• Title/Summary/Keyword: Multimedia Network

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A History Retransmission Algorithm for Online Arcade Video Games

  • Kim Seong-Hoo;Park Kyoo-Seok
    • Journal of Korea Multimedia Society
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    • v.8 no.6
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    • pp.798-806
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    • 2005
  • In this paper, we suggest a game system that can support network modules for multi-platform based video games, and built a system that can convert from a single-user game to multi-user game. In this system, we bring in an initial delay buffering scheme on clients to handle any periods of latency occurring from the load fluctuation in a network, when a real-time game is played, and shows that stable play for a game is achieved as the result of the scheme. This paper also presents a retransmission algorithm based on the history of game commands to handle drawbacks of UDP mechanism. And, we evaluate the network delay and packet loss using the simulation tool NS2, and shows the case of 0.3 second buffer delay is the most suitable for recovery.

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Implementation and Verification of Multi-level Convolutional Neural Network Algorithm for Identifying Unauthorized Image Files in the Military (국방분야 비인가 이미지 파일 탐지를 위한 다중 레벨 컨볼루션 신경망 알고리즘의 구현 및 검증)

  • Kim, Youngsoo
    • Journal of Korea Multimedia Society
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    • v.21 no.8
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    • pp.858-863
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    • 2018
  • In this paper, we propose and implement a multi-level convolutional neural network (CNN) algorithm to identify the sexually explicit and lewdness of various image files, and verify its effectiveness by using unauthorized image files generated in the actual military. The proposed algorithm increases the accuracy by applying the convolutional artificial neural network step by step to minimize classification error between similar categories. Experimental data have categorized 20,005 images in the real field into 6 authorization categories and 11 non-authorization categories. Experimental results show that the overall detection rate is 99.51% for the image files. In particular, the excellence of the proposed algorithm is verified through reducing the identification error rate between similar categories by 64.87% compared with the general CNN algorithm.

Seamless Communication of Multimedia Data over Mobile IP based on Prebuffering (Mobile IP 상에서 Prebuffering을 이용한 연속적인 Multimedia Data 전송 기법)

  • 홍은경;박시용;이승원;정기동
    • Proceedings of the Korean Information Science Society Conference
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    • 2001.10c
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    • pp.610-612
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    • 2001
  • 최근 무선 통신의 빠른 발전과 함께 가까운 미래에는 Mobile사용자에게 다양한 서비스가 제공될 수 있을 것으로 예상된다. 이렇게 다양한 서비스를 제공 받기 위해서 사용자들은 빠른 속도와 연속적인 서비스를 요청하게 된다. 본 논문에서는 Mobile IP상에서 Mobile Host들에게 Prebuffering을 이용하여 연속적인 서비스를 제공해 줄 수 있는 방안을 제시하였다. 기존 연구에서 연속적인 서비스 제공을 위해 제시 한 방안은 인접한 Foreign Network을 모두 그룹으로 설정하고 Prebuffering을 수행하기 때문에 적지않은 Network Traffic이 발생한다. 본 논문에서는 Mobile사용자의 이동 방향을 고려하여 이동 가능성이 있는 Foreign Network만을 그룹으로 설정하기 때문에 Network Traffic을 감소 시킬 수 있다.

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Development of Prototype Kansei Usability Website Evaluation System based on EGM and Neural Network (EGM과 Neural Network을 이용한 Website 감성사용성 분석시스템 프로토타입 구축)

  • 김지관;차두원;박범;민병찬
    • Proceedings of the Korea Multimedia Society Conference
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    • 2002.05d
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    • pp.1040-1045
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    • 2002
  • This paper described the developed website usability evaluation system in terms of Kansei engineering using neural network. Developed system simultaneously operates with the MS Internet Explorer by entering the target URL for usability evaluation, and the results are learned using neural network. We firstly derived the Kansei adjectives and website usability factors and they were matched by the correspondence analysis. Then, highly corresponded adjectives were implemented on the system for the Kansei evaluation. Finally, the results showed the appropriate efficiency of developed algorithm and system for the website evaluation. If more subjects were used for the system learning, the efficiency of system could be improved.

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Design and Implementation of Migration from IPv4 Network to Enterprise IPv6 Network (IP4 Network에서 Enterprise IPv6 Network로의 Migration 설계 및 구현)

  • 이진영;윤일;장경진;오선진
    • Proceedings of the Korea Multimedia Society Conference
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    • 2003.11b
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    • pp.687-690
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    • 2003
  • 오늘날 인터넷을 통한 모든 통신망이 끊임없이 발전하고 있는 가운데 IPv4가 가지는 문제점들이 치명적인 위협으로 대두되고 있다. 따라서, 폭발적인 인터넷 사용자 증가로 인한 IP address의 고갈과 느려져만 가는 인터넷 속도에 대해 대안이 필요하다. IPv4는 32bit 체계로 약 40억 개의 IP 주소를 가지고 있으나, 인터넷 초기의 무분별한 클래스를 사용하여 40억 개보다 적은 양의 주소를 사용 할 수 있게 되었다. IPv6는 128bit의 주소 체계를 가지고 있으며, 3.4 $10^{38}$개의, 천문학적인 주소를 할당 할 수 있으며, 보안성과 서비스 품질보장(QoS), 이동성 기존의 인터넷 속도의 가속 기능 등 다양한 장정들을 가지고 있다. 본 논문에서는 IPv4에서 IPv6로 진화해 가야 하는 시기적인 요소보다는 IPv6로의 공존해 나아가야 하는 기술적인 문제를 극복하기 위해 기존 IPv4망에서 IPv6 주소체계를 지원할 수 있도록 설계하고 Backbone network 구성에 일반적인 구현을 통하여 IGP와 EGP 구간의 라우팅 정보공유에 대하여 논의한다.

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Energy Efficient Clustering Scheme for Multi-sensor on Wireless Sensor Networks (무선 센서 네트워크의 다종 센서에 대한 에너지 효율적인 클러스터링 기법)

  • Choi, Dongmin;Chung, Ilyong
    • Journal of Korea Multimedia Society
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    • v.19 no.3
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    • pp.573-584
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    • 2016
  • Recent application range of sensor networks is becoming diverse. It means collected sensor data types are becoming diverse too. These sensor data have their own characteristics. Thus achieving energy efficiency, existing sensor network management policy consider their own characteristics. However, it is inefficient to apply the existing network management schemes for controlling such kind of data at the same time. Because, existing network management schemes considered one type of data only. Therefore, we propose a novel routing scheme that is able to efficient energy conservation through effective data controlling on multi-sensor application environment.

Fight Detection in Hockey Videos using Deep Network

  • Mukherjee, Subham;Saini, Rajkumar;Kumar, Pradeep;Roy, Partha Pratim;Dogra, Debi Prosad;Kim, Byung-Gyu
    • Journal of Multimedia Information System
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    • v.4 no.4
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    • pp.225-232
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    • 2017
  • Understanding actions in videos is an important task. It helps in finding the anomalies present in videos such as fights. Detection of fights becomes more crucial when it comes to sports. This paper focuses on finding fight scenes in Hockey sport videos using blur & radon transform and convolutional neural networks (CNNs). First, the local motion within the video frames has been extracted using blur information. Next, fast fourier and radon transform have been applied on the local motion. The video frames with fight scene have been identified using transfer learning with the help of pre-trained deep learning model VGG-Net. Finally, a comparison of the methodology has been performed using feed forward neural networks. Accuracies of 56.00% and 75.00% have been achieved using feed forward neural network and VGG16-Net, respectively.

Virtual Heterogeneity Provision for Wireless Sensor Networks (무선 센서 네트워크에서 가상 이종성 제공)

  • Bae, Shi-Kyu
    • Journal of Korea Multimedia Society
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    • v.20 no.11
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    • pp.1776-1784
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    • 2017
  • There are two types of WSN(wireless sensor networks) in terms of sensor node's capability, that is, homogeneous or heterogeneous WSN. Even though the latter has better performance than the former, it requires some overhead for deploying nodes or clustering the network. In this paper, we propose a new scheme, called VHS(Virtual Heterogenous Sensor-Network), which uses a homogeneous WSN regarding energy in a heterogeneous way. The proposed scheme's performance has been evaluated and compared with other homogeneous schemes by simulation. The results are shown to be better than the other existing homogeneous schemes used in a sample sensor network application.

The approach for supporting synchronous Ethernet in 10G EPON

  • Cho, Jeong-Hyun;Ahn, Cheol-Woong;Chang, Yong-Suk
    • Journal of Korea Society of Industrial Information Systems
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    • v.18 no.6
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    • pp.39-49
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    • 2013
  • In recent, many countries and research institutes have been studying how to construct the high-speed subscriber access network. Task Force team of IEEE 802.3ah has accomplished the standardization of EPON which is the next generation subscriber access network. EPON doesn't still have the bandwidth enough to support the new service(e.g various multimedia service) which demands the high bandwidth. For these new multimedia services,10G EPON is the next generation subscriber access network which expanded the up-down bandwidth range of 1G EPON 10 times in order to support demanding high bandwidth. We have proposed the model which can accommodate IEEE 802.1 AVB traffics smoothly in 10G EPON and suggesting the Intra-ONU scheduling model which makes this model operate effectively.

The Coming Cyber Society - Types of Multimedia Applications & Services in Japan -

  • Ichinose, Susumu
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 1998.06b
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    • pp.1-3
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    • 1998
  • The 21st century will see the formation of a“Cyber society”that, while separate form the real world, will cooperate with it, leading to the further expansion and development of world society. Cyber society allows the formation of virtual space through the connection of multiple computers in a network. In this virtual space, multiple users can communicate with each other and can collect and exchange information while moving about freely and engaging in activities. Three main technologies are vital to the construction of the Cyber society: platform technology for converting multimedia information to optical signals and performing digital processing and communication processing on such signals; communications network technology for transferring these signals from one point to another; and application technology for configuring the Cyber society that will be formed on this network. This paper describes platform technology and network technology with an emphasis on their relationship to application technology for configuring the Cyber society, and will also discuss InterSpace, one of the cyber society platform system of the Cyber society.

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