Energy Aware Mobile Multimedia

There is no doubt that mobile computing is not just on the rise but is truly the future of computing for consumers. Reuters ‎[1] has reported that already more than half of the world population use mobile devices; hence, people are more likely to use a handheld device than a PC to browse the Internet ‎[2]. At the same time, we are witnessing a move towards the mass consumption of 3D media, with a significant rise in applications such as 3D video, 3D virtual environments (VE), and 3D games. Various studies carried out by NDP Group ‎[3] and comScore Inc. ‎[4] show that millions of people spend their time and money in online games and in online social environments, specially using their handheld device.

Due to the dynamic and large amount of content in 3D virtual environments and games, streaming, rendering, displaying and interaction with immersive mobile 3D content are very intense in terms of energy consumption. Thus, energy limitation is a major barrier for immersive mobile multimedia experience.

There has been a recent increase in research efforts to enable energy-efficient mobile 3D applications. Recent works show energy saving potentials within different stages of 3D multimedia processing such as generation, adaptation, compression, real-time delivery, and rendering of 3D content. Intelligent techniques such as progressive mesh streaming, context aware object selection and semantic rendering are applied in a way that overcomes the limitations of mobile devices. Facing these challenges is a community-spanning effort, necessitating the pooling of resources and experiences of different research groups.

My future research focuses on topic that contribute to saving energy:

  1. Context Aware Games, the ability of games to consider the in-game context and semantics for a more efficient object selection, adaptation, streaming, or rendering
  2. Semantic Level of Detail, novel Level of Detail (LoD) techniques that help saving energy in mobile multimedia applications
  3. Energy Aware Content Streaming, the ability to deliver multimedia content in an energy efficient way
  4. Semantic Modeling, integrated modeling of 3D content and semantic meta data.
  5. Content Compression and Complexity Reduction, intelligent methods to reduce the complexity and amount of content that saves energy, reduces bandwidth, or simplifies the rendering
  6. Evaluation issues, methods to evaluate energy saving potentials of such mechanisms, tradeoff between user experience and energy saving mechanisms, evaluating the quality of user experience in mobile multimedia applications.
  7. Applications, multiuser pervasive games, ambient presentation of arts and cultural heritage.

References

[1]     Global Cell Phone Use at 50 Percent (November 29th 2007). [Online]. http://www.reuters.com/article/2007/11/29/us-cellphones-world-idUSL2917209520071129

[2]     Mobile Phones Used More than PCs to Browse the Internet (March 31st, 2009). [Online]. http://news.softpedia.com/news/Mobile-Phones-Used-More-than-PCs-to-Browse-the-Internet-108254.shtml

[3]     NDP Group, Online Gaming 2008 (March 31st, 2009). [Online]. http://www.npd.com

[4]     comeScore Inc., [Online]. http://www.comscore.com

[5]     H. Rahimi, A. A. Nazari Shirehjini, and S. Shirmohammadi, “Context-Aware Prioritized Game Streaming,” in Proc. of Workshop on Interactive Ambient Intelligence Multimedia Environments, in Proceedings of IEEE International Conference on Multimedia & Expo (ICME 2011), Barcelona, Spain, July 11-15, 2011.

[6]     H. Rahimi, A. Nazari Shirehjini, and S. Shirmohammadi, “Activity-Centric Streaming of Virtual Environments and Games to Mobile Devices”, Proc. IEEE Symposium on Haptic Audio Visual Environments and Games, Qinhuangdao, Hebei, China, October 15 – 16 2011, pp. 45 – 50.

[7]     H. Rahimi, A. A. Nazari Shirehjini, and S. Shirmohammadi, “Context-Aware 3D Object Streaming for Mobile Games,” in Proceedings of ACM/IEEE Network and Systems Support for Games (NetGames 2011), Ottawa, Ontario, Canada, October 6-7 2011.

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