• Title/Summary/Keyword: multimedia synchronization algorithm

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A Real Time Multiplayer Network Game System Based on a History Re-Transmission Algorithm

  • Kim, Seong-hoo;Park, Kyoo-seok
    • Journal of Korea Multimedia Society
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    • v.7 no.6
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    • pp.814-823
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    • 2004
  • Current video games and game room games are played as a single player mode on the basis of various emulators. With the evolution of data communications and game technology, a new trend in the game industry has made the primary interests of game developers and companies in the game industry be moved toward a multiplayer mode from the traditional single player mode. In this paper, we represent how to implement a network game platform by allowing network modules to be run in conjunction with the current video emulator games. It also suggests a synchronization scheme for real-time game playout and practical mechanism that can support network games to be played with the Peer-to-Peer process using a lobby system.

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Low-Complex Timing Synchronization Algorithm for OFDM System (OFDM 수신기를 위한 낮은 복잡도의 초기 시간 동기 알고리즘)

  • 남광호;이태흥
    • Proceedings of the Korea Multimedia Society Conference
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    • 2002.11b
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    • pp.613-616
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    • 2002
  • 본 논문은 OFDM의 Cyclic Prefix를 사용하여 적은 계산랑을 통해 보다 빠른 초기 시간동기획득을 구현하였다. QPSK 매핑 신호를 입력으로 하고 수신단에서 계산의 복잡도를 줄이기 위해 실수 부와 허수 부를 양자화를 하고 양자화된 신호를 이용하였다. 또한 양자화된 신호의 개수를 줄이는 방법으로 샘플링을 통해 기존의 상관성 알고리즘에 적용할 데이터 량을 줄였다. 즉, 계산량과 복잡도를 줄여 초기 시간 동기 획득률을 유지하면서 복잡도를 줄였다.

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Symbol Timing Synchronization Algorithm on OFDM System for Speed Up (OFDM 시스템에서 속도 향상을 위한 심볼 타이밍 동기 기법)

  • 진상욱;이태홍
    • Proceedings of the Korea Multimedia Society Conference
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    • 2001.11a
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    • pp.56-59
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    • 2001
  • OFDM 시스템은 부반송파의 직교성을 이용하는 특징으로 인하여 신호치 시간동기 및 주파수동기가 맞지 않은 경우 수신신호를 정확히 복조하기가 거의 불가능하다. 보호구간(Guard Interval)은 신호의 데이터 구간 일부분을 복사하여 심볼의 앞에 추가하는 CP(Cyolic Prefix)방식을 사용하고 있으며, 채널에서 발생하는 ISI(InterSymbol Interference)를 흡수하는 중요한 역할을 한다. 본 논문에서는 시간동기에 사용되어지는 보호구간을 여러 부구간으로 나눈 후, 이를 이용하여 심볼 타이밍 동기를 추정하고자 한다. 제안된 방법은 기존의 방법에 비해 성능의 손실없이 많은 계산량을 줄이는 방법으로서 수신기의 구조를 단순화시킬 수 있다. 여러 채널 환경에서의 모의 실험을 통해 제안한 방법과 기존의 방법을 비교하였다.

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The DLB Method for Multimedia Synchronization in the ATM Networks (ATM 망에서 멀티미디어 동기화를 위한 DLB 기법)

  • 구경옥;이병수;조용환
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.22 no.4
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    • pp.842-854
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    • 1997
  • In this paper, the improved Dual Leaky-Bucket(DLB) algorithm is proposed to reduce the synchronous cell loss rate. The conventional DLB algorithm does not support synchronous cells, but the proposed algorithm gives higher priority to synchronous cells. To reduce synchronous cell loss rate, the synchronous cell detector is used in the proposed algorithm. Synchronous cell detector detects synchronous cells, and passes them cells to the 2nd Leaky-Bucket. So it is similar to give higher priority to synchronous cells. In this paper, the proposed algorithm used audio/videl traffic modeled by On/Off and Two-state MMPP, and simulated by SLAM II package. As simulation results, the proposed algorithm gets lower synchronous cell loss rate than the conventional DLB algorithms. The improved DLB algorithm for multimedia synchronization can be extended to any other cells which require higher priority.

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Stereo-video Synchronization for 3D Video Transmission (3차원 비디오 전송을 위한 스테레오비디오 동기화 방법)

  • Lee, Dong-Jin;Lee, Seon-Oh;Sim, Dong-Gyu;Lee, Hyuk-Joon
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.34 no.4B
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    • pp.349-359
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    • 2009
  • In this paper, we propose a stereo-video transmission method for reduction of delay and maximization of 3D effect. Conventional multimedia synchronization algorithms were designed to achieve minimum delay and synchronize multiple video and audio streams, however, they could not be effective for 3D video transmission. In this paper, we proposed a synchronization algorithm by considering the minimum error of time difference between streams for 3D effect. The minimum error of time difference for 3D effect was derived based on a 3D subjective quality test. We compute display time of the delivered videos within the allowed time-difference and the video are displayed according to the display time. To evaluate the performance of the proposed algorithm, we implemented a real-time video communication system and subjective quality test has been conducted with the proposed system. We found that video quality displayed by the proposed system. We found that video quality displayed by the proposed algorithm ranks 'good' and 'excellent' in the DMOS (Differential Mean Opinion Score) scale, based on the MOS (Mean Opinion Score) test.

Synchronization Method using Transmission Delay and Synchronization Interval Control (전송 지연 시간과 동기 구간 조정에 의한 동기화 기법)

  • 김지연
    • Journal of the Korea Society of Computer and Information
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    • v.6 no.4
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    • pp.94-99
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    • 2001
  • Recently a lot of informations is interchanged among many users through the network such as Internet. In this situation. multimedia data transfer has some problems. that are jitter, the difference of delay in arriving packets, and loss of data due to the various delay between sender and receiver. The arriving data packets are not synchronized because of those problems. Especially, an efficient method is needed to revise the sudden large changes of the delay, called spike-like delay. which is occured in explosive growth of networking. We propose efficient synchronization algorithm which controls synchronization interval and adjusts to sudden changes in networks. The algorithm, a receiver-driven adaptive synchronization method, is to synchronize the arriving data packets against spike-like delay and decrease the loss of them. In addition, another method is proposed in this paper. The method uses the probabilistic features of delay distribution appearing in general network. It is evaluated for the loss of data packets and the delay times.

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Embedded One Chip Computer Design for Hardware Implementation of Genetic Algorithm (유전자 알고리즘 하드웨어 구현을 위한 전용 원칩 컴퓨터의 설계)

  • 박세현;이언학
    • Journal of Korea Multimedia Society
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    • v.4 no.1
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    • pp.82-90
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    • 2001
  • Genetic Algorithm(GA) has known as a method of solving NP problem in various applications. Since a major drawback of the GA is that it needs a long computation time, the hardware implementation of Genetic Algorithm is focused on in recent studies. This paper proposes a new type of embedded one chip computer fort Hardware Implementation of Genetic Algorithm. The proposed embedded one chip computer consists of 16 Bit CPU care and hardware of genetic algorithm. In contrast to conventional hardware oriented GA which is dependent on main computer in the process of GA, the proposed embedded one chip computer is independent on main computer. Conventional hardware GA uses the fixed length of chromosome but the proposed embedded one chip computer uses the variable length of chromosome by employing the efficient 16 bit Pipeline Unit. Experimental results show that the proposed one chip computer is applicable to the design of evolvable hardware for Random NRZ bit synchronization circuit.

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Synchronization of SMIL Documents using UML Use Case Diagrams and Sequence Diagrams (UML 사용 사례 다이어그램과 순서 다이어그램을 이용한 SMIL 문서 동기화)

  • Chae, Won-Seok;Ha, Yan;Kim, Yong-Sung
    • Journal of KIISE:Software and Applications
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    • v.27 no.4
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    • pp.357-369
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    • 2000
  • SMIL(Synchronized Multimedia integration Language) allows integrating a set of independent multimedia objects into a synchronized multimedia presentation. In this paper, I propose modeling rules, formal models, modeling function and an algorithm for SMIL documents using use case diagram and sequence diagram of UML(Unified Modeling Language), It will be used the use case diagram and collaboration diagram for object-oriented visualizing tool to describe the temporal behavior of the presentation. The main contribution of this paper is that developers of SMIL documents easily generate them using this rules and algorithm. And, the formal models and modeling functions provide an environment for processing object-oriented documents.

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Class Analysis Method Using Video Synchronization Algorithm (동영상 동기화 알고리즘을 이용한 수업 분석 방법)

  • Kwon, Ohsung
    • Journal of The Korean Association of Information Education
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    • v.19 no.4
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    • pp.441-448
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    • 2015
  • This paper describes about a software implementation for class analysis and quantization based on our video synchronization method. We proposed a new indexing method, synchronization strategies, and data structure for our analyzer implementation. We implemented a class video analyzer using intelligent multimedia technologies which can play class video selectively. Our proposed method analyzes class videos depending on the time schedule composed of introduction, development and summary stages. We apply our analysis filters to the class videos in the predefined regular intervals. We experimented on the synchronization performance of our proposed method and software. In the experimental, we could demonstrate the effectiveness and practicality of our class analyzing method within the margin of error.

A History Retransmission Algorithm for Online Arcade Video Games

  • Kim Seong-Hoo;Park Kyoo-Seok
    • Journal of Korea Multimedia Society
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    • v.8 no.6
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    • pp.798-806
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    • 2005
  • In this paper, we suggest a game system that can support network modules for multi-platform based video games, and built a system that can convert from a single-user game to multi-user game. In this system, we bring in an initial delay buffering scheme on clients to handle any periods of latency occurring from the load fluctuation in a network, when a real-time game is played, and shows that stable play for a game is achieved as the result of the scheme. This paper also presents a retransmission algorithm based on the history of game commands to handle drawbacks of UDP mechanism. And, we evaluate the network delay and packet loss using the simulation tool NS2, and shows the case of 0.3 second buffer delay is the most suitable for recovery.

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