• Title/Summary/Keyword: 멀티미디어 네트워크

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An Effective Multimedia Data Transmission in Ad-Hoc Networks Based on Bluetooth (블루투스를 이용한 애드혹 네트워크에서의 효율적인 멀티미디어 데이터 전송)

  • Kim, Byoung-Kug;Hong, Sung-Hwa;Hur, Kyeong;Eom, Doo-Seop
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.33 no.3B
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    • pp.112-122
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    • 2008
  • Basing on Piconet, The Bluetooth System forms network and transmits data. There is one Master and maximum 7 Slave bluetooth devices in one piconet. A job scheduler performed by Master bluetooth device, gives the chance of data transmission to Slave bluetooth devices, which connected to Master, using polling method in piconet. The maximum data rate is 723.2 kb/s when it uses ACL link with DH5 packet type in a piconet which is constructed by two bluetooth devices. However, if there are one master and two slave devices in a piconet, then the maximum data rate is reduced to a half(361.6kb/s), because a master device has to support same data rate for all connected devices. And, there is the defect in scatternet when data transmission rate becomes low(Maximum rate: 302.2kb/s). This paper proposals the new ad-hoc network topology called "DoublePico"for overcome the low data transmission in scatternet which is constructed by piconets. The method of doublepico that represented in this paper makes high data transfer rate(Maximum rate: 457.57kb/s) in bluetooth ad-hoc networks.

An Effective Employment and Execution Performance Improvement Method of Mobile Web Widget Resources Based on the OMTP BONDI (OMTP BONDI 기반 모바일 웹 위젯 리소스의 효율적 운용 및 구동 성능 개선 기법 연구)

  • Bang, Ji-Woong;Kim, Dae-Won
    • Journal of Korea Multimedia Society
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    • v.14 no.2
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    • pp.153-170
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    • 2011
  • OMTP (Open Mobile Terminal Platform) is a global forum made by telecommunications providers to promote user-oriented mobile services and data business. Devised by OMTP, BONDI is a browser-based application or a mobile web run-time platform to help widgets make good use of functions of mobile devices in a secure way. BONDI enables applications programmed with web standard technologies such as HTML, JavaScript, CSS, and AJAX to reach the internal functions of mobile devices. Since BONDI, which is not just a simple network application, can reach the internal resources of devices in standard ways, it enables the application and widgets to be developed regardless of tile OS or platform. Web browser-based widgets are vulnerable to the network environment, and their exeeution speed can be slowed as the operations of the widgets or applications become heavy. However, those web widgets will be continuously used thanks to the user-friendly simple interface and the faster speed in using web resources more than the native widgets inside the device. This study suggested a method to effectively operate and manage the resource of OMTP BONDI web widget and then provided an improved result based on a running performance evaluation experiment. The experiment was carried to improve the entire operating time by enhancing the module-loading speed. In this regard, only indispensable modules were allowed to be loaded while the BONDI widget was underway. For the purpose, the widget resource list, able to make the operating speed of the BONDI widget faster, was redefined while a widget cache was employed. In addition, the widget box, a management tool for removed widgets, was devised to store temporarily idle widgets.

The Overload Control Scheme Using a Delay Queue in the SIP Signalling Networks (SIP 시그널링 네트워크에서 지연 큐를 이용한 과부하 제어 방법)

  • Lee, Jong-Min;Jeon, Heung-Jin;Kwon, Oh-Jun
    • Journal of Korea Multimedia Society
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    • v.15 no.8
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    • pp.1038-1047
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    • 2012
  • The SIP(Session Initation Protocol) is an application layer protocol that is used to establish, release, and change the call session of the IP telephony. In the SIP signalling networks, when the number of the UA(User Agent) requested the call session increase, the number of messages to be processed by SIP proxy server increase. It often will be caused the overload of the SIP proxy server. In this paper, we proposed the overload control method with a normal queue and a delay queue in the SIP proxy server. When it is estimated the overload of the server by the excess of the high threshold in the normal queue, new INVITE messages will be put into the delay queue to reduce the load of the server. It results in some delay of the call session from the INVITE message. Subsequently when the number of messages in the normal queue is reduced below the low threshold, the INVITE messages in the delay queue is processed. The simulation results showed that the number of the retransmission messages by our proposed method was 45% less than the one by the method with single queue. The results also showed that the average call success rate by the proposed method was 2% higher than the one by the method with single queue.

Blockchain-based multi-IoT verification model for overlay cloud environments (오버레이 클라우드 환경을 위한 블록체인 기반의 다중 IoT 검증 모델)

  • Jeong, Yoon-Su;Kim, Yong-Tae;Park, Gil-Cheol
    • Journal of Digital Convergence
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    • v.19 no.4
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    • pp.151-157
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    • 2021
  • Recently, IoT technology has been applied to various cloud environments, requiring accurate verification of various information generated by IoT devices. However, due to the convergence of IoT technologies and 5G technologies, accurate analysis is required as IoT information processing is rapidly processed. This paper proposes a blockchain-based multi-IoT verification model for overlay cloud environments. The proposed model multi-processes IoT information by further classifying IoT information two layers (layer and layer) into bits' blockchain to minimize the bottleneck of overlay networks while ensuring the integrity of information sent and received from embedded IoT devices within local IoT groups. Furthermore, the proposed model allows the layer to contain the weight information, allowing IoT information to be easily processed by the server. In particular, transmission and reception information between IoT devices facilitates server access by distributing IoT information from bits into blockchain to minimize bottlenecks in overlay networks and then weighting IoT information.

Efficient Content Sharing using the Selection of Minimum Forwarding Peers in an Ad Hoc Network (최소의 Forwarding Peer 선택을 통한 애드 혹 네트워크에서의 효율적 콘텐츠 분배 방법)

  • Kang, Seung-Seok
    • Journal of the Korea Society for Simulation
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    • v.18 no.4
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    • pp.165-173
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    • 2009
  • Recent portable devices are so versatile that they have multiple communication channels and play several multimedia formats. Especially, many services are under development for users who connect Internet or nearby devices via WWAN (Wireless Wide Area Network) and/or WLAN (Wireless LAN). In case of paying the telecommunication cost proportional to the amount of data downloaded, it is necessary to reduce the cost by constructing a special ad hoc network in which each participating peer downloads a specific portion of the want-to-be-shared content over the payable WWAN channel and exchanges the remaining portion with other peers using the cost-free WLAN channel. If all peers participate in forwarding packets, some transmissions are redundant which results in the unnecessary consumption of bandwidth as well as the delayed content distribution time. In order to reduce the redundant transmission, this paper proposes both the excluding method which discourages some peers not to forward redundant packets, and the minimum cover set method in which only the minimum number of peers are in charge of forwarding packets. These two methods obviate redundant packet forwarding, and result in reduction of content distribution time by up to around 29%.

Animation and Machines: designing expressive robot-human interactions (애니메이션과 기계: 감정 표현 로봇과 인간과의 상호작용 연구)

  • Schlittler, Joao Paulo Amaral
    • Cartoon and Animation Studies
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    • s.49
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    • pp.677-696
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    • 2017
  • Cartoons and consequently animation are an effective way of visualizing futuristic scenarios. Here we look at how animation is becoming ubiquitous and an integral part of this future today: the cybernetic and mediated society that we are being transformed into. Animation therefore becomes a form of speech between humans and this networked reality, either as an interface or as representation that gives temporal form to objects. Animation or specifically animated films usually are associated with character based short and feature films, fiction or nonfiction. However animation is not constricted to traditional cinematic formats and language, the same way that design and communication have become treated as separate fields, however according to $Vil{\acute{e}}m$ Flusser they aren't. The same premise can be applied to animation in a networked culture: Animation has become an intrinsic to design processes and products - as in motion graphics, interface design and three-dimensional visualization. Video-games, virtual reality, map based apps and social networks constitute layers of an expanded universe that embodies our network based culture. They are products of design and media disciplines that are increasingly relying on animation as a universal language suited to multi-cultural interactions carried in digital ambients. In this sense animation becomes a discourse, the same way as Roland Barthes describes myth as a type of speech. With the objective of exploring the role of animation as a design tool, the proposed research intends to develop transmedia creative visual strategies using animation both as narrative and as an user interface.

A Study on the 'Re-appearance of Picturing ' in the On-Line Community (온라인 커뮤니티에서의 픽처링 재현에 관한 연구)

  • Son, Keum-Sun;Yoon, Jun-Sung
    • 한국HCI학회:학술대회논문집
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    • 2007.02b
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    • pp.737-742
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    • 2007
  • The concept of 'Picturing' is beyond the 'Illusion' of traditional art in the Digital Media era. It is a 'Suffering' of the 'Re-appearance' that is masquerade the 'Actual' as a 'Digital Apparition.' This study aims to concern the point of view on the above subject; the 'Picturing' through the analysis of communication problems in the digital era. To begin with, need to define the concept of 'Picturing' and how it is expected to have a role through the accessibility of medium use, intervention by body and images. Also, I suggest a new approach to 'Picturing' as a new mutual communication method. Body, Digital media, and Image. These three principles of 'Picturing' create huge benefits to our world/nature whether we want it or not. It seems to become more and more of powerful self-replicating organism. We have to be aware what sort of images are surrounding us and how transmitting it to where in/on our body via newest sophisticated media we use. 'Picturing' is an invasion of ordinary, no longer exists pleasure for body, no longer speaks intension of its next destination. It strongly self-grows and also controls us in the name of Digital media era. However, 'Picturing' is a mode of re-imaging activity and also suggestion of re-appearance practice.

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m-Health System for Processing of Clinical Biosignals based Android Platform (안드로이드 플랫폼 기반의 임상 바이오신호 처리를 위한 모바일 헬스 시스템)

  • Seo, Jung-Hee;Park, Hung-Bog
    • Journal of the Korea Society of Computer and Information
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    • v.17 no.7
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    • pp.97-106
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    • 2012
  • Management of biosignal data in mobile devices causes many problems in real-time transmission of large volume of multimedia data or storage devices. Therefore, this research paper intends to suggest an m-Health system, a clinical data processing system using mobile in order to provide quick medical service. This system deployed health system on IP network, compounded outputs from many bio sensing in remote sites and performed integrated data processing electronically on various bio sensors. The m-health system measures and monitors various biosignals and sends them to data servers of remote hospitals. It is an Android-based mobile application which patients and their family and medical staff can use anywhere anytime. Medical staff access patient data from hospital data servers and provide feedback on medical diagnosis and prescription to patients or users. Video stream for patient monitoring uses a scalable transcoding technique to decides data size appropriate for network traffic and sends video stream, remarkably reducing loads of mobile systems and networks.

SNMP Information based Hierarchical Routing Mechanism for Fast Handoff in Mobile IP (모바일 IP에서 Fast Handoff를 위한 SNMP 정보 기반 계층 라우팅 메커니즘)

  • 류상훈;박수현;이이섭;장한이;백두권
    • Journal of KIISE:Information Networking
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    • v.31 no.2
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    • pp.131-145
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    • 2004
  • Mobile IP has been designed only to maintain communications as mobile devices move from a place to a place, so it does not guarantee Quality of Service (QoS). Hierarchical MIPv6 improved QoS somewhat using Mobility Anchor Point(MAP), but QoS guarantee problem still remains. QoS in mobile IP is important to provide multimedia and real-timeapplications services in a mobile environment, and QoS is closely related to handoff delay. Therefore, handoff delay problem is actively studied as a main issue in mobile IP research area to guarantee QoS. In this paper, we suggest SNMP Information-based routing that adds keyword management method to Information-based routing in an active network in order to resolve such a problem, Suggested QoS controlled method and existing handoff method, simulations are carried out with NS-2 for performance evaluation. The results of simulations show an improvement on handoff delay, and consequently the QoS improvement.

Container Identifier Recognition Using Morphological Features and FCM-Based Fuzzy RBF Network (형태학적 특성과 FCM 기반 퍼지 RBF 네트워크를 이용한 컨테이너 식별자 인식)

  • Kim, Kwang-Baek;Kim, Young-Ju;Woo, Young-Woon
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.11 no.6
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    • pp.1162-1169
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    • 2007
  • In this paper, we proposed a container identifier recognition method for containers used in harbors. After converting a real container image to a gray image, edges are detected from the gray image applying Prewitt mask and candidate identifier area is extracted using morphological features of individual identifier for identifying containers. Because noises are included in the extracted candidate identifier area, noises are eliminated and each identifier is separated using 4-directional edge tracking algorithm and Grassfire algorithm. Each identifier in the noise-free candidate identifier area is recognized using FCM-based row RBF network for discriminating containers. We used 300 real container images for experiment to evaluate the performance of the proposed method, and we could verify the proposed method is better than a conventional method.