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A Systems Architecture for Ubiquitous Video

A Systems Architecture for Ubiquitous Video. Neil J. McCurdy and William G. Griswold Mobisys, 2005 Presented by Sangjae Lee. One-line Comment. Authors address that ubiquitous video systems are essential in the future How to get to build these system? Abstractions of the infinite cameras

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A Systems Architecture for Ubiquitous Video

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  1. A Systems Architecture for Ubiquitous Video Neil J. McCurdy and William G. Griswold Mobisys, 2005 Presented by Sangjae Lee

  2. One-line Comment • Authors address that • ubiquitous video systems are essential in the future • How to get to build these system? • Abstractions of the infinite cameras • The introduction of virtual space concept • How to adopt in ubiquitous environments?

  3. Ubiquitous Video (I) Ubiquitous Video “the walls have eyes” wireless networked video cameras It is inevitable in future • However, we do not have to wait for the future • Ubiquitous video streams using today’s technology

  4. Ubiquitous Video (II) • Entering dangerous, restricted or remote sites with head-mounted cameras • Commanders can navigate through the remote environment • Example scenarios • Police Special Weapons and Tactics (SWAT) teams • Hazardous materials (HazMat) • Police monitoring

  5. Statement of the Problem • To design ubiquitous video systems managing the incoming streams • It is challenging • wild condition • Live, real-time access, Uncalibrated cameras, Lighting conditions and etc • A naïve approach • The video on an array of monitors • Ideal solution • Infinite cameras in the field • Allow the user to move seamlessly

  6. Solution Approach • Practical Solution • Illusion of the ideal system • Operating under the constraints imposed by the real environment • RealityFlythrough • abstraction • Stitching the multiple video streams together into a single scene • Non-trivial to construct • The limited number of cameras • Mobility (position, orient)

  7. RealityFlythrough - Abstraction

  8. RealityFlythrough - The virtual cameras • Cameras project their images onto a virtual wall

  9. RealityFlythrough

  10. System overview • How might such a system be built? • We need • Cameras  image capture component • Location sensors  sensor capture component • Stream combine • Need to be combine sensor data to the appropriate frame • Multipoint Control Unit • RealFlythrough Engine

  11. RFT Engine (I) • Deciding which images to display at any point in time

  12. RFT Engine (II) • Still Image Generator • producing and managing the still-images that are generated from the live camera feeds • Transition Planner • Determining the path that will be taken to the desired destination • Choosing the images that will be displayed along that path • Transition Executer • Actually moves the user along the chosen path • Camera repository • The store for all known cameras

  13. Design pattern (environment state) • Environment stat model (virtual cameras) Open arrow : inheritance Open diamonds : a reference Filled-in diamonds : ownership

  14. Design pattern (view) • Virtual camera may need to be rendered by multiple cameras • Alpha blend

  15. The birdseye view

  16. Ubiquitous environments • Consider a typical case • The user wish to move to a live camera • A naïve approach • Determine the location and orientation of the live camera • Compute optimal trajectory to get to the target • Determine the images to be shown along the path It does not work !!!! • Ubiquitous video environment • The destination camera may change its position/orientation when the plan was computed/executed • Wrong destination • The path may not be the optimal ones

  17. Ubiquitous environments - A dynamic path • A dynamic path • The destination is now a moving target • The transition planner can look ahead some interval • Determine the best image to display at that time

  18. Still Image Generation • Key to the success of the infinite camera abstraction • The presence of sufficient cameras • To handle this problem • Take snapshot of the live video • Generate additional cameras from these • Represents still-images • Static images source • The use of still-imagery • Help achieve the abstraction of infinite camera coverage • Imprecise • Option • Never see older images • Older image look different (sepia tone)

  19. Evaluation (Effectiveness of the Abstraction) • experiment at the campus food court • Too many images were being presented • Disorientation • GPS accuracy was very low • After changing these problems • adjustments • Reduce image overload, too much movement, location accuracy filtering • A positive comments by users • Let’s try one • That was pretty nice • It’s pretty accurate • That was kind of cool

  20. Evaluation (System Performance) • Bottleneck on the server

  21. Future Modifications • Better High Level Abstraction • Sound • Scale to Multiple views with Multiple Servers

  22. Conclusion • harness ubiquitous video is designed • With few live cameras • providing the abstraction of infinite camera coverage • Virtual camera is introduced • Still-images were automatically captured • Dynamic path is used

  23. Critique (I) • Strong Points: • Their applications are very fresh • Ubiquitous Video • Authors design an whole system • The system consists of several components • Address relationship between these components • Also, they defined several problems itself and propose solution for it • Problems due to ubiquitous environment • They implemented this system and experimented in real world • It is very difficult to run system on real world.

  24. Critique (II) • Weak Points • Experimental Measurement is poor • Needs to gathering data about the comments and use statistical views • No consideration about • The abilities of mobile device • Too ideal case • Camera resolution • Computational power • The bandwidth of wireless network • RTF’s outputs are a little bit mess and dirty. • Available/unavailable image • Overlapped images • Server’s bottleneck is very serious to apply the industry

  25. Critique (III) • New Idea • A few fixed camera will be better performed • If there is some of fixed or slightly moving camera, abstraction will be better • If the number of cameras is increased, the performance increase • Scalability problems • Distributed servers • One of the problems is a bottleneck on server • Let be the server with distributed manner • a core server, gathering outputs from distributed servers • Separate the render from transition planner • Then, we should consider about the bandwidth of wireless network seriously • Video transmission on ubiquitous environment • Lower batteries, lower computation.

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