A Study on Interactive Support of MPEG-4

碩士 === 國立交通大學 === 電子工程系 === 88 === The MPEG-4 standard adopts an object-based audiovisual representation model with hyperlinking and interaction capabilities and it supports both natural and synthetic content. It is expected that this standard will become the information coding playground...

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Bibliographic Details
Main Authors: Yang-Chih Huang, 黃揚智
Other Authors: Hsueh-Ming Hang
Format: Others
Language:en_US
Published: 2000
Online Access:http://ndltd.ncl.edu.tw/handle/79940370599963039256
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Summary:碩士 === 國立交通大學 === 電子工程系 === 88 === The MPEG-4 standard adopts an object-based audiovisual representation model with hyperlinking and interaction capabilities and it supports both natural and synthetic content. It is expected that this standard will become the information coding playground for future multimedia applications. MPEG-4 meets the needs of application fields such as video on the Internet, multimedia broadcasting, content-based audiovisual database access, games, advanced audiovisual communications over mobile networks, tele-shopping, and remote monitoring and control. A major difference with previous audiovisual standards is the object-based audiovisual representation model that builds the foundation of MPEG-4. An object-based scene is built using individual objects that have relationships in space and time, allowing harmonious integration of different types of data into one scene. The goal of this thesis is to study and simulate the MPEG-4 Systems specifications. Particularly, we focus on the interactive features of the MPEG-4 standard. Three tasks are involved in this thesis. The first task is to study the MPEG-4 Systems specification, especially on scene description and its interactive support. Secondly, we trace and build the MPEG-4 authoring tools and players. The final task is using the MPEG-4 authoring tools to construct interactive scenes to demonstrate the MPEG-4 interactive capabilities. Although MPEG-4 standard committee provides some basic tools for simulating the MPEG-4 systems, these tools and players are not bugs-free. Moreover, the source codes of players are very huge, each of them consists of more than 100,000 lines of C++ code. We struggle to trace and modify these source codes and finally using them to construct demonstration examples successfully at the end. In the meanwhile, we also report several vital bugs in the standard software to the IM1 group.