Mobile Video Transcoding Approaches and Challenges

Author(s):  
A. Ahmad

This article examines the challenges and limitations that face video transcoding schemes in a mobile multimedia transporting network. Then we explore different approaches for video transcoding schemes in a mobile multimedia transporting network.

2016 ◽  
Vol 2016 ◽  
pp. 1-7 ◽  
Author(s):  
Yeongpil Cho ◽  
Oparin Mikhail ◽  
Yunheung Paek ◽  
Kwangman Ko

Recent growth in popularity of mobile video services raises a demand for one of the most popular and convenient methods of delivering multimedia data, video streaming. However, heterogeneity of currently existing mobile devices involves an issue of separate video transcoding for each type of mobile devices such as smartphones, tablet PCs, and smart TVs. As a result additional burden comes to media servers, which pretranscode multimedia data for number of clients. Regarding even higher increase of video data in the Internet in the future, the problem of media servers overload is impending. To struggle against the problem an offloading method is introduced in this paper. By the use of SorTube offloading framework video transcoding process is shifted from the centralized media server to the local offloading server. Thus, clients can receive personally customized video stream; meanwhile the overload of centralized servers is reduced.


2013 ◽  
Vol 59 (1) ◽  
pp. 38-46 ◽  
Author(s):  
Chia-Hung Yeh ◽  
Shu-Jhen Fan Jiang ◽  
Chih-Yang Lin ◽  
Mei-Juan Chen

2020 ◽  
Vol 79 (2) ◽  
pp. 63-70
Author(s):  
Petr Květon ◽  
Martin Jelínek

Abstract. This study tests two competing hypotheses, one based on the general aggression model (GAM), the other on the self-determination theory (SDT). GAM suggests that the crucial factor in video games leading to increased aggressiveness is their violent content; SDT contends that gaming is associated with aggression because of the frustration of basic psychological needs. We used a 2×2 between-subject experimental design with a sample of 128 undergraduates. We assigned each participant randomly to one experimental condition defined by a particular video game, using four mobile video games differing in the degree of violence and in the level of their frustration-invoking gameplay. Aggressiveness was measured using the implicit association test (IAT), administered before and after the playing of a video game. We found no evidence of an association between implicit aggressiveness and violent content or frustrating gameplay.


2012 ◽  
Vol 2 (2) ◽  
pp. 134-136
Author(s):  
Ch. Divya Ch. Divya ◽  
◽  
Dr. P. Govardhan Dr. P. Govardhan

Transfers ◽  
2019 ◽  
Vol 9 (3) ◽  
pp. 99-108
Author(s):  
Jooyoung Kim ◽  
Taehee Kim ◽  
Jinhyoung Lee ◽  
Inseop Shin

This think piece approaches urban travel from a mobility humanities perspective, using the example of Seoul, South Korea, a leading metropolis in Asia. The article demonstrates three modes of interpreting urban travel in Seoul: (1) representation by means of mobile video technologies embodying a paradoxical relationship of powers; (2) literary imagination confining a possible mobile community in a restricted region; and (3) philosophical speculation presenting “crossing the Han River” as a spiritual and emotional reproduction of the connection between, and consequential rupture of, heterogeneous territories. The article pays particular attention to the represented, imagined, and speculated dimensions of urban travel, which is understood as a physically practiced and cognitively elaborated production, rather than a predefined movement per se.


2014 ◽  
Vol 36 (7) ◽  
pp. 1399-1412
Author(s):  
Ji-Yan WU ◽  
Xiu-Quan QIAO ◽  
Bo CHENG ◽  
Jun-Liang CHEN ◽  
Yun-Lei SUN

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