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, Seungju Han, Jae-joon 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.

  • 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.

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.

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, Seungju Han, Jae-joon 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.

  • 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.

Younghwan Lim - One of the best experts on this subject based on the ideXlab platform.

R. Van De Walle - One of the best experts on this subject based on the ideXlab platform.

  • ICME - Fully Format Agnostic Media Resource Adaptation using an Abstract Model for Scalable Bitstreams
    Multimedia and Expo 2007 IEEE International Conference on, 2007
    Co-Authors: D. Van Deursen, D. De Schrijver, S. De Bruyne, R. Van De Walle
    Abstract:

    Due to the increasing heterogeneity in network and terminal capabilities, the delivery of multimedia content has become an important issue today. In order to avoid offering multiple versions of the same media resource, a transparent approach under the form of scalable coding is needed for multimedia delivery systems. This paper proposes a fully format agnostic Adaptation Engine for scalable bitstreams by relying on an abstract model for these bitstreams. The Adaptation technique is implemented by making use of the MPEG-21 Digital Item Adaptation specification. The approach is validated for five different scalable coding formats. Experimental results show that our fully format agnostic Adaptation node customizes scalable bitstreams in real time (at a speed of more than 100 Mbit/s).

  • ISCAS - XML-based customization along the scalability axes of H.264/AVC scalable video coding
    2006 IEEE International Symposium on Circuits and Systems, 1
    Co-Authors: D. De Schrijver, W. De Neve, K. De Wolf, Stijn Notebaert, R. Van De Walle
    Abstract:

    The heterogeneity in the current and future multimedia environment requires an elegant Adaptation framework for the production and consumption of different kinds of multimedia content. Such an architecture is preferably based on the usage of scalable bitstreams and a format-agnostic content Adaptation Engine. To obtain fully embedded scalable bitstreams, the joint scalable video model (JSVM) has been used in this paper. Hereby, JSVM defines a scalable extension on top of the H.264/AVC specification. This extension will make it possible to create bitstreams that are scalable along the temporal, spatial, and SNR axis. On the other hand, bitstream structure descriptions can be used to realize an elegant and format-agnostic Adaptation Engine. Such descriptions can be created by making use of the MPEG-21 bitstream syntax description language (BSDL) standard. The latter allows to describe the high-level structure of scalable bitstreams in XML. This paper explains how fully scalable bitstreams can be customized by transforming BSDL-based bitstream structure descriptions. From our performance analysis, one can conclude that the transformation of the XML description, as well as the generation of the adapted bitstream, can be done several times faster than real time.