• Title/Summary/Keyword: Multimedia devices

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Arm Orientation Estimation Method with Multiple Devices for NUI/NUX

  • Sung, Yunsick;Choi, Ryong;Jeong, Young-Sik
    • Journal of Information Processing Systems
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    • v.14 no.4
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    • pp.980-988
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    • 2018
  • Motion estimation is a key Natural User Interface/Natural User Experience (NUI/NUX) technology to utilize motions as commands. HTC VIVE is an excellent device for estimating motions but only considers the positions of hands, not the orientations of arms. Even if the positions of the hands are the same, the meaning of motions can differ according to the orientations of the arms. Therefore, when the positions of arms are measured and utilized, their orientations should be estimated as well. This paper proposes a method for estimating the arm orientations based on the Bayesian probability of the hand positions measured in advance. In experiments, the proposed method was used to measure the hand positions with HTC VIVE. The results showed that the proposed method estimated orientations with an error rate of about 19%, but the possibility of estimating the orientation of any body part without additional devices was demonstrated.

Cross-Platform Application for Multimedia Data Playback Optimization (멀티미디어 데이터 Playback 최적화를 위한 Cross-Platform 어플리케이션)

  • Oparin, Mikhail;Cho, Yeongpil;Kwon, Yongin;Ko, Kwangman;Paek, Yunheung
    • Proceedings of the Korea Information Processing Society Conference
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    • 2013.05a
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    • pp.88-90
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    • 2013
  • With the continuous growth of a number of high-quality multimedia services for handheld devices, the lack of power resources becomes an increasingly critical issue. One of the ways to overcome existing problem is to make multimedia data processing more efficient. In order to do that this paper introduces a video streaming application for Android platform which, while being used along with offloading technique, may provide an efficient progressive download service for user devices along with relief of media servers.

WalkieTagging : Efficient Speech-Based Video Annotation Method for Smart Devices (워키태깅 : 스마트폰 환경에서 음성기반의 효과적인 영상 콘텐츠 어노테이션 방법에 관한 연구)

  • Park, Joon Young;Lee, Soobin;Kang, Dongyeop;Seok, YoungTae
    • Journal of Information Technology Services
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    • v.12 no.1
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    • pp.271-287
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    • 2013
  • The rapid growth and dissemination of touch-based mobile devices such as smart phones and tablet PCs, gives numerous benefits to people using a variety of multimedia contents. Due to its portability, it enables users to watch a soccer game, search video from YouTube, and sometimes tag on contents on the road. However, the limited screen size of mobile devices and touch-based character input methods based on this, are still major problems of searching and tagging multimedia contents. In this paper, we propose WalkieTagging, which provides a much more intuitive way than that of previous one. Just like any other previous video tagging services, WalkieTagging, as a voice-based annotation service, supports inserting detailed annotation data including start time, duration, tags, with little effort of users. To evaluate our methods, we developed the Android-based WalkieTagging application and performed user study via a two-week. Through our experiments by a total of 46 people, we observed that experiment participator think our system is more convenient and useful than that of touch-based one. Consequently, we found out that voice-based annotation methods can provide users with much convenience and satisfaction than that of touch-based methods in the mobile environments.

Method for Analyzing Media Compatibility in Home Networks (홈 네트워크에서 미디어 호환성 분석 기법)

  • Park, Yong-Suk;Kim, Hyun-Sik;Park, Se-Ho
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.05a
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    • pp.641-643
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    • 2014
  • The Digital Living Network Alliance (DLNA) specification enables sharing of multimedia contents in the home network. Ordinary users will assume multimedia compatibility among DLNA certified devices, but that is generally not the case. There are optional codecs and even proprietary codecs used by the manufacturers. Information on multimedia formats supported by the devices are in general not easily exposed, creating difficulties in media sharing and usage. In this paper, the contents directory information exchanges among DLNA devices over the network is analyzed, and a method for media compatibility analysis is provided, The user can get information on compatible media formats, enabling ease of DLNA system use.

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A Study on the Segmentation for Adaptation of Web Contents in Smart Learning Environment (스마트 학습 환경에서 웹 콘텐츠 적응을 위한 부분화에 관한 연구)

  • Seo, Jin Ho;Kim, Myong Hee;Park, Man-Gon
    • Journal of Korea Multimedia Society
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    • v.19 no.2
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    • pp.325-333
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    • 2016
  • The development of smart technology has brought the conversion of closed traditional e-learning contents into open flexible smart learning contents consisting of learner-centered modules, without the constraints of time and space by use of smart devices from the uniformed and passive classroom between teachers and learners. It has been demanded an open, personalized and customized teaching and learning contents of smart education and training systems according to wide supply of various smart devices. In this paper, we discuss about the status of the smart teaching and learning systems and analyze the characteristics and structure of the web contents for smart education and training systems by use of smart devices. And we propose a method how to block web contents, to extract them, and adapt personalized segments of web contents by adaptive algorithm into smart learning devices. We extract blocks from the web contents based on the smart device information and the preference information of the learners from existing web contents without the hassle of learners environment. After specifying a block priority from the extracted web contents by the adaptive segment algorithm, it can be displayed directly to the screen to fit the individual learning progress of the learners.

Migration of Web Services in a Mobile Environment (모바일 환경에서 웹 서비스의 이동)

  • Park, Myung-Woo;Kim, Yeon-Seok;Lee, Kyong-Ho
    • Journal of Korea Multimedia Society
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    • v.11 no.8
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    • pp.1179-1193
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    • 2008
  • Recently, mobile devices enabled with Web services are being considered as equal participants of the Web services environment. The frequent mobility of devices and the intermittent disconnection of wireless network require migrating or replicating Web services onto adjacent devices appropriately. This paper proposes an efficient method for migrating and replicating Web services among mobile devices through code splitting. Specifically, the proposed method split the source code of a Web service into sub-codes based on users' preference to its constituent operations. The sub-code with higher preference is migrated earlier than others. The proposed method also replicates a Web service to other devices to enhance its performance by considering context information such as network traffic or the parameter size of its operations.

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Development of an Efficient Media Streaming Relay Engine Using Buffer Control in Wireless Networks (미디어 버퍼 제어를 이용한 효율적인 무선 네트워크 스트리밍 중계 엔진 개발)

  • Je, Huigwang;Kwon, Dongwoo;Kim, Hyeonwoo;An, Donghyeok;Ju, Hongtaek
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.41 no.11
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    • pp.1580-1588
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    • 2016
  • Recently, as the proliferation of mobile smart devices, multimedia content sharing technologies between mobile smart devices have provided. For efficient content sharing in wireless networks, the hierarchical streaming network has been proposed. However, member devices in a network group experience frequent delay while playing multimedia content files because of excessive network resource occupation between a relay and member devices. In this paper, we propose an efficient multimedia streaming relay method using media buffer control to reduce network congestion during streaming from the relay device to the member devices. We also measured the number of buffering and buffering time of the proposed relay engine and compared them with the performance of the existing relay engine.

Design and Implementation of DMB Device Driver based on the Windows CE 5.0 (Windows CE 5.0 기반의 DMB 디바이스 드라이버 설계 및 구현)

  • Park, Kwang-Hee;Kim, Deok-Hwan;Kim, Young-Hoon;Chang, Joon-Hyuk
    • Journal of the Institute of Electronics Engineers of Korea SD
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    • v.44 no.5
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    • pp.29-35
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    • 2007
  • Recently, as the demand of mobile multimedia devices increases and T-DMB is started in Korea, the need of research for integration of mobile devices such as cellular phone, navigation, and portable multimedia player becomes higher. In order to integrate mobile devices, it is necessary to support microprocessor with fast speed and various devices with multimedia service. In this paper, we construct Windows CE 5.0 platform whose BSP supports the embedded system board with ARM11 core and various devices and applications. We also implement the DMB device driver which supports busy waiting and interrupt driven I/O techniques, compare their performance, and then suggest the method to efficiently use the resources of embedded system.

A Bridge Technique of Heterogeneous Smart Platform supporting Social Immersive Game (소셜 실감 게임을 위한 이기종 스마트 플랫폼 브릿지 기술)

  • Jang, S.E.;Tang, J.M.;Kim, Sangwook
    • Journal of Korea Multimedia Society
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    • v.17 no.8
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    • pp.1033-1040
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    • 2014
  • Recently, the concept of mobile content service has changed from providing unilaterally contents for single-device to providing same contents for multi-device. This service should be able to provide diverse contents for multi-devices without platform and specification of multi-device. In this study, we propose a bridge technique of heterogeneous smart platform supporting social immersive game. It is possible to access social immersive game by using a multi-platform bridge. To achieve this, we explain techniques of device connection and data transmission between heterogeneous devices using server-client structure and UPnP. It provides an immersive game environment for multi-user, which is able to play in a public place using big screen.

Construction of Visual Algorithms for the Visual System Analysis of Virtual Reality HMD Devices -Through Interactive Visual System Analysis that Appears in Media Art- (가상현실 HMD기기의 시각체계 분석을 위한 시각 알고리즘 구축 -미디어 아트에서 나타나는 인터렉티브형 시각체계 분석을 통해-)

  • Lim, Sang Guk
    • Journal of Korea Multimedia Society
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    • v.23 no.5
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    • pp.721-727
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    • 2020
  • The change in 21st century imaging media technology is changing our modern visual system. Virtual reality HMD devices, one of the core technologies of 5G, reproduce the new visual system. However, there is a lack of analysis and understanding of the visual operating system to understand the visual system of the fast-changing variety of imaging media. This study analyzed the three visual systems appearing in the recent imaging media art area and presented an engineering perspective algorithm for its procedures and methods. Through these results, we want to build algorithms that understand the visual system of virtual reality HMD devices.