Definition
Real-world multimedia systems can be defined as systems that utilize real-world data to support the querying and retrieval of multimedia content.
Introduction
Multimedia systems have always been at the heart of technical convergence, fusing video and audio with text, images and graphics. However, increased and cheaper processing power combined with other advances such as affordable sensor equipment, has enabled this to take on new dimensions whereby multimedia content and real-world data converge within a real-world multimedia system. Real-world multimedia systems can be defined as systems that utilize real-world data to support the querying and retrieval of multimedia content. This retrieval may be either pulled or pushed. Real-world multimedia systems vary substantially, but broadly can be seen to embody the architecture shown in Fig. 1.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
References
H.D. Wactlar, M.G. Christel, A.G. Hauptmann, and Y. Gong, “Informedia Experience-on-Demand: Capturing, Integrating and Communicating Experiences across People, Time and Space,” ACM Computing Surveys, Vol. 31, No. 2, June 1999.
S. Arbeeny and D. Silver, “Spatial Navigation of Media Streams,” Proceedings of the Ninth ACM International Conference on Multimedia (MM' 01), pp. 467–470, 2001.
T. Hollerer, S. Feiner, and J. Pavlik, “Situated Documentaries: Embedding Multimedia Presentations in the Real World,” Proceedings of the Third International Symposium on Wearable Computers, pp. 79–86, 1999.
A.C. Addison and M. Gaiani, “Virtualized Architectural Heritage: New Tools and Techniques,” IEEE MultiMedia, Vol. 7, No. 2, April–June 2000, pp. 26–31.
O. Volgin, W. Hung, C. Vakili, J. Flinn, and K.G. Shin, “Context-Aware Metadata Creation in a Heterogeneous Mobile Environment,” Proceedings of the International Workshop on Network and Operating System Support for Digital Audio and Video (NOSSDAV' 05), pp. 75–79, 2005.
S. Prince, A.D. Cheok, F. Farbiz, T. Williamson, N. Johnson, M. Billinghurst, and H. Kato, “3-D Live: Real Time Interaction for Mixed Reality,” Proceedings of the ACM Conference on Computer Supported Cooperative Work (CSCW' 02), pp. 364–371, 2002.
T. Marrin, “Synthesizing Expressive Music Through the Language of Conducting,” Journal of New Music Research, Vol. 31, No. 1, March 2002, pp. 11–26.
A. Camurri, G. Volpe, G. De Poli, and M. Leman, “Communicating Expressiveness and Affect in Multimodal Interactive Systems,” IEEE MultiMedia, Vol. 12, No. 1, January–March 2005, pp. 43–53.
T.M. Alisi, A. Del Bimbo, and A. Valli, “Natural Interfaces to Enhance Visitors' Experiences,” IEEE MultiMedia, Vol. 12, No. 3, July–September 2005, pp. 80–85.
K. Aizawa, D. Tancharoen, S. Kawasaki, and T. Yamasaki, “Efficient Retrieval of Life Log Based on Context and Content,” Proceedings of the First ACM Workshop on Continuous Archival and Retrieval of Personal Experiences (CARPE' 04), pp. 22–31, 2004.
T. Syeda-Mahmood and D. Ponceleon, “Learning Video Browsing Behavior and its Application in the Generation of Video Previews,” Proceedings of the Ninth ACM International Conference on Multimedia (MM' 01), pp. 119–128, 2001.
B. Yu, W.-Y. Ma, K. Nahrstedt, and H.-J. Zhang, “Video Summarization Based on User Log Enhanced Link Analysis,” Proceedings of the 11th ACM International Conference on Multimedia (MM' 03), pp. 382–391, 2003.
J.-Y. Pan and C. Faloutsos, “GeoPlot”: Spatial Data Mining on Video Libraries,” Proceedings of the 11th International Conference on Information and Knowledge Management (CIKM' 02), pp. 405–412, 2002.
T. Kanade, P. Rander, and P.J. Narayanan, “Virtualized Reality: Constructing Virtual Worlds from Real Scenes,” IEEE MultiMedia, Vol. 4, No. 1, January–March 1997, pp. 34–47.
R. Cucchiara, C. Grana, A. Prati, and R. Vezzani, “Probabilistic Posture Classification for Human-Behavior Analysis,” IEEE Transactions on Systems, Man, and Cybernetics-Part A: Systems and Humans, Vol. 35, No. 1, January 2005, pp. 42–54.
G.S. Pingali, A. Opalach, Y.D. Jean, and I.B. Carlbom, “Instantly Indexed Multimedia Databases of Real World Events,” IEEE Transactions on Multimedia, Vol. 4, No. 2, June 2002, pp. 269–282.
M. Naaman, S. Harada, Q. Wangy, H. Garcia-Molina, and A. Paepcke, “Context Data in Geo-Referenced Digital Photo Collections,” Proceedings of the 12th Annual ACM International Conference on Multimedia (MM' 04), pp. 196–203, 2004.
Y. Cao, W. Zhang, Y. Yaginuma, and M. Sakauchi, “Proposal of Real World Video Stream Description Language (VSDL-RW) and its Application,” Proceedings of the International Conference on Image Processing (ICIP 2000), Vol. 3, 2000, pp. 218–221.
J. Tešićc, “Metadata Practices for Consumer Photos,” IEEE MultiMedia, Vol. 12, No. 3, July–September 2005, pp. 86–92.
ISO/IEC, Information Technology – Multimedia Content Description Interface – Part 5: Multimedia Description Schemes, International Standard 15938-5, International Organization for Standardization, Geneva, Switzerland, 2003.
V.M. Bove Jr., “Connected by Media,” IEEE MultiMedia, Vol. 8, No. 4, October–December 2001, pp. 13–15.
A.W.M. Smeulders, M. Worring, S. Santini, A. Gupta, and R. Jain, “Content-Based Image Retrieval at the End of the Early Years,” IEEE Transactions on Pattern Analysis and Machine Intelligence, Vol. 22, No. 12, December 2000, pp. 1349–1380.
K. Haase, “Context for Semantic Metadata,” Proceedings of the 12th Annual ACM International Conference on Multimedia (MM' 04), pp. 204–211, 2004.
Author information
Authors and Affiliations
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2008 Springer-Verlag
About this entry
Cite this entry
Agius, H., Crockfor, C., Money, A. (2008). Real-World Multimedia Systems. In: Furht, B. (eds) Encyclopedia of Multimedia. Springer, Boston, MA. https://doi.org/10.1007/978-0-387-78414-4_195
Download citation
DOI: https://doi.org/10.1007/978-0-387-78414-4_195
Publisher Name: Springer, Boston, MA
Print ISBN: 978-0-387-74724-8
Online ISBN: 978-0-387-78414-4
eBook Packages: Computer ScienceReference Module Computer Science and Engineering