• Title/Summary/Keyword: multimedia server

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The Efficient Buffer Management for a Multimedia File System (멀티미디어 파일 시스템을 위한 효율적 버퍼 관리)

  • Hong, Chul-Eui
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.15 no.8
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    • pp.1743-1749
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    • 2011
  • The multimedia data for video-on-demand(VOD) service has large, continuous and real time characteristics. The frequent disk I/O operations takes much time and decrease the system performance in multimedia services. Therefore the efficient buffer management is needed in order to reduce the disk accesses to multimedia data. This paper addresses how to increase the buffer hit ratio and the number of users in a multimedia service like VOD by increasing the utility of buffer. This paper also simulated various resource management algorithms and strategies and evaluated, compared and analyzed their performances.

Web-based Controlled Delivery and Consumption of Multimedia in MPEG-21 Framework

  • Hendry Hendry;Cha Kyung-Ae;Park Keunsoo;Kim Munchurl
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2004.11a
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    • pp.43-46
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    • 2004
  • MPEG-21 is an on-progress project of the Moving Picture Expert Group (MPEG) that has been started in many independent parts such as part for standardizing the declaration of a digital item (MPEG-21 Part 2: Digital Item Declaration), right expression language (MPEG-21 Part S: Rights Expression Language), way to process the digital item (MPEG-21 Part 10: Digital Item Processing), etc. All this part is intended to form a framework to enable transparent and augmented use of multimedia resources across a wide range of networks and devices (1). In this paper, we show our research initiative to develop a web-based application that utilized many parts of MPEG-21 technology. The implemented concept uses a digital item and license providers in the server side while the MPEG-21 Conformant application is implemented as a plug-in application that will be downloaded to the user terminal when user accesses the webpage for the frist time. The result of this research shows that with some combination of MPEG-21 parts, we can develop an authorized multimedia delivery and consumption application.

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An Adaptive Multimedia Synchronization Scheme for Media Stream Delivery in Multimedia Communication (멀티미디어 통신에서 미디어스트림 전송을 위한 적응형 멀티미디어 동기화 기법)

  • Lee, Gi-Sung
    • The KIPS Transactions:PartC
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    • v.9C no.6
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    • pp.953-960
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    • 2002
  • Rel-time application programs have constraints which need to be met between media-data. It is client-leading synchronization that is absorbing variable transmission delay time and that is synchronizing by feedback control and palyout control. It is the important factor for playback rate and QoS if the buffer level is normal or not. This paper, The method of maintenance buffer normal state transmits in multimedia server by appling feedback of filtering function. And synchronization method is processing adaptive playout time for smooth presentation without cut-off while media frame is skip. When audio frame which is master media is in upper threshold buffer level we decrease play out time gradually, low threshold buffer level increase it slowly.

Development of a High Performance Web Server Using A Real-Time Compression Architecture (실시간 압축 전송 아키텍쳐를 이용한 고성능 웹서버 구현)

  • Min Byungjo;Hwang June;Kim Hagbae
    • The KIPS Transactions:PartC
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    • v.11C no.6 s.95
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    • pp.781-786
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    • 2004
  • In these days, such services are popularized as E-commerce, E- government, multimedia services, and home networking applications. Most web traffics generated contemporarily basically use the Hyper Text Transfer Protocol(HTTP). Unfortunately, the HTTP is improper for these applications that comprise significant components of the web traffics. In this paper, we introduce a real-time contents compression architecture that maximizes the web service performance as well as reduces the response time. This architecture is built into the linux kernel-based web accelerating module. It guarantees not only the freshness of compressed contents but also the minimum time delay using an server-state adaptive algorithm, which can determine whether the server sends the compressed message considering the consumption of sewer resources when heavy requests reach the web server. Also, We minimize the CPU overhead of the web server by exclusively implementing the compression kernel-thread. The testing results validates that this architecture saves the bandwidth of the web server and that elapsed time improvement is dramatic.

Web Server Implementation via OpenWRT-based Wired/Wireless Router (OpenWRT 기반 유무선 공유기를 통한 웹 서버 구축)

  • Ha, Seung-Eup;Min, Jun-Ki;Ban, Tae-Hak;Jung, Hoe-Kyung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.10a
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    • pp.1055-1057
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    • 2013
  • Routers currently used in homes and institutions have a function of multiple computers to connect to the Internet with a single IP address. It is possible only through setting or establishing a separate operation in a used PC or server to function as a web/printer server, web hard, and P2P. In this paper, by utilizing the OpenWRT Linux-based through the construction of the Web server through a router OpenWRT of (Open Wireless Router) base, to build a server simple compact, low power consumption, low cost, to operate by reliability to provide Internet telephony and multimedia services high securely over the server security, which is based on the setting of policy and various firewall at the same time the configuration of the network utilizing OpenWRT router that can be enhanced, to construct a Web server through a router multi functional can receive the provision of services using the program PC and mobile APP.

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Reduction Method of Network Bandwidth Requirement for the Scalability of Multiplayer Game Server Systems (멀티플레이어 게임 서버 시스템의 규모조정을 위한 통신 대역폭 요건 감소 기법)

  • Kim, Jinhwan
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.13 no.4
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    • pp.29-37
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    • 2013
  • Multiplayer games typically organized based on a client-server(CS) or peer-to-peer(PP) architecture. The CS architecture is not scalable with the number of players due to a large bandwidth requirement at the server. The PP architecture, on the other hand, introduces significant overhead for the players, as each player needs to check the consistency between its local state and the state of all other players. We then propose a method that combines the merits of CS and PP. In this method, players exchange updates with lower priority in a peer-to-peer manner but communicate directly with a central server for the other updates. As a result, the proposed method has a lower network bandwidth requirement than the server of a CS architecture and the server bandwidth bottleneck is removed. For another important issue about multiplayer games, this method always maintains state consistency among players correctly. The performance of this method is evaluated through extensive simulation experiments and analysis.

Design and Implementation of a Multi-level VOD Server System (복합 다단계 주문형 비디오 서버의 설계 및 구현)

  • Suh, Duk-Rok;Gang, Dae-Hyeok;Kim, Su-Jeong;Lee, Won-Seok;Lee, Jeong-Su
    • The Transactions of the Korea Information Processing Society
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    • v.4 no.3
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    • pp.685-697
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    • 1997
  • A Viedo-on-Demand(VOD) service is a multimedia service that is realized by the rapid advance of computer and data communication techmologies. Basically, a VOD system is composed of a server and a number fo clients.The server stores and manages a large amount of digital moving picture data. Each slient sends an on-line requwet to the server and receives data for real-time displying. Many researches are performed on a VOD server using hard disks for the permanent video fata storage. However, a hard disk is less reliable and requires more storage cost than a massive storage device. Due to these resasons, a multi-level VOD system is proposed for using teh jukeboxes of optical disks as the permanent video storage,device. In this paper, we prpose the necessary software modules and protocols between the server and its clients for the implementation of the multi-level VOD server.

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Design of a Request Pattern based Video Proxy Server Management Technique for an Internet Streaming Service (인터넷 스트리밍 서비스를 위한 요청 기반 비디오 프록시 서버 관리 기법의 설계)

  • Lee, Jun-Pyo;Cho, Chul-Young;Lee, Jong-Soon;Kim, Tae-Yeong;Kwon, Cheol-Hee
    • Journal of the Korea Society of Computer and Information
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    • v.15 no.6
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    • pp.57-64
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    • 2010
  • Due to the limited storage space in video proxy server, it is often required to replace the old video data which is not serviced for long time with the newly requested video. This replacement causes the service delay and increase of network traffic. To circumvent this problem, we propose the an efficient replacement scheme in a video proxy server. In addition, we present a video data management technique for decreasing the number of replacement in video proxy server. For this purpose, we employ a memory in video proxy server. If the video segment which is loaded in memory is requested once again by a different user, this segment is resided in memory. The video in the memory is stored in the video proxy server depending on the consuming pattern by users. The simulation results show that the proposed algorithm performs better than other algorithms in terms of packet hit rate and number of packet replacement.

Design Of an Advertising I-Commerce Server Using Push Technology (푸시 기술을 이용한 광고형 전자상거래 서버의 설계)

  • 박은영;장시웅
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2000.10a
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    • pp.355-359
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    • 2000
  • This paper presents design of an advertising E-commerce (electronic commerce) serve. using push technology which provides clients with multimedia information such as text, audio and video according to their setting information. In the most of existing E-commerce system, users visit the web site in person, see and buy goods. In this paper we show the new E-commerce format: Clients select a field of advertisement of what they want to see on the browser, then EC server sends the clients moving advertisements at regular intervals. Subsequently, the users see advertisements and buy goods. The server of this system was designed using push server that saves moving advertisements in the database and sends the user-specific advertisements to users. The system designed in this study is very an active system contrary to existing passive E-commerce systems.

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Server Side Solutions For Web-Based Video

  • Biernacki, Arkadiusz
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.10 no.4
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    • pp.1768-1789
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    • 2016
  • In contemporary video streaming systems based on HTTP protocol, video players at the client side are responsible for adjusting video quality to network conditions and user expectations. However, when multiple video clips are streamed simultaneously, an intricate application logic implemented in the video players overlays the TCP mechanism which is responsible for a balanced access to a shared network link. As a result, some video players may not obtain a fair share of network throughput and may be vulnerable to an unstable video bit-rate. Therefore, we propose to simplify the algorithms implemented in the video players, which are responsible for the adjustment of video quality and constrain their functionality only to sending feedback to a server about a state of the player buffer. The main logic of the system is shifted to the server, which is now responsible for bit-rate selection and prioritisation of the video streams transmitted to multiple clients. To verify our proposition, we performed several experiments in a laboratory environment which show that when the server cooperates with the clients, the video players experience fewer quality switches and the system achieves better fairness when allocating network throughput among the video players. However, this comes at the cost of worse utilisation of network bandwidth.