• Title/Summary/Keyword: media and information utilization

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A Study on FPGA utilization For PC-based Full-HD DVR System Implementation (Full-HD급 PC기반 DVR System 구현을 위한 FPGA 활용에 관한 연구)

  • Kim, Ki-Hwa
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.15 no.4
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    • pp.2363-2369
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    • 2014
  • The DVR system supports multiple cameras and should be able to receive images at 30 frames per channel in real time. Thus, The system is using Full-HD-grade Multiplexer and Hardware compression codec. In this paper, Describing the design and implementation for the 4-channel Full-HD-grade PC-based DVR using FPGA and GPU inside CPU without Multiplexer and Hardware codec. The existing DVR system for Full-HD-grade has drawbacks to acquire images of about only 20 frames per channel in real time. The system to acquire images of multiple channel in real time was designed using FPGA. The software for the system was implemented using Intel Media SDK. At the result of performance evaluation, It was satisfied all for the required conditions. The practicality of the system was confirmed as implementation the system without using hardware compression.

Performance Analysis of Opportunistic Spectrum Access Protocol for Multi-Channel Cognitive Radio Networks

  • Kim, Kyung Jae;Kwak, Kyung Sup;Choi, Bong Dae
    • Journal of Communications and Networks
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    • v.15 no.1
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    • pp.77-86
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    • 2013
  • Cognitive radio (CR) has emerged as one of effective methods to enhance the utilization of existing radio spectrum. Main principle of CR is that secondary users (SUs) are allowed to use the spectrum unused by primary users (PUs) without interfering PU's transmissions. In this paper, PUs operate on a slot-by-slot basis and SUs try to exploit the slots unused by PUs. We propose OSA protocols in the single channel and we propose an opportunistic spectrum access (OSA) protocols in the multi-channel cognitive radio networks with one control channel and several licensed channels where a slot is divided into contention phase and transmission phase. A slot is divided into reporting phase, contention phase and transmission phase. The reporting phase plays a role of finding idle channels unused by PUs and the contention phase plays a role of selecting a SU who will send packets in the data transmission phase. One SU is selected by carrier sense multiple access / collision avoidance (CSMA/CA) with request to send / clear to send (RTS/CTS) mechanism on control channel and the SU is allowed to occupy all remaining part of all idle channels during the current slot. For mathematical analysis, first we deal with the single-channel case and we model the proposed OSA media access control (MAC) protocol by three-dimensional discrete time Markov chain (DTMC) whose one-step transition probability matrix has a special structure so as to apply the censored Markov chain method to obtain the steady state distribution.We obtain the throughput and the distribution of access delay. Next we deal with the multi-channel case and obtain the throughput and the distribution of access delay by using results of single-channel case. In numerical results, our mathematical analysis is verified by simulations and we give numerical results on throughput and access delay of the proposed MAC protocol. Finally, we find the maximum allowable number of SUs satisfying the requirements on throughput and access delay.

A Study on the Digital robot utilization for implementation Augmented Reality of Interactive Advertisement (양방향 광고의 증강현실 구현을 위한 디지털로봇 활용 연구)

  • Choi, Chi Kwon;Um, Ki Joon
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.6 no.3
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    • pp.159-168
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    • 2010
  • Developments and changes in digital environment based on computer technologies and internet networks enabled us interactive communication for planning and execution through the freedom of 'connection', 'sharing', and 'conversion'. The subject of this study, interactive commercial, might be the core of success based on creation which stems from communication design, revolution in design and technology, and conversion. Communication in modern economy is not optional, but essential. Furthermore, like evolution process up to Augmented Reality from developments of mobile communication technology, or concept in paradigm change, digital interactive commercial means the core of success, not a part of it. Therefore, in order to achieve success in the global competition structure, mobile communication design, revolution, and creation which produce added value shall be working as a base. In order to reach effective communication process performance of interactive commercial media, this study would like to propose building a media commercial system which is realized by human senses. Using this, standardized methods for interactive commercial which can be used together with augmented reality based on digital technology, and for using digital robot contents are available, along with methodology system of their use. In addition, the ultimate goal of this study aims to discover new factors through reorganization of precedent analysis and adaptation based on academic achievement and practical application. And thus, it wants to contribute to practical use of interactive commercial out of augmented reality-based communication in which technology, marketing, and design are integrated to be used in real sense.

A Study on 700MHz Spectrum Utilization for the Improvement of Terrestrial Signal Reception and Next Generation Broadcasting (지상파방송 직접수신 환경 개선과 차세대방송을 위한 700MHz대역 주파수 활용 연구)

  • Park, Sung-Kyu;Lee, Chang-Hyung;Park, Goo-Man
    • Journal of Broadcast Engineering
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    • v.17 no.2
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    • pp.237-251
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    • 2012
  • Recently, the direct terrestrial broadcasting reception has been reduced rapidly and not been improved even in digital broadcast environment. The distribution plan of 700MHz frequency band(Ch.52~69) will make the problem worse because the spectrum might be allocated to mobile communication use. In this paper, we investigated the efficient frequency usage for DTV signal reception improvement and next generation broadcasting. The frequency amount required for reception improvement and for next generation broadcasting service is presented. We estimated the beneficial effect when the spectrum(108MHz Frequency Width) is used for SFN transmission technology, UHDTV and Full-HD 3DTV.

A Study on Methods for Activating Libraries' YouTube Channel (도서관 유튜브(YouTube) 채널의 활성화 방안에 관한 연구)

  • Ro, Ji-Yoon;Noh, Younghee
    • Journal of the Korean Society for information Management
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    • v.37 no.3
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    • pp.1-24
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    • 2020
  • The social media paradigm centered on videos continues to deepen due to the diversification of 5G devices, high-definition and immersive SNS. The purpose of this study is to propose various utilization strategies and measures through the analysis of the current status of YouTube channel operation and provided contents operated in public libraries. In this study, 44 libraries in Korea that have opened and operated Library YouTube Channel and 12 libraries that actively utilize library YouTube channels with more than 1,000 subscribers were surveyed for the current status of subscribers, views, video count data, and contents and delivery methods of Library YouTube Channel. Based on the analysis results, the library's YouTube channel was proposed to utilize the library's YouTube channel, 1) to secure the specificity and purpose of the library's YouTube channel, 2) to promote and enhance access to the YouTube channel, 3) to improve the YouTube channel to user-friendly interface, 5) to plan and provide library expertise and educational contents, 6) to operate the integrated YouTube channel, and 7) to provide user-based content.

A Comparative Study on the Key Success Factors of Over-The-Tops in South Korea (국내 OTT(Over-The-Tops) 서비스 성공 요인에 관한 비교 연구)

  • Lee, Soyul;Park, Hyunjun
    • Journal of Korea Society of Industrial Information Systems
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    • v.26 no.6
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    • pp.135-154
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    • 2021
  • This paper compares and analyzes the domestic OTT services to access their success factors, strategies and examine the domestic OTT leader's wavve's unique differentiation strategy. It is a comparative study of the top five market share services based on the operator and content's key success factors criteria, revenue structure, personalization, interactive media and cooperation. As a result, the common success factors were contents that reflected the characteristics of the operators, hybrid VOD, hybrid filtering, real-time participation interaction, alliances between the same and heterogeneous industries, and utilization of existing business areas. In addition, the study confirmed that it expanded the scope of the project and operated the contents efficiently by introducing one or more business strategies. wavve has been widely validated with its content, while B2C has long-term benefits and overseas use services, and B2B has a systematic use system, differentiating itself from other services. This paper can be the foundation for identifying the strengths and differences of each service on 2021, entering the domestic OTT industry, and establishing competitive strategies.

A novel method for natural motion mapping as a strategy of game immediacy

  • Lee, Ji Young;Woo, Tack
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.12 no.5
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    • pp.2313-2326
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    • 2018
  • The method of operating a game could determine the psychological distance between the player and the game character, and thus, in the Virtual Reality, players' control methodologies are important to enhance their immersion. This study has the objective of examining the difference in games according to the method of operation based on the player's movements. This study researched the effect of the method of operating movement conforming to the movement of the character and the physical operation of the body on forming game experiences for the player. The result of performing an experiment increased reality for the game player through a controller in the shape of the actual control, to increase focus in the game. As so, game play through movements, including actual movements by the player displayed to enhance game satisfaction. In the part of media remediation field, Game can be defined as media which has their own unique hypermediacy. Especially, in the motion based game, players' movement mediates players and the game, therefore, players' movement could make players' experience augmented or immediate in accordance with the characteristics of movements. Even though sports and dances genres of motion-based games are common, RPG or adventure genres are rare. It can be explained that the characteristics of the action have been explained in the immediacy. In a game of fantasy, which is difficult to experience in real-life situations, the nature of the player's motion can increase the immersion of the game, which can contribute to utilization of players' motion and experience design in the various genres and suggestion of grounds theory. In addition, through this study, it is able to design motion-based games of various genres.

A Study on Immersive Media Technology in the Metaverse World

  • Lee, Kyoung-A
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.9
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    • pp.73-79
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    • 2021
  • As the importance of online virtual space grows due to Corona Pandemic, interest in virtual space utilization technology is increasing, causing a boom in the growth of the untact technology and related content industry, and accelerating the transition to Metaverse era, a new virtual convergence platform based on virtual and reality. This study analyzed ZEPETO, a Metaverse platform and found that it provides a creative space through Built-it and ZEPETO Studio, and offers items and contents with active economic activity. This is the result of an analysis centered on ZEPETO, so it varies depending on the Metaverse platform. We look to find key items to activate a Metaverse platform and how to make best use of virtual assets crated in Metaverse in reality through Metaverse related technologies.

Variable Backoff Stage(VBS) Algorithm to Reduce Collisions in IEEE 802.11 DCF (IEEE 802.11 DCF 에서의 충돌 감소를 위한 가변 백오프 스테이지(VBS) 알고리즘)

  • Kang, Seongho;Choo, Young-yeol
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.19 no.6
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    • pp.1333-1340
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    • 2015
  • IEEE 802.11 MAC(Media Access Control) defines DCF(Distributed Coordination Function) for data transmission control. BEB(Binary Exponential Backoff) algorithm of DCF has a problem that if the number of stations connected are over a certain threshold, it degrades network performance because of packet collisions caused from the minimum contention window size. To cope with this problem, we proposed a novel algorithm, named as VBS(Variable Backoff Stage) algorithm, which adjusts the rate of backoff stage increment depending on the number of stations associated with an AP(Access Point). Analytic model of proposed algorithm was derived and simulations on the BEB and the VBS algorithms have been conducted on the OFDM (Orthogonal Frequency Division Multiplexing) method. Simulation results showed that when the rate of backoff state increment was 5 and 10, the number of retransmission were reduced to 1/5 and 1/10 comparing to that of BEB, respectively. Our algorithm showed improvement of 19% and 18% in network utilization, respectively. Packet delay was reduced into 1/12.

Design and Implementation of MAC Protocol for Underwater Mobile Ad-hoc Networks (수중 모바일 애드 혹 네트워크를 위한 MAC 프로토콜 설계 및 구현)

  • Lee, Jin-Young;Yun, Nam-Yeol;Park, Soo-Hyun
    • Journal of the Institute of Electronics and Information Engineers
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    • v.51 no.4
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    • pp.76-89
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    • 2014
  • In this paper, we propose a MAC(Media Access Control) protocol based on flexible RWT(RTS Waiting Time) for underwater mobile ad-hoc networks with a three-way handshaking mechanism. This protocol can solve a problem of collision between RTS(Request-To-Send) and CTS(Clear-To-Send) packets in existing MACA(Multiple Access with Collision Avoidance) protocol. This proposed MAC protocol is also an effective protocol which can apply to underwater mobile ad-hoc networks in a real field by using implementable technologies. We set flexible RTS Waiting Time called RWT, considering various characteristics of underwater environment. It is possible to support variable network size according to node mobility. Finally, we conduct a performance evaluation between proposed MAC protocol and existing MACA based MAC protocol through practical implementation and experiment. As a result, we verify the superiority of our proposed MAC protocol in terms of throughput, packet drop rate, average transmission time, energy consumption and channel utilization.