• Title/Summary/Keyword: Multimedia Systems

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A High Speed Block Turbo Code Decoding Algorithm and Hardware Architecture Design (고속 블록 터보 코드 복호 알고리즘 및 하드웨어 구조 설계)

  • 유경철;신형식;정윤호;김근회;김재석
    • Journal of the Institute of Electronics Engineers of Korea SD
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    • v.41 no.7
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    • pp.97-103
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    • 2004
  • In this paper, we propose a high speed block turbo code decoding algorithm and an efficient hardware architecture. The multimedia wireless data communication systems need channel codes which have the high-performance error correcting capabilities. Block turbo codes support variable code rates and packet sizes, and show a high performance due to a soft decision iteration decoding of turbo codes. However, block turbo codes have a long decoding time because of the iteration decoding and a complicated extrinsic information operation. The proposed algorithm using the threshold that represents a channel information reduces the long decoding time. After the threshold is decided by a simulation result, the proposed algorithm eliminates the calculation for the bits which have a good channel information and assigns a high reliability value to the bits. The threshold is decided by the absolute mean and the standard deviation of a LLR(Log Likelihood Ratio) in consideration that the LLR distribution is a gaussian one. Also, the proposed algorithm assigns '1', the highest reliable value, to those bits. The hardware design result using verilog HDL reduces a decoding time about 30% in comparison with conventional algorithm, and includes about 20K logic gate and 32Kbit memory sizes.

A design and implementation of the video conferencing system on the WWW (웹 기반의 화상회의 시스템의 설계 및 구현)

  • Kim, Sung-Jin;Park, Yong-Jin
    • Journal of the Korean Institute of Telematics and Electronics T
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    • v.36T no.4
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    • pp.123-132
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    • 1999
  • A video conferencing system provides sharing the conference environment for geographically dispersed computer users who use the audio and video information. But the conventional video conferencing systems have some problems which are dependent on specific software and/or hardware and bound the certain platform and network environment. Furthermore the participants must know the information about other participants before joining the conference session and they have to use the same video conferencing system. This paper describes design and implementation of the video conferencing system on the WWW to solve the mentioned problems. The conference applications are transmitted from a WWW server and executed in the participants Web browsers. The participant can carry out conference services by using only the web browser. The WWW server takes charge of conferencing management including the information related to the participants and provides supported conference tools such as whiteboard, chatting and multimedia controls. Therefore the participants can easily join the conference sessions and perform conference working regardless of network connection situations. We used the Java to implement the seamless session connections and interaction between the conference participants which are the most important when implementing the video conferencing system on the WWW and used the ActiveX technology about the audio and video controls to make it easy the hardware control.

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A Name-based Service Discovering Mechanism for Efficient Service Delivery in IoT (IoT에서 효율적인 서비스 제공을 위한 이름 기반 서비스 탐색 메커니즘)

  • Cho, Kuk-Hyun;Kim, Jung-Jae;Ryu, Minwoo;Cha, Si-Ho
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.6
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    • pp.46-54
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    • 2018
  • The Internet of Things (IoT) is an environment in which various devices provide services to users through communications. Because of the nature of the IoT, data are stored and distributed in heterogeneous information systems. In this situation, IoT end applications should be able to access data without having information on where the data are or what the type of storage is. This mechanism is called Service Discovery (SD). However, some problems arise, since the current SD architectures search for data in physical devices. First, turnaround time increases from searching for services based on physical location. Second, there is a need for a data structure to manage devices and services separately. These increase the administrator's service configuration complexity. As a result, the device-oriented SD structure is not suitable to the IoT. Therefore, we propose an SD structure called Name-based Service-centric Service Discovery (NSSD). NSSD provides name-based centralized SD and uses the IoT edge gateway as a cache server to speed up service discovery. Simulation results show that NSSD provides about twice the improvement in average turnaround time, compared to existing domain name system and distributed hash table SD architectures.

An Improvement of Implementation Method for Multi-Layer AHB BusMatrix (ML-AHB 버스 매트릭스 구현 방법의 개선)

  • Hwang Soo-Yun;Jhang Kyoung-Sun
    • Journal of KIISE:Computer Systems and Theory
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    • v.32 no.11_12
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    • pp.629-638
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    • 2005
  • In the System on a Chip design, the on chip bus is one of the critical factors that decides the overall system performance. Especially, in the case or reusing the IPs such as processors, DSPs and multimedia IPs that requires higher bandwidth, the bandwidth problems of on chip bus are getting more serious. Recently ARM proposes the Multi-Layer AHB BusMatrix that is a highly efficient on chip bus to solve the bandwidth problems. The Multi-Layer AHB BusMatrix allows parallel access paths between multiple masters and slaves in a system. This is achieved by using a more complex interconnection matrix and gives the benefit of increased overall bus bandwidth, and a more flexible system architecture. However, there is one clock cycle delay for each master in existing Multi-Layer AHB BusMatrix whenever the master starts new transactions or changes the slave layers because of the Input Stage and arbitration logic realized with Moore type. In this paper, we improved the existing Multi-Layer AHB BusMatrix architecture to solve the one clock cycle delay problems and to reduce the area overhead of the Input Stage. With the elimination of the Input Stage and some restrictions on the arbitration scheme, we tan take away the one clock cycle delay and reduce the area overhead. Experimental results show that the end time of total bus transaction and the average latency time of improved Multi-Layer AHB BusMatrix are improved by $20\%\;and\;24\%$ respectively. in ease of executing a number of transactions by 4-beat incrementing burst type. Besides the total area and the clock period are reduced by $22\%\;and\;29\%$ respectively, compared with existing Multi-layer AHB BusMatrix.

Content Based Video Retrieval by Example Considering Context (문맥을 고려한 예제 기반 동영상 검색 알고리즘)

  • 박주현;낭종호;김경수;하명환;정병희
    • Journal of KIISE:Computer Systems and Theory
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    • v.30 no.12
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    • pp.756-771
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    • 2003
  • Digital Video Library System which manages a large amount of multimedia information requires efficient and effective retrieval methods. In this paper, we propose and implement a new video search and retrieval algorithm that compares the query video shot with the video shots in the archives in terms of foreground object, background image, audio, and its context. The foreground object is the region of the video image that has been changed in the successive frames of the shot, the background image is the remaining region of the video image, and the context is the relationship between the low-level features of the adjacent shots. Comparing these features is a result of reflecting the process of filming a moving picture, and it helps the user to submit a query focused on the desired features of the target video clips easily by adjusting their weights in the comparing process. Although the proposed search and retrieval algorithm could not totally reflect the high level semantics of the submitted query video, it tries to reflect the users' requirements as much as possible by considering the context of video clips and by adjusting its weight in the comparing process.

Centralized TDMA Slot Assignment Scheme Based on Traffic Direction for QoS Guarantee in Unmanned Robot Systems (무인로봇체계에서 QoS 보장을 위한 트래픽 방향 기반 중앙집중식 TDMA 슬롯 할당 기법)

  • Han, Jina;Kim, Dabin;Ko, Young-Bae;Kwon, DaeHoon
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.41 no.5
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    • pp.555-564
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    • 2016
  • This paper proposes a time slot allocation scheme for military patrol environments. This proposal comes from analysis of traffic properties in a military patrol environment. In the near future, robots are expected to explore enemy grounds and measure threat, taking the place of human patrol. In order to control such robots, control messages must be extremely accurate. One mistake from the control center could cause a tragedy. Thus, high reliability must be guaranteed. Another goal is to maintain a continual flow of multimedia data sent from patrol robots. That is, QoS (Quality of Service) must be guaranteed. In order to transmit data while fulfilling both attributes, the per-path based centralized TDMA slot allocation scheme is recommended. The control center allocates slots to robots allowing synchronization among robots. Slot allocation collisions can also be avoided. The proposed scheme was verified through the ns-3 simulator. The scheme showed a higher packet delivery ratio than the algorithm in comparison. It also performed with shorter delay time in the downlink traffic transmission scenario than the algorithm in comparison.

A Study of Authentication Method for Id-Based Encryption Using In M2M Environment (M2M 환경에서 신원기반 암호기법을 활용한 인증기법에 관한 연구)

  • Jin, Byung-Wook;Park, Jae-Pyo;Lee, Keun-Wang;Jun, Mun-Seok
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.14 no.4
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    • pp.1926-1934
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    • 2013
  • M2M (Machine-to-Machine Communication) refers to technologies that allow wired and wireless systems to communicate with other devices with similar capabilities. M2M has special features which consist of low electricity consumption, cheap expenses, WAN, WLAN and others. Therefore, it can communicate via a network. Also, it can handle itself without a person's management. However, it has a wireless-communicate weakness because of the machine-communicate request, and also it is difficult to administrate and control each other. So In this Paper, It suggests the safety protocol between Device, Gateway and Network Domain in M2M environment. Proposed protocol is based on ID-Based encryption's certificate and creates session key between the Access Server and the Core Server in the Network Domain. It uses that session key for sending and receiving data in mutual, and adds key renewal protocol so it will automatically update discern result. a comparative analysis of the existing M2M communication technologies and PKI-based certificate technology is compared with the proposed protocol efficiency and safety.

Hardware-Software Cosynthesis of Multitask Multicore SoC with Real-Time Constraints (실시간 제약조건을 갖는 다중태스크 다중코어 SoC의 하드웨어-소프트웨어 통합합성)

  • Lee Choon-Seung;Ha Soon-Hoi
    • Journal of KIISE:Computer Systems and Theory
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    • v.33 no.9
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    • pp.592-607
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    • 2006
  • This paper proposes a technique to select processors and hardware IPs and to map the tasks into the selected processing elements, aming to achieve high performance with minimal system cost when multitask applications with real-time constraints are run on a multicore SoC. Such technique is called to 'Hardware-Software Cosynthesis Technique'. A cosynthesis technique was already presented in our early work [1] where we divide the complex cosynthesis problem into three subproblems and conquer each subproblem separately: selection of appropriate processing components, mapping and scheduling of function blocks to the selected processing component, and schedulability analysis. Despite good features, our previous technique has a serious limitation that a task monopolizes the entire system resource to get the minimum schedule length. But in general we may obtain higher performance in multitask multicore system if independent multiple tasks are running concurrently on different processor cores. In this paper, we present two mapping techniques, task mapping avoidance technique(TMA) and task mapping pinning technique(TMP), which are applicable for general cases with diverse operating policies in a multicore environment. We could obtain significant performance improvement for a multimedia real-time application, multi-channel Digital Video Recorder system and for randomly generated multitask graphs obtained from the related works.

A Multicast Middleware for the Remote Educational Systems (원격 교육 시스템을 위한 멀티캐스트 미들웨어)

  • Byun, Sang-Seon;Jin, Hyun-Wook;Yoo, Hyuck
    • Journal of KIISE:Computing Practices and Letters
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    • v.9 no.1
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    • pp.100-108
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    • 2003
  • By choosing Multicast for transmission of educational contents in the Remote Educational System, we can reduce the server load and increase network bandwidth utilization. We design and implement Multicast Middleware for the Remote Educational System in this paper. There are three characteristics in this Multicast Middleware: 1) Through Centralized Multicast Group Management for passive members, it allows a host to make multicast group, which is composed of receivers, called Group Member and who are chosen by the host, called group Maker. Because, all groups are created by the Group Maker in Centralized Group Management, Group Member's join action will be passive 2) Maintenance and recovery of multicast group information in order to restore from exception and crash; the maintenance and recovery mechanism of Group Maker is distinct from that of Group Member. 3) The mechanism which enables to transmit large size multimedia data through multicasting and remove additional copy operation through shared buffer. Fragmentation/de-fragmentation for large data delivery results in additional copy operation in user level. But by using user level shared buffer, it can be done without user Bevel copy operation. By applying to Remote Educational environment which consists of 30 PCs and Fast Ethernet, we can examine the efficiency of this middleware, which can transmit 18frames/sec movie which resolution 320 $\times$ 120 pixels, 128Kbps encoded sound data and some text data.

Construction of CORBA Object-Group Platform for Distributed Real-Time Service (분산 실시간 서비스를 위한 CORBA 객체그룹 플랫폼의 구축)

  • Kim, Myung-Hee;Joo, Su-Chong
    • Journal of KIISE:Computing Practices and Letters
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    • v.7 no.6
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    • pp.602-613
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    • 2001
  • Recently, the computing has developing in distributed object computing environment for supporting a programming paradigm of distributed application requiring interoperability between heterogeneous clients and servers. It involves the complex networking and the object-oriented technologies for various multimedia application service. In this paper, we construct the real-time object group platform for solving the difficulties of managements of distributed objects and the real-time constraints by requiring for real-time service supporting of applications in distributed computing environment. The existing researches are being tried to only improving the performance of systems by using real-time CORBA itself, or modifying the part of CORBA compliance. Hence, we design a new model of real-time object group platform that can support the real-time requirement without modifying the ORB. The structure of our real-time object group analyzed and defined the requirement about object management and real-time application service sides. And the role of the components of real-time object group is divided into 2 classes for reducing the side effect of interoperability between management and service. Also, we considered how to transparently express the parameters of real-time properties for clients and developers of server's service objects. If the expression of real-time parameters is transparent, then the developer can easily extend the real-time parameters simply and flexibly. Therefore, in this paper we defined the role of components of platform and described functions of each component and designed and then implemented the real-time object group platform. Finally, we showed the execution procedures of implemented our platform for verifying the functionality.

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