• Title/Summary/Keyword: 프레임 포맷

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Rate Control of Layered MPEG-1 Video Stream in Wired/Wireless Environment (유무선 복합환경에서 계층화된 MPEG-1 비디오를 위한 전송률 전송 기법)

  • Koh, Young-Hoo;Jeong, Seung-Hoon;Yi, Yung;Choi, Yang-Hee
    • Proceedings of the Korean Information Science Society Conference
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    • 1999.10c
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    • pp.608-610
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    • 1999
  • 유무선 복합환경에서 비디오 데이터의 전송은 무선 링크에서의 적은 대역폭과 높은 손실율에 의해 좋은 화질로 서비스 받기 힘들다. 특히 MPEG 등의 비디오 압축 표준은 많은 대역폭을 차지하며 패킷의 손실은 비디오의 다음 프레임의 화질에까지 영향을 미친다. 따라서 무선 환경에서 사용 가능한 대역폭과 에러율을 고려하여 가능한 최선의 화질을 제공하기 위해서 계층화된 비디오 데이터 스트림 포맷을 제안하고, 이를 이동 호스트에 전송하는 게이트웨이에서 무선 링크의 상황에 따라 전송률을 조정하는 알고리즘을 제안하고 실험하였다. 실험 환경으로 비디오 서버에서 게이트웨이 간의 유선 환경은 10Mbps 이더넷 링크, 게이트웨이에서 무선이동 호스트간의 무선 환경은 2Mbps WaveLAN을 사용하였다. 비디오 응용은 MPEG-1 비디오를 가정하였고 동적으로 FEC를 적용하는 방법을 무선링크의 에러와 전송률 조절에 사용한다.

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Performance Improvement of IEEE 802.11a WLAN System by Channel Estimation Using Long/short Training Symbol (Long/Short 훈련심볼을 이용한 채널추정에 의한 IEEE 802.11a 무선 LAN 시스템의 성능개선)

  • 곽재민;조성언;서정옥;임기택;최광호;조성준
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2002.05a
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    • pp.540-544
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    • 2002
  • 본 논문에서는 IEEE802.11a의 규격에 따라 OFDM 무선 LAN 모뎀과 프레임 포맷을 구성하여 시뮬레이션에 의해 BER 성능을 분석하고 수정된 채널 예측 알고리즘을 적용하여 채널예측성능이 개선됨을 보인다. 실내 무선채널로서는 AWGN과 TDL 모델을 적용한 지연확산채널을 고려한다. 우선 AWGN 환경에서 규격에 제시된 전송속도 및 부호율에 따른 OFDM 무선 LAN 시스템의 성능을 분석하고, 다음으로 실내무선채널 환경에서 채널추정이 불완전한 경우에 대한 성능을 분석한다. 기존의 채널추정방식으로서 프리앰블내의 2개의 Long 훈련심볼을 이용하여 채널을 추정하는 경우에 대한 성능을 분석하고, 이를 수정하여 Long 훈련심볼 뿐만 아니라 전체 10개의 Short 훈련심볼 중 8개의 훈련심볼들을 채널추정에 부가적으로 사용하는 방식을 채용한 경우의 성능을 분석하여 기존의 방식과 비교한다. 시뮬레이션 결과에 대한 분석으로부터 수정된 채널추정방식을 적용하는 경우, 잡음을 억제하는 효과가 높아지므로 채널추정오차를 감소시켜서 성능이 개선됨을 확인하였다.

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A production technique of observing variety program using AI-based reframing technology (AI 기반 리프레이밍 기술을 이용한 관찰예능 제작 기법)

  • Lee, Yoon Jae;Choi, Sung Woo;Hong, Min Soo;Lee, Yong Gun;Hong, Young Ki
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2022.06a
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    • pp.1253-1255
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    • 2022
  • 예능 프로그램에서 관찰예능 포맷은 널리 사용되는 형태이다. 본 연구에서는 AI기반 리프레이밍 기술을 활용하는 새로운 관찰 예능 제작 기법을 제안한다. 제안방식은 실제 방송프로그램 KBS2 신상출시 편스토랑에 적용되었다. 연구의 조건에 부합하는 촬영 장비의 기능조건과 조사결과를 다룬다. 센서타입와 연속녹화시간은 장비선정에 있어 핵심 고려요소로 나타났다. 시스템 구성은 제작 워크플로우에 따라 촬영파트와 편집파트로 나누어 소개한다. 촬영파트는 실제 제작현장의 기록을 바탕으로 작성되었다. 편집파트의 경우 자체 개발한 편집도구로 이루어지며, 핵심모듈인 AI엔진과 고속렌더링모듈에 대한 소개를 하였다. 향후 최신 촬영 장비의 도입, 처리성능의 향상 등을 통해 제안방식의 적용처를 넓혀갈 수 있을 것으로 기대한다.

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A Study on the Guided Search Method for Transcoding MPEG2 P frame to H.263 P frame in a Compressed Domain (압축상태에서 MPEG2 P 프레임을 H.263 P 프레임으로 변환하기 위한 가이드 탐색 방법 연구)

  • Um, Sung-Min;Kang, Eui-Seon;Lim, Young-Wan;Hwang, Jae-Gak
    • The KIPS Transactions:PartB
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    • v.9B no.6
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    • pp.745-752
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    • 2002
  • The purpose of the paper is to enable a format transcoding between a heterogeneous compression format in a real time, and to enhance the compression ratio using characteristics of the compressed frame. In this paper, for the heterogeneous format transcoding, we tried to transcode from MPEG2 having a lower compression ratio to H.263 having a higher compression ratio. After analyzing MPEG 2 bit stream and H.263 bit stream of the same original video, we found that the number of intra coded macro blocks in MPEG 2 data is much higher than the number of the intra coded macro blocks in H.263 data. In the process of P frame generation, a intra coded macro block is generated when a motion estimation value representing the similarity between the previous frame and current frame does not meet a threshold. Especially the intra coded macro block has a great impact on the compression ratio. Hence the paper, we tried to minimize the number of intra coded macro blocks in H.263 data stream which is transcoded from MPEG 2 in a compressed domain. For the purpose, we propose a guided search method for transcoding the INTRA coded block into INTER coded block using the information about motion vectors surrounding the intra macro block in order to minimize the complexity of the motion estimation process. The experimental results show that the transcoding of MPEG 2 into H.263 can be done in a real time successfully.

Development of Geospatial Simulation Framework for WebGIS-based Simulation System (WebGIS 기반의 시뮬레이션 시스템을 위한 지리공간 시뮬레이션 프레임워크 개발)

  • Lee, Seong-Kyu;Kim, Young-Seup;Choi, Chul-Uong;Suh, Yong-Chul
    • Spatial Information Research
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    • v.18 no.5
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    • pp.119-131
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    • 2010
  • Researchers require repetitive works such as data format analysis, reformatting and map reprojection in order to use geospatial data. To solve above problems, they are building web-based simulation systems with web developers. But the web-based systems are not efficiently developed because there is not the appropriate simulation framework for a web-based system using geospatial data. In this study, the geospatial simulation framework that can be effectively applied to the web-based system was designed and proposed. Also, the framework was composed of 7 modules; web mapping service, GIS mapping, statistics, model, processing,graphics, and geospatial datasets. In order to evaluate the effectiveness of the framework, a case study of urban growth has been verified. Experts who are not specialized in geospatial information disciplines expect to build easily a web-based system using geospatial data.

Development of Android App for Suppor ting Smooth Multimedia Streaming Service Using Frame Buffer (프레임 버퍼를 이용한 매끄러운 멀티미디어 스트리밍 서비스를 지원하는 안드로이드 앱 개발)

  • Seo, Sang-min;Kwon, Jonnho;Choi, Yoon-Ho
    • Journal of Internet Computing and Services
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    • v.17 no.1
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    • pp.55-64
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    • 2016
  • Existing Android applications for streaming video in real time are dependent on the codec, which composes the encoding function, and the version of Android operating system. Also, for streaming video in real time, most applications should be connected with a separate desktop PC. To overcome these disadvantages, we propose a new application, which records and streams video in real time. Specifically, the proposed application uses the flash video file format, which is the common media file format supported by various versions of Android operating system. Through experiments, we show that it is possible for the proposed application to record the video screens more than 20 frames per second and to stream it in real time while using the existing video encoding methods.

A Study on the Server Framework for Multi-platform Simulation Network Game (멀티 플랫폼 시뮬레이션 네트워크 게임을 위한 서버 프레임워크 연구)

  • Kwon, Soon-Jung
    • Journal of Korea Game Society
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    • v.17 no.6
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    • pp.165-172
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    • 2017
  • Some duplicate processes are happen in developing games under the diverse platforms. Implementing functions. like processing and managing data, in every platforms have an influence on game development. In this paper, we propose a multi-platform server framework that can simulate combat games such as one server on any platform. It was designed to be easy to debug using a protocol consisting of attribute-value pairs by the JSON data format. Since it is independent of the programming language, it has the advantage of being able to communicate with various languages. The server proposes a model that can easily upgrade the structure or the specification using the Amazon web server.

Multiple Conference Servers Architecture using Extended Control Channel Framework (확장 제어 채널 프레임워크를 사용한 다중 컨퍼런스 서버 구조)

  • Jang, Choonseo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.21 no.7
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    • pp.1335-1341
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    • 2017
  • In this paper, a new architecture of multiple conference servers which use extended control channel framework in SIP(session initiation protocol) session has been presented. For this purpose, in this study, a new extended control channel framework architecture which can distribute total conference system loads to multiple servers effectively has been presented. In the implementation, extended control channels have been connected by using SIP sessions that was established between each conference servers, and extended control channel messages which can be transferred through control channels have been designed in this study. These extended control channel messages can distribute system load effectively between multiple conference servers, and conference information data format that can represent extended control channel framework has also been designed. Furthermore, exchange procedures of extended control channel messages have also been presented. The performance of the proposed system has been analysed by simulation. The analysis results show that average SIP messages delay time and average media stream delay time have improved.

A Design of Hybrid Lossless Audio Coder (Hybrid 무손실 오디오 부호화기의 설계)

  • 박세형;신재호
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.41 no.6
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    • pp.253-260
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    • 2004
  • This paper proposes a novel algorithm for hybrid lossless audio coding, which employs an integer wavelet transform and a linear prediction model. The proposed algorithm divides the input signal into flames of a proper length, decorrelates the framed data using the integer wavelet transform and linear prediction and finally entropy-codes the frame data. In particular, the adaptive Golomb-Rice coding method used for the entropy coding selects an optimal option which gives the best compression efficiency. Since the proposed algorithm uses integer operations, it significantly improves the computation speed in comparison with an algorithm using real or floating-point operations. When the coding algorithm is implemented in hardware, the system complexity as well as the power consumption is remarkably reduced. Finally, because each frame is independently coded and is byte-aligned with respect to the frame header, it is convenient to move, search, and edit the coded, compressed data.

A Dnlamic Variability Design Technique of Embedded Software for Improving Reusability (재사용성 향상을 위한 임베디드 소프트웨어의 동적 가변성 설계 기법)

  • Kim, Chul-Jin;Cho, Eun-Sook
    • Journal of KIISE:Software and Applications
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    • v.36 no.1
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    • pp.30-44
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    • 2009
  • Devices of home network system have different control data formats according to each product company. Therefore, types or protocols of digital devices are various. Also, interaction operating environments are different among various devices. These characteristics of home network system don't support sufficiently functionalities such as data comparability, concurrent control, dynamic plug-in, and so on. That is, the degree of reusability of home network system is very poor. This paper proposes a framework which can be coverable to the scope of reusability widely and a design technique based on framework in order to improve reusability. That is, we extract various parts of home network systems as variation points, classify and define these as variation types, propose a framework which can be reusable those, and proposes a design technique of variability to improve reusability. Finally, proposed technique can be reusable to various domains by applying proposed reusability framework into real home network system's design.