• Title/Summary/Keyword: Multimedia Architecture

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A Study on the Hardware Architecture for Silicon RTOS (Silicon RTOS을 위한 하드웨어 구성에 관한 연구)

  • Song, Moon-Vin;Chung, Yun-Mo
    • Journal of the Institute of Electronics Engineers of Korea SD
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    • v.43 no.11 s.353
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    • pp.19-25
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    • 2006
  • The fast processing ability of an RTOS (Real Time Operating System) is one of important factors in determining the performance of embedded systems. With the development of multimedia and telecommunication technology, the higher level of performance environments is required. Moreover there is some difficulty in improving the performance of an RTOS which is based on a microprocessor. In this paper, we propose a hardware architecture to implement some functions of uC/OS-II as a target RTOS for the purpose of its performance improvement. The proposed architecture for uC/OS-II is implemented and analyzed with the performance comparison.

A Single-Chip Video/Audio CODEC for Low Bit Rate Application

  • Park, Seong-Mo;Kim, Seong-Min;Kim, Ig-Kyun;Byun, Kyung-Jin;Cha, Jin-Jong;Cho, Han-Jin
    • ETRI Journal
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    • v.22 no.1
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    • pp.20-29
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    • 2000
  • In this paper, we present a design of video and audio single chip encoder/decoder for portable multimedia application. The single-chip called as video audio signal processor (VASP) consists of a video signal processing block and an audio single processing block. This chip has mixed hardware/software architecture to combine performance and flexibility. We designed the chip by partitioning between video and audio block. The video signal processing block was designed to implement hardware solution of pixel input/output, full pixel motion estimation, half pixel motion estimation, discrete cosine transform, quantization, run length coding, host interface, and 16 bits RISC type internal controller. The audio signal processing block is implemented with software solution using a 16 bits fixed point DSP. This chip contains 142,300 gates, 22 Kbits FIFO, 107 kbits SRAM, and 556 kbits ROM, and the chip size is $9.02mm{\times}9.06mm$ which is fabricated using 0.5 micron 3-layer metal CMOS technology.

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Performance Measurement and Analysis of Intranet using DPE-based Performance Management System

  • Kim, Seoung-Woo;Kim, Chul;Shin, Jae-Kwang;Kim, Young-Tak
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.27 no.4C
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    • pp.282-294
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    • 2002
  • The modern telecommunication networks are composed of various network-type and are managed by various management technologies, such as TMN, SNMP, TINA etc. Furthermore, the network user's needs of real-time multimedia services are rapidly increasing. In order to guarantee the user-requested quality-of-service(QoS) and keep the network utilization at maximum, it is required to manage the network performance continuously after the network is deployed. The performance management function should provide the useful information for the network expansion and the capacity reallocation in the future. In this paper, we propose a DPE-based performance management architecture for the integrated management of the heterogeneous network elements with TMN and SNMP. We propose an approach to provide the Intranet traffic monitoring and analysis function using layered network management concept and distributed processing technology. The proposed architecture has been designed and implemented based on multiprocess and multithread structure to support concurrent processing. To manage the traffic according to the Intranet service categories, we implemented an ITMA(Intelligent Traffic Monitoring Agent) with packet capture library. With the proposed architecture, we could measure and analyze the real Intranet traffic of Yeungnam University.

A Functional Modeling of Composition Manager for Service Composition Based on TINA (개방형 정보통신망 기반의 서비스 컴포지션을 위한 컴포지션 관리자 모델링)

  • 신영석;임선환
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.8 no.2
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    • pp.344-351
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    • 2004
  • This paper describes a modeling of service composition manager based on TINA (Telecommunication Information Networking Architecture). The service composition function is mainly motivated by the desire to easily generate new service using existing services from retailers or third party service providers. The TNA-C (Consortium) specification for the service composition does not include the detailed composition procedures and its object models. In this paper, we propose a model of components for the service composition, which adapts a static composition feature in a single provider domain To validate the proposed modeling, we implemented prototype service composition function, which combines two multimedia services; a VOD (Video On Demand) service and a VCS (Video Conference Service) service. As a result, we obtain the specification of the detailed composition architecture between a retailer domain and a third-party service provider domain.

An Application-Independent Multimedia Adaptation framework for the Mobile Web (모바일 웹을 지원하는 응용 독립적 멀티미디어 적응 프레임워크)

  • Chon, Sung-Mi;Lim, Young-Hwan
    • Journal of Internet Computing and Services
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    • v.6 no.6
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    • pp.139-148
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    • 2005
  • The desired level for multimedia services in the mobile web environment, the next generation web environment, is expected to be of PC level quality. And great efforts have been made in the development of hadware technology, communication technology, various kinds of services and standardization to support these services, In the mobile web environment, multimedia contents adaptation services should be available through supporting various kinds of devices, network abilities and users' preferences. It means that due to the variety of both desired devices' hardware specifications, called destinations, and desired QoSes, the QoSes in the destinations are not fixed or defined. If a new user wants to stream multimedia contents in a server through a new kind of terminal device, it should be considered whether the existing transcoders are able to adapt the multimedia contents. However, the existing libraries for multimedia adaptation have heavy transcoder figures which include all adaptive functions in one library, The challenge of universal access is too complex to be solved with these all in one solutions. Therefore, in this paper we propose an application independent multimedia adaptation framework which meets the QoS of new and varied mobile devices. This framework is composed of a group of unit transcoders having only one transcoding function respectively, Instead of heavy transcoders. Also, It includes the transcoder manager supporting the dynamic connections of the unit transcoders in order to satisfy end to end QoS.

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Study on Implementation of an MPLS Switch Supporting Diffserv with VOQ-PHB (Diffserv 지원 VOQ-PHB방식의 MPLS 스위치의 구현에 관한 연구)

  • 이태원;김영철
    • Journal of the Institute of Electronics Engineers of Korea SD
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    • v.41 no.5
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    • pp.133-142
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    • 2004
  • Recently, the growth of Internet and a variety of multimedia services through Internet increasingly demands high-speed packet transmission, the new routing function, and QoS guarantee on conventional routers. Thus, a new switching mechanical called the MPLS(Multi-Protocol Label Switching), was proposed by IETF(Internet Engineering Task Force) as a solution to meet these demands. In addition the deployment of MPLS network supporting Differentiated Services is required. In this paper, we propose the architecture of the MPLS switch supporting Differentiated Services in the MPLS-based network. The traffic conditioner consists of a classifier, a meter, and a marker. The VOQ-PHB module, which combines input Queue with each PHB queue, is implemented to utilize the resources efficiently. It employs the Priority-iSLIP scheduling algorithm to support high-speed switching. We have designed and verified the new and fast hardware architecture of VOQ-PHB and the traffic conditioner for QoS and high-speed switching using NS-2 simulator. In addition, the proposed architecture is modeled in VHDL, synthesized and verified by the VSS analyzer from SYNOPSYS. Finally, to justify the validity of the hardware architecture, the proposed architecture is placed and routed using Apollo tool.

Integrated Network Management with TINA manager and TMN agent (통합 통신망 관리를 위한 TINA manager와 TMN agent의 연동방안 연구)

  • 김호철;김영탁
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.25 no.5A
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    • pp.751-762
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    • 2000
  • In the forthcoming next generation highspeed networks, the provisioning of broadband mobile multimedia services is the most important issue while an efficient network management architecture, which can manage the network resources efficiently, is essential. The next generation highspeed networks will be composed of the ATMand SDH-based transport network systems and the H-based interworking systems. The management functions of these network systems are implemented various technologies, such as TMN and SNMP. In order to integrate these network resources efficiently with heterogeneous management functions, the distributed network management architecture such as TINA is most appropriate. In this pape, we propose an interworking architecture for TINA manager and TMN agent. where the TINA-based EML subnetwork management operations mapped into the related management operations of the TMN NE agent. The proposed interworking architecture is simpler than JIDM, and the processing overhead is minimized.

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Bandwidth Requirement of Region-based Hybrid Architectures for Massively Multiplayer Online Games (대규모 멀티플레이어 온라인 게임을 위한 영역 기반 하이브리드 구조의 대역폭 요건)

  • Kim, Jin-Hwan
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.18 no.4
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    • pp.123-130
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    • 2018
  • Many massively multiplayer online games(MMOG) use client-server architectures that have enormous server-side bandwidth requirements. In this paper, we propose a region-based hybrid game architecture that combines the advantages of client-server and peer-to-peer architectures, so that only critical events changing game state are processed by the server. In this hybrid architecture, the central server divides the game into regions and assigns a player as a regional server to distribute important updates for that region. Thus, the central server sends state updates to the players through the regional servers. All players in the same region directly exchange updates without affecting game state. This division of labor greatly reduces server bandwidth significantly and enables it to serve larger number of concurrent players. Our experiments show that the region-based hybrid architecture with three-level hierarchy scales better than the client-server architecture, saving considerable bandwidth at the central server while requiring enough bandwidth of players acting as regional servers.

A Scalable Content-Sharing Architecture for High-quality TV Programs (확장 가능한 실시간 고화질 TV 컨텐츠 공유 아키텍처)

  • Chung, Sungwook
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.18 no.11
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    • pp.2651-2657
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    • 2014
  • It can be organized with PVRs and FC-AL for a high-quality TV content-sharing architecture. It is, however, not easy to configure a large community network with the FC-AL since it has a 7-bit address space with supporting up to 127 users. We, therefore, propose a novel scalable FC-AL multiple-loop architecture using shared disks, which does not need to use expensive and load-concentrated switches. In this article, our suggested architecture shows a superb startup delay, such as less than 20msec. In addition, it demonstrates outstanding scalability, such that the number of accomodable users increases almost linearly according to adding loops. Lastly, it reveals exceptional time-shifting hours, that is, which supports more than 140 hours with 1000 users.

Bandwidth Analysis of Massively Multiplayer Online Games based on Peer-to-Peer and Cloud Computing (P2P와 클라우드 컴퓨팅에 기반한 대규모 멀티플레이어 온라인 게임의 대역폭 분석)

  • Kim, Jin-Hwan
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.19 no.5
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    • pp.143-150
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    • 2019
  • Cloud computing has recently become an attractive solution for massively multiplayer online games(MMOGs), as it lifts operators from the burden of buying and maintaining hardware. Peer-to-peer(P2P) -based solutions present several advantages, including the inherent scalability, self-repairing, and natural load distribution capabilities. We propose a hybrid architecture for MMOGs that combines technological advantages of two different paradigms, P2P and cloud computing. An efficient and effective provisioning of resources and mapping of load are mandatory to realize an architecture that scales in economical cost and quality of service to large communities of users. As the number of simultaneous players keeps growing, the hybrid architecture relieves a lot of computational power and network traffic, the load on the servers in the cloud by exploiting the capacity of the peers. For MMOGs, besides server time, bandwidth costs represent a major expense when renting on-demand resources. Simulation results show that by controlling the amount of cloud and user-provided resource, the proposed hybrid architecture can reduce the bandwidth at the server while utilizing enough bandwidth of players.