• Title/Summary/Keyword: multimedia server

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Embedded System Design of Automotive Media Server Platform with the MOST Interface (MOST 인터페이스를 갖는 차량용 미디어 서버 플랫폼에 대한 임베디드 시스템 설계)

  • Kwak, Jae-Min;Park, Pu-Sik
    • Journal of Advanced Navigation Technology
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    • v.10 no.3
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    • pp.262-267
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    • 2006
  • For growing need for the multimedia application in the vehicles, the MOST protocol has been focused on. The MOST protocol supports three kinds of communication modes; short control message, asynchronous packets, and reserved synchronous stream data. Because of a variety of transportation, the MOST is suitable for various applications in vehicle environment. In this paper, we implemented embedded system which is MOST-enabled AMS platform and tested the network communication operation through the control port and the synchronous channel of the source port. We implemented the prototype platforms which communicate each other on the MOST's POF network. Moreover we implemented the DivX decoder attached AMS platform and verified the operation by transferring the video stream and the control messages through the MOST network.

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Bandwidth Analysis of Massively Multiplayer Online Games based on Peer-to-Peer and Cloud Computing (P2P와 클라우드 컴퓨팅에 기반한 대규모 멀티플레이어 온라인 게임의 대역폭 분석)

  • Kim, Jin-Hwan
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.19 no.5
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    • pp.143-150
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    • 2019
  • Cloud computing has recently become an attractive solution for massively multiplayer online games(MMOGs), as it lifts operators from the burden of buying and maintaining hardware. Peer-to-peer(P2P) -based solutions present several advantages, including the inherent scalability, self-repairing, and natural load distribution capabilities. We propose a hybrid architecture for MMOGs that combines technological advantages of two different paradigms, P2P and cloud computing. An efficient and effective provisioning of resources and mapping of load are mandatory to realize an architecture that scales in economical cost and quality of service to large communities of users. As the number of simultaneous players keeps growing, the hybrid architecture relieves a lot of computational power and network traffic, the load on the servers in the cloud by exploiting the capacity of the peers. For MMOGs, besides server time, bandwidth costs represent a major expense when renting on-demand resources. Simulation results show that by controlling the amount of cloud and user-provided resource, the proposed hybrid architecture can reduce the bandwidth at the server while utilizing enough bandwidth of players.

Develop 3D Prostate Cancer Visualization Tool in Smart Care System (스마트 케어 시스템에서의 3차원 전립선 암 가시화 도구 개발)

  • Ahn, Byung Uk;Shin, Seung Won;Choi, Moon Hyung;Jung, Seung Eun;Kim, Kwang Gi
    • Journal of Korea Multimedia Society
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    • v.19 no.2
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    • pp.163-169
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    • 2016
  • In Korea, prostate cancer accounted for generating growth rate second the following thyroid cancer, because of western dietary habits. Survival rate of prostate cancer after clinical behavior is changed depend on follow-up management. A telemedicine have been applied to replacement of medical specialist in rural area, and a quick reaction to emergency situation. Our study developed prostate 3-dimensional (3D) visualization program and designed prostate aftercare system architecture, called smart care, using a device that can access the Internet. Region of interest (ROI) in prostate was manually segmented by physicians and visualized to 3D objects and sent to PACS Server as DICOM images. So, medical personnel could confirm patients' data along with 3D images not only PACS system, but also portable device like a smart phone. As a result, we conducted the aftercare service to 98 patients and visualize 3D prostate images. 3D images had advantage to instinctively apprehend where lesion is and make patients to understand state of their disease easily. In the future, should conduct an aftercare service to more patients, and will obtain numerical index through follow-up study to an accurate analysis.

A Study on New Selective Agent Attack Technology in Windows System (윈도우시스템에서 새로운 선택적 에이전트 공격 기술에 관한 연구)

  • Kim, Yeong-Woo;Lim, Young-Hwan;Park, Won-Hyung
    • Journal of Korea Multimedia Society
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    • v.15 no.2
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    • pp.226-233
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    • 2012
  • Recently, Like we saw with 3.4 DDoS Cyber Terror, a behavior of cyber terror becomes increasingly more complicated, sophisticated and larger, and there has been largely damage on industry, the general economy. For responding cyber terrors which occur in the future, we should recognize security holes of system which isn't exposed yet before attacker in advance as we anticipate and implement new technique of cyber attack which not exist hitherto. We design and implement a new technique of cyber attack; it seems to us that a server denies agent' service by altering value of registry in windows system. Network connections of agent are restricted to the new technique we suggest as the a value of registry is changed to a less value than a necessary value and there has happened packet loss by attacker.

A Design of Service Improvement Model for Emergency Medical System using Augmented Reality (증강현실을 이용한 응급환자 의료서비스 향상 모델 설계)

  • Jeong, Yoon-Su;Kim, Yong-Tae;Park, Gil-Cheol
    • Journal of Convergence for Information Technology
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    • v.7 no.1
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    • pp.17-24
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    • 2017
  • In the medical field, augmented reality is being used for surgical and medical education. However, augmented reality technology is not applied to emergency patients. In this paper, we propose a medical service support model that can support rapid medical service to emergency patients through an augmented reality - based IT device. The proposed model has the function of collecting the information necessary for the first aid simply through the IT equipment based on the reality of reality, and also receiving the first aid method appropriate for the emergency situation to the medical staff and supporting the service. In addition, the proposed model hierarchically collects information related to emergency patient information inquiry, emergency patient status and emergency treatment based on Analytic Hierarchy Process (AHP). The collected information uses a pair of comparison matrices to compensate for the ambiguity between the information. In particular, the collected information is stored in the server of the medical staff, and in addition to the unique information of the collected information, the collected information can be reflected in the medical service of the medical staff.

Hybrid Data Recovery Technique of RAID Level 5 Architecture (RAID 레벨 5 구조의 혼합형 데이타 복구 기법)

  • Jeon, Sang-Hoon;Ahn, Byung-Chul
    • Journal of KIISE:Computer Systems and Theory
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    • v.27 no.7
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    • pp.675-683
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    • 2000
  • For real time services of multimedia applications, storage systems should provide data without degrading their performance. Since it is very important to recover data immediately at a disk failure, the disk recovery system is required. This paper presents a hybrid recovery scheme which prevents degraded the performance on a single disk failure at RAID level 5 architecture until the failed disk is replaced with a new disk. The proposed scheme is very economical compared to previous spare disk schemes because it does not use extra disks. The performance of the proposed scheme is evaluated and analyzed with that of the RAID level 5 for various requested sizes through the simulation. The results show that the performance of the proposed scheme is improved up to 20 percents at the failure mode and 80 percents at the reconfigured mode. After a multimedia server system has been built with a RAID controller and hard disks, the data recovery performance of the propose scheme are compared with the results of simulation.

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A Security Architecture for ID-Based Cryptographic Schemes in Ad Hoc Networks (Ad Hoc 네트워크에서 신원기반 암호기법을 위한 보안구조 설계)

  • Park Young-Ho;Rhee Kyung-Hyune
    • Journal of Korea Multimedia Society
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    • v.8 no.7
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    • pp.974-987
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    • 2005
  • As the ad hoc networks have been received a great deal of attention to not only the military but also the industry applications, some security mechanisms are required for implementing a practical ad hoc application. In this paper, we propose a security architecture in ad hoc networks for the purpose of supporting ID-based public key cryptosystems because of the advantage that ID-based schemes require less complex infrastructure compared with the traditional public key cryptosystems. We assume a trusted key generation center which only issues a private key derived from IDs of every nodes in the system setup phase, and use NIL(Node ID List) and NRL(Node Revocation List) in order to distribute the information about IDs used as public keys in our system. Furthermore, we propose a collaborative status checking mechanism that is performed by nodes themselves not by a central server in ad-hoc network to check the validity of the IDs.

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A Model of Dynamic Workload Balancer for VoD Systems (VoD 시스템을 위한 동적 작업부하조정기 모델)

  • Park, Jeong-Yun;Kim, Joong-Hwan;Kim, Sang-Chul
    • Journal of Korea Multimedia Society
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    • v.9 no.7
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    • pp.904-913
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    • 2006
  • The QoS(Quality of Service) of VoD(Video on Demand) systems can be improved by reducing the faults that the stream service request from clients is rejected by the VoD server or lost during the service. This paper proposes a model of Dynamic Workload Balancer that can adjust the workload dynamically through the periodical monitoring of the VoD system, and so increase the throughput. The proposed model runs independently from the VoD system by adopting the agent concept. The model comprises the agency part interfacing the VoD system and the intelligence part reasoning or teaming the facts required for the adjustment of workload. An experiment of implementing a simulator was conducted to see whether or not application of the proposed model to VoD system is effective. As a result of the experiment, it was found that the throughput was relatively increased when the proposed model was applied compared to existing means.

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Design and Implementation of OLE-Container for an Object-Oriented CASE Tool, OODesigner (객체 지향 CASE 도구 OODesigner에 대한 OLE-Container 기능의 설계 및 구현)

  • Choi, Gil-Rim;Kim, Tae-Gyun
    • Journal of Korea Multimedia Society
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    • v.8 no.4
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    • pp.575-585
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    • 2005
  • Research and development projects, in the past decade, has shown that object-oriented(OO) technology could importantly contribute in productivity and reusability improvement. There are various research areas related to OO technology. Two of major research fields in this areas are concerned in issues for CASE tools and component-based technologies. This paper discusses an example of applying component-based technology to a CASE tool. This paper proposes the research experience gained while we have incrementally developing OODesigner, an OO CASE tool, with compound document support functionality based on COM/OLE technology. As OODesigner with OLE container functionality has interoperability with other application programs of Windows system which can be run as a OLE server, it can provide more powerful documentation environment than other CASE tools. OODesigner can be used not only to design UML diagrams, but also to make documentation cooperatively with various kinds of OLE- enabled software like Recoder and Excel. Therefore we can conduct powerful and consistent documentation with the tool.

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Fast Game Encoder Based on Scene Descriptor for Gaming-on-Demand Service (주문형 게임 서비스를 위한 장면 기술자 기반 고속 게임 부호화기)

  • Jeon, Chan-Woong;Jo, Hyun-Ho;Sim, Dong-Gyu
    • Journal of Korea Multimedia Society
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    • v.14 no.7
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    • pp.849-857
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    • 2011
  • Gaming on demand(GOD) makes people enjoy games by encoding and transmitting game screen at a server side, and decoding the video at a client side. In this paper, we propose a fast game video encoder for multiple users over network with low-powered devices. In the proposed system, the computational complexity of game encoders is reduced by using scene descriptors, which consists of an object motion vector, global motion, and scene change. With additional information from game engines, the proposed encoder does not need to perform various complexity processes such as motion estimation and ratedistortion optimization. The motion estimation and rate-distortion optimization skipped by scene descriptors. We found that the proposed method improved 192 % in terms of FPS, compared with x264 software. With partial assembly code, we also improved coding speed by 86 % in terms of FPS. We found that the proposed fast encoder could encode over 60 FPS for real-time GOD applications.