Games and other interactive multimedia applications have mostly been designed using a single thread, with some specific workloads offloaded to other threads. For grater scaling, the world is simply split. Under the current industry paradigm a multi-player game typically consists of multiple clients connecting to a server, with only loose coupling between multiple servers. This project challenges the current paradigm […] Continue reading
To understand the combined human experience of audio and video, this research focuses on audiovisual perception and the factors that contribute to weaken the integration between the two modalities. With the popularity of online services that provide entertainment on the go, we consider how potentially related impairments will influence the perceptual integration. These impairments include latency, loss, active adaptation, asynchrony […] Continue reading
Few major films have been produced recently without months of post production to correct mistakes, improve quality, or create large parts of their content. This hampers the influence of creative film makers because the end product is in the hands of artistic technicians, who need to interpret and implement the directors’ vision long after filming has ended. This way of cooperating was […] Continue reading
The design of the Internet has many integral parts that has a negative effect on the perceived latency for the end user. In our work on time-dependent networking, we seek to reduce the latencies for time-dependent applications without redesigning the existing Internet infrastructure. Many interactive applications produce signalling traffic upon events generated by the users or other communicating systems. This […] Continue reading
P2G is a framework for parallel processing continuous multimedia workloads on heterogeneous architectures and in a distributed manner. P2G comprises
We have several activities in the area of sport and health technology where we both develop the applications and optimise the systems for performance.