• Title/Summary/Keyword: Real-time media

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A Modified DCF Protocol for Real-Time Multimedia Data (Real-Time MultiMedia Data 전송을 위한 새로운 방식의 DCF 프로토콜)

  • 신세영;심승섭;조경익;윤석진
    • Proceedings of the IEEK Conference
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    • 2003.11c
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    • pp.157-163
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    • 2003
  • IEEE 802.11a Distributed Coordination Function(DCF) Protocol을 사용하여 Real-Time MultiMedia Data의 전송을 수행할 경우, DCF Protocol의 적합하지 못한 Mechanism에 의하여, Data 전송의 극대화를 이루지 못한다. Retransmission이 반복되는 경우, Binary Slotted Exponential Backoff Mechanism은 거대한 Packet Delay와 Jitter의 원인이 되며 Automatic Repeat Request(ARQ) 방식의 Ack Mechanism은 MultiMedia Data를 전송하기에 적합하지 못하다. 본 논문은 위와 같은 문제점을 해결하기 위하여 Real-Time MultiMedia Data을 주로 전송하는 STA에 따른 Real-Time/Non-Real-Time(RT/NRT) Station(STA)의 구분과 보내고자 하는 Real-Time MultiMedia Data의 Network Traffic Load(The Required Bandwidth)를 고려하여, Modified DCF(mDCF) Protocol의 Modified Backoff(mBackOff), Modified BlockAck(mBlockAck) Mechanism을 제시함으로서, Data 전송의 극대화를 제공하며, 또한 IEEE 802.11a와의 호환성을 제공한다.

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Implementation of real time VJing responding to user's motion

  • Jung, Haehyun;Kim, Hyunggi
    • International Journal of Internet, Broadcasting and Communication
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    • v.7 no.2
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    • pp.41-50
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    • 2015
  • As various media have developed in modern society, frequency of use of interactive media has increased which makes interactive function that uses and handles projection mapping and LED screen in set design of broadcasting, concert, play, musical and EDM(Electronic dance music) in real time possible. Development of various media led today's viewers to have higher cultural desire and the need of various interactive performance contents to receive more attention.[1]. This thesis implemented real time VJing that responds to user's motion based on existing H/W by utilizing real time interactive elements.

The Implementation of DSP-Based Real-Time Video Transmission System using In-Vehicle Multimedia Network (차량 내 멀티미디어 네트워크를 이용한 DSP 기반 실시간 영상 전송 시스템의 구현)

  • Jeon, Young-Joon;Kim, Jin-II
    • Journal of the Institute of Convergence Signal Processing
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    • v.14 no.1
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    • pp.62-69
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    • 2013
  • This paper proposes real-time video transmission system by the car-mounted cameras based on MOST Network. Existing vehicles transmit videos by connecting the car-mounted cameras in the form of analog. However, the increase in the number of car-mounted cameras leads to development of the network to connect the cameras. In this paper, DSP is applied to process MPEG 2 encoding/decoding for real-time video transmission in a short period of time. MediaLB is employed to transfer data stream between DSP and MOST network controller. During this procedure, DSP cannot transport data stream directly from MediaLB. Therefore, FPGA is used to deliver data stream transmitting MediaLB to DSP. MediaLB is designed to streamline hardware/software application development for MOST Network and to support all MOST Network data transportation methods. As seen in this paper, the test results verify that real-time video transmission using proposed system operates in a normal matter.

A Real-Time Synchronization Mechanism for Distributed Multimedia Applications (분산 멀티미디어 응용을 위한 실시간 동기화 메카니즘)

  • Park, Young-Sook;Lee, Syung-Won;Chung, Gi-Dong
    • The Transactions of the Korea Information Processing Society
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    • v.7 no.12
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    • pp.3785-3793
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    • 2000
  • Effective synchronization specification model which can specify temrxlral relationship among media resolving asynchronous problem due to variable network delay is necessary in a distributed multimedia system. Therefore in this paper, we propose RTPN(Real- Time Petri Net) synchronization specification model based on Petri Net for multimedia application in a distributed real time environment. The proposed RTPN model supplies a tlexible decsription of the temporal relationship among various media objects by defining primary key media and relative key media according to delay and importance among media. Firing rule is instantly executed by firing function based on QoS values which supports intra-media and inter-media syncbronization. And asynchronous control algorithm for resynchronization of presentation level is possible more effective supporting of QoS.

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A Real-Time Control Technique of Media Stream in Embedded Web Streaming (임베디드 웹 스트리밍에서의 미디어 스트림의 실시간 제어 기술)

  • Lee, Hyun-Ju;Kim, Sang-Wook
    • Journal of KIISE:Software and Applications
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    • v.32 no.11
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    • pp.1029-1035
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    • 2005
  • Web streaming environment need a suitable video playback service technique, a streaming technique for real-time delivery and an efficient control technique due to its limited environment. In this paper, we propose an effective control technique for real-time media stream playback as a connection technique between the high-quality media player and web browser based on Linux environment. The proposed stream control technique presents control data through 050 on media playback screen of web browser, and process the user's input data. It acts GUI-independently, and is designed considering addition and extension for control data.

Aesthetics of Interactive Real-Time 3D (인터렉티브 리얼 타임 3D 아트의 미학적 특성)

  • Dho, Soon-Ho
    • Journal of Korea Game Society
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    • v.5 no.2
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    • pp.3-9
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    • 2005
  • Interactive real-time 3D enables users to explore virtual three dimensional environments and also experience contents in an absorbing fashion. Unlike other media, Interactive real-time 3D users take an active role in the process of "real-time fashion" where action and reaction occur instantly in a digital 3D structure. Once the components and origins of interactive real-time 3D is made, it is possible making principles of the beauty that help decide success or failure of real-time 3D in two way system. Substantial real-time 3D has not yet passed 10 years so it was unable to make sufficient precedents of fundamental artistic value based upon the credibility of the media. The goal is to explain the new form of design in relation to general principles of arts at the same time to understand the technical definition better. Concepts of historical documentation are explained with an example of categorization of recent video game and recent technology. This thesis concludes with rough forecast on the future interactive real time 3D. Since the medium began relatively recently and is developing in the rapid pace, recent analyses, though clear forecast is difficult, tend to investigate potential directions to some level the field allows.

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Hybrid Monitoring Scheme for End-to-End Performance Enhancement of Real-time Media Transport (실시간 미디어 전송의 종단간 성능 향상을 위한 혼성 모니터링 기법)

  • Park Ju-Won;Kim JongWon
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.30 no.10B
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    • pp.630-638
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    • 2005
  • As real-time media applications based on IP multicast networks spread widely, the end-to-end QoS (quality of service) provisioning for these applications have become very important. To guarantee the end-to-end QoS of multi-party media applications, it is essential to monitor the time-varying status of both network metrics (i.e., delay, jitter and loss) and system metrics (i.e., CPU and memory utilization). In this paper, targeting the multicast-enabled AG (Access Grid) group collaboration tool based on multi-Party real-time media services, a hybrid monitoring scheme that can monitor the status of both multicast network and node system is investigated. It combines active monitoring and passive monitoring approaches to measure multicast network. The active monitoring measures network-layer metrics (i.e., network condition) with probe packets while the passive monitoring checks application-layer metrics (i.e., user traffic condition by analyzing RTCP packets). In addition, it measures node system metrics from system API. By comparing these hybrid results, we attempt to pinpoint the causes of performance degradation and explore corresponding reactions to improve the end-to-end performance. The experimental results show that the proposed hybrid monitoring can provide useful information to coordinate the performance improvement of multi-party real-time media applications.

An Energy Efficient MAC Protocol Providing Guaranteed Service for Wireless Sensor Network

  • Kim, Dong-Won;Park, Tae-Geon
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.5 no.1
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    • pp.123-140
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    • 2011
  • In this paper, we propose an Energy Efficient Media Access Control (EE-MAC) protocol for wireless sensor networks. The proposed scheme is designed to save power consumption and guarantee quality-of-service for real-time traffic. EE-MAC uses the superframe structure which is bounded by the transmission of a beacon frame and can have an active and an inactive portion. The active period is divided into the contention free period (CFP) for real-time traffic transmission and the contention access period (CAP) for non-real-time traffic transmission. We propose the exclusively allocated backoff scheme which assigns a unique backoff time value to each real-time node based on bandwidth allocation and admission control. This scheme can avoid collision between real-time nodes by controlling distributed fashion and take effect a statistical time division multiple access. We also propose the algorithm to change the duty cycle adaptively according to channel utilization of media depending on network traffic load. This algorithm can prolong network lifetime by reducing the amount of energy wasted on idle listening.

A Data Structure for Real-time Volume Ray Casting (실시간 볼륨 광선 투사법을 위한 자료구조)

  • Lim, Suk-Hyun;Shin, Byeong-Seok
    • Journal of the Korea Computer Graphics Society
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    • v.11 no.1
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    • pp.40-49
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    • 2005
  • Several optimization techniques have been proposed for volume ray casting, but these cannot achieve real-time frame rates. In addition, it is difficult to apply them to some applications that require perspective projection. Recently, hardware-based methods using 3D texture mapping are being used for real-time volume rendering. Although rendering speed approaches real time, the larger volumes require more swapping of volume bricks for the limited texture memory. Also, image quality deteriorates compared with that of conventional volume ray casting. In this paper, we propose a data structure for real-time volume ray casting named PERM (Precomputed dEnsity and gRadient Map). The PERM stores interpolated density and gradient vector for quantized cells. Since the information requiring time-consuming computations is stored in the PERM, our method can ensure interactive frame rates on a consumer PC platform. Our method normally produces high-quality images because it is based on conventional volume ray casting.

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A Study on the Viewing Rate Trends of Digital Media Service Special Reference to Terrestrial Real Time Broadcasting of IPTV (IPTV 지상파 실시간방송 채널의 시청률 추세와 영향 요인에 관한 연구)

  • Lee, Sang-Ho
    • Journal of Digital Convergence
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    • v.15 no.9
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    • pp.471-477
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    • 2017
  • This paper deals with the viewing rate trends of digital media service special reference to terrestrial real time broadcasting of IPTV. In a few years, TV viewership of young people is decreasing, the audience viewing rate of the terrestrial broadcasting which is the representative of the media decreases, and the change of the broadcasting industry is progressing. Especially after the terrestrial broadcaster 's VOD holdback was extended, the viewer' s movement on the competitive channel & mobile media was rapidly progressing. Researcher assumed that the viewing rate of the terrestrial real-time broadcasting has influenced the comprehensive channel, CJ E&M subsidiary channels. As a result, researcher verified using statistical methodological time series analysis and regression analysis. Based on these results, researcher expects media players to prepare policies for viewers' satisfaction and symbiotic growth of markets.