• Title/Summary/Keyword: 네트워크 미디어

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An Internet Telephony Recording System using Open Source Softwares (오픈 소스 소프트웨어를 활용한 인터넷 전화 녹취 시스템)

  • Ha, Eun-Yong
    • Journal of Digital Convergence
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    • v.9 no.5
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    • pp.225-233
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    • 2011
  • Internet telephony is an Internet service which supports voice telephone using VoIP technology on the IP-based Internet. It has some advantages in that voice telephone services can be accompanied with multimedia services such as video communication and messaging services. Recently, the introduction of smart phones has led to a growth in social networking services and thus, the research and development of Internet telephony has been actively progressed and has the potential to become a replacement for the telephone service that is currently being used. In this paper we designed and implemented a recording system which records voice data of SIP-based Internet telephone's voice calls. It is developed on the linux system and has some features such as audio mixing of two in/out voice channels, live packet sniffing, and the ability to transfer mixed audio files to the log file server. These functions are implemented using various open source softwares. Afterwards, this VoIP recording system will be applied as a base technology to advanced services like a VoIP-based call center system.

The Implementation of UWB and 60GHz Band Wireless Communication Technology for Wireless Home Network and Their Market Prospect (무선 홈네트워크 구현을 위한 UWB와 60GHz 대역 무선 통신 기술의 활용방안과 시장전망)

  • Hong, Seok-Soo;Park, Jong-Hun;Lee, Dong-Joo;Lee, Jae-Sup;Hong, Jung-Wan;Lie, Chang-Hoon
    • The Journal of Society for e-Business Studies
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    • v.13 no.2
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    • pp.195-212
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    • 2008
  • The demand of wireless communication system is increasing due to the development of computers and other digital media appliances. In particular, new wireless communication technology is necessary for implementation of home network since a lot of data transmission is occurred. Recently, two wireless communication technologies, Ultra Wide Band(UWB) and 60GHz band wireless communication technology, have being developed for high-speed data transmission and Wireless Personal Area Network(WPAN). In this paper, we study the present development condition of these two technologies and a role of them in home network. We also suggest the method to implement the home network using all wireless communication technologies. At the end, we outlook the market of WPAN and High Definition Multimedia Interface(HDMI).

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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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Category of positive game and approach of design for game designers (게임디자이너를 위한 포지티브게임의 범주와 디자인 접근)

  • Eun, Kwang-Ha;Lee, Dong-Lyeor;Kyung, Byung-Pyo;Ryu, Seuc-Ho;Lee, Wan-Bok
    • Journal of Digital Convergence
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    • v.10 no.11
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    • pp.589-594
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    • 2012
  • In the initial stage, domestic games based online concentrated on game development focusing on income for some genres. However, various contents focusing on smart environment and social network are expanded at present and game materials are developed for more various objects. So, this study intends to examine new category, positive game, from the aspect of game designer for game approach based on various objects. And, game approaching process in the category based on pleasure was organized from the standpoint of designer, for the designer approach in the precedent stage of positive game development. From the aspect of designer, systemicity of game category and design approach are necessary to expand wire-wireless environment and new environment based on the convergence media to interactive contents focusing on games.

Design and Implementation of eRTOS Real-time Operating Systems for Wearable Computers (웨어러블 컴퓨터를 위한 저전력 실시간 운영체제 eRTOS 설계 및 구현)

  • Cho, Moon-Haeng;Choi, Chan-Woo;Lee, Cheol-Hoon
    • The Journal of the Korea Contents Association
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    • v.8 no.9
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    • pp.42-54
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    • 2008
  • In recent years, embedded systems have been expanding their application domains from traditional embedded systems such as military weapons, robots, satellites and digital convergence systems such as celluar phones, PMP(Portable Multimedia Player), PDAs(Personal Digital Assistants) to Next Generation Personal Computers(NGPCs) such as eating PCs, wearable computers. The NGPCs are network-based, human-centric digital information devices diverged from the traditional PCs used mainly for document writing, internet searching and database management. Wearable computers with battery capacity and memory size limitations have to use real-time operating systems with small footprints and low power management techniques to provide user's QoS in spite of hardware constraints. In this paper, we have designed and implemented a low-power RTOS (called eRTOS) for wearable computers. The implemented eRTOS has 18KB footprints and the dynamic power management and the device power management schemes are adapted in it. Experimental results with wearable computer applications show that the low power techniques could save energy up to 47 %.

The Effects of SNS Storytelling Composition Factors on Para-social Interaction, Attitude and WOM Intention: A Case Study of Beauty YouTube (SNS 스토리텔링 구성 요인이 준사회적상호작용과 태도와 구전의도에 미치는 영향: 뷰티 유튜브 사례를 중심으로)

  • Bae, Eun-Ji;Jeon, Min-hee;Shin, Il-Gi
    • The Journal of the Korea Contents Association
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    • v.20 no.1
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    • pp.16-24
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    • 2020
  • The study empirically explored factors influencing How storytelling factors in social networking services, SNS, affect consumer response on the uses and gratification theory. conducted an analysis of 120 university students attending universities in the Seoul metropolitan area using an experiment. The results of this study are as follows: first, The storytelling factors, relevance and veracity have a positive effect on clarity. second, it has been shown that only veracity has a positive effect on parai-social interaction with media figures with emotional attachment. third, para-social interactions have been shown to influence content attitudes and orality sequentially. This study deals with the effect of SNS storytelling on the consumer's part, providing practical implications for enhancing content attitudes and word-of-mouth, by increasing para-social interactions with consumers while identifying the components that should enhance the way SNS is delivered in terms of storytelling.

Advanced Fast Handover Scheme for Reliable Multimedia Communication in IP-based Wireless/Mobile Networks (안정적인 멀티미디어 통신을 위한 Mobile IPv6 네트워크에서 진보된 고속 핸드오버 기법)

  • Lee, Ki-Jeong;Park, Byung-Joo;Park, Gil-Cheol
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.9 no.3
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    • pp.93-99
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    • 2009
  • The Internet Engineering Task Force (lETF)proposed the Mobile IPv6 protocol to provide host mobility in IPv6-based network and to offer a standardized technology. However, Mobile IPv6 (MIPv6) is not applied in actual network because of long handover latency and packet loss problems. Therefore, to compensate these drawbacks, many studies are in progress and FMIPv6 (Fast handover for Mobile IPv6) is one of the studies that has been proposed to supplement the shortcomings of MIPv6. But there are problems occurred in using router tunneling which causes packet loss and out of sequence problems. In this paper, we propose an Advanced Mobile IPv6 (AMIPv6) protocol to minimize the handover latency when Mobile Node frequently moves in each subnet. We compared the performance analysis of AMIPv6 handover latency with MIPv6 handover latency in the same network environment to prove that AMIPv6 is more efficient.

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Two-dimensional Binary Search Tree for Packet Classification at Internet Routers (인터넷 라우터에서의 패킷 분류를 위한 2차원 이진 검색 트리)

  • Lee, Goeun;Lim, Hyesook
    • Journal of the Institute of Electronics and Information Engineers
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    • v.52 no.6
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    • pp.21-31
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    • 2015
  • The Internet users want to get real-time services for various multi-media applications. Network traffic rate has been rapidly increased, and data amounts that the Internet has to carry have been exponentially increased. A packet is the basic unit in transferring data at the Internet, and packet classification is one of the most challenging functionalities that routers should perform at wire-speed. Among various known packet classification algorithms, area-based quad-trie (AQT) algorithm is one of the efficient algorithms which can lookup five header fields simultaneously. As a representative space decomposition algorithm, the AQT requires a small amount of memory in storing classification rules, but it does not provide high-speed classification performance. In this paper, we propose a new packet classification algorithm by applying a binary search for the codewords of the AQT to overcome the issue of the AQT. Throughout simulation, it is shown that the proposed algorithm provides a better performance than the AQT in the number of rule comparisons with each input packet.

Fast Handoff Technique using Improved Cashing Agent and CoA Pool in Mobile IP (모바일 아이피에서 개선된 캐싱 에이전트와 CoA 풀을 사용한 빠른 핸드오프 기법)

  • Lee, Jang-Su;Kim, Sung-Chun
    • Journal of the Institute of Electronics Engineers of Korea TC
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    • v.45 no.2
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    • pp.75-82
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    • 2008
  • Mobile IP was proposed to overcome identity problem of original IP address system caused by mobility of wireless mobile host. To complete its network handoff procedure, it must receive a mobile advertisement broadcasted by mobile agent. Generally, in a mobile IP system, mean time delay, 500ms, in a network handoff procedure is a critical problem of wireless service such as Voip, multimedia streaming. A caching agent caches a latest mobile advertisement, and replays it by receiving solicitation message from a mobile node finishing link layer detection. But, during the procedure of mobile registration, many packets from service provider to the mobile host would be lost and handoff time delay would be increased. In this thesis, we propose an unproved caching agent technique which can forward data packets while handoff procedure, and CoA pool for fast mobile IP registration.

Recording Support System for Off-Line Conference using Face and Speaker Recognition (얼굴 인식 및 화자 정보를 이용한 오프라인 회의 기록 지원 시스템)

  • Son, Yun-Sik;Jung, Jin-Woo;Park, Han-Mu;Kye, Seung-Chul;Yoon, Jong-Hyuk;Jung, Nak-Chun;Oh, Se-Man
    • Journal of the Korean Institute of Intelligent Systems
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    • v.18 no.1
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    • pp.66-71
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    • 2008
  • Recent multimedia technology has supported various application services based on the development of effective movie compression and network techniques. On-line video conference system is a typical example that use theses two technologies effectively. On-line video conference system can be characterized into an effective conferencing method for long-distanced on-line conference members. But, unfortunately, off-line conference with face-to-face meeting is more frequent than on-line conference and their support systems have not been sufficiently considered. In this paper, we propose a recording support system for off-Line conference using face and speaker recognition. This system finds the speaker in the conference by using three microphones and three webcam cameras. And analysis is done with face region information that gathered by currently active webcam camera, and recognizes the identity of face. Finally, the system tracks speaker and records conference with extract speaker information.