Object oriented design with applications

This article summarizes the main results of a joint endeavor towards a standard reference model (SRM) for intelligent multimedia presentation systems (IMMPSs), After a brief motivation, we give basic definitions for media terms and presentation systems. The core of this contribution is a generic reference architecture that reflects an implementation-independent view of the processes required for the generation of multimedia presentations. The reference architecture is described in terms of layers, components, and knowledge servers. Our SRM focuses on the functions assigned to the layers and components, rather than on the methods or communication protocols that may be employed to realize this functionality. Finally, we point to some possible extensions of the reference model.

To evaluate it, we applied ontology verification and validation techniques, including assessment by humans and a data-driven approach. The results showed that MulseOnto can be used as a consensual conceptual model for exploring the knowledge about the whole chain of mulsemedia systems.

The specific attention paid to the quality perceived through the senses of costumers when touching a product has led to a rapid growth in the industrial interest for the field of haptics. Controlling the quality of products with such expectations has become a challenge for manufacturers, especially considering the current lack of a generic method to standardize control specifications and provide efficient control tools, whether a manual or automated control is considered.

Under the development of ubiquitous technologies, people need a novel media system. That means the multi-sensory media service which satisfies the five senses and makes people feel realistic. It is necessary to build knowledge about sensory effects and devices in order to provide the service. In this paper, we propose an ontology-based knowledge modeling.

Whilst work has been done on some user-centred aspects that the distribution of mulsemedia data raises, such as synchronisation, and jitter, this paper tackles complementary issues that temporality constraints pose on the distribution of mulsemedia effects. It aims at improving response time interval in networked event-based mulsemedia systems based upon prior findings in this context. Thus, we reshaped the communication strategy of an open distributed mulsemedia platform called PlaySEM to work more efficiently with other event-based applications, such as games, VR/AR software, and interactive applications, wishing to stimulate other senses to increase the immersion of users. Moreover, we added lightweight communication protocols in its interface to analyse whether they reduce network overhead. To carry out the experiment, we developed mock applications for different protocols to simulate an interactive application working with the PlaySEM, measuring the delay between them.

In addition, new approaches to interacting with multimedia applications have emerged such as multi-touch interfaces, voice processing, and brain-computer interfaces, giving rise to new kinds of complex interactive systems. In this article, we underpin fundamental challenges for delivering multisensory effects to heterogeneous systems. We propose an interoperable mulsemedia framework for coping with these challenges, meeting the emerging requirements.

Towards a Reference Ontology on Mulsemedia Systems

The results include case studies where the framework has been duly applied. Multimedia applications are usually composed by audiovisual content. Traditional multimedia conceptual models, and consequently declarative multimedia authoring languages, do not support the definition of multiple sensory effects. Multiple sensorial media (mulsemedia) applications consider the use of sensory effects that can stimulate touch, smell and taste, in addition to hearing and sight.

gerd niephaus

The use of multiple senses in interactive applications has become increasingly feasible due to the upsurge of commercial, off-the-shelf devices to produce sensory effects. Creating Multiple Sensorial Media (MulSeMedia) immersive systems requires understanding their digital ecosystem.

Mulsemedia systems encompass a set of applications, and devices of different types assembled to communicate or express feelings from the virtual world to the real world. Despite existing standards, tools, and recent research devoted to them, there is still a lack of formal and explicit representation of what mulsemedia is. Misconceptions could eventually lead to the construction of solutions that might not take into account reuse, integration, standardization, among other design features. In this paper, we propose to establish a common conceptualization about mulsemedia systems through a reference ontology, named MulseOnto, covering their main notions.

Our results are a first step towards the creation of new culinary experiences and innovative gustatory interfaces.

The system is capable ofmanipulating the properties of electric currents (magnitude, frequency, and polarity) to formulate different stimuli. To evaluate the effectiveness of this method, the system was experimentally tested in two studies.

The advantages of ontology in description of affective multimedia stimuli are demonstrated in a document retrieval experiment and compared against contemporary keyword-based querying methods. Also, a software tool Intelligent Stimulus Generator for retrieval of affective multimedia and construction of stimuli sequences is presented. A sensible media simulation system for automobiles is introduced to open up new possibilities for an in-car entertainment system. In this paper, the system architecture is presented, which includes a virtuality-to-reality adaptation scheme. Standard data schemes for context and control information from the International Standard MPEG-V (ISO/IEC 23005) are introduced to explain the details of data formats, which are interchangeable in the system.

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