The Dos and Don'ts of Videoconferencing in Higher
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A Remote Lecturing System Using Multicast Addressing
MTEACH: A REMOTE LECTURING SYSTEM USING MULTICAST ADDRESSING A Thesis Submitted to the Faculty of Purdue University by Vladimir Kljaji In Partial Fulfillment of the Requirements for the Degree of Master of Science in Electrical Engineering August 1997 - ii - For my family, friends and May. Thank you for your support, help and your love. - iii - ACKNOWLEDGMENTS I would like to express my gratitude to Professor Edward Delp for being my major advisor, for his guidance throughout the course of this work and especially for his time. This work could not have been done without his support. I would also like to thank Pro- fessor Edward Coyle and Professor Michael Zoltowski for their time and for being on my advisory committee. - iv - TABLE OF CONTENTS Page LIST OF TABLES .......................................................................................................viii LIST OF FIGURES........................................................................................................ix LIST OF ABBREVIATIONS.........................................................................................xi ABSTRACT.................................................................................................................xiii 1. INTRODUCTION...................................................................................................1 1.1 Review of Teleconferencing and Remote Lecturing Systems ...............................1 1.2 Motivation ...........................................................................................................2 -
Digital High Resolution Still Video Camera Versus Film- Based Camera in Photogrammetric Industrial Metrology
International Archives of Photogrammetry and Remote Sensing, Vol. 30, Part 1, pp. 114-121. DIGITAL HIGH RESOLUTION STILL VIDEO CAMERA VERSUS FILM- BASED CAMERA IN PHOTOGRAMMETRIC INDUSTRIAL METROLOGY Thomas P. Kersten and Hans-Gerd Maas Institute of Geodesy and Photogrammetry, Swiss Federal Institute of Technology ETH-Hoenggerberg, CH-8093 Zurich, Switzerland Phone: +41 1 633 3287, Fax: +41 1 633 1101, e-mail: [email protected] Phone: +41 1 633 3058, Fax: +41 1 633 1101, e-mail: [email protected] ISPRS Commission I, Working Group 3 KEY WORDS: close-range photogrammetry, high resolution, still video ABSTRACT In this paper a digital high resolution still video camera DCS200 and a conventional film-based small format camera Leica R5 are compared. The image data used for the comparison were acquired during several pilot projects in a shipyard. The goal was the determination of 3-D co-ordinates of object points, which were signalised with retro- reflective targets, for dimensional checking and control in the ship building industry, as well as to test the suitability of the cameras for these applications. The image point measurements in the photos taken by the film-based camera were performed on an analytical plotter, while the digital image data were processed semi-automatically with digital photogrammetric methods. In addition, some of the analogue images were scanned and then also processed with digital photogrammetric methods. The results of simultaneous camera calibrations and 3-D point positioning are given, showing its accuracy potential, which turned out to be in the range of 1: 50,000 and 1: 75,000 for the DCS200 and up to 1: 27,000 for the Leica. -
SIP Architecture
383_NTRL_VoIP_08.qxd 7/31/06 4:34 PM Page 345 Chapter 8 SIP Architecture Solutions in this chapter: ■ Understanding SIP ■ SIP Functions and Features ■ SIP Architecture ■ Instant Messaging and SIMPLE Summary Solutions Fast Track Frequently Asked Questions 345 383_NTRL_VoIP_08.qxd 7/31/06 4:34 PM Page 346 346 Chapter 8 • SIP Architecture Introduction As the Internet became more popular in the 1990s, network programs that allowed communication with other Internet users also became more common. Over the years, a need was seen for a standard protocol that could allow participants in a chat, videoconference, interactive gaming, or other media to initiate user sessions with one another. In other words, a standard set of rules and services was needed that defined how computers would connect to one another so that they could share media and communicate.The Session Initiation Protocol (SIP) was developed to set up, maintain, and tear down these sessions between computers. By working in conjunction with a variety of other protocols and special- ized servers, SIP provides a number of important functions that are necessary in allowing communications between participants. SIP provides methods of sharing the location and availability of users and explains the capabilities of the software or device being used. SIP then makes it possible to set up and manage the session between the parties. Without these tasks being performed, communication over a large network like the Internet would be impossible. It would be like a message in a bottle being thrown in the ocean; you would have no way of knowing how to reach someone directly or whether the person even could receive the message. -
A Survey of Collaborative Tools in Software Development
1 INTRODUCTION A Survey of Collaborative Tools in Software Development Anita Sarma Institute for Software Research Donald Bren School of Information and Computer Sciences University of California, Irvine [email protected] ISR Technical Report # UCI-ISR-05-3 March 22, 2005 1 Introduction Collaboration is at the heart of software development. Virtually all software devel- opment requires collaboration among developers within and outside their project teams, to achieve a common objective. It has in fact been shown that about 70% of a software engineer’s time is spent on collaborative activities [219]. Indeed, col- laboration in software development has been studied by researchers in the fields of Software Engineering and Computer Supported Cooperative Work (CSCW) since the 1980s and has produced a wide range of collaborative tools. Enabling software developers to collaborate effectively and effortlessly is a difficult task. The collaboration needs of the team depend to a large extent on environmental factors such as, the organizational structure of the team, the domain for which the software is produced, the product structure, and individual team members. Accordingly, research in collaborative development has produced a host of tools, each typically focussing on a different aspect of collaboration. Most teams have their favorite repertoire of tools that has been built from historical use. These tools may not always be the best suited for the team, but the team still uses them nevertheless as the inertia and cost of trying out new tools surpasses the benefits. A number of classification frameworks exist that can be used to classify collaborative tools. In addition to placing the various tools in context, developers can use these frameworks to select the right mix of tools fit for their needs. -
Collaborative Education in a Virtual Learning Environment Hani Bani
Collaborative Education in a Virtual Learning Environment Hani Bani-Salameh Department of Software Engineering, The Hashemite University, Zarqa 13115, Jordan E-mail: [email protected] Jafar Al-Gharaibeh Architecture Technology Corporation, Eden Prairie, MN 55344, United States E-mail: [email protected] Clinton Jeffery Department of Computer Science, University of Idaho, Moscow, ID 83843, USA E-mail: [email protected] Ziad A. Al-Sharif Department of Software Engineering, Jordan University of Sci. & Tech, Irbid, Jordan E-mail: [email protected] Abstract: For the last few decades, there was tremendous interest in harnessing 3D virtual environments for education and training. Multi-user game-like environments make use of non-player characters and quest activities in tutoring and training. This approach incorporates successful active learning and incremental progress. This article presents issues encountered while adapting the multi-user online game genre for educational virtual environments. In this endeavour, non-player characters play a central role in organizing and delivering educational content. Educational virtual environments call for additional kinds of extension beyond generic user content creation as delivered in some virtual worlds like SecondLife. Support for these environments will emphasize the creation of new activities. A set of libraries and techniques named Portable Non-player character tutors and Quests reduces the effort needed to develop and integrate educational non-player characters. These non-player characters are introduced in CVE, a platform for rapidly developing educational virtual environments. The Portable Non-player character tutors and Quests framework enables formatted web-based exercises, quizzes, and educational content to be incorporated into Copyright © 2016 Inderscience Enterprises Ltd. -
KODAK PLAYTOUCH Video Camera
KODAK PLAYTOUCH Video Camera Extended user guide Model Zi10 www.kodak.com For interactive tutorials: www.kodak.com/go/howto For help with your camera: www.kodak.com/go/support Eastman Kodak Company Rochester, New York 14650 © Kodak, 2010 All screen images are simulated. Kodak and PlayTouch are trademarks of Eastman Kodak Company. HDMI, the HDMI Logo, and High-Definition Multimedia Interface are trademarks or registered trademarks of HDMI Licensing LLC. 4H7217_en Product features Front view Focus switch (Close-up/Normal) Jack for external microphone, headphones Video Recording LED Microphone Lens A/V Out IR receiver, for optional remote HDMI™ Out control Micro USB, for 5V DC In USB Release USB arm www.kodak.com/go/support i Product features Accessing the USB arm 1 Open the door. 2 Slide the USB lock. 3 Pull down the USB arm. ii www.kodak.com/go/support Product features Back view, touchscreen gestures Power button Battery compartment, SD/SDHC Card slot Speaker Battery charging light Record/OK button Strap post Tripod socket Tap (or tap and hold) Swipe Drag www.kodak.com/go/support iii Understanding the status icons Liveview Recording Current mode Settings Battery Recording level Current Face video detection length brackets Zoom Zoom control control (Wide, Telephoto) Capture Mode Review Effects Review Current video length Battery level (or Volume DC-In connected) Previous Next Scrubber bar Single/Multi-up/ Edit Delete Share Timeline View iv www.kodak.com/go/support Table of contents 1 1 Setting up your camera .........................................................................1 -
Replication Strategies for Streaming Media
“replication-strategies” — 2007/4/24 — 10:56 — page 1 — #1 Research Report No. 2007:03 Replication Strategies for Streaming Media David Erman Department of Telecommunication Systems, School of Engineering, Blekinge Institute of Technology, S–371 79 Karlskrona, Sweden “replication-strategies” — 2007/4/24 — 10:56 — page 2 — #2 °c 2007 by David Erman. All rights reserved. Blekinge Institute of Technology Research Report No. 2007:03 ISSN 1103-1581 Published 2007. Printed by Kaserntryckeriet AB. Karlskrona 2007, Sweden. This publication was typeset using LATEX. “replication-strategies” — 2007/4/24 — 10:56 — page i — #3 Abstract Large-scale, real-time multimedia distribution over the Internet has been the subject of research for a substantial amount of time. A large number of mechanisms, policies, methods and schemes have been proposed for media coding, scheduling and distribution. Internet Protocol (IP) multicast was expected to be the primary transport mechanism for this, though it was never deployed to the expected extent. Recent developments in overlay networks has reactualized the research on multicast, with the consequence that many of the previous mechanisms and schemes are being re-evaluated. This report provides a brief overview of several important techniques for media broad- casting and stream merging, as well as a discussion of traditional IP multicast and overlay multicast. Additionally, we present a proposal for a new distribution system, based on the broadcast and stream merging algorithms in the BitTorrent distribution and repli- cation system. “replication-strategies” — 2007/4/24 — 10:56 — page ii — #4 ii “replication-strategies” — 2007/4/24 — 10:56 — page iii — #5 CONTENTS Contents 1 Introduction 1 1.1 Motivation . -
The H.264 Advanced Video Coding (AVC) Standard
Whitepaper: The H.264 Advanced Video Coding (AVC) Standard What It Means to Web Camera Performance Introduction A new generation of webcams is hitting the market that makes video conferencing a more lifelike experience for users, thanks to adoption of the breakthrough H.264 standard. This white paper explains some of the key benefits of H.264 encoding and why cameras with this technology should be on the shopping list of every business. The Need for Compression Today, Internet connection rates average in the range of a few megabits per second. While VGA video requires 147 megabits per second (Mbps) of data, full high definition (HD) 1080p video requires almost one gigabit per second of data, as illustrated in Table 1. Table 1. Display Resolution Format Comparison Format Horizontal Pixels Vertical Lines Pixels Megabits per second (Mbps) QVGA 320 240 76,800 37 VGA 640 480 307,200 147 720p 1280 720 921,600 442 1080p 1920 1080 2,073,600 995 Video Compression Techniques Digital video streams, especially at high definition (HD) resolution, represent huge amounts of data. In order to achieve real-time HD resolution over typical Internet connection bandwidths, video compression is required. The amount of compression required to transmit 1080p video over a three megabits per second link is 332:1! Video compression techniques use mathematical algorithms to reduce the amount of data needed to transmit or store video. Lossless Compression Lossless compression changes how data is stored without resulting in any loss of information. Zip files are losslessly compressed so that when they are unzipped, the original files are recovered. -
Invisible Crowds in Cyberspace
Invisible Crowds in Cyberspace: Mapping the Social Structure of the Usenet1 Marc A. Smith University of California, Los Angeles Published in: Smith, Marc. “Invisible Crowds in Cyberspace: Measuring and Mapping the Social Structure of USENET” in Communities in Cyberspace: Perspectives on New Forms of Social Organization.. London, Routledge Press, 1999 SURVEYING SOCIAL CYBERSPACES The Usenet is a quintessential Internet social phenomenon: it is huge, global, anarchic and rapidly growing. It is also mostly invisible. Although, it is the largest example of a conferencing or discussion group system,2 the tools generally available to access it only display leaves and branches - chains of messages and responses. None present the trees and forest. With hundreds of thousands of new messages every day, it is impossible to try to read them all to get a sense of the entire place. As a result, an overview of activity in the Usenet has been difficult to assemble and many basic questions about its size, shape, structure and dynamics have gone unanswered. How big is the Usenet? How many people post? Where are they from? When and where do they post? How do groups vary from one another and over time? How many different kinds of groups are there? How many groups successfully thrive and how many die? What do the survivors have that the others lack? How do different social cyberspaces connect and fit together and form a larger ecology? There is no shortage of questions. But we lack a historical record of the transformations of social cyberspaces3 just at the point when network interaction media are being widely adopted. -
Adopting a Collaborative Software Development Process in the Scientific Community
Adopting a Collaborative Software Development Process in the Scientific Community NOAA's 32nd Climate Diagnostics and Prediction Workshop (CDPW) Mike Charles DOC/NOAA/NWS/NCEP/CPC Motivation To advocate improved software development and project management techniques, including collaborative software development and the use of project management software. Who does this apply to? • Universities • Government • Private sector • Any software developers From now on, for the sake of brevity, "collaborative work" will include use of project management software. Disadvantages of Non- Collaborative Work Non-Collaborative Work A developer works alone • Work goes unchecked by others • If the owner leaves, nobody knows how the software works • There are no ideas contributed by others during development Non-Collaborative Work A developer doesn't log changes • Hard to revert to a previous version of the code • Can't remember what they did last week • Can't tell why a specific change was made Non-Collaborative Work A developer doesn't create documentation • Hard for others to adopt code • Hard for backup code owners to fix bugs and/or run code • Hard to share code with others Advantages of Collaborative Work Collaborative Work How should developers be working? • Collaboration - Working with others leads to more ideas and creativity, and more QCing of code • Tracking Changes - Using revision control software, tracking changes to code and keeping a log makes it easier to revert to older versions of the code, and keep track of work • Documentation - Creating -
WHY USE a WIKI? an Introduction to the Latest Online Publishing Format
WHY USE A WIKI? An Introduction to the Latest Online Publishing Format A WebWorks.com White Paper Author: Alan J. Porter VP-Operations WebWorks.com a brand of Quadralay Corporation [email protected] WW_WP0309_WIKIpub © 2009 – Quadralay Corporation. All rights reserved. NOTE: Please feel free to redistribute this white paper to anyone you feel may benefit. If you would like an electronic copy for distribution, just send an e-mail to [email protected] CONTENTS Overview................................................................................................................................ 2 What is a Wiki? ...................................................................................................................... 2 Open Editing = Collaborative Authoring .................................................................................. 3 Wikis in More Detail................................................................................................................ 3 Wikis Are Everywhere ............................................................................................................ 4 Why Use a Wiki...................................................................................................................... 5 Getting People to Use Wikis ................................................................................................... 8 Populating the Wiki................................................................................................................. 9 WebWorks ePublisher and Wikis -
The Leica Dicomar Lens on the UX Cameras the New AG-UX90 and AG-UX180 Camcorders Are Large-Sensor General-Purpose Professional C
The Leica Dicomar Lens on the UX Cameras The new AG-UX90 and AG-UX180 camcorders are large-sensor general-purpose professional camcorders, designed to deliver great footage regardless of the particular shooting scenario, whether the user is tasking it with shooting sports, or news, or live events, or concerts, or conventions, or speeches, or commercials, or corporate films, or weddings, or interviews, or any of the myriad other situations professional shooters find themselves in. An absolutely key component of being able to tackle so many different types of shooting environments, is the lens. While many shooters have come to rely on large-sensor cameras such as DSLRs, DSLMs, and digital cinema camcorders, the limitations of the lens for these large-sensor cameras has always introduced complications or limitations in shooting style as compared to the small- sensor all-in-one camcorder designs of professional handheld camcorders. With the UX90 and UX180, Panasonic has set out to deliver a single-lens system that provides the quality, performance, and flexibility to let the camera excel in all these environments. Creating such a lens that could cover the relatively huge 1” sensor and 4K resolution was a significant task; getting it to do so with Leica Dicomar-certified performance was a significant accomplishment. Getting it to do so while actually delivering more capability, a wider field of view, better image stabilization, better autofocus, and a longer zoom range, is truly impressive. In this paper I’d like to explore what they’ve accomplished, how they approached it, and what these innovations mean for the typical shooter.