• Title/Summary/Keyword: 네트워크 미디어

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Title Generation Model for which Sequence-to-Sequence RNNs with Attention and Copying Mechanisms are used (주의집중 및 복사 작용을 가진 Sequence-to-Sequence 순환신경망을 이용한 제목 생성 모델)

  • Lee, Hyeon-gu;Kim, Harksoo
    • Journal of KIISE
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    • v.44 no.7
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    • pp.674-679
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    • 2017
  • In big-data environments wherein large amounts of text documents are produced daily, titles are very important clues that enable a prompt catching of the key ideas in documents; however, titles are absent for numerous document types such as blog articles and social-media messages. In this paper, a title-generation model for which sequence-to-sequence RNNs with attention and copying mechanisms are employed is proposed. For the proposed model, input sentences are encoded based on bi-directional GRU (gated recurrent unit) networks, and the title words are generated through a decoding of the encoded sentences with keywords that are automatically selected from the input sentences. Regarding the experiments with 93631 training-data documents and 500 test-data documents, the attention-mechanism performances are more effective (ROUGE-1: 0.1935, ROUGE-2: 0.0364, ROUGE-L: 0.1555) than those of the copying mechanism; in addition, the qualitative-evaluation radiative performance of the former is higher.

Design and Implementation of a H.264 Video player based on DirectShow via Bluetooth (블루투스를 이용한 DirectShow기반의 H.264 동영상 플레이어의 설계 및 구현)

  • Park, Tae-Jun;Cho, Tai-Hoon
    • Journal of the Korean Institute of Intelligent Systems
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    • v.19 no.4
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    • pp.493-498
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    • 2009
  • Bluetooth is a popular wireless data transmission method with low power consumption, but it has low data transmission rate. Thus, although many video stream players of a local or network file exist, there have been few players of video stream transmitted via Bluetooth. MPEG-4 AVC/H.264 codec is one of video codecs available with best compression rates for a certain quality, so a H.264 encoder seems to be adequate for video stream to be transmitted via Bluetooth. In this paper, we present a DirectShow filter based player of video stream encoded by H.264 codec, which is transmitted via Bluetooth. Details on the design and implementation of this program are described. Experimental results are shown to demonstrate the validity of the implemented program using various video samples.

On Unicast Routing Algorithm Based on Estimated Path for Delay Constrained Least Cost (경로 추정 기반의 지연시간을 고려한 저비용 유니캐스트 라우팅 알고리즘)

  • Kim, Moon-Seong;Bang, Young-Cheol;Choo, Hyun-Seung
    • Journal of Internet Computing and Services
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    • v.8 no.1
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    • pp.25-31
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    • 2007
  • The development of efficient Quality of Service (QoS) routing algorithms in high speed networks is very difficult since divergent services require various quality conditions, If the QoS parameter we concern is to measure the delay on that link, then the routing algorithm obtains the Least Delay (LD) path, Meanwhile, if the parameter is to measure of the link cast, then it calculates the Least Cost (LC) path. The Delay Constrained Least Cast (DCLC) path problem of the mixed issues on LD and LC has been shown to be NP-hard. The path cost of LD path is relatively mere expensive than that of LC path, and the path delay of LC path is relatively higher than that of LD path in DCLC problem. In this paper. we propose the algorithm based on estimated path for the DCLC problem and investigate its performance, It employs a new parameter which is probabilistic combination of cost and delay, We have performed empirical evaluation that compares our proposed algorithm with the DCUR in various network situations.

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Control of HD Video Streaming Using IEEE802.11e MAC Parameters (IEEE802.11e의 MAC 파라미터를 이용한 적응적인 HD급 비디오 스트리밍 제어)

  • Park, Chun-Bae;Lee, Yong-Hyun;Park, Gwang-Hoon;Kim, Kyu-Heon;Chung, Young-Sik;Huh, Jae-Doo;Suh, Doug-Young
    • Journal of Broadcast Engineering
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    • v.13 no.5
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    • pp.696-706
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    • 2008
  • In this paper we show the performance of the network-adaptive high-definition scalable video streaming using QWLAN board with IEEE 802.11e MAC monitoring and control. Realtime collected MAC parameters are used to determine which video data is extracted for the predicted available bandwidth. To achieve performance, extraction through R-D is proposed instead of the standard video packet extraction. It is shown through experiments that streaming video quality can be enhanced by fast adaptation to network conditions by using the proposed method.

A Study of Development for High-speed Cloud Video Service using SDN based Multi Radio Access Technology Control Methods (초고속 클라우드 비디오 서비스 실현을 위한 SDN 기반의 다중 무선접속 기술 제어에 관한 연구)

  • Kim, Dongha;Lee, Sungwon
    • Journal of Broadcast Engineering
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    • v.19 no.1
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    • pp.14-23
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    • 2014
  • This paper proposed controlling methods for SDN(Software Defined Network) based multiple radio access technology as the solutions of following two issues which were mainly occurred by explosive increasing of video traffic. The first one is a requirement for traffic off-loading caused by 3rd-party video service providers from the mobile network operator's viewpoint. The other one is a provision of high-speed video contents transmission services with low price. Furthermore, the performance evaluation was also conducted on the real test-bed which is composed of OpenStack cloud and SDN technology such as OpenFlow and Open vSwitch. A virtual machine running on the OpenStack provide a video service and the terminal which is able to use multiple radio access technology supports two 2.4GHz WLANs(Wireless Local Area Network) and three 5GHz WLANs, concurrently. Finally, we can get 820Mbps of the maximum transmission speed by using that five WLAN links for the single service at the same time.

Casual Game Production Using Spritekit (스프라이트킷을 활용한 융복합 캐주얼 게임 제작)

  • Yoon, Dong-Joon;Oh, Seung-Hwan
    • Journal of Digital Convergence
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    • v.14 no.2
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    • pp.369-376
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    • 2016
  • This paper will discuss the process behind creating casual games utilizing Spritekits. Casual games, which recently have been on this rise due to the increasing use of personal adhered media and SNS, are significant in that they are leading the way to various changes in the gaming industry whilst making it popular. With this background in mind, and through research on Casual Games, we have divided the production process of Casual Games into three parts and created the game "Round and Round" which utilizes Spritekits. We have sectioned and organized the production process of Casual Games into four parts as followed: information architecture, design, program development, and debugging. This research will propose an easier methodology to approaching the production of casual games and be a guideline for creating games with the minimal amount of personnel.

Mobile Application UI Design for TV Broadcasting Content Recommendation (TV 방송콘텐츠 추천용 모바일 어플리케이션 UI 제안)

  • Son, Hee-Jeong;Choe, Jong-Hoon
    • The Journal of the Korea Contents Association
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    • v.12 no.2
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    • pp.86-93
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    • 2012
  • The emergence of cable TV, satellite broadcasting and IPTV provides viewers with a variety of TV programs. However, viewers' desire for watching their favorite TV program at convenient time has increased because of insufficient spare time. As an increase in smart phone market has accelerated an entry into "the age of smart network media" since 2009, mobile media suggests services connected to other digital devices. Recently, there has been growing interest in TV controling system of smart phone. Therefore, the present study aims to provide an concept of the smart phone application which recommends contents of TV program by analyzing personal watching pattern. To suggest detailed direction of the interaction and UI design, we analyzed previous research and examples of TV controlling applications and products. In addition, public opinion survey was carried out to rationalize this study and suggest suitable UI structure.

An Image Watermarking Method for Embedding Copyrighter's Audio Signal (저작권자의 음성 삽입을 위한 영상 워터마킹 방법)

  • Choi Jae-Seung;Kim Chung-Hwa;Koh Sung-Shik
    • The Journal of the Acoustical Society of Korea
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    • v.24 no.4
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    • pp.202-209
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    • 2005
  • The rapid development of digital media and communication network urgently brings about the need of data certification technology to protect IPR (Intellectual property right). This paper proposed a new watermarking method for embedding owner's audio signal. Because this method uses an audio signal as a watermark to be embedded, it is very useful to claim the ownership aurally. And it has the advantage of restoring audio signal modified and especially removed by image removing attacks by applying our LBX(Linear Bit-expansion) interleaving. Three basic stages of our watermarking include: 1) Encode . analogue owner's audio signal by PCM and create new digital audio watermark, 2) Interleave an audio watermark by our LBX; and 3) Embed the interleaved audio watermark in the low frequency band on DTn (Discrete Haar Wavelet Transform) of image. The experimental results prove that this method is resistant to lossy JPEG compression as standard image compression and especially to cropping and rotation which remove a part of Image.

A Study on Comparative Amount of Idea Thinking between Brainstorming and Webstorming (브레인스토밍과 WebStorming의 아이디어 발상량(發想量) 비교 연구)

  • Han, Kyung-Don;Park, Dea-Woo
    • Journal of the Korea Society of Computer and Information
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    • v.16 no.8
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    • pp.189-196
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    • 2011
  • To develop a creative design concept, amount of idea thinking between team members is important. In the process of planning to proposal brainstorming helps clarification of problems and allows a creative solution. Here, idea generation is to express thinking into words, and greater amount of idea is more valued than to choose one fine idea at first. This paper studies actual processes of brainstorming, and we utilize network services upgraded in Web and multimedia techniques to develop idea with arrangement. We compare the amount of idea generation by groups and topics with Brainwriting and Braindrawing of Webstorming, without limitation of space and time. Then, we propose a creative idea thinking by analyzing the characteristics of design team members in various aspects. This result will contribute in improving national potential value and design competitiveness by the help of design and IT, on product research and marketing.

Formation of Social relationship through SNS and adolescents' life satisfaction (SNS를 통한 사회적 관계 형성과 청소년의 삶의 만족)

  • Park, So-Young;Cho, Sung-Hui
    • Journal of Digital Convergence
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    • v.13 no.2
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    • pp.371-379
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    • 2015
  • The degree of adolescents' life satisfaction is very low and the formation of social relationship through SNS is getting important to adolescents. This study aimed to examine if bridging social capital and bonding social capital through SNS and political-social participation affect the life satisfaction of adolescents. Using 2012 Adolescents Social Media Usage Survey of National Youth Policy Institute, this study analyzed 4708 data by Multiple Regression. The results showed that the life satisfaction of male adolescents was higher than that of female adolescents. And the higher the level of bridging social capital and bonding social capital through SNS and political-social participation was, the higher the level of adolescents' life satisfaction. On the basis of the results, practical suggestions to increase the life satisfaction of adolescents were discussed.