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Adaptation Engine

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Jae-joon Han – One of the best experts on this subject based on the ideXlab platform.

  • Interoperable Virtual World
    MPEG-V, 2015
    Co-Authors: Kyoungro Yoon, Sang-kyun Kim, Jae-joon Han, Seungju Han, Marius Preda

    Abstract:

    The characteristics of objects in a virtual world are specified in ISO/IEC 23005-4. This standard describes the metadata for avatars and virtual objects rather than their associated resources such as sound and animation files. The metadata can then be used to characterize a new avatar in another virtual world by utilizing the characteristics defined in the metadata. The benefit of such standardization is to make isolated virtual worlds interoperable. Its visibility through such metadata can also benefit any standard compatible real-world interface devices in controlling the virtual objects through any Adaptation Engine used for a virtual world and render the effects in the real world.

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  • Virtual world control system using sensed information and Adaptation Engine
    Signal Processing: Image Communication, 2013
    Co-Authors: Sang-kyun Kim, Yong Soo Joo, Minho Shin, Seungju Han, Jae-joon Han

    Abstract:

    The sensed information (e.g., temperature, humidity, light intensity, gas intensity) obtained from a user’s vicinity plays an important role in the generation of environmental changes, the main character’s reactions, and in storyline changes in the virtual world. In this paper, a method is proposed to transform sensed information from real world to standardized XML instances and to control virtual world objects. The sensed information from the real world is transformed into XML instances standardized by MPEG-V Part 5 (Data formats for Interaction Device) schemes and then delivered to a Real-to-Virtual (RV) Adaptation Engine. The Engine generates another XML instance standardized by MPEG-V Part 4 (Virtual world object characteristics) that describes the control information of avatars and objects in the virtual world. The system is demonstrated by a real-world mock-up equipped with a sensor set and a virtual space realized in Second Life.

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S. Ravishankar – One of the best experts on this subject based on the ideXlab platform.

  • Dynamic Adaptation for Streaming Multimedia Content in Wireless Environment
    Wireless Communication, 2009
    Co-Authors: R. Siva Koumar, V. Ashwath, S. Ravishankar

    Abstract:

    The variations in terminal and access network capabilities as well as the dynamic nature of wireless connections poses significant challenges and hurdles to providers of multimedia streaming services. In this paper, we present a framework based on Digital Item Adaptation (DIA) technologies that automatically adapts to scalable multimedia resources like the latest MPEG-4 Scalable Video Coding (SVC) systems, in an efficient and transparent way to the user. In this context, we include terminal and network capabilities. A server side Adaptation Engine reacts to context changes by dynamically taking decisions and accordingly modifying the bitstream Adaptation.Furthermore, proxy Adaptations can be used to manage QoS parameters based on the prevailing environment (capacity of terminal or network) or to customize (or extend) the functionalities of the application.

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Sang-kyun Kim – One of the best experts on this subject based on the ideXlab platform.

  • Interoperable Virtual World
    MPEG-V, 2015
    Co-Authors: Kyoungro Yoon, Sang-kyun Kim, Jae-joon Han, Seungju Han, Marius Preda

    Abstract:

    The characteristics of objects in a virtual world are specified in ISO/IEC 23005-4. This standard describes the metadata for avatars and virtual objects rather than their associated resources such as sound and animation files. The metadata can then be used to characterize a new avatar in another virtual world by utilizing the characteristics defined in the metadata. The benefit of such standardization is to make isolated virtual worlds interoperable. Its visibility through such metadata can also benefit any standard compatible real-world interface devices in controlling the virtual objects through any Adaptation Engine used for a virtual world and render the effects in the real world.

    Free Register to Access Article

  • Virtual world control system using sensed information and Adaptation Engine
    Signal Processing: Image Communication, 2013
    Co-Authors: Sang-kyun Kim, Yong Soo Joo, Minho Shin, Seungju Han, Jae-joon Han

    Abstract:

    The sensed information (e.g., temperature, humidity, light intensity, gas intensity) obtained from a user’s vicinity plays an important role in the generation of environmental changes, the main character’s reactions, and in storyline changes in the virtual world. In this paper, a method is proposed to transform sensed information from real world to standardized XML instances and to control virtual world objects. The sensed information from the real world is transformed into XML instances standardized by MPEG-V Part 5 (Data formats for Interaction Device) schemes and then delivered to a Real-to-Virtual (RV) Adaptation Engine. The Engine generates another XML instance standardized by MPEG-V Part 4 (Virtual world object characteristics) that describes the control information of avatars and objects in the virtual world. The system is demonstrated by a real-world mock-up equipped with a sensor set and a virtual space realized in Second Life.

    Free Register to Access Article