• Title/Summary/Keyword: 멀티미디어컨텐츠

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A Real-Time Multiple Circular Buffer Model for Streaming MPEG-4 Media (MPEG-4 미디어 스트리밍에 적합한 실시간형 다중원형버퍼 모델)

  • 신용경;김상욱
    • Journal of KIISE:Computing Practices and Letters
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    • v.9 no.1
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    • pp.13-24
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    • 2003
  • MPEG-4 is a standard for multimedia applications and provides a set of technologies to satisfy the needs of authors, service providers and end users alike. In this paper, we suggest a Real-time Multiple Circular Buffer (M4RM Buffer) model, which is suitable for streaming these MPEG-4 contents efficiently. M4RM buffer generates each structure of the buffer, which matches well with each object composing an MPEG-4 content, according to the transferred information, and manipulates multiple read/write operations only by its reference. It divides the decoder buffer and the composition buffer, which are described in the standard, by the unit of frame allocated to minimize the range of access. This buffer unit of a frame is allocated according to the object description. Also, it processes the objects synchronization within the buffer and provides APIs for an efficient buffer management to process the real-time user events. Based on the performance evaluation, we show that M4RM buffer model decreases the waiting time in a buffer frame, and so allows the real-time streaming of an MPEG-4 content using the smaller size of the memory block than IM1-2D and Window Media Player.

A Home-Stream Station for Recording and Transmitting of The Digital Broadcasting (디지털 방송의 저장 및 송출을 위한 홈 스트림 스테이션 개발)

  • Nahm, Eui-Seok
    • Journal of Digital Convergence
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    • v.12 no.2
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    • pp.307-314
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    • 2014
  • Digital broadcasting areas are leading information technology and having been strengthen the competitiveness of industries. In this paper, we developed HSS(Home Stream Station) for recording and transmitting digital broadcasting on digital TV without additional devices, which is based on cable TV network at home. The HSS can record a broadcasting program selected by user while digital TV shows the other channel. User can watch the program stored on the HSS at any time and any digital TV in the home. LAN interface of the HSS was also developed for supplying high quality digital broadcasting-contents through home network using IP-STB(Set Top Box).

A Frequency Domain based Steganography using Image Frame and Collage (액자와 콜라주를 이용한 주파수영역 기반 스테가노그래피)

  • Yoon, Eun-Jun;Ahn, Hae-Soon;Bu, Ki-Dong;Yoo, Kee-Young
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.47 no.6
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    • pp.86-92
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    • 2010
  • This paper proposes a new steganography scheme based on frequency domain using various image frames and collages that can protect the copyright of digital contents for users and securely perform to exchange the security information in the digital communication environments. The main idea of our proposed scheme is that the security informations related its copyright embed into the frequency domain of the image frame and collages when a user decorates the original image by using various image frames and collages. The strengths of our proposed scheme are as follows: (1) It allows to freely control the quantity of embedded information by changing the number of image frames and collages. (2) It is secure to variety image distortion attacks. (3) It maintains high PSNR(Peak Signal to Noise Ratio). As a result, the proposed steganography scheme can be used practically diverse multimedia security fields such as digital copyright protect, secure message communication and digital watermarking.

A Web-based Virtual Experiment Kit for Digital Logic Circuits Using Java Applet (자바 애플릿을 이용한 웹 기반 디지털 논리회로 가상실험키트)

  • Kim Dong-Sik;Kim Ki-Woon
    • Journal of Engineering Education Research
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    • v.6 no.2
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    • pp.5-14
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    • 2003
  • In this paper, we developed an efficient virtual experiment kit with creative and interactive multimedia contents, which can be used to enhance the quality of education in the area of digital logic circuits. Since our virtual experiment kit is implemented to describe the on-campus laboratory, the learners can obtain similar experimental data through it. Also, our web-based virtual experiment kit is designed to enhance the efficiency of both the learners and the educators. The learners will be able to achieve high learning standard and the educators save time and labor. The virtual experiment is performed according to the following procedure: (1) Circuit Composition on the Bread Board (2) Applying Input Voltage (3) Output Measurements (4) Checkout of Experiment Results. Furthermore, the circuit composition on the bread board and its corresponding online schematic diagram are displayed together on the virtual experiment kit for the learner's convenience. Finally, we have obtained several affirmative effects such as reducing the total experimental hours and the damage rate for experimental equipments and increasing learning efficiencies as well as faculty productivity.

Efficient Browsing Method based on Metadata of Video Contents (동영상 컨텐츠의 메타데이타에 기반한 효율적인 브라우징 기법)

  • Chun, Soo-Duck;Shin, Jung-Hoon;Lee, Sang-Jun
    • Journal of KIISE:Computing Practices and Letters
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    • v.16 no.5
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    • pp.513-518
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    • 2010
  • The advancement of information technology along with the proliferation of communication and multimedia has increased the demand of digital contents. Video data of digital contents such as VOD, NOD, Digital Library, IPTV, and UCC are getting more permeated in various application fields. Video data have sequential characteristic besides providing the spatial and temporal information in its 3D format, making searching or browsing ineffective due to long turnaround time. In this paper, we suggest ATVC(Authoring Tool for Video Contents) for solving this issue. ATVC is a video editing tool that detects key frames using visual rhythm and insert metadata such as keywords into key frames via XML tagging. Visual rhythm is applied to map 3D spatial and temporal information to 2D information. Its processing speed is fast because it can get pixel information without IDCT, and it can classify edit-effects such as cut, wipe, and dissolve. Since XML data save key frame information via XML tag and keyword information, it can furnish efficient browsing.

Design and Implementation of a Retrieval Server for Virtual Documents in the MIRAGE-III Digital Library (MIRAGE-III 디지털도서관에서 가상문서 검색 서버의 설계 및 구현)

  • Lee, Yong-Bae;Maeng, Sung-Hyon
    • Journal of KIISE:Computing Practices and Letters
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    • v.8 no.2
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    • pp.219-230
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    • 2002
  • One of the most important functions digital libraries need to offer is to help users find necessary information in a distributed environment in the most efficient and effective manner. In order to meet the goal, it is desirable to link scattered pieces of information and present them as a logically coherent whole when the user wants it, so that he or she doesn't need to know their physical location. The virtual document is an integrated document that the total or part of the physical documents stored in a specific repository are linked dynamically. Our MIRAGE-III digital library system provides a content-based retrieval of physical documents and the virtual documents in XML. This system provides a retrieval of partial documents, attributes and hierarchical structures and linked-documents based in structured documents like XML or SGML. In this paper we describe a methodology of design and implementation of the query processor and retrieval server in the MIRAGE-III digital library system.

Development of Cyber Lecture Contents and Application to the Basic Neuroscience Integrative Lecture for Medical Students (기초의학 통합강의 운영을 위한 가상강의(Cyber Lecture)의 개발 및 적용 - 기초신경과학 통합강의의 운용과 설문을 통한 학생들의 의견을 중심으로 -)

  • Kim, Jee-Hee;Park, Jeong-Hyun;Lee, Young-Il
    • Proceedings of the KAIS Fall Conference
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    • 2011.05b
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    • pp.655-658
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    • 2011
  • 기초의학 강의 요원의 부족은 교육에 대한 부담과 연구활동 위축이라는 이중고를 초래하고 있다. 기초의학 강의의 효율성을 높이기 위하여 다양한 연구 및 해결책이 제시되어 왔으며, 통합강의 역시 그 대안의 하나로서 대두되고 있다. 따라서 본 연구에서는 새롭게 부각되고 있는 기초의학 통합강의에 대한 가상강의(cyber lecture) 적용의 실효성과 타당성을 설문조사와 교과목 운영의 경험을 중심으로 분석하였다. 설문조사에 대해 학생들은 가상강의의 내용, 난이도, 진행 및 멀티미디어 컨텐츠 등에 대해 대체로 만족스러운 의견을 제시하였다. 또한 가상강의가 통합강의 운영을 보완해주는데 효율적일 것이라는 의견과 더불어, 향후 통합강의에서 가상강의의 비중을 학대할 필요성에 대해서도 찬성의견이 반대의견보다 지배적임을 알 수 있었다. 뿐만 아니라, 통합강의 실습의 일부분을 가상강의에서 운영하는 방안에 대해서도 대체로 긍정적이었다. 통계분석 결과, 가상강의에 대해 긍정적이거나 부정적인 의견들은 기초신경학 통합강의 성적이 우수한 학생과 보통이하인 학생들 사이에 유의한 차이를 보이지 않았으나 (${\chi}^2$ 검증 결과), 성적이 우수한 학생일수록 가상강의의 효율성에 대해 긍정적이라는 경향은 알 수 있었다(Spearman 등위상관계수를 산출한 결과). 본 연구결과를 통해 제시된 개선방안과 축적된 경험을 바탕으로 점차 가상강의의 비중을 높이고 강의교수들 간의 유기적 협조가 이루어진다면 가상강의는 향후 기초의학 통합강의 운영의 새로운 패러다임(paradigm)이 될 것으로 사료된다.

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Multiple LCD System Development of daisy-chain Method using LVDS (LVDS를 이용한 daisy-chain 방식의 다중 LCD 시스템 개발)

  • Kim, Jae-Chul
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.16 no.12
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    • pp.2747-2754
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    • 2012
  • This thesis explains the development of multiple LCD system with the additional function to maximize the utilization of PC contents. The newly developed system is composed of host LCD and slave LCD. Host LCD decodes and outputs the image and voice of NTSC, PAL, SECAM signals. It also converts the decoded signals into LVDS signals before transmitting them to slave LCD stage. In addition, the installation of CF Memory and USB Memory helps display multi-media data. Unlike the host LCD, since not including the tuner and memory part, the slave LCD can't receive TV signals and play video signals. It only has the function to receive LVDS image signals and display on a LCD panel. This newly developed multi-LCD system has competitiveness in various aspects. With its simple structure, the failure rate, price and display power are relatively low due to its simplification of the control part. It has price and functional competitiveness as the product whose host LCD can control the entire slave LCD in terms of channel, volume, and video output.

A Study on the Enhancement for Satellite Digital Multimedia Broadcasting System E (위성 DMB 시스템 E의 고도화에 관한 연구)

  • Choi, Seung-Hyun;Oh, Doeck-Gil;Chang, Dae-Ig
    • Journal of the Institute of Electronics Engineers of Korea TC
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    • v.44 no.3 s.357
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    • pp.85-91
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    • 2007
  • Satellite Digital Multimedia Broadcasting (S-DMB) is the digital convergence service of broadcasting and communication for mobility and portability. Broadcasting service of S-DMB can be taken by the mobile phone or vehicle terminals anytime and anywhere. S-DMB system is currently providing 11 video channels and 26 audio channels. As the demand of multimedia service is recently increasing, S-DMB system needs high quality and new contents service. Therefore we need to make efficient S-DMB with more channel ability and high transmission quality. In this paper, we propose new S-DMB system that can be applied to powerful channel coding scheme and hierarchical 8-PSK(8-Phase Shift Keying) modulation with Backwards Compatibility modes that simultaneously can support both current and new system. And we analyze the performance of current S-DMB system and verify a possibility of advanced S-DMB through computer simulation.

Mobile game meet Reality (모바일 게임, 현실과 만나다)

  • Park, Joon-Won
    • 한국HCI학회:학술대회논문집
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    • 2006.02b
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    • pp.215-220
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    • 2006
  • 오늘날 우리는 모바일 기기의 눈부신 성장과 보급으로 인해 누구나 손쉽게 모바일 게임을 즐길 수 있게 되었다. 많은 게임 제작 업체들은 모바일 게임개발에 총력을 기울이고 있고, 단말기 제조업체들 역시 게임 전용폰을 출시하는 등 모바일 게임에 대한 호응이 고조되고 있는 상황이다. 이는 모바일 게임이 시간과 공간적 개념을 뛰어넘는 이동성(Mobility)이라는 큰 장점을 가지고 있기 때문이다. 그러나 이러한 장점에도 불구하고 현재까지 모바일 게임의 컨텐츠는 기존의 다른 게임에 비해 그다지 큰 차별성을 가지고 있지 않다. 고스톱이나 단순한 퍼즐게임 등이 호응을 얻고 있기는 하지만 '이동성' 이라는 큰 장점을 살리기 위해서는 거 적극적이고 새로운 개념의 접근이 필요하기 때문이다. 더구나 요즘은 PSP 와 같은 막강한 휴대용 게임기가 등장하면서 휴대폰에서 즐기는 모바일 게임은 작은 화면이나 낮은 메모리 등의 한계로 인해 점점 더 그 자리를 내어주고 있는 실정이다. 그렇다면 '이동성'을 적극적으로 활용할 수 있는 모바일 개임 제작에 대한 새로운 접근방식은 어떻게 이루어져야 할까? 이를 위한 효과적인 방법으로 본 논문에서는 게임의 무대를 우리가 살고 있는 '현실-Reality'로 옮겨 올 것을 제안한다. 그렇게 되면 게이머는 모바일 기기가 가진 제약에서 벗어나 그 자신이 직접 현실세계를 배경으로 한 게임캐릭터가 되고, 물리적 이동에 따라 게임이 진행되는 전혀 새로운 방식의 모바일 게임을 경험할 수 있게 될 것이다. 현재 국내외적으로 이러한 실험적 시도가 조금씩 이루어지고 있기는 하지만 아직 호응은 그리 높지 않다. 그리하여 본 논문에서는 그러한 사례들을 조망하고 가장 효과적인 방법을 국내의 현실에 적합하게 적용할 새로운 모바일 게임의 방식을 제안하고자 한다. 연구사례로 제안 할 모바일 게임은 인터넷 미니홈피, GPS, 멀티미디어 메시지, 카메라 폰, 전자상거래의 기능을 통합하여 활용하는 'Dice Adventure Meeting'이라는 이름의 모바일 미팅 게임이며, 게임의 구체적인 시나리오를 살펴보면서 현실을 배경으로 한 새로운 모바일 개임의 제작에 대한 접근방법을 제시하고자 한다.

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