• Title/Summary/Keyword: multimedia data

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A study on the Throughput Guarantee with TCP Traffic Control (전송률 보장을 위한 TCP 트래픽 제어에 관한 연구)

  • Lee, Myun-Sub
    • The Journal of the Korea institute of electronic communication sciences
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    • v.11 no.3
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    • pp.303-308
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    • 2016
  • Recently, as the rapid development of network technology and the increase of services required high bandwidth such as multimedia service, the network traffic dramatically increases. This massive increase of network traffic causes some problems such as the degradation of QoS and the lack of network resources and, to solve these problems, various research to guarantee QoS have been performing. Currently, The most representative method to guarantee the QoS is the DiffServ(: Differentiated Service). The DiffServ defines the AF(: Assured Forwarding) PHB(: Per Hop Behavior) and statistically ensures the throughput over the certain level of data rate. However, the TCP congestion control method that make up the majority of the Internet traffic is not fundamentally suitable to the DiffServ that guarantees the throughput without managing the individual flow. Therefore, in this paper, we present this mismatch through the simulation as an example and propose the solution by controlling the TCP of the terminal in the network. The proposed scheme utilizes the information of the reception window size included in the ACK frame and does not require any modification of the TCP algorithms currently in use.

Development and Efficacy Evaluation of a Web-based Prevention Programs of Alcohol-related Problems for University Students (대학생 음주문제 예방 프로그램 개발 및 효능성 평가)

  • Kim, Kwang-Kee;Jekarl, Jung;Park, Min-Su;Lee, Jae-Gook
    • Korean Journal of Health Education and Promotion
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    • v.28 no.5
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    • pp.131-143
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    • 2011
  • Objectives: This study is to develop a web-based prevention program of alcohol-related problem among university students and to examine its efficacy in changing drinking behaviors and reducing harms associated with alcohol use. Methods: An hour-length program was developed containing news paper articles, pictures, stories and questionnaires in a multimedia format such as flash, animation, and text. Survey data were analyzed to examine program efficacy from a convenient sample of 1,080 freshmen enrolled in a participating university. Results: Participation in the program has resulted in statistically significant changes in drinking behavior between pretest and follow-up, including reduction of frequency of drinking, heavy drinking, and intoxication, typical amount of drinking per occasion, and subjective norm of heavy drinking. Repeated ANOVA revealed significant increases in knowledge on alcohol related facts, including recommended drinking unit by WHO with substantial level of effect size and in making negative alcohol expectancy with very low effect size. Further studies are guaranteed with randomized controlled trial for the program effectiveness. Conclusions: A web-based prevention program of alcohol-related problems in this study was efficacious in changing drinking behavior, knowledge on alcohol-related fact, alcohol expectancy and subjective drinking norm.

A Inter-layer Path Provisioning System Architecture in Multi-layer Networks (다계층 광네트워크에서 계층간 경로설정 시스템 구조 연구)

  • Kim, Hyuncheol
    • Convergence Security Journal
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    • v.13 no.3
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    • pp.25-31
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    • 2013
  • Looking at the recent value change of users and the usage pattern of network users, it is changing from simple web information, one-way information acquisition and data transmission to increase of usage of multimedia, increasing demand for security and customization, and increasing demands for free mobility. Due to this change of demand, the services which were provided individually, developed into a form which is merged, the network also seems to develop into the combined network from the individual network for individual service, and the communication network control technology which is the core technology is also rapidly developing. To reflect the users' demands, the next generation network created the multi-layer network which is based on the WDM/IP transmission system and added the to make it easy to restructure. P-OTS (Packet-Optical Transport System) can be defined as a platform that combines SONET/SDH, Ethernet, DWDM, optical transport network (OTN) switching and reconfigurable optical add-drop multiplexers (ROADMs). In this paper, we suggested that the optimum path choice be performed through diversification of the PCE-based path selection using the information of various layers altogether in the multi-layer environment, compared with the established path selection method when the path was selected using the information of each layers.

A Basic Study on the Space Organization and Forming Characteristics of the Guggenheim Museums based on Emotional Approach - Focused on Frank L. Wright & Frank O. Gehry′s Works - (감성적 접근에 의한 구겐하임 뮤지엄의 공간구성과 조형특성에 관한 기초적 연구 - 라이트와 게리 작품 비교를 중심으로 -)

  • 서수경
    • Korean Institute of Interior Design Journal
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    • v.13 no.5
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    • pp.82-89
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    • 2004
  • Today, people are bombarded with information, high-technology and multimedia. With that in mind, museum can no longer attract visitor with traditional concept, so it must find some solution or stimulation to attract their attention back. New museum is becoming a experimental space for new culture, new education, and most of all a place to fulfill one's satisfaction of life. Over the past centuries, Guggenheim Foundation has done a great job in providing place for art and place to get emotional stimulation. Out of all of their museums, Frank L. Wright's Solomon R. Guggenheim in New York and frank O. Gehry's Guggenheim Museum in Bilbao had most unique character yet share similar feature to be recognized as the architectural landmark of the 20th & 21st century Although there are close to 50 years of gap between two museums, their unique, attractive, site-specific, emotional value comes from the two most innovative architect of the past and present century. For Wright the Guggenheim was his last project but it had one of the greatest impact on his career and for Gehry the museum gave him confidence that anything is possible. This study will focus on the spatial organization as well as the architectural formation of both museum to compare and analyze. The goal of the research is to give fundamental data which will reveal emotional elements as well as concepts from each work. The content of this research will mainly focused on their architectural philosophy and it will reveal their concept on human emotion as well as the characteristics of the spatial organization. The result of the study will be a valuable reference for people designing art & cultural facilities in the future.

A Study on New Gameplay Experience Based on Brain-Computer Interface (BCI를 기반으로 하는 플레이어의 새로운 게임플레이 경험 연구)

  • Ko, Min-Jin;Oh, Gyu-Hwan;Bae, Kyoung-Woo
    • Journal of Korea Game Society
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    • v.9 no.6
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    • pp.31-44
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    • 2009
  • BCI (Brain-Computer Interface) is a way to control computer by using the human brain waves. As the hardware using brain wave technologies has developed, former expensive and big sized brain wave measuring devices have recently become much smaller and cheaper in their prices, making it possible for the individuals to buy them. This predicts them to be applied in various fields of multimedia industry. This thesis is to give an insight into whether the BCI device can be used as a new gaming device approaching it in a game designing point of view. At first, we proposed game play elements that can effectively utilizing the BCI devices, systematize, and produced a game prototype adopting the BCI device based on such game play elements. Next, we verified it with statistical data analysis to show that the prototype adopting the BCI device gives more clear and efficient controls in its game play than a game of only adopting keyboard & mouse devices and analysis verified that BCI-based game play elements provide users with a more intuitive and interesting experience than traditional non-BcI-based game play elements. The results will give a guideline for effective game design methodology for making BCI based games.

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A Comparative Study on Eating Habit and Attitude of Elementary School Student by Obesity Indices (비만도에 따른 초등학생의 식습관과 식생활 태도 비교 연구)

  • Kim, Gwi-Nam;Park, Ok-Im;Moon, Hee
    • The Korean Journal of Community Living Science
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    • v.18 no.4
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    • pp.629-638
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    • 2007
  • The aim of this study was to provide fundamental data by degree of obesity which was necessary to nutritional education for the formation of right eating and dietary guideline by researching food habits of children. In order to achieve this purpose, a survey was conducted on 3, 4, 5, 6th grade of students from 4 schools in S and G city in Jeolla-Namdo. The results was as follows. There were 384(44.4%) students were normal weight, 193(22.3) were overweight, and 287(33.2) were low weight by obesity indices. Comparing the student's subjective health condition among the degree of obesity, 40.4% of overweight recognized they were healthy, 30.1% recognized ordinary, and 57.1% of lean recognized they were healthy, 34.5% recognized ordinary. It was turned out that most students who were overweight and lean recognized healthy and normal. Family was reported to be the most impact factor on student's diet habits, and then Multimedia such as TV seemed to have a effect on overweight and lean students, but nutrition teachers had a direct influence on normal weight students. The most thing which eating habits for a reform was unbalanced diet. The students in this research have breakfast everyday and regularly. Regarding dietary attitudes, overweight group enjoyed eating healthy food more than normal and low body weight group did, and tried to eat what they have never eaten before. In conclusion, it's necessary for elementary school students that increase the control ability of self perceived health condition with education for good eating habit and grasp their condition themselves through the nutrition education in school.

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A Study on Multimedia Database Transmission Algorithm (멀티미디어 데이터베이스 전송 알고리즘에 관한 연구)

  • 최진탁
    • Journal of the Korea Computer Industry Society
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    • v.3 no.7
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    • pp.921-926
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    • 2002
  • B+-Tree is the most popular indexing method in DBMS to manage large size data in more efficiency. However the existing B+-Tree has shortcomings in there is overhead on DISK/IO when the first time of constructing DB or of making Index, and it lessens the concurrency if there are frequent delete operations so that the index structure also should be changed frequently. To solve these problems almost DBMS is using batch construction method and lazy deletion method. But to apply B+-Tree, which is using batch construction method and lazy deletion method, into DBMS the technique for controlling and recovering concurrency is necessary, but its researching is still unsatisfactory so that there is a problem on applying it into actual systems. On this paper I suggest the technique for controlling and recovering concurrency how to implement the batch construction method and the lazy deletion method in actual DBMS. Through the suggested technique there is no cascade rollback by using Pending list, it enhances the concurrency by enabling insertion and deletion for base table on every reconstruction, and it shortens transaction response time for user by using system queue which makes the batch constructing operation is processed not in user's transaction level but in system transaction level.

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Design and Implementation of a Video-On-Demand System using Software RAID Technology (소프트웨어 RAID 기술을 이용한 주문형 비디오 시스템의 설계 및 구현)

  • Kim, Jong-Hoon
    • Journal of The Korean Association of Information Education
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    • v.3 no.1
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    • pp.22-32
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    • 1999
  • In this paper, a von system which is based on current computer technologies is implemented. This von system organizes many personal computers in a local network into a configuration server, storage servers, and clients. To provide reliability, the data is stored using software RAID technology. Also, multimedia services are client-based for efficiency. The software components of this von system are the von configuration software, the von configuration service software, the von management software, and the von service software. Only the von service software runs in the client, while all the others run in the configuration server. The operating system on which the configuration server is run is the Windows NT such that the software executes like the UNIX-daemon process in the Windows NT service manager.

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Smartphone Application's User Interface Design, User's Cognitive Functions, and Work Performance (사용자 인지기능을 매개로 스마트폰 애플리케이션의 사용자환경 디자인이 애플리케이션 이용성과에 미치는 영향)

  • Jung, Wonjin;Yim, Hyung-Rok
    • The Journal of Information Systems
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    • v.23 no.3
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    • pp.1-23
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    • 2014
  • Nowadays, smartphones have become a portable multimedia computer because of a variety of useful applications in our daily lives, which can be downloaded and installed easily in smartphones. Despite of the fact that, however in the IS literature there has been little research on smartphone applications' user interface design. Specifically, there has been little understanding about smartphone users' cognitive functions as a mediating variable in the relationship between the user interface design of smartphone applications and users' work performance with the applications. Thus, the research aims of this study are to examine 1) the effects of the user interface design attributes including simplicity, consistency, and metaphor on the compliance with or the extension of users' mental models representing users' cognitive functions, and 2) the effects of the users' cognitive functions on their work performance with the applications. A survey was conducted and Structural Equation Modeling(SEM) was employed to analyze the data. The results of this study showed that two of the user interface design attributes, simplicity and consistency, strongly affected users' cognitive functions. In addition, users' cognitive functions significantly influenced users' work performance. However, there was no relationship between the metaphors in the user interfaces of smartphone applications and the compliance with users' mental model. This study contributed theoretically not only to explore users' mental models that are rarely investigated in the IS field, but also to add some findings related to users' cognitive functions to the IS literature. This study also can help practitioners to develop more user friendly user interfaces of smartphone applications by suggesting the design attributes, such as simplicity, consistency, and metaphor.

Digital contents copyright protection and management system by MPEG-4 IPMP (MPEG-4 IPMP에 따른 디지털 콘텐츠 저작권 보호 및 관리 시스템)

  • 박철민;임산송;김창수;김광용;정회경
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2003.10a
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    • pp.512-515
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    • 2003
  • MPEG-4 has mediocrity Standing encoding personality to process multimedia data including audio and video etc in the Internet and computer. It can use extensively without being limited to one territory of communication, computer, broadcasting, Mobile etc. Like this, according as digital contents do fetters to MPEG-4 is circulated, copyright problem was risen. So, people had a lot of interests to protect and manage copyright. Hereupon, MPEG of the ISO/IEC established IPMP(Intellectual Property Management and Protection) standard, and supplements and corrects continuously standard. Therefore, existing system does fetters to MPEG-4 need system that process IPMP information. Hereupon, in this paper, designed system module that is processed by IPMP extension standard that progress now, and embodied copyright protection and management system that user can insert and update IPMP information efficiently within whole or specification part of MPEG-4 digital contents.

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