• Title/Summary/Keyword: Audio Quality

Search Result 446, Processing Time 0.032 seconds

Performance Analysis of ATM Switch Using Dynamic Priority Control Mechanisms (동적 우선순위 제어방식을 사용한 ATM 스위치의 성능분석)

  • 박원기
    • The Journal of Korean Institute of Communications and Information Sciences
    • /
    • v.22 no.4
    • /
    • pp.855-869
    • /
    • 1997
  • In this paper, we proposed two kids of dynamic priority control mechanisms controlling the cell service ratio in order to improve the QOS(Quality of Service). We also analyse theoretically the characteristics of cell loss probability and mean cell delay time by applying the proposed priority control mechanisms to ATM switch with output buffer. The proposed priority control mechanisms have the same principles of storing cells into buffer but the different principles of serving cells from buffer. The one is the control mechanism controlling the cell service ratio according to the relative cell occupancy ratio of buffer, the other is the control mechanism controlling the cell service ratio according to both the relative cell occupancy ratio of buffer and the average arrival rate. The two service classes of our concern are the delay sensitive class and the loss sensitive class. The analytical results show that the proposed control mechanisms are able to improve the QOS, the characteristics of cell loss probability and mean cell delay time, by selecting properly the relative cell occupancy ratio of buffer and the average arrival rate. conventional DLB algorithm does not support synchronous cells, but the proposed algorithm gives higher priority to synchronous cells. To reduce synchronous cell loss rate, the synchronous cell detector is used in the proposed algorithm. Synchronous cell detector detects synchronous cells, and passes them cells to the 2nd Leaky-Bucket. So it is similar to give higher priority to synchronous cells. In this paper, the proposed algorithm used audio/video traffic modeled by On/Off and Two-state MMPP, and simulated by SLAM II package. As simulation results, the proposed algorithm gets lower synchronous cell loss rate than the conventional DLB algorithms. The improved DLB algorithm for multimedia synchronization can be extended to any other cells which require higher priority.

  • PDF

Design of 8K Broadcasting System based on MMT over Heterogeneous Networks

  • Sohn, Yejin;Cho, Minju;Paik, Jongho
    • KSII Transactions on Internet and Information Systems (TIIS)
    • /
    • v.11 no.8
    • /
    • pp.4077-4091
    • /
    • 2017
  • This paper presents the design of a broadcasting scenario and system for an 8K-resolution content. Due to an 8K content is four times larger than the 4K content in terms of size, many technologies such as content acquisition, video coding, and transmission are required to deal with it. Therefore, high-quality video and audio for 8K (ultra-high definition television) service is not possible to be transmitted only using the current terrestrial broadcasting system. The proposed broadcasting system divides the 8K content into four 4K contents by area, and each area is hierarchically encoded by Scalable High-efficiency Video Coding (SHVC) into three layers: L0, L1, and L2. Every part of the 8K video content divided into areas and hierarchy is independently treated. These parts are transmitted over heterogeneous networks such as digital broadcasting and broadband networks after going through several processes of generating signal messages, encapsulation, and packetization based on MPEG media transport. We propose three methods of generating streams at the sending entity to merge the divided streams into the original content at the receiving entity. First, we design the composition information, which defines the presentation structure for displays. Second, a descriptor for content synchronization is included in the signal message. Finally, we define the rules for generating "packet_id" among the packet header fields and design the transmission scheduler to acquire the divided streams quickly. We implement the 8K broadcasting system by adapting the proposed methods and show that the 8K-resolution contents are stably received and serviced with a low delay.

Broadband Content Insertion Technology based on Terrestrial UHD Broadcasting MMT/ROUTE (지상파 UHD 방송 MMT/ROUTE기반 브로드밴드 콘텐츠 삽입 기술)

  • Kim, Doohwan;Lee, Dongkwan;Kim, Kyuheon
    • Journal of Broadcast Engineering
    • /
    • v.24 no.2
    • /
    • pp.329-340
    • /
    • 2019
  • Recently, broadcasting technologies have evolved as high-quality AV services such as domestic terrestrial UHD(Ultra-High Definition) broadcasting have been increasing, and broadcasting standards have been newly defined. Also, as network technology develops, contents are consumed not only in the country but also the world. Accordingly, content insertion technology, which is a method of providing suitable contents in accordance with the national and local environments, will be needed. This paper proposes a content insertion service system model and synchronization scheme using ATSC(Advanced Television Systems Committee) 3.0 Event Signaling standard under heterogeneous network environment of broadcasting network and internet network based on transmission standard DASH(Dynamic Adaptive Streaming over HTTP)/ROUTE(Real time Object delivery Over Unidirectional Transport) and MMT(MPEG Media Transport) of terrestrial UHD broadcasting. It also verifies that the service operates in an environment that meets the broadcast standard.

Recent Trends and Prospects of 3D Content Using Artificial Intelligence Technology (인공지능을 이용한 3D 콘텐츠 기술 동향 및 향후 전망)

  • Lee, S.W.;Hwang, B.W.;Lim, S.J.;Yoon, S.U.;Kim, T.J.;Kim, K.N.;Kim, D.H;Park, C.J.
    • Electronics and Telecommunications Trends
    • /
    • v.34 no.4
    • /
    • pp.15-22
    • /
    • 2019
  • Recent technological advances in three-dimensional (3D) sensing devices and machine learning such as deep leaning has enabled data-driven 3D applications. Research on artificial intelligence has developed for the past few years and 3D deep learning has been introduced. This is the result of the availability of high-quality big data, increases in computing power, and development of new algorithms; before the introduction of 3D deep leaning, the main targets for deep learning were one-dimensional (1D) audio files and two-dimensional (2D) images. The research field of deep leaning has extended from discriminative models such as classification/segmentation/reconstruction models to generative models such as those including style transfer and generation of non-existing data. Unlike 2D learning, it is not easy to acquire 3D learning data. Although low-cost 3D data acquisition sensors have become increasingly popular owing to advances in 3D vision technology, the generation/acquisition of 3D data is still very difficult. Even if 3D data can be acquired, post-processing remains a significant problem. Moreover, it is not easy to directly apply existing network models such as convolution networks owing to the various ways in which 3D data is represented. In this paper, we summarize technological trends in AI-based 3D content generation.

The Lived Experiences of Employers among Employment of the Mentally Disabled People (고용주의 정신장애인 고용경험에 관한 연구)

  • Byun, Eun Kyung;Kim, Mi Young
    • The Journal of the Convergence on Culture Technology
    • /
    • v.5 no.3
    • /
    • pp.33-42
    • /
    • 2019
  • The purpose of this study is to investigate in depth the lived employers experiences of utilizing employment among people with mentally disabilities. Phenomenological approach was used for this study. A total of 9 employer on work of the mentally disabled people were recruited as research participants Data was collected through in-depth interviews from March, 2017 to September, 2018. Transcribed data from audio recordings on interviews were analyzed using the Braun & Clarke method. 6 clustered themes consisting of 12 sub-themes emerged through the qualitative data analysis and they include the following: 1) Getting to realize that a vague concern; 2) Being forced to withstand others' persuasion; 3) Fluctuating on boundaries of my work; 4) Moving forward from individual to team; 5) Being together work expected workers with mentally disabled; and 6) Seeking for company progress. Study findings suggest that expanding employment and improving its quality for work of the mentally disabled people are needed. Additionally, the field of mental health needs an increase in the experiences of employment with expertise in dealing with employers on work of the mentally disabled people.

The Lived Experiences of Supported Housing among People with Psychiatric Disabilities (정신장애인의 체험홈 이용경험에 관한 연구)

  • Koo, Chun Young;Kim, Mi Young;Koo, Jin Hee
    • The Journal of the Convergence on Culture Technology
    • /
    • v.5 no.2
    • /
    • pp.1-11
    • /
    • 2019
  • The purpose of this study is to investigate in depth the lived experiences of utilizing supported housing among people with psychiatric disabilities. Phenomenological approach was used for this study. A total of 9 people with psychiatric disabilities were recruited as research participants. Data was collected through in-depth interviews from September, 2016 to March, 2018. Transcribed data from audio recordings on interviews were analyzed using the Colaizzi method. 6 clustered themes consisting of 17 sub-themes emerged through the qualitative data analysis and they include the following: 1) Confusion at site daily residence; 2) Feeling relaxed in supported housing site; 3) Development in self-perception; 4) Undertaking a leading role; 5) Growing capacity for independent living; and 6) Integration into normal life. Study findings suggest that expanding supported housing and improving its quality for people with psychiatric disabilities are needed. Additionally, the field of mental health needs an increase in the number of case managers with expertise in dealing with people suffering from psychiatric disabilities and their recovery.

Commercial 4K UHD Streaming Device over 5G Mobile Communication Network (5G 이동통신망을 통한 상용 4K UHD 스트리밍 장치)

  • Junghoon, Paik;Yongsuk, Kim
    • Journal of Broadcast Engineering
    • /
    • v.27 no.6
    • /
    • pp.914-922
    • /
    • 2022
  • In this paper, we construct a commercial 4K UHD(Ultra High Definition) streaming device that utilizes a 5G mobile communication network as a transport channel and conduct a streaming performance test. It uses RTP(Realtime Transport Protocol) which has transmission quality monitoring capability as a transmission protocol to apply adaptive streaming. In addition, it provides the function to adjust the encoding rate of the video signal so that encoding can be optimized for the change in the bandwidth of the transmission channel. Through the performance test, it is confirmed that the H.265 encoding rate for 4K UHD signal is 48.69Mbps, the average glass-to-glass delay time is 293.60ms, and the average time difference between video and audio for lip sync is 120ms. With the result of performance test, it is shown that the streaming device is applied to 4K UHD Streaming device over 5G mobile communication network.

Compensation of low Frequency Resonance in Current Driven Loudspeakers using DSP (DSP를 이용한 전류구동 스피커의 저주파 공진 보상)

  • Park, Jong-phil;Eun, Changsoo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2021.05a
    • /
    • pp.584-588
    • /
    • 2021
  • The impedance of the speaker is likely to be recognized as a fixed value. However, speaker impedance continues to vary with frequency variation, especially larger in resonant frequency region. The sound pressure level of loudspeakers is determined by the current flowing throughout the coil that consists loudspeakers. If loudspeakers are driven by voltage, sound pressure level of the loudspeaker is distorted by the variation of loudspeaker impedance. Current-drive of loudspeakers can solve this problem, but distortion of sound pressure level occurs in low frequencies due to resonance. The distortion can degrade the sound quality of the sound system. So to solve this problem, In this paper, we propose a resonance compensation circuit using DSP. we simulates audio systems using an equivalent model of loudspeakers to verify distortion of sound pressure level due to impedance variation and propose a circuit to compensate it. The proposed circuit is configured using a state variable filter and it can adjust the center frequency and output, so it will be used various sound systems.

  • PDF

A study on program development for character web drama production (캐릭터 웹드라마 제작을 위한 프로그램 개발 연구)

  • Hyun-soo Lee;Min-Ha Kim;Ji-Won Seo;Sung-Jin Jo;Jong-Won Lee;Jung-Yi Kim
    • The Journal of the Convergence on Culture Technology
    • /
    • v.9 no.5
    • /
    • pp.591-596
    • /
    • 2023
  • This study developed a program that can produce videos easily and conveniently, focusing on teenage media producers. Through user research, we identified the needs and problems of teenage producers, and implemented a character customization function desired by users and an emotion and action recommendation system using GPT. In the rendering process, the final image was created by combining audio and video using OpenCV and FFmpeg. Teenage users who do not have expertise in video production can customize web drama characters through a simple interface and receive recommendations for emotions and actions with the help of GPT. The program of this study is expected to be a tool that can help teenage users who do not have expertise in editing and directing to produce high-quality videos, lower the entry barrier to video production, and contribute to the development of the one-person media industry. do. In the future, we plan to provide a video production environment considering mobile or vertical resolution versions.

An Analysis of User Experience of Metaverse Fashion Shows Based on Grounded Theory - Focusing on Schmitt's Experiential Marketing - (메타버스 패션쇼 이용자 경험 평가에 관한 근거 이론 연구 - 번 슈미트의 체험 마케팅을 중심으로 -)

  • Min-Ji Lee;Jung-Min Lee;Eunjung Shin
    • Fashion & Textile Research Journal
    • /
    • v.25 no.5
    • /
    • pp.578-592
    • /
    • 2023
  • This study identified and evaluated by deriving and categorizing concepts related to the user experience of metaverse fashion shows using grounded theory, which is a qualitative research method. Based on experiential marketing theory, in-depth interviews were conducted for 14 days with 14 males and females in their 20s and 30s. The research results and contents are as follows: The causal condition was the purpose of using metaverse fashion shows, and the action/interaction strategy caused by such a case was found to be establishing a system for metaverse fashion shows and promoting a positive brand image. The results included content evaluation of satisfaction, normal, or dissatisfaction. The contextual condition was a change in the form of consumption that emphasized experience, while the interventional condition was psychological distance. Based on this, the core category was defined as "consumption patterns that emphasized the purpose of use and experience affects the metaverse fashion shows and psychological distance appeared as a user experience evaluation through the establishment of a system of metaverse fashion shows and the promotion of a positive brand image". User types were classified as active or passive. Active users have the autonomy to select content according to their individual preferences, and accordingly, their experience preference tends to change. In contrast, passive users' preference for the technical quality of content is relatively low, but they have a high concentration of content diversity and audio-visual interest elements.