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Über dieses Buch

This book constitutes the thoroughly refereed post-conference proceedings of the Second International Conference, UCMedia 2010, which was held in Palma, Mallorca, Spain, in September 2010, accompanied by the 4th InterMedia Open Forum Workshop (IMOF). After a thorough review process 16 conference and 3 workshop papers were selected for inclusion in the book. The papers are grouped in topical sections on: personalised access to multimedia content; search and retrieval of networked multimedia content; multimedia, AMP, and user experience; video quality perception and user quality of experience; user generated content; content distribution; and content summarisation.

Inhaltsverzeichnis

Frontmatter

Section 1: Personalised Access to Multimedia Content

A Tunable K-Hop Mobility-Based Outsourcing Replication Model for Optimizing End-to-End Reliability in MP2P Systems Using Community-Oriented Neighboring Feedback

This work proposes a scheme which takes into account the k-hop mobility-based outsourcing strategy where the mobile devices are using a sequential scheme for caching requested high ranked resources onto neighboring nodes in the k-hop path in order to be available during a request. The scheme takes into consideration the relay epoch and the mobility aspects of each node in the k-hop path in order to disseminate effectively and within a specified duration any requested file chunks. The combined community oriented model enables the involved nodes in the path to contribute into the diffusion process pathetically according to the k-hop replication diffusion scenario using a feedback oriented mechanism which increases the multicasting diffusion throughput response significantly as simulation results show.

Constandinos X. Mavromoustakis

A Multi-touch Solution to Build Personalized Interfaces for the Control of Remote Applications

This paper presents a framework for controlling remote applications by means of personalized multi-touch interfaces. The designed framework allows end-users to fully personalize the mapping between gestures and input commands. A two-tier architecture has been developed. A formal description of the original interface is automatically generated at the server side to identify a set of available actions for controlling existing applications. The client is in charge of loading the description of the target application, allowing the user to shape the preferred mapping between gestures and actions. Finally, the server converts the identified actions into one or more commands understandable by the original computer interface. The implementation of the system for this work specifically relies on handheld multi-touch devices. Test results are encouraging, both from an objective and a subjective point of view; indeed, the designed framework resulted to outperform a traditional GUI both in terms of number of actions to perform a task and average completion time.

Gianluca Paravati, Mattia Donna Bianco, Andrea Sanna, Fabrizio Lamberti

Semantic Characterization of Context of Use and Contents for User-Centric Media Retrieval

When users access online media, they need and desire to get an experience tailored to their specific, personal context and situation. This is becoming more and more relevant with the ever-increasing amount of available contents users may choose from. In order to provide user-centric functionalities (such as relevant searches, content adaptation, customization and recommendation), both the annotation of contents with semantically rich metadata and an accurate model of the individual users and their respective contexts of use are needed. In this context, we propose a solution to automatically characterize both the context of use and the contents. It provides dynamic, adaptive user models, with explicit and implicit information; as well as content descriptors that may be later used to match the most suitable contents for each user. Users always keep a pivotal role throughout the whole process: providing new contents, contributing to moderated folksonomies, overseeing their own user model, etc.

Juan Carlos Yelmo García, Yod Samuel Martín García, Beatriz San Miguel González

Section 2: Search and Retrieval of Networked Multimedia Content

Towards the Creation of a Unified Framework for Multimodal Search and Retrieval

In this paper, a novel framework for search and retrieval of multimodal content is introduced as part of the EU-funded project I-SEARCH. The main objective of I-SEARCH is to create a unified framework for multimodal content search, i.e. to retrieve content of any media type (text, 2D images, video, audio and 3D) by using as query any of the above media, along with real-world information, expressive and social cues. The outcome will be a highly user-centric search engine, able to deliver to the end-users only the content of interest, satisfying their information needs and preferences, which is expected to significantly improve end-user’s experience. The paper will present the concept of I-SEARCH, as well as its major scientific advances.

Apostolos Axenopoulos, Petros Daras, Dimitrios Tzovaras

Multimodal Queries to Access Multimedia Information Sources: First Steps

This position paper deals with queries beyond text, mixing several multimedia contents: audio, video, image and text. Search approaches combining some of these formats have been studied, including

query by example

techniques in situations where only one format is considered. It is worth mentioning that most of these research works do not deal with text content. A new approach to allow users introducing multimodal queries and exploring multimedia repositories is proposed. For this purpose, different ranked result lists must be combined to produce the final results shown for a given query. The main goal of this proposal is to reduce the semantic gap between low level features and high level concepts in multimedia contents. The use of qualitative data giving more relevance to text content along with machine learning methods to combine results of monomodal retrieval systems is proposed. Although it is too soon to show experimentation results, a prototype implementing the approach is under development and evaluation.

Ángel Martínez, Sara Lana Serrano, José L. Martínez-Fernández, Paloma Martínez

Section 3: Multimedia and AMP; User Experience

KnoWhere: User’s Attitudes towards and Experiences with an Experimental Location Based Service

Users’ attitudes towards the use of an experimental location based service running on a mobile phone using Wi-Fi beacons as a locator are reported. Twenty one users took part in the trial and sixteen went on to be active users. Detailed results based on logging and user interviews are reported exploring usage, perceptions and experiences. The attitudes reported to a service of this type were generally positive.

Roland Craigie, Doug Williams, Stephen Johnson

Towards a Comprehensive Definition of User Experience for 3D Content

New developments in the area of 3D content have highlighted the need for the 3D content user experience evaluation within different media such as television, cinema, mobile and games. The goal of this paper is to present a theoretical approach and some preliminary data that tries to address the lack of an agreed definition of user experience, tackling the need for methodological guidelines in measuring user experience with 3D content. We propose that a number of cognitive and emotional processes need to be taken into account in order to fully understand the user experience with this type of content. We present a preliminary study that provides evidence about the importance of memory and attentional processes in the measurement of the user experience with stereoscopic content.

Raquel Navarro-Prieto, Elena Parra

Section 4: Video Quality Perception and User Quality of Experience

Assessing the Effects of Ambient Illumination Change in Usage Environment on 3D Video Perception for User Centric Media Access and Consumption

For enjoying 3D video to its full extent, access and consumption of 3D content should be user centric, which in turn ensures enhanced quality of user experience. The experience nevertheless is easily influenced by several factors, including content characteristics, users’ preferences, contexts prevailing in various usage environments, etc. Utilizing ambient illumination as an environmental context for the purposes of efficient provision of 3D video to users has particularly not been studied in literature in detail. This paper investigates the effects of ambient illumination on 3D video quality and depth perception for utilizing this information as one of the key context elements in future user centric 3D access and consumption environments. Subjective tests conducted under different illumination conditions demonstrate that the illumination of the viewing environment encircling the users has significant effects on the perceived 3D video quality as well as depth perception.

Gokce Nur, Safak Dogan, Hemantha Kodikara Arachchi, Ahmet M. Kondoz

Emerging Research Directions on 3D Video Quality Assessment

Motion picture producers, providers and equipment developers have to deeply consider end user perception of the application being often expressed in terms of a capacious Quality of Experience (QoE) concept. QoE is affected across the whole application delivery chain including content digitisation and compression, its network delivery and reproduction. During recent years enormous research effort and massive tests have been performed in order to identify factors affecting QoE and develop their mapping to scales like Mean Opinion Score for 2D content. Today, the digital video world is on the eve of 3D imaging which is far more complex and sophisticated not only because of the involved technology but also due to the multi–factor nature of the overall 3D experience. This paper discusses the current state of the research on the emerging problem of the user perceived quality of 3D content.

Jaroslaw Bułat, Michal Grega, Lucjan Janowski, Dawid Juszka, Mikolaj Leszczuk, Zdzislaw Papir, Piotr Romaniak

Depth Based Perceptual Quality Assessment for Synthesised Camera Viewpoints

This paper considers the visual quality assessment for view synthesis in the context of 3D video delivery chain. It is targeted to perceptually quantify the reconstruction quality of synthesised camera viewpoints. It is needed for developing better QoE models related to 3D-TV, as well as for a better representation of the effect of depth maps on views synthesis quality. In this paper, existing 2D video quality assessment methods, like PSNR and SSIM, are extended to assess the perceived quality of synthesised viewpoints based on the depth range. The performance of the extended assessment techniques is measured by correlating multiple sample video assessment scores to that of the Video Quality Metric (VQM) scores, which are a robust reflector of real subjective opinions.

Erhan Ekmekcioglu, Stewart Worrall, Demuni De Silva, Anil Fernando, Ahmet M. Kondoz

Section 5: User Generated Content

GeoMedia – A Framework for Producing Interactive, Geo-Referenced Video Contents

This work-in-progress paper presents an approach for interactive geo-localized multimedia services. The GeoMedia platform will provide richer user experience within the context of city-level cultural or sport events. This will be achieved by means of media aggregation using geo-references and multi-view of pictures and videos aligned with the geospatial coordinate system. The composed imagery/video will be made available for the event participants via their mobile devices, such as smartphones. This will enable the users to reconstruct recent scenes and situations at certain locations of the medium-scale event, thus augmenting the participation experience.

Andrei Papliatseyeu, Givoanni Cortese, Oscar Mayora-Ibarra

A Classification Framework for Interactive Digital Artworks

We define Interactive Digital Artworks as Information Technology intensive systems for which spectators are involved in the production of the artistic output. We propose a novel framework for classification of interactive digital artworks built on the critical revision and refinement of previous work. Our approach is based on the input-process-output view of Information Systems. The classification framework is validated by applying it to the classification of 54 interactive digital artworks realized in Italy.

Enrico Nardelli

Section 6: Content Distribution

Implementation of Adaptive Multimedia Application Concept in iDTV Environment

This paper describes a model of adaptation of multimedia application. The adaptation is based on user’s progress in using a content of the application and a plan that defines long-time usage strategy of the application. The model was applied to education application but it can be used also in other use-cases. This model was designed to be easy to implement and use, and it is an alternative to robust learning models. The implementation of the model is presented on Physical Exercise application.

Filip Hanzl, Zdenek Mikovec, Pavel Slavik

Architectures for Future Media Internet

Among the major reasons for the success of the Internet have been the simple networking architecture and the IP interoperation layer. However, the traffic model has recently changed. More and more applications (e.g. peer-to-peer, content delivery networks) target on the content that they deliver rather than on the addresses of the servers who (originally) published/hosted that content. This trend has motivated a number of content-oriented networking studies. In this paper we summarize some the most important approaches.

María Alduán, Federico Álvarez, Theodore Zahariadis, N. Nikolakis, F. Chatzipapadopoulos, David Jiménez, José Manuel Menéndez

Section 7: Content Summarisation

Multi-sensored Vision for Autonomous Production of Personalized Video Summaries

Democratic and personalized production of multimedia content is a challenge for content providers. In this paper, members of the FP7 APIDIS consortium explain how it is possible to address this challenge by building on computer vision tools to automate the collection and distribution of audiovisual content. In a typical application scenario, a network of cameras covers the scene of interest, and distributed analysis and interpretation of the scene are exploited to decide what to show or not to show about the event, so as to edit a video from of a valuable subset of the streams provided by each individual camera. Generation of personalized summaries through automatic organization of stories is also considered. In final, the proposed technology provides practical solutions to a wide range of applications, such as personalized access to local sport events through a web portal, cost-effective and fully automated production of content for small-audience, or automatic log in of annotations.

Fan Chen, Damien Delannay, Christophe De Vleeschouwer

Efficient Video Indexing on the Web: A System That Crowdsources User Interactions with a Video Player

In this paper, we propose a user-based video-indexing method, that automatically generates thumbnails of the most important scenes of an online video stream, by analyzing users’ interactions with a web video player. As a test bench to verify our idea we have extended the YouTube video player into the VideoSkip system. In addition, VideoSkip uses a web-database (Google Application Engine) to keep a record of some important parameters, such as the timing of basic user actions (play, pause, skip). Moreover, we implemented an algorithm that selects representative thumbnails. Finally, we populated the system with data from an experiment with nine users. We found that the VideoSkip system indexes video content by crowdsourcing implicit users interactions, such as pause and thirty seconds skip. Our early findings point toward improvements of the web video player and its thumbnail generation technique. The VideoSkip system could compliment content-based algorithms, in order to achieve efficient video-indexing in difficult videos, such as lectures or sports.

Ioannis Leftheriotis, Chrysoula Gkonela, Konstantinos Chorianopoulos

Section 8: Intermedia Open Forum: IMOF 2010 Workshop

Metadata-Based Content Management and Sharing System for Improved User Experience

In the past years the amount of multimedia content on the Internet or in home networks has been drastically increasing. Instead of buying traditional media (such as CDs or DVDs) users tend to buy online media. This leads to the difficulty of managing the content (e.g., movies, images). A vast amount of tools for content management exists but they are mainly focusing on one type of content (e.g., only images). Furthermore, most of the available tools are not configurable to the user’s preferences and cannot be accessed by different devices (e.g., TV, computer, mobile phone) in the home network. In this paper we present a UPnP A/V-based system for managing and sharing audio/visual content in home environments which is configurable to the user’s preferences. Furthermore, the paper depicts how this system can be used to improve the user experience by using MPEG-V.

Markus Waltl, Christian Raffelsberger, Christian Timmerer, Hermann Hellwagner

An Application Framework for Seamless Synchronous Collaboration Support in Ubiquitous Computing Environments

Dynamic and heterogeneous nature of ubiquitous computing environments introduces additional requirements to support synchronous collaboration. Such requirements include support of various interaction types, flexible data couplings, and transparent context adaptation. To meet those requirements, in this paper, we propose the manipulation based application model. In comparison to the presentation semantics split model [5], we introduce the manipulation in between the presentation and shared semantics. A manipulation is a fragment of the semantics, which is dynamically created when a presentation requires personalized interaction to the shared semantics. A manipulation enables transparent context adaptation by migrating its states to a new manipulation of the different presentation to adapt the current context, e.g., user location change. We prototyped the proposed application framework and tested the feasibility of the framework.

Seunghyun Han, Niels A. Nijdam, Nadia Magnenat-Thalmann

User Evaluation of Dynamic User-Centric Networking

In user-centric networking users become the endpoint of their communication sessions. This approach intrinsically accounts for mobility management, as terminal handovers and session migrations are expected when the user moves. However, effectiveness of session migration procedure is not trivial to assess, because it mainly concerns the subjective impressions that human users have about their interaction with the system, thus a common approach is to carry out user-evaluation at live demos.

In this paper we describe the user evaluation of our dynamic user-centric networking framework, done at a national science exhibition through a Voice-over-IP application running on top of it.

Raffaele Bolla, Riccardo Rapuzzi, Matteo Repetto

Backmatter

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