• Title/Summary/Keyword: Broadcast Evaluation

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Study of Parallelization Methods for Software based Real-time HEVC Encoder Implementation (소프트웨어 기반 실시간 HEVC 인코더 구현을 위한 병렬화 기법에 관한 연구)

  • Ahn, Yong-Jo;Hwang, Tae-Jin;Lee, Dongkyu;Kim, Sangmin;Oh, Seoung-Jun;Sim, Dong-Gyu
    • Journal of Broadcast Engineering
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    • v.18 no.6
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    • pp.835-849
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    • 2013
  • Joint Collaborative Team on Video Coding (JCT-VC), which have founded ISO/IEC MPEG and ITU-T VCEG, has standardized High Efficiency Video Coding (HEVC). Standardization of HEVC has started with purpose of twice or more coding performance compared to H.264/AVC. However, flexible and hierarchical coding block and recursive coding structure are problems to overcome of HEVC standard. Many fast encoding algorithms for reducing computational complexity of HEVC encoder have been proposed. However, it is hard to implement a real-time HEVC encoder only with those fast encoding algorithms. In this paper, for implementation of software-based real-time HEVC encoder, data-level parallelism using SIMD instructions and CPU/GPU multi-threading methods are proposed. And we also proposed appropriate operations and functional modules to apply the proposed methods on HM 10.0 software. Evaluation of the proposed methods implemented on HM 10.0 software showed 20-30fps for $832{\times}480$ sequences and 5-10fps for $1920{\times}1080$ sequences, respectively.

Network-adaptive H.264 Video Streaming over IEEE 802.11e (IEEE 802.11e에서 네트워크 적응적인 H.264 비디오 스트리밍)

  • Lee, Sun-Hun;Chung, Kwang-Sue
    • Journal of Broadcast Engineering
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    • v.13 no.1
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    • pp.6-16
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    • 2008
  • An instable wireless channel condition causes more packet losses and retransmissions due to interference, fading, station mobility, and so on. Therefore video streaming service over a wireless networks is a challenging task because of the changes in the wireless channel conditions and time-constraints characteristics of the video streaming services. To provide efficient video streaming over a wireless networks, QoS-enhanced MAC protocol, IEEE 802.11e, is standardized recently. Tn this paper, we propose a new network-adaptive H.264 video streaming mechanism in the IEEE 802.11e wireless networks. To improve the quality of video streaming services, video stream has to adapt to the changes in the wireless channel conditions. The wireless channel conditions are estimated by the packet loss probability and informed to the application layer by the cross-layering. According to the wireless channel information, the video streaming application filters out the low-priority data. This adaptation mechanism efficiently uses system resources because it drops the low-priority data in advance. Therefore, our cross-layer design can provide improved video streaming services to the end-user. Through the implementation and performance evaluation, we prove that the proposed mechanism improves the QoS of the video streaming by providing the smoothed playback.

An Efficient Thumbnail Extraction Method in H.264/AVC Bitstreams (H.264/AVC 비트스트림에서 효율적으로 축소 영상을 추출 하는 방법)

  • Yu, Sang-Jun;Yoon, Myung-Keun;Kim, Eun-Seok;Sohn, Chae-Bong;Sim, Dong-Gyu;Oh, Seoung-Jun
    • Journal of Broadcast Engineering
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    • v.13 no.2
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    • pp.222-235
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    • 2008
  • Recently, as growing of high definition media services like HDTV and IPTV, fast moving picture manipulation techniques need to meet what those services require. Especially, a fast reduced-size image extracting method is required in the areas of video indexing and video summary Conventional DC image extracting methods, however, can't be applied to H.264/AVC streams since a spatial domain prediction scheme is adopted in H.264/AVC intra mode. In this paper, we propose a theoretical method for extracting a thumbnail image from an H.264/AVC intra frame in the frequency domain. Furthermore, the proposed scheme can extract the thumbnail very fast since all operations are applied to transform coefficients directly, after a general equation for the thumbnail extraction in nine H.264/AVC intra prediction modes is introduced, an LUT(Look Up Table) for each mode is designed. Through the implementation and performance evaluation, while the subject quality difference between the output of our scheme and a conventional output is negligible, the former can extract the thumbnail faster then the latter by up to 63%.

Design and Evaluation of a Fuzzy Logic based Multi-hop Broadcast Algorithm for IoT Applications (IoT 응용을 위한 퍼지 논리 기반 멀티홉 방송 알고리즘의 설계 및 평가)

  • Bae, Ihn-han;Kim, Chil-hwa;Noh, Heung-tae
    • Journal of Internet Computing and Services
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    • v.17 no.6
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    • pp.17-23
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    • 2016
  • In the future network such as Internet of Things (IoT), the number of computing devices are expected to grow exponentially, and each of the things communicates with the others and acquires information by itself. Due to the growing interest in IoT applications, the broadcasting in Opportunistic ad-hoc networks such as Machine-to-Machine (M2M) is very important transmission strategy which allows fast data dissemination. In distributed networks for IoT, the energy efficiency of the nodes is a key factor in the network performance. In this paper, we propose a fuzzy logic based probabilistic multi-hop broadcast (FPMCAST) algorithm which statistically disseminates data accordingly to the remaining energy rate, the replication density rate of sending node, and the distance rate between sending and receiving nodes. In proposed FPMCAST, the inference engine is based the fuzzy rule base which is consists of 27 if-then rules. It maps input and output parameters to membership functions of input and output. The output of fuzzy system defines the fuzzy sets for rebroadcasting probability, and defuzzification is used to extract a numeric result from the fuzzy set. Here Center of Gravity (COG) method is used to defuzzify the fuzzy set. Then, the performance of FPMCAST is evaluated through a simulation study. From the simulation, we demonstrate that the proposed FPMCAST algorithm significantly outperforms flooding and gossiping algorithms. Specially, the FPMCAST algorithm has longer network lifetime because the residual energy of each node consumes evenly.

Performance Evaluation of Channel Estimation Scheme for ATSC 3.0 MIMO under Fixed Reception Environment (고정 수신 환경에서 ATSC 3.0 MIMO의 채널 추정 방법에 따른 성능 평가)

  • Kim, Hyeongseok;Yeom, Myeonggil;Kim, Jeongchang;Park, Sung-Ik;Jung, Hoiyoon;Hur, Namho
    • Journal of Broadcast Engineering
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    • v.24 no.5
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    • pp.879-891
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    • 2019
  • This paper provides performance evaluations of various channel estimation schemes for Advanced Television Systems Committee (ATSC) 3.0 multiple-input multiple-output (MIMO) system under a fixed reception environment. ATSC 3.0 MIMO system can obtain high spectral efficiency and improved reception performance compared to conventional terrestrial broadcasting systems. The ATSC 3.0 MIMO defines Walsh-Hadamard and null pilot encoding algorithms and the amplitude and phase of MIMO pilots are different from those of single-input single-output pilots. At the receiver, linear and discrete Fourier transform (DFT)-based interpolations can be used for the channel estimation. This paper provides the various combinations of the interpolation schemes for channel estimation in time and frequency dimensions, and then analyzes the performance of the various combinations through the computer simulation. The results of computer simulation show that the combination of the linear interpolation in the time dimension and then DFT-based interpolation in the frequency dimension can obtain the best performance among the considered combinations.

Correlation between Head Movement Data and Virtual Reality Content Immersion (헤드 무브먼트 데이터와 가상현실 콘텐츠 몰입도 상관관계)

  • Kim, Jungho;Yoo, Taekyung
    • Journal of Broadcast Engineering
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    • v.26 no.5
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    • pp.500-507
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    • 2021
  • The virtual reality industry has an opportunity to take another leap forward with the surge in demand for non-face-to-face content and interest in the metaverse after Covid-19. Therefore, in order to popularize virtual reality content along with this trend, high-quality content production and storytelling research suitable for the characteristics of virtual reality should be continuously conducted. In order for content to which virtual reality characteristics are applied to be effectively produced through user feedback, a quantitative index that can evaluate the content is needed. In this study, the process of viewing virtual reality contents was analyzed and head movement was set as a quantitative indicator. Afterwards, the experimenter watched five animations and analyzed the correlation between recorded head movement information and immersion. As a result of the analysis, high immersion was shown when the head movement speed was relatively slow, and it was found that the head movement speed can be used significantly as an index indicating the degree of content immersion. The result derived in this way can be used as a quantitative indicator that can verify the validity of the storytelling method applied after the prototype is produced when the creator creates virtual reality content. This method can improve the quality of content by quickly identifying the problems of the proposed storytelling method and suggesting a better method. This study aims to contribute to the production of high-quality virtual reality content and the popularization of virtual reality content as a basic research to analyze immersion based on the quantitative indicator of head movement speed.

Public Cognition and Information Acquisition Route for Heavy Metals and Organic Solvents in General Population of Korea (한국인의 중금속과 유기용제에 대한 인식도와 정보취득 경로)

  • Lee, Chae Kwan
    • Journal of Korean Society of Occupational and Environmental Hygiene
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    • v.31 no.1
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    • pp.73-82
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    • 2021
  • Objectives: This study aimed to investigate the public cognition and information acquisition route for heavy metals and organic solvents in the general population in order to provide information for the development of public relations materials. Methods: The study was carried out by questionnaire from January to March 2011 by an interview with trained surveyors. There were 700 participants, divided by gender and age. A questionnaire was issued consisting of subjective and objective cognition evaluation items and questions about information acquisition route and preferred information acquisition route for six heavy metals and five organic solvents. Data were expressed as a percentage using the SPSS 23.0 software package. Result: For heavy metals, subjective and objective cognition degrees were higher in the order of lead, mercury, cadmium, and arsenic. They were higher among males than females, and in adults compared to school-age subjects. For organic solvents, both cognition degrees were high in the order of acetone, benzene, and formaldehyde. However, cognition degree by gender and age showed a complex pattern. As a response to information acquisition route, broadcast media had the highest in all ages and genders, followed by word of mouth from neighbors in elementary school children, school education or expert lectures in middle and high school students up to people in their 30s, and print media among those in their 40s to over 60s. There was no difference in the order by gender. As a response to preference for information acquisition route, broadcast media also proved the highest in all ages and genders, followed by school education or professional lectures among those in elementary school and over their 60s, and the internet in other age groups. Females preferred school education or expert lectures and word of mouth from neighbors, while males preferred the internet. In the case of the internet, the ranking was higher for preferred information acquisition route compared with the ranking for information acquisition route. Conclusions: This data on cognition degree, information acquisition route, and preferred information acquisition route according to gender and age can provide basic data for the development of educational and promotional materials for heavy metals and organic solvents exposure management.

Video-to-Video Generated by Collage Technique (콜라주 기법으로 해석한 비디오 생성)

  • Cho, Hyeongrae;Park, Gooman
    • Journal of Broadcast Engineering
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    • v.26 no.1
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    • pp.39-60
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    • 2021
  • In the field of deep learning, there are many algorithms mainly after GAN in research related to generation, but in terms of generation, there are similarities and differences with art. If the generation in the engineering aspect is mainly to judge the presence or absence of a quantitative indicator or the correct answer and the incorrect answer, the creation in the artistic aspect creates a creation that interprets the world and human life by cross-validating and doubting the correct answer and incorrect answer from various perspectives. In this paper, the video generation ability of deep learning was interpreted from the perspective of collage and compared with the results made by the artist. The characteristic of the experiment is to compare and analyze how much GAN reproduces the result of the creator made with the collage technique and the difference between the creative part, and investigate the satisfaction level by making performance evaluation items for the reproducibility of GAN. In order to experiment on how much the creator's statement and purpose of expression were reproduced, a deep learning algorithm corresponding to the statement keyword was found and its similarity was compared. As a result of the experiment, GAN did not meet much expectations to express the collage technique. Nevertheless, the image association showed higher satisfaction than human ability, which is a positive discovery that GAN can show comparable ability to humans in terms of abstract creation.

Group-based Adaptive Rendering for 6DoF Immersive Video Streaming (6DoF 몰입형 비디오 스트리밍을 위한 그룹 분할 기반 적응적 렌더링 기법)

  • Lee, Soonbin;Jeong, Jong-Beom;Ryu, Eun-Seok
    • Journal of Broadcast Engineering
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    • v.27 no.2
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    • pp.216-227
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    • 2022
  • The MPEG-I (Immersive) group is working on a standardization project for immersive video that provides 6 degrees of freedom (6DoF). The MPEG Immersion Video (MIV) standard technology is intended to provide limited 6DoF based on depth map-based image rendering (DIBR) technique. Many efficient coding methods have been suggested for MIV, but efficient transmission strategies have received little attention in MPEG-I. This paper proposes group-based adaptive rendering method for immersive video streaming. Each group can be transmitted independently using group-based encoding, enabling adaptive transmission depending on the user's viewport. In the rendering process, the proposed method derives weights of group for view synthesis and allocate high quality bitstream according to a given viewport. The proposed method is implemented through the Test Model for Immersive Video (TMIV) test model. The proposed method demonstrates 17.0% Bjontegaard-delta rate (BD-rate) savings on the peak signalto-noise ratio (PSNR) and 14.6% on the Immersive Video PSNR(IV-PSNR) in terms of various end-to-end evaluation metrics in the experiment.

Performance Evaluation of Octonion Space-Time Coded Physical Layer Security in MIMO Systems (MIMO 시스템에서 옥토니언 시공간 부호를 이용한 물리계층 보안에 대한 성능 분석)

  • Young Ju Kim;BeomGeun Kwak;Seulmin Lim;Cheon Deok Jin
    • Journal of Broadcast Engineering
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    • v.28 no.1
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    • pp.145-148
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    • 2023
  • Open-loop Octonion space-time block code for 4 transmit antenna system is considered and random phases are applied to 4 transmit antennas for physical layer security. When an illegal hacker estimates the random phases of 1 through 4 transmit antennas with maximum likelihood (ML), this letter analyzes the bit error rate (BER) performances versus signal-to-noise ratio (SNR). And the Octonion code in the literature[1] does not have full orthogonality so, this letter employs the perfect orthogonal Octonion code. When the hacker knows that the random phases are 2-PSK constellations and he should estimate all the 4 random phases, the hacking is impossible until 100dB. When the hacker possibly know that some of the random phases, bit error rate goes down to 10-3 so, the transmit message could be hacked.