• Title/Summary/Keyword: Streaming Server

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P2Patching : Effective Patching Scheme for On-Demand P2P Services (P2Patching : 주문형 P2P 서비스를 위한 효율적인 패칭 기법)

  • Kim Jong-Gyung;Lee Jae-Hyuk;Park Seung-Kyu
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.31 no.2B
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    • pp.137-145
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    • 2006
  • In this paper, we propose a multicast P2Patching technique in the application layer. The P2Patching technique serves VOD stream effectively with Patching in P2P environment. The P2Patching provides multicast tree construction technique that reduces the server load and minimizes the start delay with extended multicast technique. And we provide a fast recovery technique by tree failure and dynamic buffering scheme that guarantees the continuous streaming by frequent tree disconnections. Comparing the method with that of $P2Cast^{[12]}$, we obtained the better performance by our scheme in terms of average join count, service rejection probability, tree recovery failure and buffer starvation. The average about 16$\%$ of the improvement is shown by the simulation. Most of all, the performance of buffer starvation and average join count shows a significant improvement than that of P2Cast.

An Integrated File System for Guaranteeing the Quality of Service of Multimedia Stream (멀티미디어 스트림의 QoS를 보장하는 통합형 파일시스템)

  • 김태석;박경민;최정완;김두한;원유집;고건;박승민;김정기
    • Journal of KIISE:Computer Systems and Theory
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    • v.31 no.9
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    • pp.527-535
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    • 2004
  • Handling mixed workload in digital set-top box or streaming server becomes an important issue as integrated file system gets momentum as the choice for the next generation file system. The next generation file system is required to handle real-time audio/video playback while being able to handle text requests such as web page, image file, etc. Legacy file system provides only best effort I/O service and thus cannot properly support the QoS of soft real-time I/O. In this paper, we would like to present our experience in developing the file system which fan guarantee the QoS of multimedia stream. We classify all application I/O requests into two category: periodic I/O and sporadic I/O. The QoS requirement of multimedia stream could be guaranteed by giving a higher priority to periodic requests than sporadic requests. The proto-type file system(Qosfs) is developed on Linux Operating System.

Mitigating the Side-effect of Starting New Session in Multimedia Streaming using Multi-zoned Disk (구역분할 디스크를 사용하는 멀티미디어 서버에서 새로운 세션 시작에 따른 스케줄링 지연 현상의 최소화)

  • Cho, Kyeong-Sun;Won, You-Jip;Shin, Il-Hoon;Koh, Kern
    • Journal of KIISE:Computer Systems and Theory
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    • v.31 no.8
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    • pp.445-452
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    • 2004
  • Zoning technology of disk improved the performance of disk subsystem with increase of storage capacity and average transfer bandwidth. SCAN disk scheduling with double buffering is used to utilize the performance of zoned disk in multimedia system. However, this method has a problem that generates jitter when the number of steams increases. In this article, we propose the novel approach, pre-buffering policy, to overcome this problem. Pre-buffering avoids jitter by buffering the lack of data before starting service, which is estimated from the current cycle length and the maximum cycle length. We can calculate cycle length, data sire needed in each cycle and the possible lack of data caused by the increase of the number of streams using the numerical model of disk subsystem. Pre-buffering can be applied for multimedia systems and contribute to provide clients with high quality service without jitter.

A Study of Integrated Digital Signage Management System Implementation (Digital Signage 통합관리시스템 구축에 관한 연구)

  • Kang, Hee-Yong;Lee, Jina;Shin, Yong-Tae;Kim, Jong-Bae
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.10a
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    • pp.82-85
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    • 2014
  • With high speed communication network and supplement of high quality multimedia devices, large demand of multimedia service stimulates digital signing industry to step forward to new opportunities. But in order to provide competitive quality services, Integrated management system is required. Digital signs use technologies such as LCD, LED and Projection to display content such as digital images, video, streaming media, and information. Digital signs rely on a variety of hardware to deliver the contents. The components of a typical digital sign installation include one or more display screens, one or more media players, and a content management server for each player. To improve the existing high cost and less efficient management system, this paper suggest cost effective Integrated Digital Signage Management System with the results of analysis of existing system. Also this paper presents an actual implementation on entertainment company to evaluate the suitability, to prove the result of superior performance of proposed system.

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Game-Based Content Caching and Data Sponsor Scheme for the Content Network (콘텐츠 네트워크 환경에서 게임이론을 이용한 콘텐츠 캐싱 및 데이터 스폰서 기법)

  • Won, JoongSeop;Kim, SungWook
    • KIPS Transactions on Computer and Communication Systems
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    • v.8 no.7
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    • pp.167-176
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    • 2019
  • Recently, as the types of services that can be enjoyed in mobile telecommunication networks such as social networks and video streaming are increasing, mobile users(MUs) can access mobile contents easily by consuming mobile data. However, under a mobile telecommunication environment, MUs have to pay a high data fee to a network service provider(SP) in order to enjoy contents. The 'data sponsor' technique, introduced as a way to solve this problem, has attracted attention as a breakthrough method for enhancing contents accessibility of MUs. In this paper, we propose an algorithm that determines the optimal discount rate through the Stackelberg game in the data sponsor environment. We also propose an algorithm to design edge caching, which caches highly popular content for MUs on edge server, through many-to-many matching game. Simulation results clearly indicate that the profit for CP's content consumption is improved by about 6~11%, and the profit of CP according to the ratio of edge caching is improved by about 12% than the other existing schemes under data sponsor environment.

The Construction of QoS Integration Platform for Real-time Negotiation and Adaptation Stream Service in Distributed Object Computing Environments (분산 객체 컴퓨팅 환경에서 실시간 협약 및 적응 스트림 서비스를 위한 QoS 통합 플랫폼의 구축)

  • Jun, Byung-Taek;Kim, Myung-Hee;Joo, Su-Chong
    • The Transactions of the Korea Information Processing Society
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    • v.7 no.11S
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    • pp.3651-3667
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    • 2000
  • Recently, in the distributed multimedia environments based on internet, as radical growing technologies, the most of researchers focus on both streaming technology and distributed object thchnology, Specially, the studies which are tried to integrate the streaming services on the distributed object technology have been progressing. These technologies are applied to various stream service mamgements and protocols. However, the stream service management mexlels which are being proposed by the existing researches are insufficient for suporting the QoS of stream services. Besides, the existing models have the problems that cannot support the extensibility and the reusability, when the QoS-reiatedfunctions are being developed as a sub-module which is suited on the specific-purpose application services. For solving these problems, in this paper. we suggested a QoS Integrated platform which can extend and reuse using the distributed object technologies, and guarantee the QoS of the stream services. A structure of platform we suggested consists of three components such as User Control Module(UCM), QoS Management Module(QoSM) and Stream Object. Stream Object has Send/Receive operations for transmitting the RTP packets over TCP/IP. User Control ModuleI(UCM) controls Stream Objects via the COREA service objects. QoS Management Modulel(QoSM) has the functions which maintain the QoS of stream service between the UCMs in client and server. As QoS control methexlologies, procedures of resource monitoring, negotiation, and resource adaptation are executed via the interactions among these comiXments mentioned above. For constmcting this QoS integrated platform, we first implemented the modules mentioned above independently, and then, used IDL for defining interfaces among these mexlules so that can support platform independence, interoperability and portability base on COREA. This platform is constructed using OrbixWeb 3.1c following CORBA specification on Solaris 2.5/2.7, Java language, Java, Java Media Framework API 2.0, Mini-SQL1.0.16 and multimedia equipments. As results for verifying this platform functionally, we showed executing results of each module we mentioned above, and a numerical data obtained from QoS control procedures on client and server's GUI, while stream service is executing on our platform.

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An Efficient Mobile Transaction Processing Scheme over Multiple Wireless Broadcast Channels (다중 무선 방송채널에서의 효과적인 모바일 트랜잭션 처리 기법)

  • Jeong, Ho-Ryun;Jung, Sung-Won;Park, Sung-Wook
    • Journal of KIISE:Databases
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    • v.35 no.3
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    • pp.257-271
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    • 2008
  • Wireless broadcast environments has character that a number of mobile client can receive data streaming from central server no matter how they are so many. Because it is asymmetric bandwidth in that uplink and downlink bandwidth are different. This advantage helps wireless broadcast environments is used in many applications. These applications work almost read operation and need control concurrency using transaction unit. Previous concurrency control scheme in single channel is not adapted in multi channel environments because consistency of data are broken when a mobile client tunes in a broadcast cycle in a channel and then move into another channel and listen to different broadcast cycle with already accessed broadcast cycle. In this paper, we propose concurrency control for read-only mobile transactions in multiple wireless broadcast channel. First of all, we adapt index and data dedicated channel and propose LBCPC(Longest Broadcast Cycle Per Channel) as new unit of consistency. In index dedicated channel, it is repeatedly broadcasted data in same BCPC(Broadcast Cycle Per Channel) until LBCPC. And mobile transaction executes validation using control information every LBCPC. As a result, consistency of data is kept and average response time is shorter than one in single channel because waiting time for restart reduces. And as control information is broadcasted more frequently than in single channel, it is guaranteed currency about data accessed by transaction. Finally, according to the simulation result, we verify performance of our scheme in multi channel as comparing average response time with single channel.

A Study on Optimum Coding Method for Correlation Processing of Radio Astronomy (전파천문 상관처리를 위한 최적 코딩 방법에 관한 연구)

  • Shin, Jae-Sik;Oh, Se-Jin;Yeom, Jae-Hwan;Roh, Duk-Gyoo;Chung, Dong-Kyu;Oh, Chung-Sik;Hwang, Ju-Yeon;So, Yo-Hwan
    • Journal of the Institute of Convergence Signal Processing
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    • v.16 no.4
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    • pp.139-148
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    • 2015
  • In this paper, the optimum coding method is proposed by using open library in order to improve the performance of a software correlator developed for Korea-Japan Joint VLBI Correlator(KJJVC). The correlation system for VLBI observing system is generally implemented with hardware using ASIC or FPGA because the computational quantity is increased geometrically according to the participated observatory number. However, the software correlation system is recently constructed at a massive server such as a cluster using software according to the development of computing power. Since VLBI correlator implemented with hardware is able to conduct data processing with real-time or quasi real-time compared with mostly observational time, software correlation has to perform optimal data processing in coding work so as to have the same performance as that of the hardware. Therefore, in this paper, the experimental comparison was conducted by open-source based fftw library released in FFT processing stage, which is the most important part of the correlator system for performing optimum coding work in software development phase, such as general method using fftw library or methods using SSE(Streaming SIMD Extensions), shared memory, or OpenMP, and method using merged techniques listed above. Through the experimental results, the proposed optimum coding method for improving the performance of developed software correlator using fftw library, shared memory and OpenMP is effectively confirmed by reducing correlation time compared with conventional method.

Design and Implementation of the Digital Photo Frame based on Ubiquitous (유비쿼터스 기반 전자액자의 설계 및 구현)

  • Lee, Joa-Hyoung;Park, Chong-Myung;Heo, Nan-Sook;Jo, Young-Tae;Kwon, Young-Wan;Han, Woo-Ram;Seon, Ju-Ho;Kim, Jong-Wook;Yoo, Jae-Wook;Lee, Kang-Hee;Jung, In-Bum
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.12 no.9
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    • pp.1703-1710
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    • 2008
  • As the performance of digital camera keeps going on, the digital camera becomes into wide use recently so that the number of digital images taken by digital camera is increased rapidly. Given the augmentation of digital images, the digital photo frame has appeared for storing and enjoying the digital image and receives attention as the price of digital frame becomes down. However, users with the existing digital frame only could display the digital images and stream media stored in local disk. In the paper, we design and implement a new digital photo frame baled on ubiquitous which could provide a more variety of service to the user. With the proposed digital photo frame, the user could obtain the environment information and the digital image from multimedia sensor network. The users also could enjoy the various stream media stored in the remote streaming server seamlessly. In addition, the user could update the digital image through the web site at anywhere.

Web-based Text-To-Sign Language Translating System (웹기반 청각장애인용 수화 웹페이지 제작 시스템)

  • Park, Sung-Wook;Wang, Bo-Hyeun
    • Journal of the Korean Institute of Intelligent Systems
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    • v.24 no.3
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    • pp.265-270
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    • 2014
  • Hearing-impaired people have difficulty in hearing, so it is also hard for them to learn letters that represent sound and text that conveys complex and abstract concepts. Therefore it has been natural choice for the hearing-impaired people to use sign language for communication, which employes facial expression, and hands and body motion. However, the major communication methods in daily life are text and speech, which are big obstacles for the hearing-impaired people to access information, to learn and make intellectual activities, and to get jobs. As delivering information via internet become common the hearing-impaired people are experiencing more difficulty in accessing information since internet represents information mostly in text forms. This intensifies unbalance of information accessibility. This paper reports web-based text-to-sign language translating system that helps web designer to use sign language in web page design. Since the system is web-based, if web designers are equipped with common computing environment for internet browsing, they can use the system. The web-based text-to-sign language system takes the format of bulletin board as user interface. When web designers write paragraphs and post them through the bulletin board to the translating server, the server translates the incoming text to sign language, animates with 3D avatar and records the animation in a MP4 file. The file addresses are fetched by the bulletin board and it enables web designers embed the translated sign language file into their web pages by using HTML5 or Javascript. Also we analyzed text used by web pages of public services, then figured out new words to the translating system, and added to improve translation. This addition is expected to encourage wide and easy acceptance of web pages for hearing-impaired people to public services.