Pub Date : 1996-06-17DOI: 10.1109/MMCS.1996.534972
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.
{"title":"A dynamic buffer management technique for minimizing the necessary buffer space in a continuous media server","authors":"Yeonseung Ryu, K. Koh","doi":"10.1109/MMCS.1996.534972","DOIUrl":"https://doi.org/10.1109/MMCS.1996.534972","url":null,"abstract":"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.","PeriodicalId":371043,"journal":{"name":"Proceedings of the Third IEEE International Conference on Multimedia Computing and Systems","volume":"143 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1996-06-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126872854","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 : 1996-06-17DOI: 10.1109/MMCS.1996.534952
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.
{"title":"Supporting ultrasound diagnosis using an animated 3D model of the heart","authors":"T. Berlage, T. Fox, G. Grunst, Klaus-Jürgen Quast","doi":"10.1109/MMCS.1996.534952","DOIUrl":"https://doi.org/10.1109/MMCS.1996.534952","url":null,"abstract":"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.","PeriodicalId":371043,"journal":{"name":"Proceedings of the Third IEEE International Conference on Multimedia Computing and Systems","volume":"11 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1996-06-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115508387","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 : 1996-06-17DOI: 10.1109/MMCS.1996.535022
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.
{"title":"Reservation mechanisms for efficient resource management in internetworks","authors":"S. Damaskos, Hussein F. Salama","doi":"10.1109/MMCS.1996.535022","DOIUrl":"https://doi.org/10.1109/MMCS.1996.535022","url":null,"abstract":"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.","PeriodicalId":371043,"journal":{"name":"Proceedings of the Third IEEE International Conference on Multimedia Computing and Systems","volume":"18 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1996-06-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122135241","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 : 1996-06-17DOI: 10.1109/MMCS.1996.534949
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.
{"title":"CALVIN: an immersimedia design environment utilizing heterogeneous perspectives","authors":"J. Leigh, Andrew E. Johnson","doi":"10.1109/MMCS.1996.534949","DOIUrl":"https://doi.org/10.1109/MMCS.1996.534949","url":null,"abstract":"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.","PeriodicalId":371043,"journal":{"name":"Proceedings of the Third IEEE International Conference on Multimedia Computing and Systems","volume":"20 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1996-06-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127688440","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 : 1996-06-17DOI: 10.1109/MMCS.1996.534963
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.
{"title":"A permutation-based pyramid broadcasting scheme for video-on-demand systems","authors":"C. Aggarwal, J. Wolf, Philip S. Yu","doi":"10.1109/MMCS.1996.534963","DOIUrl":"https://doi.org/10.1109/MMCS.1996.534963","url":null,"abstract":"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.","PeriodicalId":371043,"journal":{"name":"Proceedings of the Third IEEE International Conference on Multimedia Computing and Systems","volume":"23 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1996-06-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121600506","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 : 1996-06-17DOI: 10.1109/MMCS.1996.534947
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.
{"title":"A multimedia VR system","authors":"T. Ikedo","doi":"10.1109/MMCS.1996.534947","DOIUrl":"https://doi.org/10.1109/MMCS.1996.534947","url":null,"abstract":"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.","PeriodicalId":371043,"journal":{"name":"Proceedings of the Third IEEE International Conference on Multimedia Computing and Systems","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1996-06-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131736233","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 : 1996-06-17DOI: 10.1109/MMCS.1996.535013
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.
{"title":"V-QBE: video database retrieval by means of example motion of objects","authors":"A. Yoshitaka, Masanori Yoshimitsu, M. Hirakawa, T. Ichikawa","doi":"10.1109/MMCS.1996.535013","DOIUrl":"https://doi.org/10.1109/MMCS.1996.535013","url":null,"abstract":"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.","PeriodicalId":371043,"journal":{"name":"Proceedings of the Third IEEE International Conference on Multimedia Computing and Systems","volume":"36 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1996-06-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133529199","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 : 1996-06-17DOI: 10.1109/MMCS.1996.534977
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.
{"title":"Image retrieval by elastic matching of shapes and image patterns","authors":"A. Bimbo, P. Pala, S. Santini","doi":"10.1109/MMCS.1996.534977","DOIUrl":"https://doi.org/10.1109/MMCS.1996.534977","url":null,"abstract":"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.","PeriodicalId":371043,"journal":{"name":"Proceedings of the Third IEEE International Conference on Multimedia Computing and Systems","volume":"4 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1996-06-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133774966","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 : 1996-06-17DOI: 10.1109/MMCS.1996.534998
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.
{"title":"An emerging medium: interactive three-dimensional digital video","authors":"S. Moezzi, Arun Katkere, Don Y. Kuramura, R. Jain","doi":"10.1109/MMCS.1996.534998","DOIUrl":"https://doi.org/10.1109/MMCS.1996.534998","url":null,"abstract":"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.","PeriodicalId":371043,"journal":{"name":"Proceedings of the Third IEEE International Conference on Multimedia Computing and Systems","volume":"3 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1996-06-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115370096","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 : 1996-06-17DOI: 10.1109/MMCS.1996.535001
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.
{"title":"End-to-end synchronization control support for multiservice applications","authors":"Xiaobao Chen","doi":"10.1109/MMCS.1996.535001","DOIUrl":"https://doi.org/10.1109/MMCS.1996.535001","url":null,"abstract":"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.","PeriodicalId":371043,"journal":{"name":"Proceedings of the Third IEEE International Conference on Multimedia Computing and Systems","volume":"68 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1996-06-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114788957","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}