• Title/Summary/Keyword: 네트워크 전송

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Wearable antenna for Body area Network

  • Lim, Eng Gee;Wang, Zhao;Lee, Sanghyuk
    • Journal of Convergence Society for SMB
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    • v.3 no.2
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    • pp.27-32
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    • 2013
  • Wireless Body Area Networks (WBAN) have been made possible by the emergence of small and lightweight wireless systems such as Bluetooth, enabled devices and PDAs. Antennas are an essential part of any WBAN system and due to various technical requirements and physical constraints, careful consideration of their design and deployment is needed. This paper is proposing on the design of wearable antenna as parts of clothing to serve communications functions, such as tracking and navigation in health care applications. The substrates of the wearable antennas will be made from textile materials and since it is wearable, it should have a small size, be light weight, low maintenance, and unobtrusive. This proposed paper will also investigate the influence of different parameters for wearable antenna including types of textile/substrate to ensure that the antenna design satisfies WBAN requirements. The characteristics and behavior of the antenna need to adhere to specifications set by wireless standards and system technology requirements. This means that the transmitting and receiving frequency bands of the various units need to be chosen accordingly. Since there are restrictions on the level of power to which the human body can be exposed to, the antenna as well as other RF system components must be designed to meet these restrictions. Antenna gain, which directly affects power transmitted, is a critical parameter in ensuring power levels fall within the safety guidelines and so will be of primary importance in the design. The electromagnetic interaction between WBAN antennas and devices and the human body will also be explored.

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Improving the performance of Multipath TCP using Delay Alerted Path-blocking Scheduler in Heterogeneous Networks (이종 망에서의 지연경보 경로차단 스케줄러를 이용한 MPTCP성능 개선방안)

  • Kim, Min Sub;Lee, Jae Yong;Kim, Byung Chul
    • Journal of the Institute of Electronics and Information Engineers
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    • v.54 no.2
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    • pp.28-37
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    • 2017
  • Multipath TCP (MPTCP), which is a layer 4 protocol that can get the reliability and the efficiency of the transmission by using multipath transfer, was standardized by the IETF. MPTCP provides superior performance when compared to a single TCP when used in a homogeneous network with similar network characteristics. However, MPTCP degrades performance when used in heterogeneous networks with different network characteristics. In this paper, we propose 'Delay-alerted path-blocking scheduler'. It measures the delay of each path and blocks the path with a long delay to reduce the order of packets in the receive buffer. If the duplicated packet is sent to the blocked path to measure the delay and the congestion on the blocking path is reduced, the blocked path is unblocked. For performance analysis, the proposed scheduler was implemented in the Linux kernel and improved performance was obtained in the test bed. We also confirmed that the proposed scheduler reduces the degradation of MPTCP performance in real wireless networks with heterogeneous path characteristics.

Technologies trend for Wireless LAN (무선 LAN 통신망의 기술 동향)

  • Gang, Yeong-Jin;Kim, Sung-Nam;Kang, Sin-Ill;Lee, Yeong-Sil;Lee, Hoon-Jae
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2011.10a
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    • pp.255-258
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    • 2011
  • Wi-Fi is a rapidly spreading communications network with Smart phone's publication, the technology has become Ubiquitous-based core network which is connected to personal computers, laptops, and tablet PC. Wi-Fi can send currently a variety of data standard due to developed wireless LAN communications network. One of Wi-Fi standard protocols, which is IEEE 802.11n, use 2.4GHz and 5GHz band. 2.4GHz band is used for 802.11b/g protocol because wavelength is long, diffraction and receiving distance is enough to connect other device. 5GHz band has more available channels to use than 2.4GHz band, so there is no frequency interference of other wireless device such as Bluetooth, RFID. Moreover, there is low interference between channels due to small users in each bandwidth level. In the thesis, we are going to analyze 802.11a/b/g protocol which has used since the beginning of Wi-Fi protocol and 802.11n protocol which is used lately. Furthermore, we look into development and direction for standardization of the next generation wireless LANs which are 802.11ac and 802.11ad. In addition, we will consider for the security, vulnerabilities and its countermeasure in Wireless LAN.

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An Analysis of the Economic Effects for the Immersive Media Industry (실감미디어 산업의 경제적 파급효과 분석)

  • Lee, Kyoung-Jae;Jeong, Woo-Soo
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.36 no.7B
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    • pp.795-805
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    • 2011
  • The research on the immersive media technology is actively being done with the emergence of immersive services using immersive media, especially in the broadcasting industry and with the increased market demand for it. The industry which produces, transmits, processes and services the immersive contents is commonly called Immersive Media Industry. Immersive Media Industry has recently received attention as next-generation strategic industry with its high marketability and its high possibility of market expansion through convergence with other industry such as education, health, advertisement, travel and public service industry. As other advanccd country such as the U.S., Japan and Europe buckle down to take the innitiative in the immersive media industry, Korea government also begins to make plan to promote the immersive media industry. As above, immersive media industry is a cutting-edge convergence industry which embraces broadcasting, telecommunication and contents industry and it is rising as core growth engine industry. This article analyses the economic effects of immersive media industry through quantatitive method and evaluates the relations between the immersive media industry and the other related industries. As a result, the effect on production inducement of immersive media industry is 610.9 billion Korean Won; the effect on value-added inducement is 468.7 billion Korean Won; and it is measured that 3,258 job will be created by the immersive media industry.

Personalized EPG Application using Automatic User Preference Learning Method (사용자 선호도 자동 학습 방법을 이용한 개인용 전자 프로그램 가이드 어플리케이션 개발)

  • Lim Jeongyeon;Jeong Hyun;Kim Munchurl;Kang Sanggil;Kang Kyeongok
    • Journal of Broadcast Engineering
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    • v.9 no.4 s.25
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    • pp.305-321
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    • 2004
  • With the advent of the digital broadcasting, the audiences can access a large number of TV programs and their information through the multiple channels on various media devices. The access to a large number of TV programs can support a user for many chances with which he/she can sort and select the best one of them. However, the information overload on the user inevitably requires much effort with a lot of patience for finding his/her favorite programs. Therefore, it is useful to provide the persona1ized broadcasting service which assists the user to automatically find his/her favorite programs. As the growing requirements of the TV personalization, we introduce our automatic user preference learning algorithm which 1) analyzes a user's usage history on TV program contents: 2) extracts the user's watching pattern depending on a specific time and day and shows our automatic TV program recommendation system using MPEG-7 MDS (Multimedia Description Scheme: ISO/IEC 15938-5) and 3) automatically calculates the user's preference. For our experimental results, we have used TV audiences' watching history with the ages, genders and viewing times obtained from AC Nielson Korea. From our experimental results, we observed that our proposed algorithm of the automatic user preference learning algorithm based on the Bayesian network can effectively learn the user's preferences accordingly during the course of TV watching periods.

DMB Filecasting Service Technology (DMB 파일캐스팅 서비스 기술)

  • Choi, Ji-Hoon;Yang, Kyu-Tae;Cha, Ji-Hun
    • Journal of Broadcast Engineering
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    • v.17 no.1
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    • pp.152-164
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    • 2012
  • DMB provides various kinds of data services such as BWS and TPEG service in addition to audio and video services. But recently the necessity of new business models creating profit has been on the rise due to the saturation of DMB receiver market and break-down of market barrier between mobile IPTV and DMB services. This paper introduces DMB filecasting service technology, which can be expected a new profit-creative business model. The purpose of DMB filecasting service is to transmit non-real time multimedia contents based on DMB AF format to the users through DMB channels. It makes possible to consume DMB contents with any DMB-installed device anytime, anywhere and share them with others. Also DMB filecasting service makes consumption and request of DMB contents possible to be extented to a variety of networks as well as DMB channels. The paper explains the standardization status of DMB filecasting service and various DMB filecasting service scenarios. And also it proposes a signalling methode, a transmission and reception protocol and a receiver structure using DMB broadcasting program guide information.

Design and implementation of protection and management system of digital contents based on MPEG-21 IPMP (MPEG-21 IPMP 기반 디지털 콘텐츠 보호 관리 시스템 설계 및 구현)

  • Ryu Kwang-Hee;Kim Yun-Ki;Kim Kwang-Yong;Kim Jae-Gon;Hong Jin-Woo;Jung Hoe-Kyung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2006.05a
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    • pp.149-152
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    • 2006
  • The usage increase of digital contents required solution for protection technology and interoperability of system. MPEG proposed MPEG-21 Multimedia Frameworks. MPEG-21 IPMP is standard that provides the means to enable digital item and rights information to be persistently managed and protected across networks and devices. In this paper, MPEG-21 IPMP based system to protect digital contents designed by four structures of license server, production server, consumption server, tool sewer. License sewer create rights information document using the XML-based REL about multimedia contents of users. Production server makes a digital item by packaging multimedia resource and metadata, which is combined by REL information and IPMP information of multimedia resource. Consumption server takes care of the functions of players that use digital item, and tool server was implement to transmit for missing tool that night occur in all procedures.

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Real-Time Remote Display Technique based on Wireless Mobile Environments (무선 모바일 환경 기반의 실시간 원격 디스플레이 기법)

  • Seo, Jung-Hee;Park, Hung-Bog
    • The KIPS Transactions:PartC
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    • v.15C no.4
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    • pp.297-302
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    • 2008
  • In case of display a lot of information from mobile devices, those systems are being developed that display the information from mobile devices on remote devices such as TV using the mobile devices as remote controllers because it is difficult to display a lot of information on mobile devices due to their limited bandwidth and small screen sizes. A lot of cost is required to design and develop interfaces for these systems corresponding to each of remote display devices. In this paper, a mobile environment based remote display system for displays at real times is proposed for continuous monitoring of status data for unique 'Mote IDs'. Also, remote data are collected and monitored through sensor network devices such as ZigbeX by applying status perception based remote displays at real times through processing ubiquitous computing environment data, and remote display applications at real times are implemented through PDA wireless mobiles. The system proposed in this paper consists of a PDA for remote display and control, mote embedded applications programming for data collections and radio frequency, server modules to analyze and process collected data and virtual prototyping for monitoring and controls by virtual machines. The result of the implementations indicates that this system not only provides a good mobility from a human oriented viewpoint and a good usability of accesses to information but also transmits data efficiently.

A Prefetching Scheme for Location-Aware Mobile Information Services (위치인식 이동정보서비스를 위한 프리패칭 방법론)

  • Kim, Moon-Ja;Cha, Woo-Suk;Cho, In-Jun;Cho, Gi-Hwan
    • The KIPS Transactions:PartC
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    • v.8C no.6
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    • pp.831-838
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    • 2001
  • Mobile information service aims to provide some degree of effective information for real life activities of mobile users. Due to the user mobility and actual realism, it becomes very important technical issue to support an adaptive information service methodology to current situations of the terminal and/or user. This paper deals with a prefetching scheme for location-aware, out of the various context-aware which can be considered in mobile information service. It makes use of the velocity-based mobility model to shape the terminal and/or user's mobility behavior. Based on the moving speed and direction, the prefetching zone is proposed to define the number of prefetched information, so as to limit effectively the prefetched information whilst to preserve the location-aware adaptability. Using a simulator, the proposed scheme has been evaluated in the effectiveness point of view. The idea in this paper is expected to be able to extended to the other mobile service contexts, such as service time, I/O types of mobile terminals, network bandwidth.

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Resource Weighted Load Distribution Policy for Effective Transcoding Load Distribution (효과적인 트랜스코딩 부하 분산을 위한 자원 가중치 부하분산 정책)

  • Seo, Dong-Mahn;Lee, Joa-Hyoung;Choi, Myun-Uk;Kim, Yoon;Jung, In-Bum
    • Journal of KIISE:Computing Practices and Letters
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    • v.11 no.5
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    • pp.401-415
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    • 2005
  • Owing to the improved wireless communication technologies, it is possible to provide streaming service of multimedia with PDAs and mobile phones in addition to desktop PCs. Since mobile client devices have low computing power and low network bandwidth due to wireless network, the transcoding technology to adapt media for mobile client devices considering their characteristics is necessary. Transcoding servers transcode the source media to the target media within corresponding grades and provide QoS in real-time. In particular, an effective load balancing policy for transcoding servers is inevitable to support QoS for large scale mobile users. In this paper, the resource weighted load distribution policy is proposed for a fair load balance and a more scalable performance in cluster-based transcoding servers. Our proposed policy is based on the resource weighted table and number of maximum supported users, which are pre-computed for each pre-defined grade. We implement the proposed policy on cluster-based transcoding servers and evaluate its fair load distribution and scalable performance with the number of transcoding servers.