• 제목/요약/키워드: media devices use

검색결과 258건 처리시간 0.026초

Degraded Quality Service Policy with Bitrate based Segmentation in a Transcoding Proxy

  • Lee, Jung-Hwa;Park, Yoo-Hyun
    • Journal of information and communication convergence engineering
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    • 제8권3호
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    • pp.245-250
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    • 2010
  • To support various bandwidth requirements for many kinds of devices such as PC, notebook, PDA, cellular phone, a transcoding proxy is usually necessary to provide not only adapting multimedia streams to the client by transcoding, but also caching them for later use. Due to huge size of streaming media, we proposed the 3 kinds of segmentation - PT-2, uniform, bitrate-based segmentation. And to reduce the CPU cost of transcoding video, we proposed the DQS service policy. In this paper, we simulate the combined our previous two researches that are bitrate-based segmentation and DQS(Degraded Quality Service) policy. Experimental results show that the combined policy outperforms companion schemes in terms of the byte-hit ratios and delay saving ratios.

비구면렌즈 설계를 위한 칼코게나이드 Ge-Sb-Se계 구조적, 광학적 특성 연구 (Structural and Optical Characteristics of ChalcogenideGe_Sb_Se for Basic Aspheric Lens Design)

  • 고준빈;명태식
    • 한국생산제조학회지
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    • 제23권2호
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    • pp.133-137
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    • 2014
  • The recent development of electro-optic devices and anticorrosion media has made it necessary investigate infrared optical systems with solid-solid interfaces of materials with amorphous characteristics. One of the most promising classes of materials for these purposes seems to be chalcogenide glasses, which are based on the Ge_Sb_Se system, have drawn much attention because of their use in preparing optical lenses and fibers that are transparent in the range of 3-12 um. In this study, a standard melt-quenching technique was used to prepare amorphous Ge_Sb_Sechalcogenideto be used in the design and manufacture of infrared optical products. The results of structural, optical, and surface roughness analyses of high purity Ge_Sb_Sechalcogenide glasses after various annealing processes reported.

Periocular Recognition Using uMLBP and Attribute Features

  • Ali, Zahid;Park, Unsang;Nang, Jongho;Park, Jeong-Seon;Hong, Taehwa;Park, Sungjoo
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제11권12호
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    • pp.6133-6151
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    • 2017
  • The field of periocular biometrics has gained wide attention as an alternative or supplemental means to conventional biometric traits such as the iris or the face. Periocular biometrics provide intermediate resolution between the iris and the face, which enables it to support both. We have developed a periocular recognition system by using uniform Multiscale Local Binary Pattern (uMLBP) and attribute features. The proposed system has been evaluated in terms of major factors that need to be considered on a mobile platform (e.g., distance and facial pose) to assess the feasibility of the use of periocular biometrics on mobile devices. Experimental results showed 98.7% of rank-1 identification accuracy on a subset of the Face Recognition Grand Challenge (FRGC) database, which is the best performance among similar studies.

Study of Character Animation to improve Production Efficiency

  • Choi, Chulyoung
    • International journal of advanced smart convergence
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    • 제9권2호
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    • pp.179-184
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    • 2020
  • Recently, webtoons-based animations have been expanding in Korea, where the role of mobile devices is growing, and media videos such as "YouTube" and "Tik-Tok," which have shorter screening and production cycles than traditional feature films, dramas, and animations, are attracting attention and being enjoyed by public. In order to produce animation content that fits the trend of this shortening video and production cycle, efficiency must be increased not only in story but also in production. Production methods and production technologies need changes to increase efficiency. Animation using motion capture, which is highly production-efficient, is widely used in movies that shows realistic movements, but still has little use in producing cartoon-style animations with exaggerated movements. We analyzed the production method of 2D animation and CG animation and applied the result to CG animation to increase the efficiency of production and production. The methods of production through such experiments are expected to help improve the efficiency of producing animation content that is suitable for the latest trends such as webtoon animation.

비구면렌즈 설계를 위한 칼코게나이드 Ge-Sb-Se 광학계 및 결정화 특성 연구 (Chalcogenide Ge-Sb-Se Optical and Crystallization Characteristics for Basic a Planning Aspheric Lens)

  • 명태식;고준빈
    • 한국재료학회지
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    • 제26권11호
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    • pp.598-603
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    • 2016
  • The recent development of electro-optic devices and anticorrosion media has led to the necessity to investigate infrared optical systems with solid-solid interfaces of materials that often have the characteristic of amorphousness. One of the most promising classes of materials for those purposes seems to be the chalcogenide glasses. Chalcogenide glasses, based on the Ge-Sb-Se system, have drawn a great deal of attention because of their use in preparing optical lenses and transparent fibers in the range of 3~12 um. In this study, amorphous Ge-Sb-Se chalcogenide for application in an infrared optical product design and manufacture was prepared by a standard melt-quenching technique. The results of the structural, optical and surface roughness analysis of high purity Ge-Sb-Se chalcogenide glasses are reported after various annealing processes.

모바일 기기내의 비디오 코덱에서 DCT 계수와 움직임 벡터의 암호화를 이용한 저작권 보호 (Copyright Protection using Encryption of DCT Coefficients and Motion Vector in Video Codec of Mobile Device)

  • 권구락;김영로
    • 디지털산업정보학회논문지
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    • 제4권1호
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    • pp.41-46
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    • 2008
  • With widespread use of the Internet and improvements in streaming media and compression technology, digital music, video, and image can be distributed instantaneously across the Internet to end-users. However, most conventional Digital Right Management are often not secure and fast enough to process the vast amount of data generated by the multimedia applications to meet the real-time constraints. In this paper, we propose the copyright protection using encryption of DCT coefficients and motion vector in MPEG-4 video codec of mobile device. This paper presents a new Digital Rights Management that modifies the Motion Vector of Macroblock for mobile device. Experimental results indicate that the proposed DRM can not only achieve very low cost of the encryption but also enable separable authentication to individual mobile devices such as Portable Multimedia Player and Personal Digital Assistants. The performance of the proposed methods have low complexity and low increase of bit rate in overhead.

A Study on the method of creates a realty 3D sign language gesture

  • Ku, Ja-Hyo;Jo, Nam-Chul;Yang, Seong-Bok
    • 한국정보컨버전스학회:학술대회논문집
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    • 한국정보컨버전스학회 2008년도 International conference on information convergence
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    • pp.185-188
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    • 2008
  • The developments of digital and multimedia have been increasing the demand of humans desiring the acquisition of real and intuitive information and diversified expressions and the use of animation characters are continually increasing in mass media. With the development of graphic techniques, these expressions of animation characters have become enabled of real and smooth representations. Although, in general, even fine movements of the hair of characters can be expressed using diverse data input devices, the studies on the multimedia technologies for disabled persons are quite insufficient. In this paper, Directness it extracts the data which it move sign language and It propose the method which creates a realty 3D sign language gesture.

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문자그래픽 시각인지도 분석 기반 디지털매체 시청환경 개선 연구 (A Study on Improving Watching Digital-Broadcasting Devices Environment by Analyzing Visual Perception of Character Graphic)

  • 이국세;문남미
    • 정보통신설비학회논문지
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    • 제8권2호
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    • pp.72-77
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    • 2009
  • A number of new DTV technologies have been introduced to provide crystal clear picture and enhanced sound. HDTV, in particular has four times resolution of conventional TV along with 16:9 aspect ratio. Also the introduction of the new technologies offered a valuable basis for character graphics which was only an assistant method to deliver visual images effectively. Various sizes of displays for different applications such as high definition TV and mobile multimedia services have created demands for additional features of character graphics including proper letter fonts, colors, moving effects as much. This article analyzes in what way the visual elements above can affect uses' visual perception. New CG formats designed for OSMU, one source multi use, are also suggested available to each media. For the research three groups of CG designers, art directors and productions/distribution groups are established according to production process by two Delphi surveys of TV production staff.

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디지털융합 시대의 소비자 행동과 매체 활용에 관한 탐색적 연구 : 미래소비자 대상 표적집단면접법에 의한 정성적 접근 (An Exploratory Study on Consumer Behaviors and Media Use in Age of Digital Convergence: Qualitative Approach by Focus Group Interview for Future Consumers)

  • 박기호;김연정
    • 한국IT서비스학회지
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    • 제9권4호
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    • pp.135-150
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    • 2010
  • In the age of digital convergence, it is expected that quality of life of human beings can be improved by converged devices and services. Researches concerning change of buying patterns and consumer behaviors in these contexts have to be progressed actively. To investigate future trend of consumer behaviors, we used focus group interview for Qualitative approach in the first step and then conducted questionnaire survey for experts in order to get validity and feasibility of research results. As result of research we suggested eight propositions by FGI for 20s target consumers. Additionally, on the basis of qualitative research, by questionnaire survey for 22 experts two perspectives of positive and negative views In future trends were proposed. Results can give lots of Implications and research motivations to academia, practices and workers in public policies who have interests in change of consumer behaviors, thinking styles, and life style under digital convergent environment.

Interactive MR Contents for Alternative Suggestions for Smartphone

  • Chan Lim
    • International Journal of Advanced Culture Technology
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    • 제11권1호
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    • pp.276-282
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    • 2023
  • IoT technology application has been part of modern people's everyday life. This technology makes people to depend on smart devices. 'Smartphone' is the most typical example. Despite the advantages given by this device, the bad side effects are also notable. This paper presents interactive content on the dependence of smartphone device. The research objective is to make individuals to reduce the use of smartphones by realizing their own problems of smartphone dependency. Research was progressed by analyzing aspects obtained from users participating in the self-developed interactive game contents. As a result of the analysis, approximately 68% of people were aware of the problem through this content. This indicates the potential of using convergence research in interactive contents with other fields furthermore.