HotMD – Hot Topics in Multimedia Delivery

To be held in conjunction with IEEE ICME 2011.

Barcelona, Monday 11th July 2011, 13:30 - 15:30

HotMD'11 will be performed as a special session of WoMAN'11.

Room: JH1.05

List of accepted papers

The list of accepted papers is as follows (in alphabetic order by paper title):

  • A Metric for No-Reference Video Quality Assessment for HDTV Delivery based on Saliency Maps
    by H. Boujut, J. Benois-Pineau, T. Ahmed, O. Hadar, P. Bonnet
  • An Evaluation of Piece-Picking Algorithms for Layered Content in Bittorrent-based Peer-to-Peer Systems
    by M. Eberhard, T. Szkaliczki, H. Hellwagner, L. Szobonya, C. Timmerer
  • A Novel Marking Mechanism for Packet Video Delivery over DiffServ Networks
    by H. Wang, G. Liu
  • How Do You “Tube”? Reverse Engineering the YouTube Video Delivery Cloud
    by V. Adhikari, S. Jain, Y. Chen, Z.-L. Zhang
  • Skymedia – UAV-Based Capturing Of HD/3D Content with WSN Augmentation for Immersive Media Experiences
    by M. Neri, A. Campi, R. Suffritti, F. Grimaccia, P. Sinogas, O. Guye, C. Papin, T. Michalareas, L. Gazdag, I, Rakkolainen


Multimedia delivery platforms are evolving in several axes. From the transmission point of view, moving from purely broadcast based to hybrid broadcast-broadband and broadband networks, being of special interest the converged traditional use of media with mobile internet devices. Also, from point of view of content, moving from SD and HD images to 3D and multiview immersive experiences. From the user perspective where, user personalization and context are becoming more and more important as well as new enhanced ways of user interaction. And, finally, the convergence of media delivery and consumption with other technologies, as the ones of videogames, where real and virtual media are combined to provide a unique immersive user experience.

Multimedia content distribution has always been a fascinating and motivating topic to the multimedia research community. After years of active research and industrial efforts, it has reached a stage that “all of us can get our 15 minutes on YouTube”. However, there is still a long way towards the ultimate goal of anyone being able to consume multimedia content anytime, anywhere. As more right holders of professional multimedia content are ready to test water of new distribution methods, such as Internet video and IPTV; as the ever increasing capabilities of emerging devices, such as smartphones and tablets, enable new multimedia experiences on-the-go; as rapidly expanding cloud services start to offer greater assistance to multimedia distribution, we are now at a time when these are ample opportunities for the research of multimedia content distribution. Solving the real challenges towards the ultimate goal of multimedia content distribution is not only inspiring and exciting, but also bound to have significant and long lasting impact.


  • Network infrastructures for multimedia content distribution
  • Hybrid broadcast/broadband multimedia delivery networks
  • Multimedia immersive networked environments
  • Peer-to-peer live and on-demand streaming
  • Multiview media capturing and delivery 
  • Wireless and mobile multimedia systems
  • Context and user aware media
  • Signal processing, compression, security and privacy issues related to multimedia distribution
  • Realtime video processing applied to games
  • Caching and dynamic content acceleration
  • Beyond HD storage, processing and delivery
  • Cross-network and cross-layer multimedia transmission
  • Social networks and broadcasting networking architectures 
  • Web 2.0 and social network support for multimedia dissemination
  • Cloud assistance in multimedia content distribution
  • Economics of multimedia content delivery
  • Measurement and modeling of multimedia delivery systems
  • Performance monitoring, analysis and diagnosis of large scale multimedia distribution systems
  • Real-world deployment experience of multimedia distribution platforms
  • Video games and broadcast networks
  • Application of standards to videogame coding
  • New receivers with advanced game capabilities