• Title/Summary/Keyword: 모바일 멀티미디어

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A Study on the Efficient Technique of LCD Brightness Control in the Mobile System (모바일 제품의 효율적인 LCD 밝기 조절 기법에 관한 연구)

  • Kim, JongDae;Park, YoungJoon;Kim, YoungKil
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2009.05a
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    • pp.451-454
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    • 2009
  • There are a lot of multimedia functions getting included in mobile devices recently, not only simple audio but visual functions as well, such as video playing, game and web browsing. Such the visual multimedia functions brought the strong requirement for much bigger LCD Display and high resolution. And the brightness of LCD is also one of major requirements and it is required to be more bright However, LCD brightness is limited to increase because of power consumption. It occupies nearly 30% of the whole system power. This thesis suggests an effective and simple method of adjusting the LCD backlight brightness, considering a characteristic of battery and user pattern.

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Adaptation Techniques of an Object-based MPEG-4 Player to PDA (객체 기반 MPEG-4 재생 기술의 PDA 적응 기법)

  • Kim, Nam-Young;Kim, Sang-Wook
    • Journal of KIISE:Software and Applications
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    • v.33 no.2
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    • pp.220-230
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    • 2006
  • As the computing technique and mobile devices get developed, the demand of multimedia contents for mobile environment has been increased. The multimedia contents provided on PDA has so far been limited to the materials such as video and audio. MPEG-4 is the international standard used for supporting to properly save, communicate multimedia in formation such as video, audio, image, text and two-dimensional object, which can present various, multimedia contents by using adaptation techniques. However, since most MPEG-4 contents are not used for PDA but desktop, it seems not to be played on PDA where needs low power consumption, limited memory capability and GUI, and so on. In this paper, we propose the adaptation techniques, which can present the MPEG-4 contents on PDA, using scene composition with MPEG-4. The proposed scheme consists of three subparts: physical adaptation, variation adaptation and resource adaptation. Physical adaptation adjusts the physical difference of between the authoring environment and playback environment. Event adaptation part transforms events used for desktop to the events used for playback on PDA. The resource adaptation enables efficiency of playback to promote by using the essential information table on BIFS parser. As the proposed scheme is applied to MPEG-4 player, we see that the MPEG-4 contents are efficiently played on PDA.

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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Real-Time Face-Detection Based on Multiple Color-Spaces and Multiple Thresholds for Distance Measurement Between Speaker and Smart-Phone (화자(話者)와 스마트폰의 거리 측정을 위한 다중 색 좌표계와 다중 임계치 기반 실시간 얼굴검출)

  • Lee, Jae-Won;Kwon, Goo-Rak;Hong, Sung-Hoon
    • Journal of Korea Multimedia Society
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    • v.14 no.4
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    • pp.481-493
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    • 2011
  • As the development of mobile devices, mobile phones are equipped with many features. Video-call feature is one of them. In this paper, we present distance measurement between speaker and smart-phone using multiple color spaces and multiple thresholds. first, detect face based on skin color information. and second, measure distance between speaker and smart-phone using the detected face region. Especially, the first considering point in the development of face area detection is real-time processing and the second point is robustness to solve the problems of face detection errors due to rapid change of object movement, lighting and background between adjacent frames.

Mileage-based Asymmetric Multi-core Scheduling for Mobile Devices (모바일 디바이스를 위한 마일리지 기반 비대칭 멀티코어 스케줄링)

  • Lee, Se Won;Lee, Byoung-Hoon;Lim, Sung-Hwa
    • Journal of Korea Society of Industrial Information Systems
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    • v.26 no.5
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    • pp.11-19
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    • 2021
  • In this paper, we proposed an asymmetric multi-core processor scheduling scheme which is based on the mileage of each core. We considered a big-LITTLE multi-core processor structure, which consists of low power consuming LITTLE cores with general performance and high power consuming big cores with high performance. If a task needs to be processed, the processor decides a core type (big or LITTLE) to handle the task, and then investigate the core with the shortest mileage among unoccupied cores. Then assigns the task to the core. We developed a mileage-based balancing algorithm for asymmetric multi-core assignment and showed that the proposed scheduling scheme is more cost-effective compared to the traditional scheme from a management perspective. Simulation is also conducted for the purpose of performance evaluation of our proposed algorithm.

Comparative Analysis of the Development of Mobile Applications for Electronic Textbooks: Criteria, Case Study and Challenges (디지털교과서 모바일 애플리케이션 개발방법론 비교 분석: 선택기준, 사례연구 및 적용 시 문제점)

  • Lee, HeeJeong;Yau, Kok-Lim Alvin
    • KIPS Transactions on Software and Data Engineering
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    • v.7 no.4
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    • pp.145-152
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    • 2018
  • In electronic textbooks (or e-Textbooks) the traditional paper-based textbooks are enriched with multimedia contents and new features such as interactive multimedia-based simulation, interactive quizzes, and content sharing. It has been envisioned that e-Textbooks will gradually replace the traditional paper-based textbooks in classrooms in the near future. HTML5 is an emerging and promising standard that enables web applications (or apps) to incorporate rich multimedia contents such as video clips, flash movies and simulation-based demonstration, as well as to provide cross-platform functionality which allows the apps to run on a diverse range of platforms. To support rich multimedia contents and cross-platform functionality, with respect to HTML5, this paper presents the new features, compares the current trend of mobile apps (e.g., native, web-based and hybrid apps) for e-Textbook development. In order to investigate the suitability of these three development approaches for e-Textbooks, we present a case study on our recent work in developing e-Textbooks using HTML5 and JavaScript, as well as analyses the challenges associated with HTML5 features (e.g, compatibility with web browsers) for developing e-Textbooks.

A Multimedia Contents Recommendation System for Mobile Devices using Push Technology (모바일 환경에서 푸쉬 기술을 이용한 개인화된 멀티미디어 콘텐츠 추천 시스템)

  • Kim, Ryong;Kang, Ji-Heon;Kim, Young-Kuk
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.745-749
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    • 2006
  • The appearance of wirelsss internet service made accessing easier than existing mobile devices. Due to the properity of mobile devices, we can easily obtain his/her profile information compared to a wired internet service. It enables to provide a personalized service through mobile devices. In this paper, we propose a recommendation service based on collaborative filtering method and a content push service. Using users' profile information, we recommand a target user's favoriate content. The recommanded contents are stored in mobile device through the push service. When we connect a wireless internet service, our mobile push service starts to cache from user's favorite contents. Especially, when we select a large mobile content, our system can reduce a download time by using our recommandation service. Also, in case of a connectionless, we can use a cached data from pushed content in our mobile device.

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Bandwidth Allocation and Wavelength Assignment Method in Wavelength Division Ethernet-PON (파장분할 EPON에서 대역폭 할당 및 파장배정 방법)

  • Choi, Yong-Do;Jang, Yong-Suk;Cho, Jeong-Hyun;Ryu, Sang-Ryul;Kim, Sung-Ho
    • Proceedings of the Korea Information Processing Society Conference
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    • 2009.04a
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    • pp.1241-1244
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    • 2009
  • 인터넷을 기반의 멀티미디어 정보화 사회에서, 대용량 멀티미디어 데이터 서비스에 대한 요구가 확산되고 있다. 그러나 현재의 가입자 접속망으로는 데이터 전송 속도 및 거리 제약으로 인해 만족스러운 서비스를 사용자들에게 제공해 줄 수 없다. 가입자 접속망에서 현저하게 떨어지는 속도문제를 해결하고, QoS(Quality of Service)를 보장해 줄 수 있는 방안의 하나로 우선순위 큐를 고려한 가중치 기반의 차등 대역폭 할당 방식과 대역폭을 분할하여 파장에 배정하는 파장 분할 방식의 EPON(Ethernet Passive Optical Network)을 제안한다. OPNET 으로 구현한 시뮬레이션 모델을 이용하여 고순위 및 저순위 트래픽의 비율에 따라 각 트래픽의 최대 및 평균 지연시간, 제안한 알고리즘의 사용율, 분배율을 구하여 적합성을 검증한다.

Strong Connection Clustering Scheme for Shortest Distance Multi-hop Transmission in Mobile Sensor Networks (모바일 센서 네트워크에서 최단거리 멀티홉 전송을 위한 강한연결 클러스터 기법)

  • Wu, Mary
    • Journal of Korea Multimedia Society
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    • v.21 no.6
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    • pp.667-677
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    • 2018
  • Since sensor networks consist of sensor nodes with limited energy resources, so efficient energy use of sensor nodes is very important in the design of sensor networks. Sensor nodes consume a lot of energy for data transmission. Clustering technique is used to efficiently use energy in data transmission. Recently, mobile sink techniques have been proposed to reduce the energy load concentrated on the cluster header near a sink node. The CMS(Cluster-based Mobile sink) technique minimizes the generation of control messages by creating a data transmission path while creating clusters, and supports the inter-cluster one-hop transmission. But, there is a case where there is no connectivity between neighbor clusters, it causes a problem of having a long hop data transmission path regardless of local distance. In this paper, we propose a SCBC(Strong connection balancing cluster) to support the path of the minimum number of hops. The proposed scheme minimizes the number of hops in the data transmission path and supports efficient use of energy in the cluster header. This also minimizes a number of hops in data transmission paths even when the sink moves and establishes a new path, and it supports the effect of extending the life cycle of the entire sensor network.

Bandwidth Requirement and Priority-based Synchronization Methods in Hybrid Client-Server Architecture for Mobile Multiplayer Games (모바일 멀티플레이어 게임을 위한 하이브리드 클라이언트-서버 구조의 대역폭 요건과 우선순위 기반 동기화 기법)

  • Kim, Jinhwan
    • Journal of Korea Multimedia Society
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    • v.17 no.4
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    • pp.526-534
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    • 2014
  • Most of the multiplayer games available online are based on a client-server architecture because this architecture gives better administration control to the game providers than peer-to-peer architecture. In this architecture, the server is responsible for all the communication between the connected clients. The weakness of this architecture is its bandwidth requirement and scalability. Peer-to-peer architectures have then been proposed to solve these issues. In this paper, we propose a hybrid client-server architecture in which the game state is partially shared by the mobile terminal to achieve consistency among different players. Like a peer-to-peer architecture, this architecture uses client-side capacities to reduce bandwidth requirements for the server and improves consistency in wireless networks. Client events have different timeliness and consistency requirements according to their nature in the game world. These requirements lead to tasks with different priorities on CPU processing. In the proposed architecture, either the server or the client applies consistency mechanism according to the priority level. Simulation experiments show that the bandwidth of the server in this architecture is smaller than that of the client-server architecture. As a result, the server in the proposed architecture can accommodate more clients with enhancing the scalability.