scholarly journals Signalling servers for WebRTC technology with the use of node.js run-time environment

2018 ◽  
Vol 19 (12) ◽  
pp. 867-871
Author(s):  
Agnieszka Chodorek ◽  
Robert Chodorek

Web Real-Time Communications (WebRTC) technology is an enabler of native transmission of multimedia information between two and more Web browsers. WebRTC is based on HTML version 5 (HTML5) and JavaScript languages. Although both real-time media streams (audio, video) and non-real-time non-media flows (also present in WebRTC architecture) are transmitted directly between browsers, to enable transmission of information necessary for session management (and more precisely: session establishment) purposes, a signalling server is needed. Such server may be regarded as a rendezvous point of end systems that use WebRTC technology. In this paper, node.js run-time environment and principle of building of Webrtc signalling server with the use of scripts written in JavaScript and run in node.js are presented. Example of script of a simple signalling server also is shown. The exemplary server connects users of one and only session, although this session may serve not only one-to-one, but also many-to-many connections. Despite its simplicity, this is a fully functional signalling server, able to serve signalling messages for purposes of message ex-change, or for purposes of initialization of WebRTC-based Internet telephony or simple conferencing systems.

Author(s):  
Chun-ying Huang ◽  
Yun-chen Cheng ◽  
Guan-zhang Huang ◽  
Ching-ling Fan ◽  
Cheng-hsin Hsu

Real-time screen-sharing provides users with ubiquitous access to remote applications, such as computer games, movie players, and desktop applications (apps), anywhere and anytime. In this article, we study the performance of different screen-sharing technologies, which can be classified into native and clientless ones. The native ones dictate that users install special-purpose software, while the clientless ones directly run in web browsers. In particular, we conduct extensive experiments in three steps. First, we identify a suite of the most representative native and clientless screen-sharing technologies. Second, we propose a systematic measurement methodology for comparing screen-sharing technologies under diverse and dynamic network conditions using different performance metrics. Last, we conduct extensive experiments and perform in-depth analysis to quantify the performance gap between clientless and native screen-sharing technologies. We found that our WebRTC-based implementation achieves the best overall performance. More precisely, it consumes a maximum of 3 Mbps bandwidth while reaching a high decoding ratio and delivering good video quality. Moreover, it leads to a steadily high decoding ratio and video quality under dynamic network conditions. By presenting the very first rigorous comparisons of the native and clientless screen-sharing technologies, this article will stimulate more exciting studies on the emerging clientless screen-sharing technologies.


Water ◽  
2020 ◽  
Vol 12 (3) ◽  
pp. 695 ◽  
Author(s):  
Weiwei Bi ◽  
Yihui Xu ◽  
Hongyu Wang

Over the past few decades, various evolutionary algorithms (EAs) have been applied to the optimization design of water distribution systems (WDSs). An important research area is to compare the performance of these EAs, thereby offering guidance for the selection of the appropriate EAs for practical implementations. Such comparisons are mainly based on the final solution statistics and, hence, are unable to provide knowledge on how different EAs reach the final optimal solutions and why different EAs performed differently in identifying optimal solutions. To this end, this paper aims to compare the real-time searching behaviour of three widely used EAs, which are genetic algorithms (GAs), the differential evolution (DE) algorithm and the ant colony optimization (ACO). These three EAs are applied to five WDS benchmarking case studies with different scales and complexities, and a set of five metrics are used to measure their run-time searching quality and convergence properties. Results show that the run-time metrics can effectively reveal the underlying searching mechanisms associated with each EA, which significantly goes beyond the knowledge from the traditional end-of-run solution statistics. It is observed that the DE is able to identify better solutions if moderate and large computational budgets are allowed due to its great ability in maintaining the balance between the exploration and exploitation. However, if the computational resources are rather limited or the decision has to be made in a very short time (e.g., real-time WDS operation), the GA can be a good choice as it can always identify better solutions than the DE and ACO at the early searching stages. Based on the results, the ACO performs the worst for the five case study considered. The outcome of this study is the offer of guidance for the algorithm selection based on the available computation resources, as well as knowledge into the EA’s underlying searching behaviours.


Author(s):  
Soochan Hwang ◽  
Sang-Young Cho ◽  
Taehyung Wang ◽  
Phillip C.-Y. Sheu

This paper describes a 3-D visualization method based on the concept of characteristic views (CVs). The idea of characteristic views was derived based on the observation that the infinite possible views of a 3-D object can be grouped into a finite number of equivalence classes so that within each class all the views are isomorphic in the sense that they have the same line-junction graphs. To visualize the changes of scenes in real time, the BSP tree algorithm is known to be efficient in a static environment in which the viewpoint can be changed easily. However, if a scene consists of many objects and each object consists of many polygons, the time complexity involved in traversing a BSP tree increases rapidly so that the original BSP tree algorithm may not be efficient. The method proposed in this paper is object-oriented in the sense that, for all viewpoints, at the preprocessing stage the ordering for displaying the objects is determined. At run time, the objects are displayed based on a pre-calculated ordering according to the viewpoint. In addition, a CV is used as a basic 2-D projected image of a 3-D object.


Author(s):  
Hocine Chebi

Camera placement in a virtual environment consists of positioning and orienting a 3D virtual camera so as to respect a set of visual or cinematographic properties defined by the user. Carrying out this task is difficult in practice. Indeed, the user has a clear vision of the result he wants to obtain in terms of the arrangement of the objects in the image. In this chapter, the authors identify three areas of research that are relatively little covered by the literature dedicated to camera placement and which nevertheless appear essential. On the one hand, existing approaches offer little flexibility in both solving and describing a problem in terms of visual properties, especially when it has no solution. They propose a flexible solution method which computes the set of solutions, maximizing the satisfaction of the properties of the problem, whether it is over constrained or not. On the other hand, the existing methods calculate only one solution, even when the problem has several classes of equivalent solutions in terms of satisfaction of properties. They introduce the method of semantic volumes which computes the set of classes of semantically equivalent solutions and proposes a representative of each of them to the user. Finally, the problem of occlusion, although essential in the transmission of information, is little addressed by the community. Consequently, they present a new method of taking into account occlusion in dynamic real-time environments.


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