• Title/Summary/Keyword: multimedia server

Search Result 743, Processing Time 0.034 seconds

Self-Networking and Replaceable Structure for Ubiquitous Multimedia Contents (유비쿼터스 멀티미디어 컨텐츠의 자기 네트워킹과 대체 구조에 대한 연구)

  • Jeong, Gu-Min;Park, Kyung-Joon;Ka, Chung-Hee;Ahn, Hyun-Sik;Moon, Chan-Woo
    • Journal of the Institute of Convergence Signal Processing
    • /
    • v.8 no.4
    • /
    • pp.244-248
    • /
    • 2007
  • In this paper, we propose a novel self-networking and replaceable structure method for the ubiquitous multimedia. As the contents in the ubiquitous multimedia should be realistic and continuously updated in the real-time manner, an efficient scheme of a self-networking and replaceable structure is necessary. In the proposed method, the contents itself connects to the server or corresponding devices and updates itself autonomously. Also, we can reduce the total amount of data transmission comparing to the cases where the whole contents should be downloaded. A Markov chain model is introduced for the proposed structure in order to perform the throughput analysis. The whole mechanism is implemented in the wireless handset and also, various applications of the scheme are discussed.

  • PDF

Realtime multimedia contents display system in Iphone (소켓 통신을 통한 아이폰에서의 이미지 및 동영상 컨텐츠 출력 시스템)

  • Kim, Young-Doo;Cho, Tai-Hoon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2010.05a
    • /
    • pp.585-588
    • /
    • 2010
  • Recently, there is increasing concern about smart phone due to the release of Iphone and Android phone. Like the normal desktop application, using multimedia contents will have important role for smart phone application. The multimedia contents mentioned here mean Image and Video. The famous codecs for Image and video are Jpeg Mpeg and h.264, which is popular recently as a vedeo codec because of its high compression ratio compared with the other video codecs. In this paper, we will use Jpeg and H.264 encoded raw sequences. This paper will suggest how to decode and display effectively Jpeg and H.264 raw sequences arrived from socket stream. And we will show you the simulation result.

  • PDF

Block Level Refinement of Popularity-Aware Interval Caching for Multimedia Streaming Servers (멀티미디어 스트리밍 서버를 위한 인기도 기반 인터벌 캐슁의 블록 수준 세분화 기법)

  • Kwon, Oh-Hoon;Kim, Tae-Seok;Bahn, Hyo-Kyung;Koh, Kern
    • Journal of KIISE:Computer Systems and Theory
    • /
    • v.34 no.4
    • /
    • pp.138-144
    • /
    • 2007
  • With recent proliferation of video-on-demand services, caching in a multimedia streaming server is becoming increasingly important. Previous studies have shown that request interval based caching and its extension for considering different video popularity performs well in various streaming environments. In this paper, we show that block level refinement of this existing scheme can further improve the performance of streaming servers. Trace driven simulations with real world VOD traces have shown that the proposed scheme improves the cache hit rate and the startup latency.

Design and implementation of IoT platform for collecting and managing the SmartFactory environment information

  • Kim, SungJin;Ra, SangYong;Kim, HwanSeog;Choi, JaeHong;Lee, JunDong
    • Journal of the Korea Society of Computer and Information
    • /
    • v.24 no.6
    • /
    • pp.109-115
    • /
    • 2019
  • Smart Factory is a part of and a key point of the 4th industrial revolution. It performs optimization from the whole viewpoint, using comprehensive data of the post-process data by utilizing various sensors, controllers, and mobile devices beyond the existing factory automation level. In this paper, we design and implement an IoT platform that can detect the safety factors of the workers, the environmental factors of the factory, and real time monitoring at the control center, among the fields to implement smart factory. To accomplish this, we construct a monitoring device that provides sensor information control, server transmission of sensor information, and visualization of collected information. By using this system, it is possible to maintain the temperature and humidity for the optimum working environment in the factory. and also, By using the beacon, it is possible to measure the working time of the worker and trace the position.

A Study on a Real Time Presentation Method for Playing of a Multimedia mail on Internet (인터넷상의 동영상 메일을 재생하기 위한 실시간 연출 기법 연구)

  • Im, Yeong-Hwan;Lee, Seon-Hye
    • The Transactions of the Korea Information Processing Society
    • /
    • v.6 no.4
    • /
    • pp.877-890
    • /
    • 1999
  • In this paper, a multimedia mail including video, sound, graphic data has been proposed as the next generation mail of the text based mail. In order to develop the multimedia mail, the most outstanding problem is the fact that the multimedia data are too huge to send them to the receiving end directly. The fact of big data may cause many problems in both transferring and storing the data of the multimedia mail. Our main idea is to separate between a control program for the multimedia presentation and multimedia data. Since the size of a control program is as small as a plain text mail, it has no problem to send it attached to the internet mail to the receiver directly. Instead, the big multimedia data themselves may remain on the sender's computer or be sent to a designated server so that the data may be transferred to the receiver only when the receiver activates the play of the multimedia mail. In this scheme, our research focus is paced on the buffer management and the thread scheduling for the real time play of the multimedia mail on internet. Another problem is to provide an easy way of editing a multimedia presentation for an ordinary people having no programming knowledge. For the purposed, VIP(Visual Interface Player) has been used and the results or multimedia mail implemented on LAN has been described.

  • PDF

Replication and Consistency Control in Hybrid Architectures for Multiplayer Online Games (멀티플레이어 온라인 게임을 위한 하이브리드 구조의 복제와 일관성 제어 기법)

  • Kim, Jin-Hwan
    • The Journal of the Institute of Internet, Broadcasting and Communication
    • /
    • v.16 no.4
    • /
    • pp.73-80
    • /
    • 2016
  • Multiplayer Online Games(MOG) using the Internet are typically organized based on a CS(client-server) or P2P(peer-to-peer) architecture. We then propose a method that combines a P2P architecture with a CS architecture in order to utilize their advantages. Most MOGs use a primary-copy replication approach that provides strong consistency control over an object. For each object and character there exists an authoritative copy, called primary copy and all other copies are secondary copies or replicas. Any update to the object has to be first performed on the primary copy. In the proposed hybrid architecture, primary copies may reside on the server or be held by clients. In this architecture, load balancing between a server and clients can be achieved by reducing the number of objects maintained by the server. Games consist of various types of actions with different consistency requirements. A multi-level approach to game consistency is sensible as it provides the best trade-off between consistency and performance. The performance for the hybrid game architecture with the primary-copy model is evaluated through simulation experiments and analysis in this paper.

An Implementation of Base System for Web-based Cyber Engineering Laboratories (공학용 가상 실험실을 위한 Web용 기반 시스템의 구축)

  • Han Sang-Hoon;You Sung-Hyun;Cho Hyung-Je
    • Journal of Engineering Education Research
    • /
    • v.3 no.1
    • /
    • pp.27-41
    • /
    • 2000
  • Recently there have been many Internet-based studies to provide personal users an efficient educational tool making use of multimedia data. The typical examples are remote education and virtual university where many educational trials on theory-based contents have been performed more frequently than those on experiment-based contents for engineering area. This paper describes about a base system implemented as an example of Internet-based experiment-oriented educations to establish cyber engineering laboratories for mechanics, electronics and chemistry. For the first time as a model of cyber engineering laboratories we herein Introduce in detail a server-and-client-based simulative method in which the result may be displayed on computer monitor of client PC while a simulator program is executed on the server. Secondly we introduce an interactive method in which the user of client PC may not only communicate directly with experiment server after initial connection with management server but also he can confirm the status of experiment being performed by way of video as well as experimental result.

  • PDF

Meta-server Model for Middleware Supporting for Context Awareness (상황인식을 지원하는 미들웨어를 위한 메타서버 모델)

  • Lee, Seo-Jeong;Hwang, Byung-Yeon;Yoon, Yong-Ik
    • Journal of Korea Spatial Information System Society
    • /
    • v.6 no.2 s.12
    • /
    • pp.39-49
    • /
    • 2004
  • An increasing number of distributed applications will be achieved with mobile technology. These applications face temporary loss of network connectivity when they move. They need to discover other hosts in an ad-hoc manner, and they are likely to have scarce resources including CPU speed, memory and battery power. Software engineers building mobile applications need to use a suitable middleware that resolves these problems and offers appropriate support for developing mobile applications. In this paper, we describe the meta-server building for middleware that addresses reflective context awareness and present usability with demonstration. Metadata is consist of user configuration, device configuration, user context, device context and dynamic image metadata. When middleware send a saving or retrieval request to meta-server, it returns messages to middleware after the verification of the request. This meta-server has the application for multimedia stream services with context awareness.

  • PDF

Internet Audio Broadcasting Technology Using MPEG-2 AAC Streaming (MPEG-2 AAC 스트리밍을 이용한 인터넷 오디오 방송기술)

  • 이태진;홍진우
    • The Journal of the Acoustical Society of Korea
    • /
    • v.21 no.2
    • /
    • pp.93-101
    • /
    • 2002
  • This paper presents the Internet audio broadcasting technology based on the streaming technology. In this paper, we choose the MPEG-2 AAC for multimedia data, and for the streaming of this data we use RTP/RTCP protocol. We use RTSP protocol for the control of streaming data and TCP/IP for the exchange of information between server and client. By using all of these protocols and MPEBG-2 AAC, we explain the implementation method for the unicast/multicast streaming server/client system. Our system was tested by ETRI intranet, which is connected by 2000 researchers. Experimental result show that our system can be process the packet loss and jitter by retransmission and variable length buffer. Multicast streaming server can be used for the audio broadcasting service inside the company, unicast streaming server can be used for the AOD (Audio On Demand) service.

Disk Load Balancing Scheme for High Speed Playback of Continuous Media in VOD Server (VOD서버에서 연속 매체의 고속 재생을 위한 디스크 부하 균형 정책)

  • Lee, Seung-Yong;Lee, Ho-Seok;Hong, Seong-Su
    • The Transactions of the Korea Information Processing Society
    • /
    • v.4 no.5
    • /
    • pp.1172-1181
    • /
    • 1997
  • A militimedia data is a data mixed of formatted data like an audio and video. Multimedia data has characteristics that it need large amount of storage,wide network bandwith andreal time responsibolity. Because of these characteristocs, the VOD server and continous media storage server have a disk stripe structure or disk stripe sructure or disk array structure(RAID).In the parallel disk access system,high-speed play-back of continous media using segment interleavung may not ensure Qos pf other cioents because of the concentrated load within some disks. The load concentration of disks is related to both the number of disks in the system and playback rate of contimous media.In this paper. we describe that high-speed playback scheme,which is independent of the number of disk and plyback rate can be achieved by technique of changing the in-teval of access to segnent location.We show the experimental result of this technique in this pater.

  • PDF