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1.
Adaptive multimedia synchronization in a teleconference system   总被引:3,自引:0,他引:3  
In this paper, we present an adaptive buffering scheme for implementing intra-stream and inter-stream synchronization in real-time multimedia applications. The essence of the proposed scheme is to dynamically enforce equalized delays to incoming media streams, in order to piece-wise smooth the network delay variations and to synchronize the streams at the sink. An adaptive control mechanism based on an event-counting algorithm is employed to calibrate the PlayOut Clocks (POCs), which manages the presentations of multimedia data. The algorithm does not rely on globally synchronized clock and makes minimal assumption on underlying network delay distribution. Also, the user defined quality of service (QoS) specifications can be directly incorporated into the design parameters of the synchronization algorithm. The proposed synchronization scheme has been experimentally implemented in a teleconference system which consists of separately controllable audio, video, and data channels. The modular structure of the synchronization control provides the flexibility to maintain an arbitrary synchronization group in conjunction with a distributed conference management scheme. This paper also shows the experimental results of the test implementation and the suitability of the proposed scheme with respect to the multimedia traffic across an FDDI/Ethernet network.  相似文献   

2.
With rapid technological advances being made in the area of wireless communications it is expected that, in the near future, mobile users will be able to access a wide variety of services such as multicast distribution of multimedia streams. These services are characterized by the integrated processing of different media types, such as audio and video. Different multimedia streams must be played out in a synchronized way. However, due to the asynchronous nature of the communication (packets or radio), some problems can disrupt the synchronization such as delay jitter. In this paper, we present a synchronization protocol for multicast of multimedia streams. It allows a mobile host to playback continuously a multimedia stream. When a mobile host moves from cell to cell, the scheme allows continuous playback. The mechanism used is based on the pre-buffering of media units. We present a computation of the handoff time and a mechanism for the restoration of the initial buffer size. Simulation results show that, when resources are already reserved, the handoff time is bounded and the buffer takes again its initial size.  相似文献   

3.
An adaptive protocol for synchronizing media streams   总被引:8,自引:0,他引:8  
Stream synchronization is widely regarded as a fundamental problem in the field of multimedia systems. Solutions to this problem can be divided into adaptive and rigid mechanisms. While rigid mechanisms are based on worst case assumptions, adaptive ones monitor the underlying network and are able to adapt themselves to changing network conditions. In this paper, we will present an adaptive stream synchronization protocol. This protocol supports any kind of distribution of the sources and sinks of the streams to be synchronized. It is based on a buffer-level control mechanism, allowing immediate corrections when the danger of a buffer overflow or underflow is recognized. Moreover, the proposed protocol is flexible enough to support a wide variety of synchronization policies, which can be dynamically changed while synchronization is in progress. Finally, the message overhead of this protocol is low, because control messages are only exchanged when network conditions change.  相似文献   

4.
Most multimedia servers reported in the literature are designed to serve multiple and independent video/audio streams. We think that, in future, multimedia servers will also serve complete presentations. Multimedia presentations provide unique opportunities to develop algorithms for buffer management and admission control, as execution-time consumption requirements of presentations are known a priori. In this paper, we examine presentations in three different domains (heavyweight, middleweight, and lightweight) and provide buffer management and admission control algorithms for the three domains. We propose two improvements (flattening and dynamic-adjustments) on the schedules created for the heavyweight presentations. Results from a simulation environment are presented. Received June 9, 1998 / Accepted October 13, 1998  相似文献   

5.
Synchronization of distributed multimedia systems with user interactions   总被引:1,自引:0,他引:1  
Without user interactions, multimedia presentations are just fancy slide shows with sound and video supports. User interactions by themselves do not change the temporal relationships among multimedia objects, such as texts, graphics, images, audio, and video, but affect the playback schedules. In this paper, we propose a synchronization mechanism to guarantee the quality of multimedia presentation with user interactions. In our protocol, each presentation site requests media transmission from the required media servers at certain time intervals prior to the playback deadlines, where these time intervals are the response times to cover possible experienced end-to-end delays and packet losses, and waits for an initial setup time to ensure intermedia synchronization before starting the presentation. Users may interact with the presentation. This synchronization mechanism solves the problems incurred by user interactions by determining the new presentation scenario produced by the interactive operation, calculating the corresponding setup time, and then rendering the new playback and retrieval schedules.  相似文献   

6.
Easy-to-use audio/video authoring tools play a crucial role in moving multimedia software from research curiosity to mainstream applications. However, research in multimedia authoring systems has rarely been documented in the literature. This paper describes the design and implementation of an interactive video authoring system called Zodiac, which employs an innovative edit history abstraction to support several unique editing features not found in existing commercial and research video editing systems. Zodiac provides users a conceptually clean and semantically powerful branching history model of edit operations to organize the authoring process, and to navigate among versions of authored documents. In addition, by analyzing the edit history, Zodiac is able to reliably detect a composed video stream's shot and scene boundaries, which facilitates interactive video browsing. Zodiac also features a video object annotation capability that allows users to associate annotations to moving objects in a video sequence. The annotations themselves could be text, image, audio, or video. Zodiac is built on top of MMFS, a file system specifically designed for interactive multimedia development environments, and implements an internal buffer manager that supports transparent lossless compression/decompression. Shot/scene detection, video object annotation, and buffer management all exploit the edit history information for performance optimization.  相似文献   

7.
The next generation of interactive multimedia documents can contain both static media, e.g., text, graph, image, and continuous media, e.g., audio and video, and can provide user interactions in distributed environments. However, the temporal information of multimedia documents cannot be described using traditional document structures, e.g., Open Document Architecture (ODA) and Standard Generalized Mark-up Language (SGML); the continuous transmission of media units also raises some new synchronization problems, which have not been met before, for processing user interactions. Thus, developing a distributed interactive multimedia document system should resolve the issues of document model, presentation control architecture, and control scheme. In this paper, we (i) propose a new multimedia document model that contains the logical structure, the layout structure, and the temporal structure to formally describe multimedia documents, and (ii) point out main interaction-based synchronization problems, and propose a control architecture and a token-based control scheme to solve these interaction-based synchronization problems. Based on the proposed document model, control architecture, and control scheme, a distributed interactive multimedia document development mechanism, which is called MING-I, is developed on SUN workstations.  相似文献   

8.
We discuss the problem of capturing media streams which occur during a live lecture in class or during a telepresentation. Instead of presenting yet another method or system for capturing the classroom experience, we introduce some informal guidelines and show their importance for such a system. We derive from these guidelines a formal framework for sets of data streams and an application model to handle these sets so that a real-time replay becomes possible. The Authoring on the Fly system is a possible realization of a framework which follows these guidelines. It allows the capture and real-time replay of data streams captured during a (tele)presentation, including audio, video, and whiteboard action streams. This article gives an overview of the different AoF system components for the various phases of the teaching and learning cycle. It comprises an integrated text and graphics editor for the preparation of pages to be loaded by the whiteboard during the presentation phase. The recording component of the system captures various data streams of the live presentation. They are postprocessed by the system so that they become instances of the class of media for whose replay the general application model was developed. From a global point of view, the Authoring on the Fly system allows one to merge three apparently distinct tasks – teaching in class, telepresentation, and multimedia authoring – into one single activity. The system has been used routinely for recording telepresentations over the MBone net and has already led to a large number of multimedia documents which have been integrated automatically into Web-based teaching and learning environments.  相似文献   

9.
Due to their large bandwidth demand and synchronization requirements, multimedia applications, in general, consume buffers of huge size, which prevents potential customers from using multimedia services. We recognize the problem and propose a hierarchical architecture to reduce the buffer size. The architecture can be applied to both 1- and - applications. We establish the architecture by first determining neighbor sets and then applying a grouping algorithm and a renegotiation process. This architecture can also meet the synchronization requirements of multimedia applications. We evaluate the performance of the architecture through simulations and compare it with that of a direct connection architecture. The result shows that the hierarchical architecture reduces the buffer size significantly without serious penalty to the total bandwidth and without introducing extra hot spots.  相似文献   

10.
A network that offers deterministic, i.e., worst case, quality-of-service guarantees to variable-bit-rate (VBR) video must provide a resource reservation mechanism that allocates bandwidth, buffer space, and other resources for each video stream. Such a resource reservation scheme must be carefully designed, otherwise network resources are wasted. A key component for the design of a resource reservation scheme is the traffic characterization method that specifies the traffic arrivals on a video stream. The traffic characterization should accurately describe the actual arrivals, so that a large number of streams can be supported; but it must also map directly into efficient traffic-policing mechanisms that monitor arrivals on each stream. In this study, we present a fast and accurate traffic characterization method for stored VBR video in networks with a deterministic service. We use this approximation to obtain a traffic characterization that can be efficiently policed by a small number of leaky buckets. We present a case study where we apply our characterization method to networks that employ a dynamic resource reservation scheme with renegotiation. We use traces from a set of 25–30-min MPEG sequences to evaluate our method against other characterization schemes from the literature.  相似文献   

11.
In a multimedia server, multiple media streams are generally serviced in a cyclic fashion. Due to non-uniform playback rates and asynchronous arrivals of queries, there tends to be spare disk bandwidth in each service cycle. In this paper, we study the issue of dynamically using spare disk bandwidth and buffer to maximize the system throughput of a multimedia server. We introduce the concept of minimizing buffer consumption as the criterion to select an appropriate media stream to utilize the spare system resources. Buffer consumption measures not only the amount of buffer but also the amount of time such buffer space is occupied (i.e., the space-time product). Different alternatives to utilizing spare disk bandwidth are examined, including different rate-adjustable retrievals of an already activated stream and prefetching the next waiting stream. For rate-adjustable retrievals, we study buffer consumption-based and remaining-time-based criteria for selecting an active stream to increase retrievals. Simulations are conducted to evaluate and compare different cases. The results show that (1) minimizing buffer consumption is the right criterion for maximizing the system throughput with spare disk bandwidth; (2) in general, prefetching a waiting stream incurs more buffer consumption, and thus is less effective than rate-adjustable retrieval of active streams in maximizing the system throughput; and (3) the advantage of rate-adjustable retrieval over prefetching is especially significant when service cycle time is small.  相似文献   

12.
Design and analysis of a video-on-demand server   总被引:6,自引:0,他引:6  
The availability of high-speed networks, fast computers and improved storage technology is stimulating interest in the development of video on-demand services that provide facilities similar to a video cassette player (VCP). In this paper, we present a design of a video-on-demand (VOD) server, capable of supporting a large number of video requests with complete functionality of a remote control (as used in VCPs), for each request. In the proposed design, we have used an interleaved storage method with constrained allocation of video and audio blocks on the disk to provide continuous retrieval. Our storage scheme interleaves a movie with itself (while satisfying the constraints on video and audio block allocation. This approach minimizes the starting delay and the buffer requirement at the user end, while ensuring a jitter-free display for every request. In order to minimize the starting delay and to support more non-concurrent requests, we have proposed the use of multiple disks for the same movie. Since a disk needs to hold only one movie, an array of inexpensive disks can be used, which reduces the overall cost of the proposed system. A scheme supported by our disk storage method to provide all the functions of a remote control such as “fast-forwarding”, “rewinding” (with play “on” or “off”), “pause” and “play” has also been discussed. This scheme handles a user request independent of others and satisfies it without degrading the quality of service to other users. The server design presented in this paper achieves the multiple goals of high disk utilization, global buffer optimization, cost-effectiveness and high-quality service to the users.  相似文献   

13.
In this paper, we present two novel disk failure recovery methods that utilize the inherent characteristics of video streams for efficient recovery. Whereas the first method exploits the inherent redundancy in video streams (rather than error-correcting codes) to approximately reconstruct data stored on failed disks, the second method exploits the sequentiality of video playback to reduce the overhead of online failure recovery in conventional RAID arrays. For the former approach, we present loss-resilient versions of JPEG and MPEG compression algorithms. We present an inherently redundant array of disks (IRAD) architecture that combines these loss-resilient compression algorithms with techniques for efficient placement of video streams on disk arrays to ensure that on-the-fly recovery does not impose any additional load on the array. Together, they enhance the scalability of multimedia servers by (1) integrating the recovery process with the decompression of video streams, and thereby distributing the reconstruction process across the clients; and (2) supporting graceful degradation in the quality of recovered images with increase in the number of disk failures. We present analytical and experimental results to show that both schemes significantly reduce the failure recovery overhead in a multimedia server.  相似文献   

14.
In this paper, we propose a new communication abstraction known as the group channel which facilitates and supports the implementation of multiparty interactive multimedia (MIM) applications such as video conferencing. The group channel is a high-level abstraction for group communication. The credit scheme and the dynamic bandwidth calibration scheme are provided as an integral part of the group channel service for allocating network bandwidth dynamically as participants join and leave the group channel. The multimedia transport protocol (MTP) is proposed as a realization of the group channel service in the ATM network. Its prototype implementation and a simple multiparty video-conferencing application built on top of the MTP prototype are described in this paper. Our results show that the group channel is capable of guaranteeing the performance of MIM applications irrespective of the group size and differences in workstation speeds.  相似文献   

15.
We present efficient schemes for scheduling the delivery of variable-bit-rate MPEG-compressed video with stringent quality-of-service (QoS) requirements. Video scheduling is being used to improve bandwidth allocation at a video server that uses statistical multiplexing to aggregate video streams prior to transporting them over a network. A video stream is modeled using a traffic envelope that provides a deterministic time-varying bound on the bit rate. Because of the periodicity in which frame types in an MPEG stream are typically generated, a simple traffic envelope can be constructed using only five parameters. Using the traffic-envelope model, we show that video sources can be statistically multiplexed with an effective bandwidth that is often less than the source peak rate. Bandwidth gain is achieved without sacrificing the stringency of the requested QoS. The effective bandwidth depends on the arrangement of the multiplexed streams, which is a measure of the lag between the GOP periods of various streams. For homogeneous streams, we give an optimal scheduling scheme for video sources at a video-on-demand server that results in the minimum effective bandwidth. For heterogeneous sources, a sub-optimal scheduling scheme is given, which achieves acceptable bandwidth gain. Numerical examples based on traces of MPEG-coded movies are used to demonstrate the effectiveness of our schemes.  相似文献   

16.
As one of the fast-developing switch-based high-speed networks, asynchronous transfer mode (ATM) is a promising network standard which may satisfy various requirements of multimedia computing. The Moving Picture Experts Group (MPEG) standard was designed to support full motion video stored on digital storage media at compression ratios up to 200:1. MPEG-2 is the second development phase of the MPEG standard and is designed for higher resolutions (including but not restricted to interlaced video) and higher bit rates (up to 20 Mbits/s). In this paper, the ATM adaptation layer type 5 (AAL-5) protocol was used to encapsulate constant-bit-rate-encoded MPEG-2 transport packets because of AAL-5's general availability. However, there is a mismatch of size between MPEG-2's transport packets (188 bytes) and ATM AAL-5's protocol data units (up to 65 535 bytes). In this paper, we examine and analyze four different packing schemes, 1TP, 2TP, nTP-Tight, and nTP-Loose (the scheme we propose), which encapsulated a certain number of MPEG-2 transport packets into one AAL-5 PDU. nTP-Loose scheme is proposed to have (1) better end-to-end performance than schemes 1TP and 2TP, (2) better error-recovery capability than scheme nTP-Tight, and (3) the same buffer requirement as scheme 2TP. A Power Macintosh ATM platform was used to identify the range of possible ways of packing MPEG-2 transport packets into one ATM AAL-5 PDU, when schemes with more than two MPEG-2 transport packets are chosen. Based on the test results, 10 or 12 MPEG-2 transport packets, which can yield throughputs of 70.36 and 78.98 Mbits/s, respectively, are recommended. Fast forward and backward playing of MPEG-2 movies (several times the video display speed) can be easily achieved via ATM networks.  相似文献   

17.
An educational digital library is a specialized digital library containing instructional materials, such as class lectures, seminar presentations, and various training materials. These materials consist of a combination of audio, video, and image data. In such an environment, basic parts of multimedia data are usually stored in databases and sophisticated multimedia presentations may be assembled to generate various presentations. In this paper, we investigate a theory of the scheduling strategies for supporting the synchronized presentations of multimedia streams which is applicable to educational digital libraries. This scheduling theory includes the specification and representation of synchronization on media streams, the realization of appropriate synchronization granularity, and the scheduling principles for the presentations of multimedia streams. This investigation formulates criteria for specifying and scheduling the skipping/pausing of media streams with asynchronous presentations when various delays occur. Adaptability to various quality-of-service requirements is supported in the scheduling strategies. Various synchronization mechanisms at both client and server sides are proposed to implement the scheduling theory. Experimental analysis is conducted using instructional materials.  相似文献   

18.
Issues in the design of a storage server for video-on-demand   总被引:2,自引:0,他引:2  
We examine issues related to the design of a storage server for video-on-demand (VOD) applications. The storage medium considered is magnetic disks or arrays of disks. We investigate disk scheduling policies, buffer management policies and I/O bus protocol issues. We derive the number of sessions that can be supported from a single disk or an array of disks and determine the amount of buffering required to support a given number of users. Furthermore, we propose a scheduling mechanism for disk accesses that significantly lowers the buffer-size requirements in the case of disk arrays. The buffer size required under the proposed scheme is independent of the number of disks in the array. This property allows for striping video content over a large number of disks to achieve higher concurrency in access to a particular video object. This enables the server to satisfy hundreds of independent requests to the same video object or to hundreds of different objects while storing only one copy of each video object. The reliability implications of striping content over a large number of disks are addressed and two solutions are proposed. Finally, we examine various policies for dealing with disk thermal calibration and the placement of videos on disks and disk arrays.  相似文献   

19.
We describe a collection of algorithms designed to support reliable synchronization and group membership services for distributed multimedia applications. In particular, we consider those applications that require interactivity, isochronous rendering of multimedia data, and high reliability. We show that the algorithms we propose (i) provide reliable support for the synchronization of multimedia data streams, despite the occurrence of possible communication failures, (ii) maintain a consistent view of the relative group membership of all the nonfaulty application components, (iii) guarantee time-bounded delay of component failure detection and join, and (iv) meet effectively possible scalability requirements of the applications.  相似文献   

20.
远程音、视频重演中的同步技术   总被引:3,自引:0,他引:3  
音、视频信息的同步重演足多媒体应用系统实现的关键技术和难点之一,该文探讨了音、视频同步的机制,依据基于参考点的同步思想创建了以音频为时间主导的同步模型,提出了在解码端运用的音、视频同步算法,并给出了同步的判断准则和实际处理的过程。算法已应用于基于MPEG-4编码标准的分布式多媒体监控系统中,实验表明,它能准确、可靠地实现音、视频连续同步重演,并具有较好的通用性。  相似文献   

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