In training and gaming systems, distributed multimedia are often used, in which the basic content elements must be conveyed or presented in a synchronized order at synchronized moments over multiple devices and in many cases over a network. These content elements are often presented or represented as "Synchronizable Objects" with which their control and management fall into a design pattern. This paper uses the pattern language to capture the common features of these "Synchronizable Objects", in combination of the formal Object-Z specification to treat the architectural construct. The proposed pattern can be applied for content elements with or without intrinsic timing in distributed multimedia applications. Examples are given to show how this pattern can be applied in distributed applications. © 2010 Springer-Verlag Berlin Heidelberg.
CITATION STYLE
Hu, J., & Feijs, L. (2010). Synchronizable objects in distributed multimedia applications. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) (Vol. 6250 LNCS, pp. 117–129). https://doi.org/10.1007/978-3-642-14484-4_11
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