IEEE/ACM Transactions on Networking (TON)
Yima: Design and Evaluation of a Streaming Media System for Residential Broadband Services
DBTel '01 Proceedings of the VLDB 2001 International Workshop on Databases in Telecommunications II
Loss concealment for multi-channel streaming audio
NOSSDAV '03 Proceedings of the 13th international workshop on Network and operating systems support for digital audio and video
Inverse filter design for immersive audio rendering overloudspeakers
IEEE Transactions on Multimedia
High resolution live streaming with the HYDRA architecture
Computers in Entertainment (CIE) - First anniversary issue
Engineering grid applications and middleware for high performance
WOSP '07 Proceedings of the 6th international workshop on Software and performance
Distributed musical performances: Architecture and stream management
ACM Transactions on Multimedia Computing, Communications, and Applications (TOMCCAP)
Multiresolution source/filter model for low bitrate coding of spot microphone signals
EURASIP Journal on Audio, Speech, and Music Processing - Atypical Speech
Achieving efficiency, quality of service and robustness in multi-organizational Grids
Journal of Systems and Software
Towards environment-to-environment (E2E) multimedia communication systems
SAME '08 Proceedings of the 1st ACM international workshop on Semantic ambient media experiences
Towards Environment-to-Environment (E2E) multimedia communication systems
Multimedia Tools and Applications
Exploring new perspectives in network music performance: The diamouses framework
Computer Music Journal
Proceedings of the 1st ACM international workshop on Connected multimedia
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Business-driven short-term management of a hybrid IT infrastructure
Journal of Parallel and Distributed Computing
Mutual engagement and collocation with shared representations
International Journal of Human-Computer Studies
A method for discussing musical expression between music ensemble players using a web-based system
HCI'13 Proceedings of the 15th international conference on Human-Computer Interaction: interaction modalities and techniques - Volume Part IV
Hi-index | 0.00 |
We present the architecture, technology and experimental applications of a real-time, multi-site, interactive and collaborative environment called Distributed Immersive Performance (DIP). The objective of DIP is to develop the technology for live, interactive musical performances in which the participants - subsets of musicians, the conductor and the audience - are in different physical locations and are interconnected by very high fidelity multichannel audio and video links. DIP is a specific realization of broader immersive technology - the creation of the complete aural and visual ambience that places a person or a group of people in a virtual space where they can experience events occurring at a remote site or communicate naturally regardless of their location. The DIP experimental system has interaction sites and servers in different locations on the USC campus and at several partners, including the New World Symphony of Miami Beach, FL. The sites have different types of equipment to test the effects of video and audio fidelity on the ease of use and functionality for different applications. Many sites have high-definition (HD) video or digital video (DV) quality images projected onto wide screen wall displays completely integrated with an immersive audio reproduction system for a seamless, fully three-dimensional aural environment with the correct spatial sound localization for participants. The system is capable of storage and playback of the many streams of synchronized audio and video data (immersidata), and utilizes novel protocols for the low-latency, seamless, synchronized real-time delivery of immersidata over local area networks and wide-area networks such as Internet2. We discuss several recent interactive experiments using the system and many technical challenges common to the DIP scenario and a broader range of applications. These challenges include: (1). low latency continuous media (CM) stream transmission, synchronization and data loss management; (2). low latency, real-time video and multichannel immersive audio acquisition and rendering; (3). real-time continuous media stream recording, storage, playback; (4). human factors studies: psychophysical, perceptual, artistic, performance evaluation; (5). robust integration of all these technical areas into a seamless presentation to the participants.