
Recherche avancée
Autres articles (80)
-
Websites made with MediaSPIP
2 mai 2011, parThis page lists some websites based on MediaSPIP.
-
Participer à sa traduction
10 avril 2011Vous pouvez nous aider à améliorer les locutions utilisées dans le logiciel ou à traduire celui-ci dans n’importe qu’elle nouvelle langue permettant sa diffusion à de nouvelles communautés linguistiques.
Pour ce faire, on utilise l’interface de traduction de SPIP où l’ensemble des modules de langue de MediaSPIP sont à disposition. ll vous suffit de vous inscrire sur la liste de discussion des traducteurs pour demander plus d’informations.
Actuellement MediaSPIP n’est disponible qu’en français et (...) -
Creating farms of unique websites
13 avril 2011, parMediaSPIP platforms can be installed as a farm, with a single "core" hosted on a dedicated server and used by multiple websites.
This allows (among other things) : implementation costs to be shared between several different projects / individuals rapid deployment of multiple unique sites creation of groups of like-minded sites, making it possible to browse media in a more controlled and selective environment than the major "open" (...)
Sur d’autres sites (12722)
-
lavfi/delogo : don’t recompute the same difference again and again
5 juillet 2013, par Jean Delvarelavfi/delogo : don’t recompute the same difference again and again
The top left hand corner pixel coordinates are already stored in
logo_x1 and logo_y1 so don’t recompute each of them 6 times for every
iteration.This is a simple code optimization, result is obviously the same. The
performance gain is small (about 2% in my tests) but still good to
have, and the new code is clearer.Signed-off-by : Jean Delvare <khali@linux-fr.org>
Reviewed-by ; Stefano Sabatini <stefasab@gmail.com>
Signed-off-by : Michael Niedermayer <michaelni@gmx.at> -
My journey to Coviu
27 octobre 2015, par silviaMy new startup just released our MVP – this is the story of what got me here.
I love creating new applications that let people do their work better or in a manner that wasn’t possible before.
My first such passion was as a student intern when I built a system for a building and loan association’s monthly customer magazine. The group I worked with was managing their advertiser contacts through a set of paper cards and I wrote a dBase based system (yes, that long ago) that would manage their customer relationships. They loved it – until it got replaced by an SAP system that cost 100 times what I cost them, had really poor UX, and only gave them half the functionality. It was a corporate system with ongoing support, which made all the difference to them.
The story repeated itself with a CRM for my Uncle’s construction company, and with a resume and quotation management system for Accenture right after Uni, both of which I left behind when I decided to go into research.
Even as a PhD student, I never lost sight of challenges that people were facing and wanted to develop technology to overcome problems. The aim of my PhD thesis was to prepare for the oncoming onslaught of audio and video on the Internet (yes, this was 1994 !) by developing algorithms to automatically extract and locate information in such files, which would enable users to structure, index and search such content.
Many of the use cases that we explored are now part of products or continue to be challenges : finding music that matches your preferences, identifying music or video pieces e.g. to count ads on the radio or to mark copyright infringement, or the automated creation of video summaries such as trailers.
This continued when I joined the CSIRO in Australia – I was working on segmenting speech into words or talk spurts since that would simplify captioning & subtitling, and on MPEG-7 which was a (slightly over-engineered) standard to structure metadata about audio and video.
In 2001 I had the idea of replicating the Web for videos : i.e. creating hyperlinked and searchable video-only experiences. We called it “Annodex” for annotated and indexed video and it needed full-screen hyperlinked video in browsers – man were we ahead of our time ! It was my first step into standards, got several IETF RFCs to my name, and started my involvement with open codecs through Xiph.
Around the time that YouTube was founded in 2006, I founded Vquence – originally a video search company for the Web, but pivoted to a video metadata mining company. Vquence still exists and continues to sell its data to channel partners, but it lacks the user impact that has always driven my work.
As the video element started being developed for HTML5, I had to get involved. I contributed many use cases to the W3C, became a co-editor of the HTML5 spec and focused on video captioning with WebVTT while contracting to Mozilla and later to Google. We made huge progress and today the technology exists to publish video on the Web with captions, making the Web more inclusive for everybody. I contributed code to YouTube and Google Chrome, but was keen to make a bigger impact again.
The opportunity came when a couple of former CSIRO colleagues who now worked for NICTA approached me to get me interested in addressing new use cases for video conferencing in the context of WebRTC. We worked on a kiosk-style solution to service delivery for large service organisations, particularly targeting government. The emerging WebRTC standard posed many technical challenges that we addressed by building rtc.io , by contributing to the standards, and registering bugs on the browsers.
Fast-forward through the development of a few further custom solutions for customers in health and education and we are starting to see patterns of need emerge. The core learning that we’ve come away with is that to get things done, you have to go beyond “talking heads” in a video call. It’s not just about seeing the other person, but much more about having a shared view of the things that need to be worked on and a shared way of interacting with them. Also, we learnt that the things that are being worked on are quite varied and may include multiple input cameras, digital documents, Web pages, applications, device data, controls, forms.
So we set out to build a solution that would enable productive remote collaboration to take place. It would need to provide an excellent user experience, it would need to be simple to work with, provide for the standard use cases out of the box, yet be architected to be extensible for specialised data sharing needs that we knew some of our customers had. It would need to be usable directly on Coviu.com, but also able to integrate with specialised applications that some of our customers were already using, such as the applications that they spend most of their time in (CRMs, practice management systems, learning management systems, team chat systems). It would need to require our customers to sign up, yet their clients to join a call without sign-up.
Collaboration is a big problem. People are continuing to get more comfortable with technology and are less and less inclined to travel distances just to get a service done. In a country as large as Australia, where 12% of the population lives in rural and remote areas, people may not even be able to travel distances, particularly to receive or provide recurring or specialised services, or to achieve work/life balance. To make the world a global village, we need to be able to work together better remotely.
The need for collaboration is being recognised by specialised Web applications already, such as the LiveShare feature of Invision for Designers, Codassium for pair programming, or the recently announced Dropbox Paper. Few go all the way to video – WebRTC is still regarded as a complicated feature to support.
With Coviu, we’d like to offer a collaboration feature to every Web app. We now have a Web app that provides a modern and beautifully designed collaboration interface. To enable other Web apps to integrate it, we are now developing an API. Integration may entail customisation of the data sharing part of Coviu – something Coviu has been designed for. How to replicate the data and keep it consistent when people collaborate remotely – that is where Coviu makes a difference.
We have started our journey and have just launched free signup to the Coviu base product, which allows individuals to own their own “room” (i.e. a fixed URL) in which to collaborate with others. A huge shout out goes to everyone in the Coviu team – a pretty amazing group of people – who have turned the app from an idea to reality. You are all awesome !
With Coviu you can share and annotate :
- images (show your mum photos of your last holidays, or get feedback on an architecture diagram from a customer),
- pdf files (give a presentation remotely, or walk a customer through a contract),
- whiteboards (brainstorm with a colleague), and
- share an application window (watch a YouTube video together, or work through your task list with your colleagues).
All of these are regarded as “shared documents” in Coviu and thus have zooming and annotations features and are listed in a document tray for ease of navigation.
This is just the beginning of how we want to make working together online more productive. Give it a go and let us know what you think.
The post My journey to Coviu first appeared on ginger’s thoughts.
-
Managing Music Playback Channels
30 juin 2013, par Multimedia Mike — GeneralMy Game Music Appreciation site allows users to interact with old video game music by toggling various channels, as long as the underlying synthesizer engine supports it.
Users often find their way to the Nintendo DS section pretty quickly. This is when they notice an obnoxious quirk with the channel toggling feature : specifically, one channel doesn’t seem to map to a particular instrument or track.
When it comes to computer music playback methodologies, I have long observed that there are 2 general strategies : Fixed channel and dynamic channel allocation.
Fixed Channel Approach
One of my primary sources of computer-based entertainment used to be watching music. Sure I listened to it as well. But for things like Amiga MOD files and related tracker formats, there was a rich ecosystem of fun music playback programs that visualized the music. There exist music visualization modes in various music players these days (such as iTunes and Windows Media Player), but those largely just show you a single wave form. These files were real time syntheses based on multiple audio channels and usually showed some form of analysis for each channel. My personal favorite was Cubic Player :
Most of these players supported the concept of masking individual channels. In doing so, the user could isolate, study, and enjoy different components of the song. For many 4-channel Amiga MOD files, I observed that the common arrangement was to use the 4 channels for beat (percussion track), bass line, chords, and melody. Thus, it was easy to just listen to, e.g., the bass line in isolation.
MODs and similar formats specified precisely which digital audio sample to play at what time and on which specific audio channel. To view the internals of one of these formats, one gets the impression that they contain an extremely computer-centric view of music.
Dynamic Channel Allocation Algorithm
MODs et al. enjoyed a lot of popularity, but the standard for computer music is MIDI. While MOD and friends took a computer-centric view of music, MIDI takes, well, a music-centric view of music.There are MIDI visualization programs as well. The one that came with my Gravis Ultrasound was called PLAYMIDI.EXE. It looked like this…
… and it confused me. There are 16 distinct channels being visualized but some channels are shown playing multiple notes. When I dug into the technical details, I learned that MIDI just specifies what notes need to be played, at what times and frequencies and using which instrument samples, and it was the MIDI playback program’s job to make it happen.
Thus, if a MIDI file specifies that track 1 should play a C major chord consisting of notes C, E, and G, it would transmit events “key-on C ; delta time 0 ; key-on E ; delta time 0 ; key-on G ; delta time … ; [other commands]“. If the playback program has access to multiple channels (say, up to 32, in the case of the GUS), the intuitive approach would be to maintain a pool of all available channels. Then, when it’s time to process the “key-on C” event, fetch the first available channel from the pool, mark it as in-use, play C on the channel, and return that channel to the pool when either the sample runs its course or the corresponding “key-off C” event is encountered in the MIDI command stream.
About That Game Music
Circling back around to my game music website, numerous supported systems use the fixed channel approach for playback while others use dynamic channel allocation approach, including evey Nintendo DS game I have so far analyzed.Which approach is better ? As in many technical matters, there are trade-offs either way. For many systems, the fixed channel approach is necessary because for many older audio synthesis systems, different channels had very specific purposes. The 8-bit NES had 5 channels : 2 square wave generators (used musically for melody/treble), 1 triangle wave generator (usually used for bass line), a noise generator (subverted for all manner of percussive sounds), and a limited digital channel (was sometimes assigned richer percussive sounds). Dynamic channel allocation wouldn’t work here.
But the dynamic approach works great on hardware with 16 digital channels available like, for example, the Nintendo DS. Digital channels are very general-purpose. What about the SNES, with its 8 digital channels ? Either approach could work. In practice, most games used a fixed channel approach : Games might use 4-6 channels for music while reserving the remainder for various in-game sound effects. Some notable exceptions to this pattern were David Wise’s compositions for Rare’s SNES games (think Battletoads and the various Donkey Kong Country titles). These clearly use some dynamic channel approach since masking all but one channel will give you a variety of instrument sounds.
Epilogue
There ! That took a long time to explain but I find it fascinating for some reason. I need to distill it down to far fewer words because I want to make it a FAQ on my website for “Why can’t I isolate specific tracks for Nintendo DS games ?”Actually, perhaps I should remove the ability to toggle Nintendo DS channels in the first place. Here’s a funny tale of needless work : I found the Vio2sf engine for synthesizing Nintendo DS music and incorporated it into the program. It didn’t support toggling of individual channels so I figured out a way to add that feature to the engine. And then I noticed that most Nintendo DS games render that feature moot. After I released the webapp, I learned that I was out of date on the Vio2sf engine. The final insult was that the latest version already supports channel toggling. So I did the work for nothing. But then again, since I want to remove that feature from the UI, doubly so.