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Streaming Media is a multimedia that is presented to an end user which is constantly received by while being delivered by a provider. Amazon Web Service (AWS) is a collection of remote computing services (also called web services) that together make up a Cloud computing platform, offered over the Internet by Amazon.com. The most central and well-known of these services are Amazon EC2 and Amazon S3...
Mobile augmented reality (MAR) applications are gaining popularity due to the wide adoption of mobile and especially wearable devices. Such devices often present limited hardware capabilities while MAR applications often rely on computationally intensive computer vision algorithms with extreme latency requirements. To compensate for the lack of computing power, offloading data processing to a distant...
The sovereignty of cloud-deployed media applications and services is improbable to be disrupted in the foreseeable future. This paper aims to provide an overview of the most essential technologies utilized by this constantly evolving cloud ecosystem, identify the design principles of a media-aware cloud and present an architectural position based on the research conclusions. An end-to-end quality-aware...
Crowd-sourcing the resources of mobile devices is a hot topic of research given the game-changing applications it may enable. In this paper we study the feasibility of using edge-clouds of mobile devices to reduce the load in traditional WiFi infrastructures for video dissemination applications. For this purpose, we designed and implemented a mobile application for video dissemination in sport venues...
Android is an operating system which is available in smartphones and tablets. It uses touch gestures which correlate as activities to perform the operations to embed with the real world actions. Recent technologies adapts android as the primary element because of its salient features and open environment which could be customized in high technological devices. Another secured feature of Android is...
With the rapid development of cloud computing technologies, cloud gaming has gained wide attention from the industrial field. By executing the gaming software on the cloud and transiting the rendered game scenes back to the client, game players can play games anywhere on any device. However, the centralized architecture of existing cloud gaming platforms causes serious network latency, which deteriorates...
To enhance video streaming experience for mobile users, we propose an approach towards Quality-of-Experience (QoE) aware on-the-fly transcoding. The proposed approach relies on the concept of Mobile Edge Computing (MEC) as a key enabler in enhancing service quality. Our scheme involves an autonomic creation of a transcoding service as a Virtual Network Function (VNF) and ensures dynamic rate switching...
Video streaming services over the Internet is being widely used in mobile networks. From providers' point of view, the success of such service is highly correlated with the end-user degree of satisfaction which is measured in terms of Quality of Experience QoE. In fact, most of video streaming providers are adopting adaptive streaming solution that offers a better experience to the end user since...
Mobile display has been considered as the major contributor to the energy consumption of the ever-increasing mobile video services. Current practices in display energy reduction (DER) utilize local computing resources to analyze the video content before DER strategies can be applied in a per-device fashion. For a given video, same analytical computations are repeated in millions of individual devices...
Mobile Edge Computing (MEC) aims to provide mobile and cloud computing capabilities within the radio access network, and emphasizes the openness of the internet which can transfer the real-time radio network information into context-related services. In this article, we research the state-of-the-art technology of mobile and cloud convergence, then propose WiCloud, a MEC platform, which integrates...
'Micro Lecture' which is popular among China mobile client is different from traditional lecture, in terms of forms of lecture, design thinking, technical thinking. 'Micro Lecture' breaks the physical geographic constraints, realizing sharing knowledge. It is efficient and abundant than traditional lecture, it can satisfy various requirements of student, achieving personalized, free and lifelong learning...
With advances of cloud computing, seamless video streaming from video server to cloud client has been one of technical challenges for multimedia cloud applications. Especially in case that Desktop-as-a-Service (DaaS) as a major cloud application is deployed via wireless networks, it could raise a new set of issues to be addressed. To solve the problem, we propose a Cloud-based Context-aware HTTP Adaptive...
The evolution of wireless access technologies and mobile devices, together with the constant demand for video services, has created new Human-Centric Multimedia Networking (HCMN) scenarios. However, HCMN poses several challenges for content creators and network providers to deliver multimedia data with an acceptable quality level based on the user experience. Moreover, human experience and context,...
Video surveillance technology is a crucial element of every person's life in the modern era — an element that is concerned with the safeguarding of individuals as well as finding criminals. An effective mechanism in existing video surveillance systems is cloud-based IPTV (Internet Protocol Television) technology, which is becoming increasingly popular. In this paper, we aim to design and develop a...
The thin-client approach for gaming is becoming more popular. For instance, Nvidia Shield, Valve Steam and Shinra technologies have offerings based on the concept. In remote cloud gaming, the game is being executed and processed in the cloud while the user receives a video and audio stream of the game, in a very similar way as with remote desktop clients. At the same time, clouds are moving towards...
Mobile systems (smartphones and tablets) have become a major channel for consuming and creating multimedia content. Almost half of video-on-demand is watched on mobile systems. Many people use their mobile systems to capture video, and edit, upload, and share content. Using mobile systems to capture video, however, is restricted to users' locations. We believe that the global network cameras could...
While the demand of video streaming services (VSSs) over the mobile networks have been soaring, the capacity of wireless links cannot keep up with the traffic needs. The difference between traffic demand and the link capacity, together with time-varying link conditions, causes inadequate service quality of video streaming, such as long buffering delays and sporadic disruptions. In this paper, by leveraging...
Mobile Edge Computing is a novel concept where regular servers is placed within the LTE networks' eNode-Bs. These servers allow to run third party services directly at the edge of the network, providing minimal latency to the user equipment while minimizing the use of packet core bandwidth. Conserving bandwidth has become increasingly important for the mobile network operators as the mobile traffic...
Video broadcast is an important feature for over-the-top content providers (OTT-CPs) to disseminate video programs to a large number of Internet mobile users. This paper focuses on a self-sustained content delivery network (CDN) solution, where OTT-CP servers and mobile users collaboratively join together to form a mobile peer-to-peer streaming (MPPS) CDN to assist video broadcasting. Several unique...
In Multimedia network applications, adaptive mobile streaming empowers cloud-based real time transcoding. The researchers in media cloud propose a well-organized technique to split the video content into different frames. The technique is to carry out disseminated encoding to resolve the multimedia data conversion problem. Also, it introduces an energetic outgoing and an extrapolative bandwidth for...
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