Showing posts with label Multimedia Communication. Show all posts
Showing posts with label Multimedia Communication. Show all posts

Tuesday, December 19, 2017

University Assistant (f/m)

Alpen-Adria-Universität Klagenfurt announces the following job vacancy (in accordance with § 107 Abs. 1 Universitätsgesetz 2002):

University Assistant (f/m)
(fixed-term employment for the period of 4 years, 40 hours/week (Uni-KV: B1)

at the Faculty for Technical Sciences, Dept. of Information Technology. The monthly minimum salary for this position as stated in the collective agreement and according to the classification scheme is €2.731 (pre-tax, 14 x per year), but may be higher due to previous employment periods eligible for inclusion and other earnings and remunerations. 

[Important note: this English version is only informative and the official description of the job vacancy is available here, only in German though]

Your duties:
  • Collaboration at the department within the research group “Multimedia Communication” in terms of research and teaching
  • Independent scientific research with the goal to obtain the conferral of a doctorate
  • Participation at the students’ counselling
  • Collaboration at administrative tasks within the department and university committees
  • Collaboration at public relations activities within the department and faculty

The research group “Multimedia Communication” conducts its research within the fields of communication, adaptation, quality of experience (QoE) and use of multimedia data, as well as in the area of future content-aware networks. The goal is to publish in international, high quality professional journals and conference proceedings and to cooperate with various commercial partners. With regard to teaching, additional fields such as computer organization, computer networks, operating systems and parallel systems are covered by our research group.

Your profile:
  • Master or diploma degree of Technical Science in the field of Informatics, Computer Engineering, Electrical Engineering, Information and Communication Engineering or Telematics completed at a domestic or foreign university (with good final degrees)
  • Excellent knowledge and experience in at least one of the following fields: computer organization, operating systems, computer networks, multimedia systems, distributed systems 

Desirable qualifications are:
  • Fluency in German and English, both in written and oral form
  • Excellent programming skills
  • Relevant international and practical work experience
  • Social and communicative competences and ability to work in a team
  • Experience with university teaching and research activities 

All relevant documents for the application (including copies of all school certificates and performance records) have to be submitted via the online application form www.aau.at/obf of Alpen-Adria-Universität Klagenfurt no later than January 10, 2018, mentioning reference number 639/17.

The goal of the position is to equip graduates of a master or diploma programme with the necessary technical and scientific training to complete a doctorate or PhD program in Technical Sciences. Applications of scientists already holding such a degree can therefore not be taken into further consideration.

Alpen-Adria-Universität Klagenfurt lays special emphasis on increasing the number of women in senior and in academic positions and therefore strongly invites qualified women to apply for this position. In case of equal qualifications, female applicants will receive preferential consideration.

Furthermore, persons with disabilities or chronic illnesses who meet the required qualification criteria are also explicitly invited to apply for the position. 

General information for applicants: www.aau.at/jobs/information

Additional information regarding the research group “Multimedia Communication” can be found online (www.aau.at/tewi/inf/itec/) or by phone +43-463-2700-3612 (Univ.-Prof. DI Dr. Hermann Hellwagner).

Alpen-Adria-Universität Klagenfurt cannot refund any travel or accommodation expenses that arise in connection with the admission procedure.

Monday, March 22, 2010

CfP: Workshop on Impact of Scalable Video Coding on Multimedia Provisioning (SVCVision)

Collocated with MobiMedia - 6th International Mobile Multimedia Communications Conference
6th-8th September 2010 - Lisbon, Portugal

http://www.mobimedia.org/ws_SVCVision.html


Aims and Scope
===============
Scalable Video Coding (SVC) refers to the possibility of removing certain parts of a video bit stream in order to adapt it to a changing usage environment, e.g., end device capabilities, network condition or user preferences. SVC has been an active standardization and research area for at least 20 years, reaching back to H.262/MPEG-2, which offered scalable profiles. However, these previous attempts suffered from a significant loss in coding efficiency as well as a large increase in decoder complexity (and thus energy consumption), which hindered market adoption. Only the most recent attempt, i.e., the SVC extension of H.264/AVC, focuses on avoiding these disadvantages. Since H.264/SVC standardization started in 2003, it has been at the focus of many multimedia research groups.

Today's increasing variety of end devices (smart phones, tablet PCs, Netbooks, Laptops, PCs, networked HDTVs, …) and the associated multitude of Internet connectivity options (GPRS/EDGE, UMTS, ADSL, PLC, WiMAX, …) provide particular momentum for SVC, which can be easily and pervasively adapted to these various usage environments. SVC also allows end devices to only decode a sub-set of the SVC bit stream, thus enabling in particular mobile end devices to minimize the necessary (processing) power requirements.

This workshop aims to provide a forum for both academic and industrial participants to exchange and discuss recent advancements and future perspectives of SVC.


SVC topics of interest include, but are not limited to:
==========================================
- Robust streaming, error resilience and error concealment
- Streaming in heterogeneous environments
- Peer-to-Peer (P2P) video distribution
- Internet Protocol television (IPTV)
- Energy-efficient video distribution
- Content adaptation (e.g., scaling, rewriting, transcoding) and summarization
- Complexity optimization and new tools for achieving scalability
- Adaptation decision taking & context information
- Storage & file format
- Conditional access & protection
- Novel applications & implementation experiences


Important Dates
==============
Paper Submission:  23. April 2010
Notification:          28. May 2010
Camera Ready:  25. June 2010


All accepted papers will be published in Springer Lecture Notes of ICST (LNICST) series and included in major article indexing services.

Thursday, February 25, 2010

O Universal Multimedia Access, Where Art Thou? (Part III)

-by Christian Timmerer, Klagenfurt University, Austria

Preface: First I thought about writing this article for a journal or something equivalent but then I concluded to make this article available through my blog. The aim is to perform an experiment in order to determine whether it is possible (a) to get direct feedback through comments and (b) to be referenced from elsewhere. As it is a quite comprehensive article, it’s split up in separate parts. If someone (i.e., a journal editor) is interested in publishing this article, yes, I can still do that! :-)

Part I was about giving an introduction to the topic and an overview on multimedia content adaptation techniques. Part II was about the adaptation by transformation approach that utilizes scalable coding formats such as JPEG2000, MPEG-4 BSAC, and MPEG-4 SVC. This part comprises adaptation decision-taking also known as the brain of multimedia content adaptation.

Part III – Adaptation Decision-Taking

Definition: (Multimedia) adaptation decision-taking is referred to as the process of finding the optimal parameter settings for (multiple, possibly in series connected) multimedia content adaptation engines given the properties, characteristics, and capabilities of the content and the context in which it will be processed.

Problem Description

The information revolution of the last decade has resulted in a phenomenal increase in the quantity of multimedia content available to an increasing number of different users with different preferences who access it through a plethora of devices and over heterogeneous networks. End devices range from mobile phones to high definition TVs, access networks can be as diverse as UMTS (Universal Mobile Telecommunications System) and broadband networks, and the various backbone networks are different in bandwidth and Quality of Service (QoS) support. Additionally, users have different content/presentation preferences and intend to consume the content at different locations, times, and under altering circumstances, i.e., within a variety of different contexts.

In order to cope with situations indicated above, multimedia content adaptation has become a key issue which results in a lot of research and standardization efforts collectively referred to as Universal Multimedia Access (UMA). An important aspect of UMA is adaptation decision-taking (ADT) which aims at finding the optimal parameter settings for the actual multimedia content adaptation engines based on the properties, characteristics, and capabilities of the content and the context in which it will be processed. This article provides an overview of the different metadata required for adaptation decision-taking and points out technical solution approaches for the actual decision-taking.

High-level Architecture and Metadata Assets

Figure 1 depicts a high-level architecture for adaptation decision-taking including the actual content adaptation. The input of the adaptation decision-taking engine (ADTE) can be divided into content- and context-related metadata. The former provides information about the syntactic and semantic aspects (e.g., bitrate, scene description) of the multimedia content that support the decision-taking process. The latter describes the usage environment (e.g., terminal capabilities) in which the multimedia content is consumed or processed. The result of the ADTE is an adaptation decision which steers the multimedia content adaptation engine(s) to produce the adapted multimedia content fulfilling the constraints imposed by the context-related metadata. The input to the actual adaptation engine is the given multimedia content possibly accompanied with additional content-related metadata required for the adaptation itself (e.g., syntax descriptions).
 
Figure 1. High-level Architecture of Adaptation Decision-Taking and Multimedia Content Adaptation.

The focus of this article is on the ADTE. In the following sections the two types of metadata assets required for adaptation decision-taking are reviewed and, finally, technical solution approaches are highlighted.

Content-related Metadata

This type of metadata comprises descriptive information about the characteristics of the content which can be divided into four categories:
  • Semantic metadata provides means for annotating multimedia content with textual information enabling various applications such as search and retrieval. This kind of metadata covers a broad range of annotation possibilities, among them are the name of the content, authors, actors, scene descriptions, etc.
  • Media characteristics describe the syntactical information pertaining to multimedia bitstreams in terms of the physical format and its characteristics. This may include the storage and coding format as well as bit-rate, frame-rate, width, height, and other related parameters.
  • The Digital Rights Management (DRM) information for adaptation decision-taking specify which kind of adaptation operations (e.g., scaling, format conversion, etc.) are allowed and under which constraints (e.g., bit-rate shall be greater than 512kbps).
  • Finally, Adaptation Quality of Service (QoS) describes the relationship between usage environment constraints, feasible adaptation operations satisfying these constraints, and associated utilities (i.e., qualities).

    Context-related Metadata

    Similar to the content-related metadata, the context-related metadata can be also divided into four categories:
    • End user-related metadata: The first category of metadata is pertained to metadata describing the characteristics of end users in terms of preferences, disabilities, and location-based information.
    • Terminal-related metadata: The second category provides context information regarding the capabilities of the terminal which are used by the end users for consuming multimedia content. This information includes – among others – information about the codecs installed, display properties, and audio capabilities.
    • Network-related metadata: The third category of metadata comprises the information concerning the access and core networks in terms of its characteristics and conditions. Such information may include bandwidth, delay, and jitter.
    • Adaptation-related metadata: Finally, the fourth category of metadata describes the actual adaptation engines in terms of adaptation operations they are capable to perform. For example, an adaptation engine may be able to perform temporal scaling whereas another one provides means for spatial scaling or even complex transcoding operations between different coding formats.

      Solution Approaches for Adaptation Decision-Taking

      In the literature the following approaches towards adaptation decision-taking are known:
      • Knowledge-based ADT [1]: adopts an Artificial Intelligence-based planning approach to find an appropriate sequence of adaptation steps from an initial state (i.e., described by content-related metadata) towards a goal state (i.e., described by context-related metadata).
      • Optimization-based ADT [2]: models the problem of finding adaptation decisions as a mathematical optimization problem by describing functional dependencies between content- and context-related metadata. Furthermore, limitation constraints as well as an objective function is specified.
      • Utility-based ADT [3]: can be seen as an extension of the previous two approaches which explicitly takes the users’ specific utility aspects into account.
      This is the end of Part III and I will continue in Part IV with interoperability issues, i.e., standards supporting UMA. Thus, stay tuned!
       

      References

      [1]    D. Jannach, K. Leopold, C. Timmerer, and H. Hellwagner, "A Knowledge-based Framework for Multimedia Adaptation", Applied Intelligence, vol. 24, no. 2, pp. 109-125, April 2006.
      [2]    I. Kofler, C. Timmerer, H. Hellwagner, A. Hutter, and F. Sanahuja, "Efficient MPEG-21-based Adaptation Decision-Taking for Scalable Multimedia Content", Proceedings of the 14th SPIE Annual Electronic Imaging Conference – Multimedia Computing and Networking (MMCN 2007), San Jose, CA, USA, January/February 2007.
      [3]    M. Prangl, T. Szkaliczki, and H. Hellwagner, "A Framework for Utility-based Multimedia Adaptation", IEEE Transactions on Circuits and Systems for Video Technology, vol. 17, no. 6, pp. 719-728, June 2007.

      Tuesday, December 22, 2009

      O Universal Multimedia Access, Where Art Thou? (Part II)

      -by Christian Timmerer, Klagenfurt University, Austria

      Preface: First I thought about writing this article for a journal or something equivalent but then I concluded to make this article available through my blog. The aim is to perform an experiment in order to determine whether it is possible (a) to get direct feedback through comments and (b) to be referenced from elsewhere. As it is a quite comprehensive article, it’s split up in separate parts. If someone (i.e., a journal editor) is interested in publishing this article, yes, I can still do that! :-)

      Part I was about giving an introduction to the topic and an overview on multimedia content adaptation techniques. This part focuses on the adaptation by transformation approach that utilizes scalable coding formats such as JPEG2000, MPEG-4 BSAC, and MPEG-4 SVC and is mainly based on [1].

      Part II – Adaptation by Transformation


      Scalable coding techniques have been recognized as an appropriate tool for realizing the concepts of UMA. Furthermore, if widely adopted across industries, scalable coding would provide a generalized solution to the interoperability problem.

      In [2], a scalable bitstream is defined as a coded multimedia resource (i.e., audio-visual multimedia resources) consisting of a structured sequence of binary symbols which is organized in such a way that, by retrieving the bitstream, it is possible to first render a degraded version of the bitstream, and then progressively improve it by loading additional data. This definition implicates a bitstream structure where the bitstream can be logically divided into several layers, i.e., a base layer and one or more enhancement layers. The base layer offers a minimal quality of the bitstream whereas each of the enhancement layers successively provides improvements with respect to the quality in various dimensions. These dimensions include improvements in the temporal, spatial, signal-to-noise ratio (SNR), color, region-of-interest (ROI), and complexity domain, among others. Recently, abstract models describing scalable bitstreams have been proposed [3][4] which are briefly reviewed in the following.

      In general, a scalable bitstream can be organized in a logical hypercube model where each axis represents a scalability dimension (e.g., temporal, spatial, quality) and every data block within this model corresponds to a certain bitstream segment (cf. Figure 1). The adaptation of a bitstream corresponding to such a model comprises the removal of one or more data blocks sometimes followed by minor updates of the remaining data blocks. Please go to [4] for a more detailed overview on adaptation possibilities.

      Figure 1. Scalability Model using the Hypecube Model according to [3][4].


      In the following I'd like to introduce some coding formats and their scalability features featuring the hypercube model as introduced above, namely:

      • JPEG2000 which introduces spatial, color, SNR, and ROI scalability for still images; 
      • MPEG-4 Visual Elementary Stream (VES) with temporal and semantic scalability;
      • MPEG-4 BSAC with fine-grained SNR scalability;
      • MPEG-4 SVC with native support for temporal, spatial, and SNR scalability.
      Please note each scalable coding format is introduced with a special focus on its scalability aspects. For details regarding basic coding techniques the reader is referred to appropriate literature, e.g., [5] or [6].


      JPEG2000


      The JPEG2000 standard [7][8][9] is known as the successor of the world-famous and widely adopted JPEG standard [10]. The JPEG2000 standard has been developed in order to accommodate the increasing demands and additional requirements for multimedia and Internet applications. In particular, some of the most important features (with respect to scalability) the JPEG200 standard should offer are progressive transmission by pixel accuracy and resolution as well as Region of Interest (ROI) coding and random code-stream access and processing. Progressive transmission enables the rendering of images with different resolution and pixel accuracy starting from a base version up to a high-resolution/quality version in an incremental manner, i.e. more and more data is added to the base layer by only transmitting the additional data which is required for increasing quality and/or resolution.

      The hypercube model for JPEG2000 with the dimensions represent color, spatial, and SNR scalability respectively is depicted in Figure 2.

      Figure 2. Hypercube for JPEG2000 scalability and a possible bitstream layout.

      In particular, the figure shows the hypercube for JPEG2000 with its scalability dimensions and a possible bitstream layout with quality-spatial-color progression order. The gray cube represents the base layer with QCIF dimension, Y color component only, any a quality of 29 dB PSNR. In contrast, the blue cubes represent another version of the tile including more quality layers, i.e., a PSNR of 31 dB, with a CIF resolution but still only one color component, i.e., the resulting image is still a grayscale version of the original image.

      MPEG-4 Visual Elementary Streams


      MPEG-4 [11][12][13] also provides support for scalability in the spatial, temporal, and SNR dimensions but only a small amount of the scalability features has been adopted by industry, i.e., the temporal scalability. The spatial and SNR scalability features introduced too much coding overhead which was the main reason for not adopting these features at this time.

      Temporal scalability is often also referred to as frame dropping where frames or visual object planes (VOPs) are removed which are not used as a reference frame for other frames. Bi-directional coded VOPs (B-VOPs) are not used as a reference for other frames, i.e., B-VOPs can be dropped arbitrarily. In case a predictive coded VOP (P-VOP) needs to be dropped all corresponding B-VOPs which use this P-VOP as reference frame need to be dropped as well. Similar behavior holds for intra coded VOPs (I-VOPs) although usually not dropped in traditional temporal scalability scenarios.

      Another dimension of scalability is introduced here known as semantic scalability. This additional dimension associates properties to a group of VOPs (GoVs) providing means for summarization or personalization of MPEG-4 visual resources. With respect to the scalability model, GoVs can be compared with parcels and VOPs can be seen as the data blocks. The semantic scalability is, of course, also applicable for other audio/visual coding formats including those introduced in this article.

      Figure 3. Hypercube for MPEG-4 VES scalability and a possible bitstream layout.

      A possible configuration for an MPEG-4 Visual Elementary Stream hypercube model is depicted in Figure 3 with two levels of scalability, namely temporal and semantic. The former is characterized by different frame rates and the latter uses terms from the Internet Content Rating Association (ICRA) for rating the violence level of the actual content. For example, level 0 indicates no violence or sports-related content, respectively. The gray block represents a base layer (e.g., a scene or even only one I-VOP) with a frame rate of 15 Hz and a violence level 0 whereas the blue block indicate a scene with violence level 2 and 20 frames per second (fps).

      MPEG-4 Bit-Sliced Arithmetic Coding


      The concept of bit-sliced arithmetic coding for audio coding was introduced in [14] but is also excerpted in [11][15]. It is very similar to the well-known Advanced Audio Coding (AAC) [16] scheme except that the quantized values are not Huffman coded but arithmetically coded in bit-slices. Thus, MPEG-4 Bit-Sliced Arithmetic Coding (BSAC) provides fine-grain scalability of approximately 1 kbit/s per audio channel per enhancement layer. The base layer comprises side information, scaling factors and the actual audio data according to the bit rate of the base layer. Each enhancement layer incrementally adds more and more information with respect to the bit rate and a maximum of 48 enhancement layers are allowed. Due to the small size of the enhancement layers, i.e., 20 to 60 bits per AAC frame typically representing 20 to 30 ms, which may result in undesired packetization overhead, data packets of consecutive frames can be grouped together.

      Figure 4. Hypercube for MPEG-4 BSAC scalability and a possible bitstream layout.

      A hypercube model for a stereo MPEG-4 BSAC bitstream including a possible bitstream layout is illustrated in Figure 4. The base layer is encoded at 48 kbit/s/channel and a possible adapted stereo version of the bitstream with 50 kbit/s is indicated as well.

      MPEG-4 Scalable Video Coding


      MPEG-4 Scalable Video Coding (SVC) [17] is being introduced as an extension of MPEG-4 Advanced Video Coding (AVC) [18] which is part 10 of the MPEG-4 family of audio/visual coding standards. MPEG-4 SVC natively supports three scalability dimensions, namely temporal, spatial, and quality (SNR).

      Figure 5.  Hypercube for MPEG-4 SVC scalability and a possible bitstream layout.

      In Figure 5 a hypercube model with the three scalability dimensions of MPEG-4 SVC including a possible bitstream layout is shown. In this example, the base layer provides a QCIF version at 20Hz with a PSNR of 28dB. Additionally, an improved version with higher temporal, spatial, and SNR resolution is indicated.

      Adaptation of Scalable Bitstreams


      The adaptation of scalable bitstreams can be basically organized into two category:
      • The first category is a coding-format specific approach which, in general, is applicable to one coding format only such as the Bitstream Extractor that is part of the Joint Scalable Video Model (JSVM). The disadvantage here is that for each coding format a separate "bitstream extraxtor" is needed which become an issue for a growing number of instances.
      • The second category is referred to as coding-format independent or generic approach that is applicable to all scalable coding format but requires additional metadata [19]. As this approach is rather new and not commonly known, I will give an brief overview in the following.
      Please note that a comparison between the generic and specific approach in the context of SVC is reported in [20].

      Generic Multimedia Content Adaptation


      This section discusses means to process (i.e., adapt, customize, manipulate, etc.) multimedia content independently of the actual coding format by utilizing XML-based metadata describing the high-level structure (i.e., syntax) of a bitstream. That is, the resulting XML document describes the bitstream how it is organized at different syntactical and even semantic levels, e.g., in terms of packets, headers, layers, units, segments, shots, scenes, etc., depending on the actual application requirements. It is important to note that the XML description does not describe the bitstream on a bit-by-bit basis, i.e., it does not replace the actual bitstream but provides metadata regarding bit/byte positions of meaningful segments for the given application. Therefore, the XML description does not necessarily provide any information of the actual coding format used as only the positions and – in some cases – meanings are required for processing.

      High-level Architecture of Generic Content Adaptation

      Figure 6 depicts the high-level architecture of generic multimedia content adaptation which can be logically divided into two processes, namely the Description Transformation and the Bitstream Generation.

      Figure 6. High-level architecture of Generic Multimedia Content Adaptation (adopted from [21]).

      The description transformation process receives as an input the XML description of the source bitstream and a so-called style sheet that transforms the XML document according to the context information, e.g., the device capabilities. The output of this process is a transformed description which already reflects the bitstream segments of the target (i.e., adapted) bitstream. However, the transformed description still refers to the bit/byte positions of the source bitstream which needs to be parsed in order to generate the target bitstream within the second step of the adaptation process, i.e., the bitstream generation.

      Please note that the description transformation and bitstream generation processes should be combined by applying appropriate implementation techniques in order to achieve the required performance. However, implementation and optimization techniques for this kind of approach are out of scope of this article and the interested reader is referred to [22-25].

      Technical Solution Approaches

      The literature offers several technical solution approaches for generic multimedia content adaptation which are briefly highlighted in the following:
      • (X)Flavor [26]: A Formal Language for Audio-Visual Object Representation which has been extended with XML features.
      • Bitstream Syntax Description Language (BSDL) [27]: An XML Schema-based language for constructing a Bitstream Syntax Schema (BS Schema) for a given coding format [28]. It enables the generation of a Bitstream Syntax Description (BSD) based on a given bitstream and vice versa. The generic counterpart of the coding format-specific BS Schema is referred to as gBS Schema which is fully coding format-agnostic. An XML document conforming to the gBS Schema is referred to as a generic Bitstream Syntax Description (gBSD) [29].
      • BFlavor [30]: A method that combines BSDL and XFlavor and basically uses XFlavor techniques – enhanced with BSDL concepts – to generate Java code which is used for automatic generation of BSDs.

      Summary


      Figure 7 gives a summary of the various multimedia content adaptation techniques presented in Part I and Part II. The summary has been adopted and extended from [31].

      Figure 7. Summary of Multimedia Content Adaptation (adopted from [31]).

      This is the end of Part II and I will continue in Part III with the adaptation decision-taking also known as the brain of multimedia content adaptation. Thus, stay tuned!

      References:
      [1] C. Timmerer, Generic Adaptation of Scalable Multimedia Resources, VDM Verlag Dr. Müller, 2008.
      [2] ISO/IEC 21000-7, Information technology — Multimedia framework (MPEG-21) — Part 7: Digital Item Adaptation, October 2004.
      [3] S. Lerouge, R. De Sutter, P. Lambert, and R. Van de Walle, "Fully Scalable Video Coding in Multicast Applications", Proceedings of SPIE/Electronic Imaging 2004, vol. 5308, San Jose, CA, US, 2004, pp. 555-564.
      [4] D. Mukherjee, A. Said, and S. Liu, "A framework for fully format-independent adaptation of scalable bit-streams," IEEE Transactions on Circuits and Systems for Video Technology, Special Issue on Video Adaptation, vol. 15, no. 10, October 2005, pp. 1280-1290.
      [5] R. Steinmetz, Multimedia-Technologie. Grundlagen, Komponenten und Systeme, Springer, Berlin, July 2000.
      [6] F. Halsall, Multimedia Communications. Applications, Networks, Protocols and Standards, Addison Wesley, November 2000.
      [7] ISO/IEC 15444-1:2004, Information technology — JPEG 2000 image coding system: Core coding system, 2nd edition, September 2004.
      [8] D. Taubman and M. Marcellin (eds.), JPEG2000: Image Compression Fundamentals, Standards and Practice, Springer, November 2001.
      [9] C. Christopoulos, A. Skodras, and T. Ebrahimi, "The JPEG2000 Still Image Coding System: An Overview", IEEE Transactions on Consumer Electronics, vol. 46, no. 4, November 2000, pp. 1103-1127.
      [10] G. K. Wallace, "The JPEG still picture compression standard", Communications of the ACM, vol. 34, no. 4, April 1991, pp. 30-44.
      [11] F. Pereira and T. Ebrahimi (eds.), The MPEG-4 Book, Prentice Hall PTR, August 2002.
      [12] S. Battista, F. Casalino, and C. Lande, "MPEG-4: A Multimedia Standard for the Third Millennium, Part 1", IEEE MultiMedia Magazine, vol. 6, no. 4, October-December 1999, pp. 74-83.
      [13] S. Battista, F. Casalino, and C. Lande, "MPEG-4: A Multimedia Standard for the Third Millennium, Part 2", IEEE MultiMedia Magazine, vol. 7, no. 1, January-March 2000, pp. 76-84.
      [14] S. Park, Y. Kim, S. Kim, and Y. Seo, "Multi-Layer Bit-Sliced Bit-Rate Scalable Audio Coding", in 103rd AES Convention, preprint 4520, New York, September 1997.
      [15] H. Prunhagen, "An Overview of MPEG-4 Audio Version 2", Proceedings of AES 17th International Conference on High-Quality Audio Coding, Florence, Italy, September 1999, pp. 157-168.
      [16] ISO/IEC 13818-7:2006, Information technology — Generic coding of moving pictures and associated audio information — Part 7: Advanced Audio Coding (AAC), 4th edition, January 2006.
      [17] H. Schwarz, D. Marpe, T. Wiegand, "Overview of the Scalable Video Coding Extensions of the H.264/AVC Standard", IEEE Transactions on Circuits and Systems for Video Technology, vol. 17, no. 9, Sep. 2007, pp. 1103-1120.
      [18] T. Wiegand, G. J. Sullivan, G. Bjøntegaard, A. Luthra, "Overview of the H.264/AVC Video Coding Standard", IEEE Transactions on Circuits and Systems for Video Technology, vol. 13, no. 7, July 2003, pp. 560-576.
      [19] C. Timmerer, M. Ransburg, and H. Hellwagner, "Generic Multimedia Content Adaptation", in: Borko Furht (ed.), Encyclopedia of Multimedia, 2nd edition, Springer, pp. 263-271, October 2008.
      [20] M. Eberhard, L. Celetto, C. Timmerer, E. Quacchio and H. Hellwagner, "Performance Analysis of Scalable Video Adaptation: Generic versus Specific Approach", Proceedings of WIAMIS 2008, Klagenfurt, Austria, May 2008.
      [21] C. Timmerer and H. Hellwagner, “Interoperable Adaptive Multimedia Communication”, IEEE Multimedia Magazine, vol. 12, no. 1, pp. 74-79, January-March 2005.
      [22] C. Timmerer, G. Panis, and E. Delfosse, “Piece-wise Multimedia Content Adaptation in Streaming and Constrained Environments”, Proceedings of the 6th International Workshop on Image Analysis for Multimedia Interactive Services (WIAMIS 2005), Montreux, Switzerland, April 2005.
      [23] C. Timmerer, T. Frank, and H. Hellwagner, “Efficient processing of MPEG-21 metadata in the binary domain”, Proceedings of SPIE International Symposium ITCom 2005 on Multimedia Systems and Applications VIII, Boston, Massachusetts, USA, October 2005.
      [24] M. Ransburg, C. Timmerer, H. Hellwagner, and S. Devillers, “Processing and Delivery of Multimedia Metadata for Multimedia Content Streaming”, Proceedings of the Workshop Multimedia Semantics - The Role of Metadata, RWTH Aachen, March 2007.
      [25] M. Ransburg, H. Gressl, and H. Hellwagner, “Efficient Transformation of MPEG-21 Metadata for Codec-agnostic Adaptation in Real-time Streaming Scenarios”, Proceedings of the 9th International Workshop on Image Analysis for Multimedia Interactive Services (WIAMIS 2008), Klagenfurt, Austria, May 2008.
      [26] D. Hong and A. Eleftheriadis, “XFlavor: Bridging Bits and Objects in Media Representation”, Proceedings IEEE International Conference on Multimedia and Expo (ICME), Lausanne, Switzerland, pp. 773- 776, August 2002.
      [27] M. Amielh and S. Devillers, “Bitstream Syntax Description Language: Application of XML-Schema to Multimedia Content”, 11th International World Wide Web Conference (WWW 2002), Honolulu, May, 2002.
      [28] G. Panis, A. Hutter, J. Heuer, H. Hellwagner, H. Kosch, C. Timmerer, S. Devillers and M. Amielh, “Bitstream Syntax Description: A Tool for Multimedia Resource Adaptation within MPEG-21”, Signal Processing: Image Communication, vol. 18, no. 8, pp. 721-747, September 2003.
      [29] C. Timmerer, G. Panis, H. Kosch, J. Heuer, H. Hellwagner, and A. Hutter, “Coding format independent multimedia content adaptation using XML”, Proceedings of SPIE International Symposium ITCom 2003 on Internet Multimedia Management Systems IV, Orlando, Florida, USA, pp. 92-103, September 2003.
      [30] W. De Neve, D. Van Deursen, D. De Schrijver, S. Lerouge, K. De Wolf, and R. Van de Walle, “BFlavor: A harmonized approach to media resource adaptation, inspired by MPEG-21 BSDL and XFlavor”, Signal Processing: Image Communication, vol. 21, no. 10, pp. 862-889, November 2006.
      [31] B. Shen, W-T. Tan, F. Huve, “Dynamic Video Transcoding in Mobile Environments“, IEEE Multimedia, vol. 15, no. 1, Jan.-Mar. 2008, pp. 42-51.

      Monday, December 7, 2009

      O Universal Multimedia Access, Where Art Thou? (Part I)

      -by Christian Timmerer, Klagenfurt University, Austria

      Preface: First I thought about writing this article for a journal or something equivalent but then I concluded to make this article available through my blog. The aim is to perform an experiment in order to determine whether it is possible (a) to get direct feedback through comments and (b) to be referenced from elsewhere. As it is a quite comprehensive article, it’s split up in separate parts. If someone (i.e., a journal editor) is interested in publishing this article, yes, I can still do that! :-)

      Part I – Introduction and Multimedia Content Adaptation Techniques


      Back in 1999, an article was published in vol. 1/no. 2 of IEEE Transactions of Multimedia entitled “Adapting Multimedia Internet Content for Universal Access” [1] which can be roughly seen as the kick-off for a research effort that in subsequent papers was collectively referred to as Universal Multimedia Access (UMA). The initial aim of UMA was to provide access to multimedia content anywhere, anytime, and with any device. In the meanwhile, that is, (more than) 10 years later, I think it is worth looking back and reviewing what has been achieved so far.

      Some argue and I tend to agree that the key to UMA is multimedia content adaptation [2] as depicted in Figure 1. The aim is the transformation of an input to an output in video or augmented multimedia forms utilizing manipulations at multiple levels (e.g., signal, structural, or semantic) in order to meet diverse resource constraints and user preferences while optimizing the overall utility of the multimedia content.



      Figure 1. Concept of Multimedia Content Adaptation – adopted from [2].

      How to adapt?

      • Temporal scaling: reduce number of frames
      • Spatial scaling: reduce number of pixels => reduce resolution
      • Frequency scaling: reduce number of DCT coefficients => reduce quality
      • Modality conversion: e.g., video to slide show also known as transmoding

      Where to adapt?

      • Server, Proxy, Router, Gateway, Client, …

      When to adapt?

      • A server could hold several variations of the same multimedia content – or – could react to changing (network) conditions
      • A proxy could adapt cached multimedia content in order to free space – or – could adapt it in an ad-hoc mode or on-demand
      • A router or gateway could drop marked segments (e.g. packets)
      • A client could subscribe only to those streams it can handle
      • etc.
      Based on the observations above, multimedia content adaptation can be roughly categorized into adaptation by selection, adaptation by transcoding, and adaptation by transformation.

      Adaptation by Selection


      The idea here is to provide multiple versions of the same multimedia content and then select or switch to the most appropriate version according to the usage context. The InfoPyramid framework [1][3] was among the first approaches of this adaptation paradigm. Therefore, content descriptions are associated to individual components of the multimedia content which describes the content at different modalities, at different resolutions, and at multiple abstractions (cf. Figure 2).



      Figure 2. InfoPyramid Framework – adopted from [3].

      • Multi-modal: Multimedia content is usually not in a single media format, or modality. A video clip can contain raw data from video, audio in two or more languages, closed captions, etc.
      • Multi-resolution: Each content component can also be described at multiple resolutions. Numerous resolution reduction techniques exist for constructing image and video resources.
      • Multiple-abstraction levels: The abstraction levels describe features and data in a hierarchical fashion. For example, one hierarchy could be features, semantics and object descriptions, and annotations and metadata itself.
      In order to access the actual content one has to define methods for manipulating, translating, transcoding, and generating content which can happen in offline or online mode.
      • The offline mode generates variations as described by InfoPyramid before service deployment. On service request one can choose or select the prepared variations based on the InfoPyramid description. The variations are generated by applying appropriate adaptation techniques (e.g., transcoding) offline which indeed increases storage and asset management requirements.
      • The online mode provides the appropriate variation on-the-fly based on the InfoPyramid description and during the actual service request. Again, appropriate adaptation techniques (e.g., transcoding) are applied but this time online which increases processing (CPU) requirements, delay, etc.
      However, in general it is difficult to anticipate and provide multimedia content given the large variety of formats, bit rates, etc. Furthermore and in offline mode, one needs to maintain and manage all these different version which is a waste of capacity. On the other hand, this approach yields good performance and little quality degradation.

      Adaptation by transcoding


      Although transcoding may be used as tool within the previous adaptation paradigm it is listed here as a separate approach due to its importance both in literature and industry [5][6][7]. The objective of transcoding is to satisfy usage environment constraints while maximizing the content value (objective/subjective quality) and minimizing the actual transcoding complexity. In general one can distinguish between re-coding and trans-coding.

      Conventional approaches – recode – performs full decoding, post-processing, and full re-encoding as shown in Figure 3. This approach usually yields highest quality but is an expensive approach though and in many cases (real-time) it requires a hardware-based solution.



      Figure 3. Conventional approaches – recode.
      Low-cost approaches – transcode – targets similar quality as the conventional approach but with lower complexity. The focus is on architectures that utilize compressed-domain processing which enables software solutions to be deployed (cf. Figure 4).


      Figure 4. Low-cost approaches – transcode.
      In the following common transcoding operations are briefly highlighted:
      • Bit-rate reduction – sometimes also known as transrating (e.g., SDTV: 6Mbps => 3 Mbps, HDTV: 19.2 Mbps => 11 Mbps): The main challenges here are drift compensation due to re-quantization errors, the rate control algorithm, and the trade-off between quality and complexity. A vast amount of solutions have been proposed in the literature and it is nearly impossible to summarize them. Nevertheless, a good overview is given in [8].
      • Temporal resolution reduction (e.g., 30 fps => 10 fps): Due to frame dropping also a couple of issues arrive. That is, how to estimate a new motion vector based on incoming motion vectors by avoiding full motion vector re-estimation and how to estimate a new residual based on incoming residual values while minimize mismatch between predictive and residual components. Some approaches are described in [7][9].
      • Spatial resolution reduction (e.g., HDTV => SDTV; 720x480i, 30Hz => 352x240p 10Hz):
        • Motion vectors corresponding to reduced resolution reference frame => frame-based & field-based motion vector mapping.
        • Obtaining texture information for lower resolution MB’s => simple averaging (frame-based or field-based, computationally efficient) or block-based filters (typically more complex than required).
        • Drift compensation architecture due to re-quantization and down-sampling => cascaded architecture (full decoding/re-encoding), partial encoding architecture (full decoding followed by partial encoder), and intra refresh architecture (open-loop architecture).
      • Error-resilience enhancement: Improve robustness of bitstream for transmission or use retransmitted frames as reference even if they arrive too late for being display. With such approach the error propagation is eliminated while it would persist if retransmitted frames were discarded [7].
      • Syntax conversion (e.g., MPEG-2 Transport Stream => MPEG-2 Program Stream for DVD Recording; MPEG-2 => MPEG-4 for Broadcast to Mobile): This operation is often referred to as the classical transcoding operation and was/is the main driving use case for UMA. It usually benefits from the operations introduced above and is used in certain combinations. Recently, bit-stream rewriting has been introduced which allows for syntax conversion within a given family of video coding standards (e.g., SVC-to-AVC [10] or AVC-to-SVC [11]).
      • Modality conversion – sometimes also known as transmoding (e.g., video => slideshow; text => speech): The objective is here to modify the modality (e.g., audio, video, image, text) in order to satisfy transmission constraints and/or user preferences [12][13][14].
      This is the end of Part I and I will continue in Part II with the adaptation by transformation approach that utilizes scalable coding formats such as JPEG2000, MPEG-4 BSAC, and MPEG-4 SVC. Thus, stay tuned!

      References:
      [1] R. Mohan, J. R. Smith, C.-S. Li, “Adapting Multimedia Internet Content for Universal Access,” IEEE Transactions on Multimedia, vol. 1, no. 1, 1999, pp. 104-114.
      [2] S.F. Chang and A. Vetro, “Video Adaptation: Concepts, Technologies and Open Issues“, Proceedings of the IEEE, vol. 93, no. 1, Jan. 2005, pp. 148-158.
      [3] C-S. Li, R. Mohan and J.R. Smith, “Multimedia Content Description in the InfoPyramid”, Proceedings ICASP’98, Special session on Signal Processing in Modern Multimedia Standards, Seattle, May 1998.
      [4] B. Shen, W-T. Tan, F. Huve, “Dynamic Video Transcoding in Mobile Environments“, IEEE Multimedia, vol. 15, no. 1, Jan.-Mar. 2008, pp. 42-51.
      [5] A. Vetro, C. Christopoulos and H. Sun, “An overview of video transcoding architectures and techniques“, IEEE Signal Processing Magazine, vol. 20, no. 2, Mar. 2003, pp. 18-29.
      [6] J. Xin, C.W. Lin, M.T. Sun, “Digital Video Transcoding“, Proceedings of IEEE, vol. 93, no. 1, Jan. 2005, pp. 84-97.
      [7] B. Shen, W-T. Tan, F. Huve, “Dynamic Video Transcoding in Mobile Environments”, IEEE Multimedia, vol. 15, no. 1, Jan.-Mar. 2008, pp. 42-51.
      [8] S. Liu, A. Bovik, "Digital Video Transcoding", in A. Bovik, The Essential Guide to Video Processing, Academic Press, 2009.
      [9] Fung, et al., “New architecture for dynamic frame skipping transcoder”, IEEE Transactions on Image Processing, vol. 11, no. 8, Aug. 2002, pp. 886-900.
      [10] A. Segall, J. Zhao, “Bit-stream rewriting for SVC-to-AVC conversion”, 15th International Conference on Image Processing (ICIP2008), San Diego, USA, Oct. 2008, pp. 2776-2779.
      [11] J. De Cock, S. Notebaert, P. Lambert, R. Van de Walle, “Advanced bitstream rewriting from H.264/AVC to SVC”, 15th International Conference on Image Processing (ICIP2008), San Diego, USA, Oct. 2008, pp. 2472-2475.
      [12] T. C. Thang, Y. J. Jung, J. W. Lee, Y. M. Ro, “Modality Conversion for Universal Multimedia Services”, Proceeding 5th International Workshop on Image Analysis for Multimedia Interactive Services (WIAMIS2004), Lisboa, Portugal, April, 2004.
      [13] T. C. Thang, Y. J. Jung, and Y. M. Ro, “Modality Conversion for QoS Management in Universal Multimedia Access”, IEE Proceedings: Vision, Image & Signal Processing, vol. 152, no. 3, Jun. 2005, pp.374-384.
      [14] M.K. Asadi, J.-C. Dufourd, “Multimedia Adaptation by Transmoding in MPEG-21”, Proceeding 5th International Workshop on Image Analysis for Multimedia Interactive Services (WIAMIS2004), Lisboa, Portugal, April, 2004.

      Monday, July 6, 2009

      Presentations of the MMT Workshop

      The presentations of the Modern Media Transport (MMT) workshop are publicly available and replicated here for your convenience.

      Sam Narasimhan Motorola Use of MPEG-2 Transport in Broadcast and other applications – Challenges to be met by MMT
      David Singer Apple Media Transport
      Jaeyeon Song Samsung Electronics MMT
      Alexander Adolf and Thomas Stockhammer DVB DVB experiences and related standards on using MPEG transport mechanisms
      Thorsten Herfet, Manuel Gorius Universität des Saarlandes Predictable Loss and Predictable Delay for IP media services
      Michael Eberhard, Christian Timmerer, Hermann Hellwagner University of Klagenfurt Fully Interoperable Streaming of Media Resources in Heterogeneous Environments
      Ingo Kofler, Robert Kuschnig, Hermann Hellwagner University of Klagenfurt Media-Aware Network Elements on Legacy Devices
      Doug Young Suh, Jin Woo Hong Kyunghee University Harmonization with the current QoS protocols for MMT

      This activity is currently discussed within an Ad-hoc Group (AhG) with the following mandates:
      1. Analyse current transport solutions for MPEG media
      2. Collect use cases that benefit from a modern transport solution
      3. Collect requirements for modern media transport
      4. Define scope and goals for short terms and long term solutions
      Email reflector is mmt@tnt.uni-hannover.de and in order to subscribe go to https://mailhost.tnt.uni-hannover.de/mailman/listinfo/mmt.

      Tuesday, May 5, 2009

      Analytical Model for BitTorrent- based Live Video Streaming

      Just found this article which is worth reading especially if you're working in the area of P2P live video streaming.

      Tewari, S. and Kleinrock, L., "Analytical Model for BitTorrent- based Live Video Streaming", in Proceedings of IEEE NIME 2007 Workshop, Las Vegas, NV, Jan 2007. PDF

      Abstract: Peer-to-peer live video streaming over the Internet has been measured to support over 100,000 concurrent users. While the approach is very attractive, established providers need to understand the performance of such a system before deploying such a system as a frequent loss in quality would jeopardize their reputation. This paper provides an analytical model to inform the design of BitTorrent-based live video streaming solutions. While, given the current broadband deployment scenario, a pure peer-to-peer solution can support only limited streaming rates, our analysis shows that the addition of a well-designed peer-to-peer solution to existing server-based streaming infrastructures can allow substantially higher streaming rates. The efficiency of a BitTorrent-like peer-to-peer solution depends on the peer group size and the number of fragments available for sharing at any given time. Our analysis suggests that the efficiency of the peer-to-peer solution is not sensitive to the size of the peer group for groups larger than 15-20 users. A similar threshold exists for the number of fragments available for sharing at any given time. For live streaming scenarios, this threshold dictates that the fragment size be substantially smaller than the default fragment size in BitTorrent to ensure that the stream latency is small.

      Wednesday, April 29, 2009

      Workshop on MMT (Modern Media Transport) – Call for Contributions

      MPEG has been developed various technologies for multimedia transport such as MPEG-2 TS, MP4 file format, and so on. Both technologies have been widely accepted and heavily used by the various industries such as digital broadcasting, mobile phones and etc. On the other hands, the standardization organizations such as IETF, IEEE, and 3GPP have been providing various protocols to deliver multimedia contents packetized or packaged by such MPEG transport technologies. For example, several RTP payload formats have been developed to enable the streaming of media from a server to a client over IP networks. However, the development of the payload format was separate from the codec development since, traditionally, the coding and transport of media are associated with different layers of the OSI reference model. Such separation results in the current situation where the optimal streaming solution for MPEG media relies on proprietary information exchange over RTP and its associated protocols.

      In order to develop standardized and efficient solutions for the transport of MPEG media, especially given the recent increase demand in the heterogeneous network environment, MPEG is gathering information on current limitations of available standards in the area of media streaming and challenges in emerging network environments.

      To overcome existing limitations and face the challenges that emerging applications impose on the requirements of MMT standardization, ISO/IEC JTC 1/SC 29/WG 11 (MPEG) plans to organize a half-day workshop in London on Wednesday (11a.m~ 5p.m) July 1 during the 89th WG11 meeting in UK.

      The key intention of the workshop is to get overview state-of-art technologies as well as to require solid use cases and requirements for MMT.
      This will enable MPEG to draw conclusions for the needs and chances in new transport scheme standardization.
      For this purpose it is planned to invite speakers on key topics and in addition select a variety of proposed contributions.
      The following topics will be considered:
      Industry experience of multimedia transport
      • Delivery of media over IP networks in ptp/ptmp manner
      • Download and random access of MP4 files
      • MPEG TS Transport between heterogeneous network
      • Delivery and sharing of User created contents
      Challenges of emerging multimedia transport environments:
      • Peer-to-Peer (P2P) traffic for IPTV services
      • Cross-layer designs to improve the Quality of Service/Experience (QoS/QoE)
      • Context- and Content-Aware Networks
      • Conversion between a stream and a randomly accessible file
      The workshop will be organized by a single track of oral presentations. When planning to propose a contribution, please send a summary by 12 June 2009, including title, author(s), area(s) as from the list above and an abstract of 500 words by email to the following persons (chairmen of MPEG systems and requirements subgroups):
      • Youngkwon Lim, young(at)netntv(dot)co(dot)kr
      • Jörn Ostermann, ostermann(at)tnt(dot)uni-hannover(dot)de
      The final detail program will be made available by 17 June 2009. Information about acceptance/rejection of the contributions will be conveyed to proponents prior to that date. Note that contributions that cannot be considered for presentation at the workshop will be reviewed during the following week at the MPEG meeting.

      Tuesday, November 25, 2008

      MobiMedia: Preliminary Call for Papers

      MobiMedia
      5th International Mobile Multimedia Communications Conference
      September 7-9, 2009: London, UK

      SCOPE

      The successful development of multimedia services and applications in mobile environments requires adopting an interdisciplinary approach where multimedia, physical layer and networking issues are addressed jointly. Multimedia semantic characteristics, human interpretation of audiovisual information, extraction and usage of semantic information, coding standards and their interaction with transmission and networking aspects, mobility and security protocols are research challenges that need to be carefully examined when proposing new solutions. Many are the applications that will be enabled by the new standards for mobile networking, such as triple services for mobile networks, digital television in a converged environment, video streaming, interactive gaming, navigation services, context aware services, emergency and healthcare applications, and immersive communications in virtual environments. The efficient delivery of multimedia applications and services over emerging diverse and heterogeneous wireless networks is a challenging research objective. The research effort for the 4G vision of interworking among heterogeneous technologies to achieve multimedia session continuity, retain multimedia QoS characteristics etc., amplifies the need to evaluate the conditions and restrictions under which the delivery of such services can be accomplished. Within this scope, MobiMedia is intended to provide a unique international forum for researchers from industry and academia, working in multimedia coding, mobile communications and networking fields, to study new technologies, applications and standards.
      Original unpublished contributions are solicited that can improve the knowledge and practice in the integrated design of efficient technologies and the relevant provision of advanced mobile multimedia applications.

      Technical program

      The conference will also include invited panels to facilitate for exchanging ideas and discussion, and specific sessions and workshops on focused interest areas. Submissions of proposals on workshops and special sessions on emerging topics are invited

      Paper submission and publication

      Mobimedia 2009 invites manuscripts that present original materials not previously published in, or currently under review by, another conference or journal. Submissions should be full-length papers of up to 7 pages or short papers of up to 4 pages (including all figures and references) formatted according to ACM publication template. Full-length papers should report on completed work and will be considered for oral presentations. Short papers should report on work in progress or discuss open problems, and will be considered for poster presentations. A separate abstract of no more than 200 words should be submitted as well. Submissions will be judged by their originality, significance, interest, clarity, relevance, and correctness. Papers will be submitted electronically through the COCUS system: http://cocus.create-net.it

      Important Dates

      Proposals for Workshops and Special Sessions proposal deadline: Feb 20, 2009
      Paper submission deadline: April 30, 2009
      Notification of acceptance: June 19, 2009
      Submission of camera-ready papers: July 23, 2009

      Students Award & Grants:

      Student prizes will be awarded to the best papers authored by full time students as first author.

      SUBMISSION INSTRUCTIONS

      Please visit the Submission page for detailed submission requirements and procedures.

      PUBLICATION

      Please visit the Publications page for more information.

      Wednesday, September 3, 2008

      STreamingDay 2008, Sep. 2, Parma, Italy

      At this year’s StreamingDay – kindly hosted by University of Parma – we saw a lot of interesting presentations related to video coding (AVC, reconfigurable coding, etc.), streaming, adaptation, cross-layer optimizations, peer-to-peer, robustness, and quality monitoring (see the final program for details). With this blog entry I’d like to briefly summarize the highlights of this event.

      The first session was extremely hardware-oriented where they’re aiming at efficient multimedia implementations (i.e., mainly AVC encoding but also general purpose signal processing) for the ST240 VLIW processor. The overall goal is to allow for real-time encoding of HD (1080p) content which opens the door to a punch of applications.

      The second session was dedicated to streaming, adaptation, and optimization issues. Michael presented our joint work (with ST) in this session (see picture). Overall, the feedback was quite good but the overhead issue is still omnipresent. In any case, the optimized reference software implementation (note: of SVC’s bitstream extractor) provides the lower boundary of what can be practically achieved.

      The last session was related P2P, robustness, and quality monitoring. The P2P presentation was a good overview of P2P systems for live video streaming. In this work the authors proposed a combination of MDC and SVC for streaming of live video in P2P systems which results in higher coding efficiency and robustness but at which costs (performance and overhead)?

      Conclusion: the STreamingDay is a very nice event organized by ST and related universities and you may hear a lot about the newest trends regarding streaming, coding, and applications, also from an industry perspective... hope to see you next year.

      Friday, March 7, 2008

      European Research Project to Shape Next Generation Internet TV

      The text has been adopted from the official P2P-Next press release.

      Brussels, 19 February 2008 - P2P-Next, a pan-European conglomerate of 21 industrial partners, media content providers and research institutions, has received a €19 million grant from the European Union. The grant will enable the conglomerate to carry out a research project aiming to identify the potential uses of peer-to-peer (P2P) technology for Internet Television of the future. The partners, including the BBC, Delft University of Technology, the European Broadcasting Union, Lancaster University, Klagenfurt University, Markenfilm, Pioneer Digital Design Centre Limited and VTT Technical Research Centre of Finland, intend to develop a Europe-wide “next-generation” internet television distribution system, based on P2P and social interaction.

      P2P-Next Statement

      "The P2P-Next project will run over four years, and plans to conduct a large-scale technical trial of new media applications running on a wide range of consumer devices. If successful, this ambitious project could create a platform that would enable audiences to stream and interact with live content via a PC or set top box. In addition, it is our intention to allow audiences to build communities around their favourite content via a fully personalized system.

      This technology could potentially be built into Video on Demand (VOD) services in the future and plans are underway to test the system for major broadcasting events.

      The project has an open approach towards sharing results. All core software technology will be available as open source, enabling new business models. P2P-Next will also address a number of outstanding challenges related to content delivery over the internet, including technical, legal, regulatory, security, business and commercial issues."

      The complete list of Partners is:

      What is Peer-to-Peer (P2P) technology

      P2P provides an alternative to the traditional client/server architecture of computer networks and signifies the next big step in the evolution of internet media delivery. While employing the existing broadband networks, each participating computer, referred to as peer, functions as both a client and a server for a given application. A P2P network enables the sharing of content files or streams with audio, video and data content. Today it is considered increasingly as a potentially efficient and reliable mechanism for distributing any media to the general public worldwide.

      P2P-Next in a nutshell

      P2P-Next will develop an open source, efficient, trusted, personalized, user-centric and participatory television and media delivery mechanism with social and collaborative connotations using the emerging P2P paradigm, which takes into account the existing EU legal framework.

      Links