1 a systems architecture for ubiquitous video neil j. mccurdy and william g. griswold mobisys, 2005...

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

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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?

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Ubiquitous Video (I)

“the walls have eyes”

wireless networked video cameras

Ubiquitous Video

It is inevitable in future

•However, we do not have to wait for the future•Ubiquitous video streams using today’s technology

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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

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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

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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)

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RealityFlythrough - Abstraction

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RealityFlythrough - The virtual cameras

Cameras project their images onto a virtual wall

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RealityFlythrough

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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

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RFT Engine (I)

Deciding which images to display at any point in time

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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

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Design pattern (environment state) Environment stat model (virtual cameras)

Open arrow : inheritanceOpen diamonds : a reference

Filled-in diamonds : ownership

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Design pattern (view)

•Virtual camera may need to be rendered by multiple cameras•Alpha blend

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The birdseye view

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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

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

It does not work !!!!

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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

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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)

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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

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Evaluation (System Performance) Bottleneck on the server

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Future Modifications

Better High Level Abstraction

Sound

Scale to Multiple views with Multiple Servers

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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

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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.

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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

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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.