• Title/Summary/Keyword: Real-time multimedia

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Real-Time Sensor Monitoring Service based on ECA (ECA 기반 센서 네트워크 실시간 모니터링 서비스)

  • Kim, Jung-Yee
    • Journal of Korea Multimedia Society
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    • v.15 no.1
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    • pp.87-92
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    • 2012
  • Wireless sensor network is a technology that collects the information about object in real-time. Sensor data has a characteristic that is generated an unprecedented volume data in short time. Analysis is essential to define the relationship between the data, including more of the data from a large volume data stream which is acquired from the sensor. In order to effectively handle the sensor data stream, in this paper, using ECA rules to organize data in a meaningful and more practical real-time monitoring systems is proposed.

Designing Real-time Observation System to Evaluate Driving Pattern through Eye Tracker

  • Oberlin, Kwekam Tchomdji Luther.;Jung, Euitay
    • Journal of Korea Multimedia Society
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    • v.25 no.2
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    • pp.421-431
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    • 2022
  • The purpose of this research is to determine the point of fixation of the driver during the process of driving. Based on the results of this research, the driving instructor can make a judgement on what the trainee stare on the most. Traffic accidents have become a serious concern in modern society. Especially, the traffic accidents among unskilled and elderly drivers are at issue. A driver should put attention on the vehicles around, traffic signs, passersby, passengers, road situation and its dashboard. An eye-tracking-based application was developed to analyze the driver's gaze behavior. It is a prototype for real-time eye tracking for monitoring the point of interest of drivers in driving practice. In this study, the driver's attention was measured by capturing the movement of the eyes in real road driving conditions using these tools. As a result, dwelling duration time, entry time and the average of fixation of the eye gaze are leading parameters that could help us prove the idea of this study.

A Schedulability Algorithm of Multimedia Real-Time Task Set (멀티미디어 실시간 태스크 집합의 스케쥴가능성 알고리즘)

  • 송기현
    • Journal of the Korea Computer Industry Society
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    • v.2 no.7
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    • pp.923-932
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    • 2001
  • In this paper, An imprecise real-time task sets composed of multimedia datas are generated using several parameters and an algorithm which can analyse schedulability of generated imprecise real-time task sets before execution of this task sets is proposed. Also, The schedulability of task set depends on variation of parameter values which were used during the generation of the task set is studied. As a result of experiment, It isproved that the schedulability of task set is more and more weak as large as execution requirement time of mandatory subtasks and, as many as the number of tasks which can be scheduled at some instant. The schedulabilty analysis algorithm which is presented on this paper is expected to use effectively on QoS service of multimedia datas.

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Packet Delay and Loss Analysis of Real-time Traffic in a DBA Scheme of an EPON (EPON의 DBA 방안에서 실시간 트래픽의 패킷 손실률과 지연 성능 분석)

  • Shim, Se-Yong;Park, Chul-Geun
    • Proceedings of the KIEE Conference
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    • 2004.11c
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    • pp.86-88
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    • 2004
  • As the rapid incensement of the number of internet users has occurred recently, many multimedia application services have been emerging. To improve quality of service, traffic can be suggested to be classified with priority in EPON(Ethernet Passive Optical Network), which is supporting the multimedia application services. In this paper, multimedia application services treat bandwidth classifying device in serving both delay sensitive traffic for real-time audio, video and voice data such as VoIP(Voice over Internet Protocol), and nonreal-time traffic such as BE(Best Effort). With looking through existing mechanisms, new mechanism to improve the quality will be suggested. The delay performances and packet losses of traffic achieved by supporting bandwidth allocation of upstream traffic in suggested mechanism will be analyzed with simulation.

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TCP-friendly RTP Rate Control

  • 하상석;정선태
    • Proceedings of the IEEK Conference
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    • 2003.11a
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    • pp.255-258
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    • 2003
  • TCP is taking over 95% among the Internet traffics. Recently the demands of multimedia services in the Internet has been increasing. These multimedia services mostly need real-time deliverly, and then RTP has been a de facto to transmission protocol for these real-time multimedia services. RTP uses UDP as its underlying transport protocol, and thus it does not support any rate and congestion control. Thus, for fair use of the Internet bandwidth with TCP traffics. RTP also needs a rate control. One constraint of RTP is that the feedback information(delivered by, RTP's twin protocol, RTCP) is recommended to be sent no less than 5 seconds. In this paper, we propose a TCP-friendly RTP rate control which use only RTCP feedback information at every 5 seconds. The experiment results show that our proposed algorithm works. But, it is found that we need more time to test the effects of parameters and policies of the algorithms, which will be reported later.

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A study on game physics engine focused on real time physics (물리 엔진에 관한 고찰 : 실시간 물리 기술을 중심으로)

  • Ha, You-Jong;Park, Kyoung-Ju
    • Journal of Korea Game Society
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    • v.9 no.5
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    • pp.43-52
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    • 2009
  • This paper analyzes the four game physics engines in terms of real time techniques. Real time physics is the technology that simplifies the physics-based simulation to apply for the real time applications such as game. Our study includes two commercial physics engines, Havok's Physics SDK and NVIDIA's PhysX SDK, and two open source projects, Open Dynamics Engine and Bullet physics engine. As a result, most of them covers rigid body dynamics and some include either deformable body simulation or fluids simulation, or both. For real time simulation, they adopt the simplified numerical methods, the effective in collision detection/response, and also use the parallel processing hardwares, i.e., multi core CPU, Physics processing unit(PPU), or graphics processing unit(GPU).

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DMGL: An OpenGL ES Based Mobile 3D Rendering Libraries (DMGL: OpenGL ES 기반 모바일 3D 렌더링 라이브러리)

  • Hwang, Gyu-Hyun;Park, Sang-Hun
    • Journal of Korea Multimedia Society
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    • v.11 no.8
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    • pp.1160-1168
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    • 2008
  • Recent technological innovations of mobile hardware which make it possible to implement real-time 3D rendering effects under mobile environment have provided a potential to develop realistic mobile application programs. This paper presents platform independent, OpenGL ES based, real-time mobile rendering libraries, called DMGL for supporting high quality 3D rendering on handhold devices. The libraries allows the programmers who develops mobile graphics softwares to generate varying advanced real-time 3D graphics effects without great effort. Moreover, GPGPU-based libraries give a set of functions to solve complex equations for simulating natural phenomena such as smoke and fire, and to render the results in real-time.

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An Abstract Object-Oriented Platform Model for an ATM Switching System

  • Kim, Young-Man;Jung, Boo-Geum;Lee, Eun-Hyang;Lim, Dong-Sun
    • Proceedings of the IEEK Conference
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    • 2000.07b
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    • pp.723-726
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    • 2000
  • In this paper, we present an abstract object-oriented plat-form model .suitable for the real-time distributed telecommunication system. The proposed platform is constructed upon the extended version of the real-time, distributed operating system, SROS(Scalable Real-time Operating System), that is developed at ETRI and successfully operated in the ATM switching system for several years. The object-oriented software development and maintenance methodology will resolve the current software crisis in the area of telecommunication and switching systems due to the everlasting maintenance about the huge amount of the existing software and the ever increasing needs for the better and new communication services. In general, an object-oriented software platform realizes the object-oriented methodology and possesses many good aspects like high productivity, better reusability, easy maintenance, et at. The platform is also designed to present the distributed multimedia service in addition to real-time event delivery. Recently, we have been implementing a couple of prototype bated on the proposed platform. Reflecting the evaluation results from these prototypes, the final platform specification will be determined.

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A Mask Wearing Detection System Based on Deep Learning

  • Yang, Shilong;Xu, Huanhuan;Yang, Zi-Yuan;Wang, Changkun
    • Journal of Multimedia Information System
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    • v.8 no.3
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    • pp.159-166
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    • 2021
  • COVID-19 has dramatically changed people's daily life. Wearing masks is considered as a simple but effective way to defend the spread of the epidemic. Hence, a real-time and accurate mask wearing detection system is important. In this paper, a deep learning-based mask wearing detection system is developed to help people defend against the terrible epidemic. The system consists of three important functions, which are image detection, video detection and real-time detection. To keep a high detection rate, a deep learning-based method is adopted to detect masks. Unfortunately, according to the suddenness of the epidemic, the mask wearing dataset is scarce, so a mask wearing dataset is collected in this paper. Besides, to reduce the computational cost and runtime, a simple online and real-time tracking method is adopted to achieve video detection and monitoring. Furthermore, a function is implemented to call the camera to real-time achieve mask wearing detection. The sufficient results have shown that the developed system can perform well in the mask wearing detection task. The precision, recall, mAP and F1 can achieve 86.6%, 96.7%, 96.2% and 91.4%, respectively.