Is it possible to take 2 separate videos and put them side by side in AWS elastic transcoder - aws-elastictranscoder

I want to create an app where band members can collaborate and record individual performances and then I would like to put them all in one video automatically. I'll have to figure out how to sync them up bit assuming that is solved, can AWS elastic transcoder combine videos to play side by side or multiple videos combined into one screen (like a tic tac toe board)?

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Embedding Youtube Videos: Customized Player and YT Terms of Service

I have a question about embedding a Youtube player on a website. Maybe you guys can help me with this.
Specifically, it's a question that can be well understood by the following website template:
http://themehelite.com/themeforest/panorama/index.html#Movie
Specifically, the library query.mb.YTPlayer is used there to embed Youtube videos "in the background". In the foreground (bottom left) "own controls" were included (play and stop button, etc.) The "normal" controls of Youtube itself are not visible.
However, in the YouTube API Services Terms of Service I have now found the following:
"You must not display overlays, frames, or other visual elements in
front of any part of a YouTube embedded player, including player
controls. Similarly, you must not use overlays, frames or other visual
elements to obscure any part of an embedded player, including player
controls."
Source: https://developers.google.com/youtube/terms/required-minimum-functionality#overlays-and-frames
Sounds to me like the implementation of the player in the example above violates the YouTube's Terms of Service and you couldn't implement it that way.
What is your opinion on this? Am I interpreting something wrong? Ultimately, it would mean that you can not use customized players at all?
Thanks for your help.

Can I use two YOUTUBE APIs when using two different functionalities?

I am aware of the 1M quota for YT API. But is it legal to open two APIs, when they are created for different tasks. Lets say: First API get only the youtube videos statistics and the second is used for YT Player?
It is all one api. But you can have as many hotkeys as you want. However to spread the quote, then you need more projects set up. But I think you are restricted to how many.

How to develop people count of office?

I would like to count how many persons are in 1) conference room and 2) Office for 100 persons. I would like to have bar graph for room or office occupancy.
I learned from vendor like Viametrics that camera like thermal camera must be installed to roof outside of conference room to count in and out of traffic. It seem regular camera can be used or some kind of mats as well.
I tried Azure Cognitive Emotion API for people counting, but it is reliable only if camera sees whole face. Result of experiment was that we cannot use Emotion API.
I would like to know that if I had camera and RaspBerry(or Arduino) plus Azure or Bluemix or VM, how to build people counting solution. Do you know any library or API?
I am not aware of a cognitive service like that. I think you'll have to develop your own service.
This is the way I would go about this:
Train or fine-tune Fast-RCNN or Yolo model to identify a person on a photo. See examples here and here.
Then put a simple script on top that will count number of identified objects.
Create a docker container that will contain simple server. That server would listen to particular camera / or set of cameras and score your model.
Use Azure Container Service / Kubernetes to put your containers in Azure, and also to create scaleable service.

Playing an AVAsset while simultaneously adding other assets to end of video

I'm aware of how to merge videos together using an AVMutableComposition (lots of good posts on this. See https://github.com/ChrisGrant/AVFoundation-Video-Stitching for example)
But is there any way to play an asset that is currently being merged together. Something like one thread plays the video while another is actively merging new assets to the end?
I want to be able to pull multiple assets from a server and merge them into an uninterrupted viewing experience (feed? Similar to Snapchat I guess) without the user having to wait for all of them to load or having to potentially worry about memory issues.
Ive been looking at documentation but can't seem to find a solution. Appreciate any input, thanks.

Xcode Mass Multiplayer (Not What You're Probably Thinking)

Okay so I would like to make a game, I'm trying not to divulge what it is but it requires anyone of a certain level in the game who is currently playing to be able to see each other in a sort of MMO style but not really.
For example:
Suppose I have players Bob, Mary, and Rob. Suppose that Bob is level 4, Mary is level 6 and Rob is also level 4. These would be shown in leaderboards by the way. What I would like is for Bob and Rob and anyone else who is level 4 AND CURRENTLY PLAYING to see each other in a sprite kit seen. I would like Mary to be off with other level 6's.
I have little idea of where to start with this. So my questions are:
Should I even use Xcode or would I be better off using Unity?
Does GameCenter have the capabilities for this or would I need to use Parse or something like that
And also, could you please point me in the right direction as far as the concepts of how this would work?
If you can answer any of this that would be AWESOME!!!!! If not that's cool too! Thanks in advance!
Xcode is an IDE and Unity is a Game-Engime.
If you need to create your own game since the beginning, you should use an IDE. But this is really LONG and sometime difficult. With a Game-Engime, a big part of the game is already programmed (physic, 3D animations...) so you can focus your time for program your game.
Game Center is for share a game or a score. Not played online.
For play online, you should create your own server.
Do you know how to program? Are you good in 2D/3D?
For create an MMO game, you must be logic.
First, you should create a client.
The client is the game
He contain the sounds, the graphics, the scripts...
Second, you should create a server.
The server is connected to all clients.
He contains the databases (Accounts, characters, HP, gold...)
So where started?
When a character move (from the client A), he send his new position to the server. The server send this position to all the client. So the client B know where is the character of the client A and can draw a tileset (in your example, you can draw the tileset only if the boolean sameLevel is true).
Take a look at the sockets:
http://www.linuxhowtos.org/C_C++/socket.htm
http://www.nullterminator.net/winsock.html
https://stackoverflow.com/questions/tagged/sockets%20c%2b%2b
https://stackoverflow.com/questions/tagged/sockets+c
Hint - I have already answer at some similar questions. Even if the programming language are sometime different, I give you the link, the logic is always the same so it can maybe help you:
Creating a Multiplayer game in python
Multiplayer game in Java. Connect client (player) to game that was created by other client
How would an MMO deal with calculating and sending packets for thousands of players every tick for a live action game?

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