应用中具有潜在的实用性。
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引用次数: 0
期刊
Proceedings of the Third IEEE International Conference on Multimedia Computing and Systems
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