Dieter Verslype

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—Consumer devices increasingly are " smart " and hence offer services that can interwork with and/or be controlled by others. However, the full exploitation of the inherent opportunities this offers, is hurdled by a number of potential limitations. First of all, the interface towards the device might be vendor and even device specific, implying that extra(More)
User satisfaction is a key factor in the success of novel multimedia services. Yet, to enable service providers and network operators to control and maximize the quality (QoS, QoE) of delivered video streams, quite some challenges remain. In this paper, we particularly focus on three of them. First of all, objectively measuring video quality requires(More)
—People's multimedia content is spread around their home network and content services on the Internet, such as YouTube, Flickr, Facebook. In this paper we present a system that aggregates all the multimedia content of the end user and integrates it into a unified collection for the user's convenience. The system provides location transparency of multimedia(More)
With the advent of cloud computing and remote execution of interactive applications, there is a need for evaluating the Quality of Experience (QoE) and the influence on this QoE of network condition variations, media encoding parameter settings and related optimization algorithms. However, current QoE assessment focuses mainly on audiovisual quality in(More)
Media content in home environments is often scattered across multiple devices in the home network. As both the available multimedia devices in the home (e.g., smartphones, tablets, laptops, game consoles, etc.) and the available content (video and audio) is increasing, interconnecting desired content with available devices is becoming harder and home users(More)
—Future smart grids will combine power grid technologies with information and communication technologies to enable a more efficient, reliable and sustainable energy production and distribution. To realize such a smart grid, large scale pilot projects are currently implemented and evaluated. Such pilot projects generate an excessive amount of data that needs(More)
—In recent years, cloud computing has led to many new kinds of services. One of these popular services is cloud gaming, which provides the entire game experience to the users remotely from a server, but also other applications are provided in a similar manner. In this paper we focus on the option to render the application in the cloud, thereby delivering(More)
The widespread availability of cloud infrastructures is fueling new interest in the thin client computing paradigm. However, current thin client protocols are not designed to handle new content types as often encountered in state-of-the-art applications (e.g. multimedia editing, gaming, multimedia playback). Conveying this content using traditional thin(More)
—Nowadays, users consume a lot of functionality in their home coming from a service provider located in the Internet. While the home network is typically shielded off as much as possible from the 'outside world', the supplied services could be greatly extended if they were able to use the information available in there. In this article, an extended service(More)
—In order for service providers to provide their users high quality services in the home network, Quality of Service (QoS) provisioning is needed to protect premium services. In this paper, we describe how a Universal Plug-and-Play (UPnP) based home network architecture solves this problem in a heterogeneous home network. We outline how it both relieves the(More)
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