• Title/Summary/Keyword: 모바일 멀티미디어

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Design and Implementation of Low-Power Object-based IP Storage for Mobile Devices using WLAN Power Control (WLAN 전력제어를 적용한 모바일 단말용 저전력 객체기반 IP 스토리지 설계 및 구현)

  • Nam, Young-Jin;Choi, Min-Seok;Jeon, Young-Joon;Ryu, Jeong-Tak;Moon, Byung-Hyun
    • Journal of Korea Society of Industrial Information Systems
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    • v.12 no.4
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    • pp.32-40
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    • 2007
  • A mobile device accesses large-sized data in object-based IP storage as an object unit over IP network. It relies heavily on a WLAN device, which has been known as one of the major power consumers. This paper designs and implements low-power object-based IP storage for mobile devices using an efficient WLAN power control. The proposed WLAN power control exploits prefetch buffer to maximize the idleness for incoming network traffic and controls available WLAN power modes to minimize the power consumption. Our experimental results reveal that the proposed WLAN control can save the total power consumption in a PXA270-based mobile device about 9% while playing the multimedia contents through an object-based IP storage device

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Design of a Truncated Floating-Point Multiplier for Graphic Accelerator of Mobile Devices (모바일 그래픽 가속기용 부동소수점 절사 승산기 설계)

  • Cho, Young-Sung;Lee, Yong-Hwan
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.11 no.3
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    • pp.563-569
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    • 2007
  • As the mobile communication and the semiconductor technology is improved continuously, mobile contents such as the multimedia service and the 2D/3D graphics which require high level graphics are serviced recently. Mobile chips should consume small die area and low power. In this paper, we design a truncated floating-point multiplier that is useful for the 2D/3D vector graphics in mobile devices. The truncated multiplier is based on the radix-4 Booth's encoding algorithm and a truncation algorithm is used to achieve small area and low power. The average percent error of the multiplier is as small as 0.00003% and neglectable for mobile applications. The synthesis result using 0.35um CMOS cell library shows that the number of gates for the truncated multiplier is only 33.8 percent of the conventional radix-4 Booth's multiplier.

A Study on M-learning System for Korean as a Foreign Language (외국어로서의 한국어 학습을 위한 엠러닝 시스템에 관한 연구)

  • Lee, Hyoung In;Park, Hyeon Geun;lee, Sangmoon
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2015.01a
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    • pp.329-330
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    • 2015
  • 최근 한류의 유행과 결혼 이주여성 등의 증가로 인해 다양한 첨단 미디어를 통하여 세계 각국에서 외국어로서의 한국어를 배우려는 학습자의 수가 증가하고 있다. 교수자와 학습자간의 교육환경은 다양한 학습미디어의 발전에 따라 학습자가 수동적인 자세에서 벗어나 능동적인 학습 방법으로 진화되고 있다. 특히 다양한 멀티미디어 기기와 관련 기술들의 발전은 기존의 교육방법론적 환경에서 벗어나, 새로운 기술에 기반을 둔 학습자 중심의 교육방법의 개선과 제시에는 현실적으로 고려해야하는 여러 사항과 문제점이 존재한다. 따라서 이 논문에서는 최신 기술에 기반을 둔 모바일을 이용한 엠러닝(M-Learning) 기반의 한국어교육 콘텐츠관리를 위한 시스템을 제안하고자 한다.

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A Utility-Based Hybrid Error Recovery Scheme for Multimedia Transmission over 3G Cellular Broadcast Networks (3G 방송망에서의 효율적인 멀티미디어 전송을 위한 유틸리티 기반 하이브라드 에러 복구기법)

  • Kang Kyung-Tae;Cho Yong-Jin;Cho Yong-Woo;Cho Jin-Sung;Shin Heon-Shik
    • Journal of KIISE:Information Networking
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    • v.33 no.4
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    • pp.333-342
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    • 2006
  • The cdma2000 lxEV - DO mobile communication system provides broadcast and multicast services (BCMCS) to meet an increasing demand from multimedia data services. The servicing of video streams over a BCMCS network must, however, face a challenge from the unreliable and error-prone nature of the radio channel. The BCMCS network uses Reed-Solomon coding integrated with the MAC protocol for error recovery. We analyze this coding technique and show that it is not effective in the case of slowly moving mobiles. To improve the playback quality of an MPEG-4 FGS video stream, we propose the Hybrid error recovery scheme, which combines Reed-Solomon with ARQ, using slots which are saved by reducing the Reed-Solomon coding overhead. The target packets to be retransmitted are prioritized by a utility function to reduce the packet error rate in the application layer within a fixed retransmission budget. This is achieved by considering of the map of the error control block at each mobile node. The proposed Hybrid error recovery scheme also uses the characteristics of MPEG-4 FGS (fine granularity scalability) to improve the video quality even when conditions are adverse: slow-moving nodes and a high error rate in the physical channel.

An Empirical Research on Success Factors of One-person Creating Company of Mobile App Industry in the Busan Region (부산 모바일 앱 산업 분야의 1인 창조기업 성공요인에 관한 실증연구)

  • Cheon, Phyeong-Uk;Chung, Dong-Seop;Ock, Young-Seck
    • Journal of Korea Multimedia Society
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    • v.16 no.8
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    • pp.982-993
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    • 2013
  • Currency crisis, in order to solve the problem of the polarization of economic and serious youth unemployment rate, to prepare for the smart new economic era, and like to support and nurture the one-persion creating company of mobile app industry of central and local government people policies are underway. To be able to contribute to the establishment of the success of mobile app One-person creating company, to target the mobile app One-person creating company int the Busan region, we conducted an empirical study of success factors, and thus, support these solutions, more effective and efficient in an attempt to try to seek the support measures, was carried out this research. In this study, results derive a research three hypotheses about the success factors of One-person creating company through literature discussion, were investigated on the basis of empirical data of the mobile app one-persion creative company of Busan region of 51 individual, establishment of company period is longer, the number of organizations employee is large and attract a lot of external funds, and was able to find the tendency of more entrepreneurs receives an education, may increase an outcome of business. In this study, it is possible to obtain the policy implications as follows. First, to attract investment funds and attract government funding to support the funding of One-person creating company, it is necessary to pay attention more. Second, policy founder to an education about the management on an ongoing basis is needed than the education of marketing and technology for human resources development. Future, you will be able to expand across the country study company, we have established a policy of mobile app industry of national dimension, in this foundation, will be expanded to all industries.

Development of Multi Haptic Control Environments for Tele-operating Robot System (로봇 원격조종을 위한 멀티 햅틱 제어 환경 개발)

  • Choi, You-Rak;Lee, Jae-Cheol;Kim, Jae-Hee;Kim, Seung-Ho;Kwon, Oh-Seok
    • Journal of Korea Multimedia Society
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    • v.16 no.6
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    • pp.689-699
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    • 2013
  • There are four methods such as 1:1, 1:N, N:1, and N:N in the tele-operating system for control the remote side robot. The operator must know the information of surroundings of the robot, collision possibility of the mobil equipment, and force feedback of the manipulator. The time delay problem occurs in the tele-operating and it causes vibration and expressive power of the manipulator owing to bidirectional force feedback. N:N control technique having been developed lately has a switching algorithm for the operator to select the target robot or it's partial equipment. When multi-operators work together to accomplish a task with multi-robots, the switching facility must be offered. And the automatic tuning skill to generalize the operator's tendency is needed also. We describes the methodologies and skills for developing a haptic-based tele-operating environments to makes it possible to control the remote multi-robots with multi-operators in this paper.

MPLS and Video Stream broadcast multicast transport optimization through convergence (MPLS와 멀티캐스트 융합을 통한 Video Stream 방송 전송 최적화)

  • Hwang, Seong-Kyu;Han, Seung-Jo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.18 no.6
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    • pp.1330-1336
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    • 2014
  • QoS techniques and transmitted in real-time communication with the advancement of technology a variety of applications and services are available these days, mobile devices bogeuphwa LTE technology to the development of multimedia services with high quality can be realized. In order to satisfy this condition simply with a router with an increased bandwidth expansion by considering the increase in the routing table of the network scalability problems included. Burst traffic data to be distributed according to the environment is to be centered. To do this, the destination -based routing method to transmit the current paper -based (Source routing) routing settings are required. In this paper, published by the IETF, IP switching system based on standardized protocol Label Switching Multi-Protocol Label Switching (MPLS) network by using the existing Best Effect is difficult to guarantee QoS for multimedia transmission in MPLS network environment using optimized QoS guarantees to transmit the multicast.

Consideration Points for Mobile Conversion of Game Contents (게임콘텐츠의 모바일화 과정에서의 고려사항들)

  • Ryu, Seuc-Ho;Han, Jong-Sung;Kyung, Byung-Pyo;Lee, Dong-Lyeor;Lee, Wan-Bok;Lee, Kyoung-Jae
    • The Journal of the Korea Contents Association
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    • v.8 no.4
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    • pp.130-136
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    • 2008
  • With the rapid development of information technologies, various types of game devices have been created. Moreover, the game contents are once created, they can be easily reused on several other devies without depending on their platform or media, which phenomena is so called as one source multi use (OSMU). Especially young gamers are good at not only playing the famous computer games but also good at using and utilizing the brand new and the latest mobile devices, they might be the major consumers in the area of mobile games in the near future. This paper discusses and proposes several points to be considered when a conventional computer game to be transformed into a mobile game. Since the points suggested are very useful when the conventional game is to be ported to the mobile devices of inferior performance, it is expected that more profits could be achieved in the market of mobile game with less investment and effort.

Channel Sorting Based Transmission Scheme For D2D Caching Networks (채널 정렬을 활용한 D2D 캐싱 네트워크용 전송 기법)

  • Jeong, Moo-Woong;Ryu, Jong Yeol;Kim, Seong Hwan;Lee, Woongsup;Ban, Tae-Won
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.22 no.11
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    • pp.1511-1517
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    • 2018
  • Mobile Device-to-Device (D2D) caching networks can transmit multimedia data to users directly without passing through any network infrastructure by storing popular multimedia contents in advance that are popular among many mobile users at caching server devices (CSDs) in distributed manners. Thus, mobile D2D caching networks can significantly reduce backhaul traffic in wired networks and service latency time of mobile users. In this paper, we propose an efficient transmission scheme that can enhance the transmission efficiency of mobile D2D caching networks by using multiple CSDs that are caching the contents that are popular among mobile users. By sorting the multiple CSDs that are caching a content that mobile users want to receive according to their channel gains, the proposed scheme can reduce the complexity of algorithm significantly, compared to an optimal scheme based on Brute-force searching, and can also obtain much higher network transmission efficiency than the existing Blanket and Opportunistic transmission schemes.

A Study on User Satisfaction and Continued Use of Mobile Rewards Applications: Focused on User Type, Gender and Experience of Using Reserved Value (모바일 리워드 어플리케이션의 이용 만족과 지속적 이용의도에 관한 연구: 사용자 유형과 성별 그리고 적립금 사용경험을 중심으로)

  • Kim, Eun-Hee
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.6 no.12
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    • pp.605-619
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    • 2016
  • This study aims to figure out effects of the rewards applications receiving a lot of attention recently as mobile advertising using the smartphones. Therefore, this study examines differences of user satisfaction and continued use intention according to a user characteristic, demographic characteristic and rewards application characteristic. The research results are as follow. First, in terms of user satisfaction of the rewards applications, there is a significant difference according to the user gender and existence of the reserved value experience. Second, there is a significant difference in the continued use intention of the applications according to the user type and gender. Third, it is also found that there is an interaction effect between the user gender and existence of the reserved value use experience on the continued use intention. This study is significant in that the results may provide future researchers with practical foundations for marketing strategies to activate the rewards applications.