multimedia applications
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2022 ◽  
Vol 31 (2) ◽  
pp. 853-867
Author(s):  
V. R. Kavitha ◽  
M. Kanchana ◽  
B. Gobinathan ◽  
K. R. Sekar ◽  
Mohamed Yacin Sikkandar

2021 ◽  
Vol 4 (2) ◽  
pp. 240-247
Author(s):  
Syuryadi Syuryadi ◽  
Nurkhalik Wahdanial Asbara ◽  
Nurani Nurani

This application aims to understand computer networks easily by using multimedia applications to unite motion, images, text, and sound with the result that visible more visually and more alive. With this method, it is hoped that students will quicly understand computer network science. The results of the research show that it has been designed and tested on students where this application has an evaluation within and listening to the material as guide, it is hoped that this application can make students easy to learn computer networks.


2021 ◽  
Author(s):  
Hannaneh Barahouei Pasandi ◽  
Hadi Amirpour ◽  
Tamer Nadeem ◽  
Christian Timmerer

2021 ◽  
Vol 2 (2) ◽  
pp. 81-108
Author(s):  
Athanasios Tsipis ◽  
Konstantinos Oikonomou

Multimedia cloud computing has emerged as a popular paradigm for the support of delay-intolerable immersive multimedia applications with high-end three-dimensional rendering. To that end, fog computing offers distributed computational offloading solutions, by positioning rendering servers in close proximity to end users promising in this way continuous service provision, that is otherwise not easily attainable under the strictly centralized cloud-only model. Yet, in order to alleviate the multimedia providers from unnecessary capital expenditure, a strategic placement approach of the servers at the fog layer must be implemented, that can effectively cope both with the network dynamics and the overall imposed deployment cost, and still adhere to the delay bounds set forth by the multimedia application. In this paper, we formally formulate the problem as a facility location problem using constrained optimization over a finite time horizon. We then theoretically analyze the minimum acceptable conditions necessary for a decentralized location of the servers, utilizing solely local information around their immediate neighborhood, that iteratively leads to better solutions. Based on the analysis, we propose a distributed algorithm, namely the Autonomous Renderer Placement Algorithm (ARPA), to address it. ARPA employs localized service relocation to shift the placement according to simple rules that designate elastic migration, replication, and complementary consolidation of the underlying renderers. Simulation results under diversified deployment scenarios, as well as trace-driven comparisons against other approaches, testify to ARPA's accountability in obeying the delay limits and fast converge in finite time slots to a placement solution that both outperforms the baseline alternatives and is close to the optimal one, rendering it suitable for scaling up and down to meet the current demands of the offered multimedia applications.


2021 ◽  
Author(s):  
◽  
Jiaqi Wen

<p>In recent years, the mobile gaming industry has made rapid progress. Developers are now producing numerous mobile games with increasingly immersive graphics. However, these resource-hungry applications inevitably keep pushing well beyond the hardware limits of mobile devices. The limitations causes two main challenging issues for mobile game players. First, limited computational capabilities of smart devices are preventing rich multimedia applications from running smoothly. Second, the minuscule touchscreens impede the players from smoothly interacting with devices as they can do with PCs.   This thesis aims to address the two issues. Specifically, we implement two systems, one for the application accelerations via offloading and the other for alternative interaction approach for mobile gaming. We identify and describe the the challenging issues when developing the systems and describe our corresponding solutions.  Regarding the first system, it is well recognized the performance of GPUs on mobile devices is the bottleneck of rich multimedia mobile applications such as 3D games and virtual reality. Previous attempts to tackle the issue mainly mirgate GPU computation to servers residing in remote datacenters. However, the costly network delay is especially undesirable for highly-interactive multimedia applications since a crisp response time is critical for user experience. In this thesis, we propose GBooster, a system that accelerates GPU-intensive mobile applications by transparently offloading GPU tasks onto neighboring multimedia devices such as SmartTV and Gaming Consoles. Specifically, GBooster intercepts and redirects system graphics calls by utilizing the Dynamic Linker Hooking technique, which requires no modification of the apps and mobile systems. Besides, GBooster intelligently switches between the low-power Bluetooth and the high-bandwidth WiFi interface to reduce energy consumption of network transmissions. We implemented the GBooster on the Android system and evauluate its performance. The results demonstrate that GBooster can boost applications' frame rates by up to {85\%}. In terms of power consumption, GBooster can achieve {70\%} energy saving compared with local execution.   Second, we investigate the potential of built-in mobile device sensors to provide an alternative interaction approach for mobile gaming. We propose UbiTouch, a novel system that extends smartphones with virtual touchpads on desktops using built-in smartphone sensors. It senses a user's finger movement with a proximity and ambient light sensor whose raw sensory data from underlying hardware are strongly dependent on the finger's locations. UbiTouch maps the raw data into the finger's positions by utilizing Curvilinear Component Analysis and improve tracking accuracy via a particle filter. We have evaluate our system in three scenarios with different lighting conditions by five users. The results show that UbiTouch achieves centimetre-level localization accuracy and poses no significant impact on the battery life. We envisage that UbiTouch could support applications such as text-writing and drawing.</p>


2021 ◽  
Author(s):  
◽  
Jiaqi Wen

<p>In recent years, the mobile gaming industry has made rapid progress. Developers are now producing numerous mobile games with increasingly immersive graphics. However, these resource-hungry applications inevitably keep pushing well beyond the hardware limits of mobile devices. The limitations causes two main challenging issues for mobile game players. First, limited computational capabilities of smart devices are preventing rich multimedia applications from running smoothly. Second, the minuscule touchscreens impede the players from smoothly interacting with devices as they can do with PCs.   This thesis aims to address the two issues. Specifically, we implement two systems, one for the application accelerations via offloading and the other for alternative interaction approach for mobile gaming. We identify and describe the the challenging issues when developing the systems and describe our corresponding solutions.  Regarding the first system, it is well recognized the performance of GPUs on mobile devices is the bottleneck of rich multimedia mobile applications such as 3D games and virtual reality. Previous attempts to tackle the issue mainly mirgate GPU computation to servers residing in remote datacenters. However, the costly network delay is especially undesirable for highly-interactive multimedia applications since a crisp response time is critical for user experience. In this thesis, we propose GBooster, a system that accelerates GPU-intensive mobile applications by transparently offloading GPU tasks onto neighboring multimedia devices such as SmartTV and Gaming Consoles. Specifically, GBooster intercepts and redirects system graphics calls by utilizing the Dynamic Linker Hooking technique, which requires no modification of the apps and mobile systems. Besides, GBooster intelligently switches between the low-power Bluetooth and the high-bandwidth WiFi interface to reduce energy consumption of network transmissions. We implemented the GBooster on the Android system and evauluate its performance. The results demonstrate that GBooster can boost applications' frame rates by up to {85\%}. In terms of power consumption, GBooster can achieve {70\%} energy saving compared with local execution.   Second, we investigate the potential of built-in mobile device sensors to provide an alternative interaction approach for mobile gaming. We propose UbiTouch, a novel system that extends smartphones with virtual touchpads on desktops using built-in smartphone sensors. It senses a user's finger movement with a proximity and ambient light sensor whose raw sensory data from underlying hardware are strongly dependent on the finger's locations. UbiTouch maps the raw data into the finger's positions by utilizing Curvilinear Component Analysis and improve tracking accuracy via a particle filter. We have evaluate our system in three scenarios with different lighting conditions by five users. The results show that UbiTouch achieves centimetre-level localization accuracy and poses no significant impact on the battery life. We envisage that UbiTouch could support applications such as text-writing and drawing.</p>


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