• Title/Summary/Keyword: multimedia scenario

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A study on the interworking between IPv4 network and IPv6 (IPv4 네트워크와 IPv6 네트워크 간의 연동)

  • 김상범;김두석
    • Proceedings of the IEEK Conference
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    • 2000.06a
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    • pp.89-92
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    • 2000
  • In this paper, we consider the interworking methods for Internet layer 3 protocols. The legacy protocol for Internet is IPv4(IP version 4). The ability of IPv4 is not enough for modern real time multimedia communication services. So IPv6(IP version 6) protocol was suggested to resolve the problems of IPv4. 6Bones(IPv6 Backbones) have also constructed from 1996 in many countries. The 6Bones should be interoperatable to the legacy internet. To support all data services including voice and video, IP protocol should be enhanced because the characteristics of modern network services are requiring QoS(Quality of Service) functions, plug and play, security, mobility and so on. So a new IP protocol, IPv6, has been developing to meet the requirements. In this paper, some migration methods for internets are described. We first describe the protocol compatibility problems and suggest some solutions and scenario to solve the problems.

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Compression history detection for MP3 audio

  • Yan, Diqun;Wang, Rangding;Zhou, Jinglei;Jin, Chao;Wang, Zhifeng
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.12 no.2
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    • pp.662-675
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    • 2018
  • Compression history detection plays an important role in digital multimedia forensics. Most existing works, however, mainly focus on digital image and video. Additionally, the existed audio compression detection algorithms aim to detect the trace of double compression. In real forgery scenario, multiple compression is more likely to happen. In this paper, we proposed a detection algorithm to reveal the compression history for MP3 audio. The statistics of the scale factor and Huffman table index which are the parameters of MP3 codec have been extracted as the detecting features. The experimental results have shown that the proposed method can effectively identify whether the testing audio has been previously treated with single/double/triple compression.

A Location Context Management Architecture of Mobile Objects for LBS Application

  • Ahn, Yoon-Ae
    • Journal of the Korean Data and Information Science Society
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    • v.18 no.4
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    • pp.1157-1170
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    • 2007
  • LBS must manage various context data and make the best use of this data for application service in ubiquitous environment. Conventional mobile object data management architecture did not consider process of context data. Therefore a new mobile data management framework is needed to process location context data. In this paper, we design a new context management framework for a location based application service. A suggestion framework is consisted of context collector, context manager, rule base, inference engine, and mobile object context database. It describes a form of rule base and a movement process of inference engine that are based on location based application scenario. It also presents an embodiment instance of interface which suggested framework is applied to location context interference of mobile object.

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3D Multimedia Manipulation System using XML-based Scenario (XML기반 시나리오를 이용한 3D 멀티미디어 제작 시스템)

  • Jeon, Hyoung-Jun;Kim, Jang-Sik;Hwang, Bu-Hyun
    • Proceedings of the Korean Information Science Society Conference
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    • 2005.11b
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    • pp.106-108
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    • 2005
  • 3D에 대한 관심이 높아지면서 3D 애니메이션, 가상 현실, 3D 게임 등의 다양한 응용 분야에서 3D 컨텐츠에 대한 기술이 급격히 증가하였다. 그러나 3D 컨텐츠를 개발하기 위하여 특별한 3D 컨텐츠 개발 소프트웨어를 배워야 하고, 그에 따른 시간을 필요로 한다. 또한 여러 가지 상이한 개발 소프트웨어를 사용하여 개발하기 때문에 개발 소프트웨어마다 다른 방식으로 결과물들이 나온다. 본 논문에서는 이런 문제점들을 해결하기 위하여 XML 기반의 시나리오를 제안하였다. 그리고 XML 기반의 시나리오에 맞게 컨텐츠를 제작할 수 있는 시나리오 작성모듈과 XPlayer를 개발하였다. 그 결과 XML의 특징인 유연성과 확장성을 이용하여 개발 소프트웨어에 의존하지 않는 3D 멀티미디어 컨텐츠의 제작을 가능하게 하였고, 제작된 3D 객체들은 XML을 통해 모든 객체들을 요소(element)화하여 객체의 재사용을 가능하게 하였다.

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The architecture of future ingegrated network of mobile into B-ISDN (차세대 광대역 유무선 통합망의 구조 설계)

  • 강경훈;유제훈;이윤주;김수중
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.22 no.8
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    • pp.1643-1651
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    • 1997
  • Next generation mobile networks will be demanded to support high speed data and multimedia services in addition to extisting serviced including voice communications. In this paper, we discuss the requirements of the wireless service with broad range of appkications, and present several types of architecture for future bobile network. After a brief comparative analysis, we propose a most practical and feasible one. And also, we discuss possible interworking scenarios between radio access system and intelligent network. In consideration of the selected infrastructure and scenario, we present protocol architectures and basic functions of radio access system. Based on the architecture, we believe that the itegrated system can be realized with such advantages of easy interworking, high feasibility on common services, easy introduction to new services, and unified operation.

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Mobile disaster alert scenario using multimedia technology (멀티미디어 기술을 활용한 모바일 재난경보 시나리오)

  • Kwak, Chunsub;Suh, Young-Woo;Lee, Hyun-Ji
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2019.06a
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    • pp.208-211
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    • 2019
  • 뉴스, 광고, 도서에 이르는 디지털 정보들은 멀티미디어 기술로 진화하고 있다. 하지만 재난 상황에서 신속히 전달되는 재난 경보는 아직까지 멀티미디어 기술이 거의 적용되지 않았다. 이미 사람의 대응 행동을 유발하는 재난상황에서 효과적인 경보를 위한 멀티미디어 기술의 선행 연구가 있다. 본 연구는 2016년 경주지진, 2017년 포항지진 상황을 유사하게 가정하여 모바일 재난경보에서 멀티미디어 기술을 접목하는 방안을 도출하였다. 제작된 시나리오는 적용 가능한 멀티미디어 기술 중에서 국내에도 필요한 기능을 중심으로 기술 구현 가능성을 고려하여 6가지 멀티미디어 기술을 적용하였다. 본 논문에 기술은 기존의 재난문자방송과 대비하여 도입이 필요한 6가지 멀티미디어 기술의 차별적 특징을 담고 있다.

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Polar coded cooperative with Plotkin construction and quasi-uniform puncturing based on MIMO antennas in half duplex wireless relay network

  • Jiangli Zeng;Sanya Liu
    • ETRI Journal
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    • v.46 no.2
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    • pp.175-183
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    • 2024
  • Recently, polar code has attracted the attention of many scholars and has been developed as a code technology in coded-cooperative communication. We propose a polar code scheme based on Plotkin structure and quasi-uniform punching (PC-QUP). Then we apply the PC-QUP to coded-cooperative scenario and built to a new coded-cooperative scheme, which is called PCC-QUP scheme. The coded-cooperative scheme based on polar code is studied on the aspects of codeword construction and performance optimization. Further, we apply the proposed schemes to space-time block coding (STBC) to explore the performance of the scheme. Monte Carlo simulation results show that the proposed cooperative PCC-QUP-STBC scheme can obtain a lower bit error ratio (BER) than its corresponding noncooperative scheme.

Performance of Digital Drone Signage System Based on DUET

  • Isaac Sim;Young Ghyu Sun;Soo Hyun Kim;SangWoon Lee;Cheong Ghil Kim;Jin Young Kim
    • Journal of Web Engineering
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    • v.21 no.2
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    • pp.391-404
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    • 2021
  • In this letter, we study a scenario based on degenerate unmixing estimation technique (DUET) that separates original signals from mixture of FHSS signals with two antennas. We have shown that the assumptions for separating mixed signals in DUET can be applied to drone based digital signage recognition signals and proposed the DUET-based separation scheme (DBSS) to classify the mixed recognition drone signals by extracting the delay and attenuation components of the mixture signal through the likelihood function and the short-term Fourier transform (STFT). In addition, we propose an iterative algorithm for signal separation with the conventional DUET scheme. Numerical results showed that the proposed algorithm is more separation-efficient compared to baseline schemes. DBSS can separate all signals within about 0.56 seconds when there are fewer than nine signage signals.

Development of multimedia Contents for Paintings and Orignal Forms of Shaman Spirit in Korean shamanism (한국 무속신앙에 나타난 무신도(巫神圖)와 무신원형의 멀티미디어 컨텐츠 개발 방안 연구)

  • 한지애;류시천;김병욱;고광필;남병호
    • Archives of design research
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    • v.17 no.3
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    • pp.199-208
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    • 2004
  • From the aspect that design should respond to the necessity of various cultural bases, design is important to be grafted to Korean traditional culture. This circumstance leads this study to clarify the plan of multimedia contents development of 'paintings and original forms of shaman spirit' in Korean shamanism as one of realistic re-illumination works for Korean cultural original forms. The main study results are conduded as followings through literature reviews, internet searches and case studies. First, 'the planning process' necessary for the development of scenarios, characters and multimedia contents are suggested based on the establishment of hierarchy structure among shaman spirits which are classified into necromancer, human being, nature and life after death. Second, relating to execution of process above, it is suggested that 'the strategic. plan by business items and its genres' such as blessing fancy goods, characters for mobile or game, scenarios for game or animation, online digital exorcisms, e-cards, e-talismans and so on. Finally, as future industrialization concerns, 'the industrial development plan' is suggested which can be extended to scenario-based original businesses such as game scenarios for online or mobile and heroism fictions. The study results highlight the fact that multimedia design approach are considered for expanding the target and scope of creative material for Korean cultural original forms. Future researches, based on the results of the study, are expected to be expanded to the various designerly-thinking approaches into 'Shaman' themes and rather to be re-illuminated to the development of Korean cultural original forms as a nation's strategic standpoint.

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A Study on the Development of Guide to Overcome Risks When Buying Wines (와인 구매 리스크 극복을 위한 가이드 개발 방안에 관한 연구)

  • Yoon, Yong;An, Oug Hyun;Kim, Youn Sung
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.5 no.4
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    • pp.753-760
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    • 2015
  • The Korean wine market is growing year by year recently especially in Off-trade market. It shows not just a part of the very few consumer-driven trend. The purchases of wine is always not so easy because the risk factors and failure points occur when buying wines. Most of wine consumers feel difficulties when buying wines at phase of previous step, buying step and after buying step. Wine consumers can be divided into the wine experts, wine lovers, novices, outsiders. To guide an wine buying with less failures to each representative of wine consumer characteristics and needs, user persona and scenario for the reduced failure were derived.