Ambient media are media, which are manifesting in the natural environment of the consumer. The perceivable borders
between the media and the context, where the media is used are getting more and more blurred. The consumer is
moving through a digital space of services throughout his daily life. As we are developing towards an experience
society, the central point in the development of services is the creation of a consumer experience. This paper reviews
possibilities and potentials of the creation of entertainment experiences with mobile phone platforms. It reviews sensor
network capable of acquiring consumer behavior data, interactivity strategies, psychological models for emotional
computation on mobile phones, and lays the foundations of a nomadic experience society. The paper rounds up with a
presentation of several different possible service scenarios in the field of entertainment and leisure computation on
mobiles. The goal of this paper is to present a framework and evaluation of possibilities of applying sensor technology
on mobile platforms to create an increasing consumer entertainment experience.
KEYWORDS: Computing systems, Multimedia, Databases, Algorithm development, Wireless communications, Information technology, Data communications, Telecommunications, Mobile devices, Internet
The research field of ambient media starts to spread rapidly and first applications for consumer homes are on the way. Ambient media is the logical continuation of research around media. Media has been evolving from old media (e.g. print media), to integrated presentation in one form (multimedia - or new media), to generating a synthetic world (virtual reality), to the natural environment is the user-interface (ambient media), and will be evolving towards real/synthetic undistinguishable media (bio-media or bio-multimedia). After the IT bubble was bursting, multimedia was lacking a vision of potential future scenarios and applications. Within this research paper the potentials, applications, and market available solutions of mobile ambient multimedia are studied. The different features of ambient mobile multimedia are manifold and include wearable computers, adaptive software, context awareness, ubiquitous computers, middleware, and wireless networks. The paper especially focuses on algorithms and methods that can be utilized to realize modern mobile ambient systems.
The MPEG experts are currently developing the MPEG-21 set of standards and this includes a framework and specifications for digital rights management (DRM), delivery of quality of services (QoS) over heterogeneous networks and terminals, packaging of multimedia content and other things essential for the infrastructural aspects of multimedia content distribution. Considerable research effort is being applied to these new developments and the capabilities of MPEG-21 technologies to address specific application areas are being investigated. One such application area is broadcasting, in particular the development of digital TV and its services. In more practical terms, digital TV addresses networking, events, channels, services, programs, signaling, encoding, bandwidth, conditional access, subscription, advertisements and interactivity. MPEG-21 provides an excellent framework of standards to be applied in digital TV applications. Within the scope of this research work we describe a new model based on MPEG-21 and its relevance to digital TV: the digital broadcast item model (DBIM). The goal of the DBIM is to elaborate the potential of MPEG-21 for digital TV applications. Within this paper we focus on a general description of the DBIM, quality of service (QoS) management and metadata filtering, digital rights management and also present use-cases and scenarios where the DBIM’s role is explored in detail.
XML based metadata schemes and Interactive Digital Television (digiTV) are two new paradigms in the world of multimedia. Both paradigms shall be converged and provide an integrated solution for several participants in a digital, interactive television broadcast. The local digiTV equipment and software requirements for a metadata based service provision move more to an integrated multimedia experience. To be able to present a heterogeneous solution to the participants, certain preliminary assignments and structures have to be introduced. One integral requirement is the conceptualization of a XML based real-time metadata architecture in the world of digiTV to be able to apply advanced interactive narrative patterns (e.g. parallel stories), content descriptions (based on MPEG-7), and the description of items that are exchanged between users and the broadcast- and interaction service provider (e.g. MPEG-21). Within the scope of this research work we focus on the appliance of basic metadata concepts, real-time constrains, description schemes design for interactive broadcasts, cover conceptual design issues, metadata life-cycle, and synchronization mechanisms. We consider Digital Video Broadcasts (DVB) compliant design as entire requirement and show how metadata can be useful applied in accordance with this standard
KEYWORDS: Video, Image segmentation, Multimedia, Data modeling, Televisions, Systems modeling, Standards development, Computer architecture, Computing systems, Chemical elements
Digital, Interaction Television will be deployed in the next few years, where the key-standard for Europe is DVB/MHP4. Initial experiences are already reported, but for advanced use scenarios, and application areas basic research issues, such as synchronization of MPEG-7 metadata, retrieved either from the broadcast stream, or the feedback channel are still to be done. In this research work we consider, that metadata will be available from multiple sources, especially commercial emerging MPEG-7 extractors, and streamed to a digiTV client over the broadcast- or feedback network. MPEG-71 provides asynchronous or synchronous delivery at transport layer, and DVB/MHP standards provide synchronization via a trigger mechanism. As an example we show a simple hyperlinked television show, where we segmented each frame into elements of interest, to which a hyperlink can be added. The key aspects of this paper are as follows:
Description and introduction of a Digital Broadcast Item (DBI) for structuring hyperlinked TV to one entity, that is exchanged between several parties in the broadcast chain based on MPEG-21 standards;
MPEG-7 metdata extraction models and image segmentation authoring tools for obtaining information about the hyperlinks within a video segment, and within a still frame;
Metadata transmission and synchronization models;
MPEG-7 Systems compliant software architecture at client side;
Digital television (digiTV) is an additional multimedia environment, where metadata is one key element for the description of arbitrary content. This implies adequate structures for content description, which is provided by XML metadata schemes (e.g. MPEG-7, MPEG-21). Content and metadata management is the task of a multimedia repository, from which digiTV clients - equipped with an Internet connection - can access rich additional multimedia types over an “All-HTTP” protocol layer. Within this research work, we focus on conceptual design issues of a metadata repository for the storage of metadata, accessible from the feedback channel of a local set-top box. Our concept describes the whole heterogeneous life-cycle chain of XML metadata from the service provider to the digiTV equipment, device independent representation of content, accessing and querying the metadata repository, management of metadata related to digiTV, and interconnection of basic system components (http front-end, relational database system, and servlet container). We present our conceptual test configuration of a metadata repository that is aimed at a real-world deployment, done within the scope of the future interaction (fiTV) project at the Digital Media Institute (DMI) Tampere (www.futureinteraction.tv).
One of the major challenges in digital, interactive television is to provide facilities for an intelligent multimedia presentation at the consumer terminal. The end-user shall benefit from a web-page like structure, whose content is browsable, rather than one monolithic broadcast stream without either any interaction facilities or content adaptation models. Therefore we introduce a Digital Broadcast Item (DBI) that structures the broadcast content into an interactable intelligent multimedia presentation: along the push content (broadcast stream) consisting of a video/audio stream adaptive content elements are streamed by the help of binarized metadata streaming solutions and synchronized to the audio/video stream. As far broadcasting only provided content as monolithic structure, composed of an image flow, graphics, special effects, sound effects, single path story flow, etc. The transport medium utilized is a high-bit rate MPEG-2 Transport Stream (MPEG-2 TS) carrying audio/video and some low level metadata, such as an Electronic Programme Guide (EPG).The aim of this research paper is to show and prove the concept of realizing adaptive content customisation for white pre-marked rectangular areas in multiple orientations.
The challenge in digital, interactive TV (digiTV) is to move the consumer from the refiguration state to the configuration state, where he can influence the story flow, the choice of characters and other narrative elements. Besides restructuring narrative and interactivity methodologies, one major task is content manipulation to provide the auditorium the ability to predefine actors that it wants to have in its virtual story universe. Current solutions in broadcasting video provide content as monolithic structure, composed of graphics, narration, special effects, etc. compressed into one high bit rate MPEG-2 stream. More personalized and interactive TV requires a contemporary approach to segment video data in real-time to customize contents. Our research work emphasizes techniques for interchanging faces/bodies against virtual anchors in real-time constrained broadcasted video streams. The aim of our research paper is to show and point out solutions for realizing real-time face and avatar customization. The major task for the broadcaster is metadata extraction by applying face detection/tracking/recognition algorithms, and transmission of the information to the client side. At the client side, our system shall provide the facility to pre-select virtual avatars stored in a local database, and synchronize movements and expressions with the current digiTV contents.
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