• Title/Summary/Keyword: 멀티미디어 메시지 서비스

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A Multicast-Based Handover Scheme for the IEEE WAVE Networks (IEEE WAVE 네트워크를 위한 멀티캐스트 기반 핸드오버 기법)

  • Lee, Hyuk-Joon;Yoon, Seok-Young;Lee, Sang-Joon
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.10 no.2
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    • pp.112-121
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    • 2011
  • The IEEE WAVE standard specification does not support handover operation since it is designed to transmit mainly the ITS-related messages that are limited in length. More advanced multimedia applications such as Internet browsing and streaming of video clips produced by CCTVs, however, require handover support such that a sequence of data packets can be received seamlessly while an OBU's association with the RSUs changes. This paper presents a new handover scheme that can operate without performance degradation in the cases where there are multiple RSUs in the areas of handover by making use of the IEEE 802.11f IAPP Move-notify messages, based on the fast handover scheme with proactive caching by disassociation messages introduced previously. Experimental results from the simulation shows that the proposed handover scheme outperforms the scheme based solely on multicast.

Performance Analysis of Sensor Network Real-Time Traffic for Factory Automation in Intranet Environment (인트라넷 환경에서의 공장자동화를 위한 센서 망 실시간 트래픽 성능 평가)

  • Song, Myoung-Gyu;Choo, Young-Yeol
    • Journal of Korea Multimedia Society
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    • v.11 no.7
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    • pp.1007-1015
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    • 2008
  • In order to provide real-time data from sensors and instruments at manufacturing processes on web, we proposed a communication service model based on XML(eXtensible Markup Language). HTML(Hyper Text Markup Language) is inadequate for describing real-time data from manufacturing plants while it is suitable for display of non-real-time multimedia data on web. For applying XML-based web service of process data in Intranet environment, real-time performance of communication services was evaluated to provide the system design criteria. XML schema for the data presentation was proposed and its communication performance was evaluated by simulation in terms of transmission delay due to increased message length and processing delay for transformation of raw data into defined format. For transformation of raw data into XML format, we proposed two structures: one is the scheme where transformation is done at an SCC(Supervisory Control Computer) after receiving real-time data from instruments. the other is the scheme where transformation is carried out at instruments before the data are transmitted to the SCC. Performances of two structures were evaluated on a testbed under various conditions such as six packet sizes and offered loads of 20%, 50% and 80%, respectively. Test results show that proposed schemes are applicable to the systems in Ethernet 100BaseT network if total message traffic is less than 7 Mbps.

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A study of real-time media streaming delivery over P2P networks (P2P 환경에서 실시간 미디어스트리밍의 전송에 관한 연구)

  • Liu Xu-dong;Jo In-June
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2006.05a
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    • pp.538-541
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    • 2006
  • Recently researches of P2P media streaming have been actively published, but the research what kind of P2P overlay networks are better to delivering media data has not been attended. This paper designs a P2P streaming media system model. In this system, we constructs a Half-Structure P2P overlay protocol based on node's capability as the infrastructure of streaming application, which utilizes the heterogeneity of the nodes to maintain topology, presents a active contents diffusing algorithm and Two-stage search algorithm, make it possible for nodes in P2P system to collect information according their capacity and reduces the number of forwarding packet compared with flooding. Also, we give an optimal scheme to scheduling media data.

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Design and Implementation of Emergency Medical System based on the Standard of HL7 Message for Utilization of Patient Medical Information (환자 임상정보 활용을 위한 HL7기반 응급의료시스템의 설계 및 구현)

  • Kim, Jong-Pan;Oh, Am-Suk
    • Journal of Korea Multimedia Society
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    • v.14 no.2
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    • pp.295-306
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    • 2011
  • The existing emergency medical systems are unable to obtain accurate clinical information, so most of the specialized first aid is being done within the hospital. In this paper, designed medical information transfer structure based on medical information standards HL7 for accurate first aid is proposed. The designed system can share clinical information and emergency medical information in terms of standard HL7 messages. Therefore, the correct first aid is available in steps taken by the hospital. In addition, the system of this paper has been implemented based on the OSGi service platform for the efficient integration with other health-related services.

A Design and Implementation of Vehicle State Information and Location Monitoring System Using GPS and SMS (GPS와 SMS를 이용한 차량 상태정보 및 위치관제시스템의 설계 및 구현)

  • Byun, Sang-Kyoo;Ryu, Han-Kyoung;Lee, Choong-Hoon;Yoo, Woo-Sik;Chae, Jin-Seok
    • Journal of Korea Multimedia Society
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    • v.9 no.7
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    • pp.914-926
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    • 2006
  • Small-sized domestic logistics-companies are required to satisfy the high quality of logistics information service. However, these companies are not prepared to complete customers' requirement because of the e-logistics process, excess of logistics distribution steps, and so forth. Moreover, large-sited foreign logistics companies are going into domestic market and trying to share the market. In this paper, we propose an ASP-based real-time Logistics Information Control System using location-based service(LBS) and logistics information service to reinforce the competitiveness of domestic logistics-companies and improve the customer service quality. This system is designed to trace and control the real-time logistics movement information by using GPS and to process the transportation information by using SMS.

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Virtual Fitting Solutions for Digital Fashion in the Ubiquitous Environment (유비쿼터스 환경에서 디지털 패션을 위한 가상 피팅 서비스 솔루션)

  • Choi, Ja-Ryoung;Lim, Soon-Bum
    • Journal of Digital Contents Society
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    • v.11 no.3
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    • pp.299-306
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    • 2010
  • According to development of Internet and computer graphics technology, Digital fashion technology makes virtual fitting service capable by reappearing of clothes in 3D. In this paper, We suggest that combined solution which you could use virtual fitting service with various device. For example, imaginary mirror(such as digital information display), pc, mobile in different situations such as store, internet shopping market, commercial. Users can experience imaginary mirror that is located in store or 3D virtual fitting service for digital fashion in internet shopping market, mobile application. In addition, We proposed the solution that user can send experienced virtual fitting service results to other person by image file form of MMS.

(<모바일 기반의 인터렉티브 애니메이션 구현에 관한 연구>)

  • Cho, Hye-Joung;Oh, Hwang-Suk;Kim, Hyung-Gi
    • 한국HCI학회:학술대회논문집
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    • 2006.02b
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    • pp.583-590
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    • 2006
  • 유비쿼터스 시대가 도래 하면서 그 변화의 중심은 모바일에 집중되고 있다. 모바일 컨텐츠는 문자 메시지 서비스(SMS)로부터 시작하여 멀티미디어 컨텐츠 서비스(MMS)로 발전하였다. 현재 DMB 서비스로 발전한 모바일 서비스는 앞으로 유비쿼터스 시대에 흐름과 기기의 발전에 따라 더욱 발전할 것으로 예상된다. 따라서 현재 모바일의 상호작용성과 기기적 특성을 이용한 컨텐츠 개발이 그 어느 때보다 필요한 시점이다. 모바일 기기에서 게임, 벨소리, 광고, 동영상, 캐릭터 등 다양한 컨텐츠가 제공되고 있다. 그 중에서도 애니메이션은 배경화면과 캐릭터 서비스로 모바일 기기에서 가장 널리 쓰이는 컨텐츠로 자리 잡았다. 그러나 이러한 컨텐츠들은 모바일의 기기가 양방향성의 특성을 가지고 있음에도 불구하고 게임을 제외한 컨텐츠들은 일방향성에 그치고 있는 실정이다. 인터렉티브 애니메이션(Interactive animation)은 사용자가 수동적으로 보는 것과 달리 매개체를 이용하여 보다 능동적으로 볼 수 있는 애니메이션을 말한다. 인터렉티브 애니메이션은 양방향의 모바일 기반으로 적합하며, 사용자에게 새로운 경험을 줄 것이라 기대한다. 이에 본 논문은 모바일 애니메이션의 현황과 Flash Lite 2.0 에 의한 제작방법, 모바일 인터렉티브 애니메이션의 제작 실례를 통해 인터렉티브 애니메이션 컨텐츠 제작의 가능성을 제시한다.

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A Design of Hybrid Implementation Server System for Network Game (네트워크 게임을 위한 하이브리드 분산 서버 시스템 설계에 관한 연구)

  • 배재환
    • Proceedings of the Korea Multimedia Society Conference
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    • 2003.05b
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    • pp.455-459
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    • 2003
  • In the great motive power which promotes the Game of future to develop. three main factors focus on 3D Graphics, Network and Virtual Reality. the Network technique as necessary elemental technique in Next-generation on-line game is being researched largely. However, from viewing the features of on-line game, if many users meet in same server, it not only causes heavy load to the server and brings inconvenience to the users, but also increases expense to the service provider and creates a problem which is to put up server or not. A proposal is going to do hybrid distributed system a client hardly depends on server for this paper, and to be able to enjoy a network game through information alternating current between clients. depended on the existing server, and the most message processing did a design in order to achieve between clients. A design way to propose is as follows. Primarily it was done in order proposed a message grade anger process way, and to be able to manage server or a client according to importance of message, and, with the second, did a Client-Server method and a Pear-to-Pear method at the same time, and a chase did efficiency. Third is going to propose other problem solving way by message grade anger in multi-anger and a security section of a message cue.

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An Implementation of Bandwidth Broker Based on COPS for Resource Management in Diffserv Network (차별화 서비스 망에서 COPS 기반 대역 브로커 설계 및 구현)

  • 한태만;김동원;정유현;이준화;김상하
    • Journal of Korea Multimedia Society
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    • v.7 no.4
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    • pp.518-531
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    • 2004
  • This paper discusses a testbed architecture for implementing scalable service differentiation in the Internet. The differentiated services (DiffServ) testbed architecture is based on a model in which a bandwidth broker (BB) can control network resources, and the ALTQ can reserve resources in a router to guarantee a Quality of Service (QoS) for incoming traffic to the testbed. The reservation and releasemessage for the ALTQ is contingent upon a decision message in the BE. The BB has all the information in advance, which is required for a decision message, in the form of PIB. A signaling protocol between the BB and the routers is the COPS protocol proposed at the IETF. In terms of service differentiation, a user should make an SLA in advance, and reserve required bandwidth through an RAR procedure. The SLA and RAR message between a user and the BB has implemented with the COPS extension which was used between a router and the BB. We evaluates the service differentiation for the video streaming in that the EF class traffic shows superb performance than the BE class traffic where is a network congestion. We also present the differentiated service showing a better packet receiving rate, low packet loss, and low delay for the EF class video service.

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RIPE: RSVP-in-IP Encapsulation to Support QoS for Mobile IP Networks (RIPE: Mobile IP망에세 QoS를 지원하기 위한 RSVP-in-IP 캡슐화 방안)

  • Min-Kyu, Kim;Myong-Soon, Park
    • Journal of KIISE:Information Networking
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    • v.31 no.5
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    • pp.501-510
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    • 2004
  • While the Internet keeps its permeation into every aspect of human life, two things stand out. One is the requirement for high quality of services to support multimedia data service.'The other is the desire for ubiquitous network connection. Combining the two things makes the Internet possible in supporting multimedia communications for nomadic users on the locomotion. To support QoS communication for mobile users by applying RSVP to Mobile IP, RSVP Tunnel, which specifies building separately a RSVP session between the home agent and the foreign agent, was proposed. However, the RSVP Tunnel method breeds bandwidth overhead and association problems in tunnel because of duplicated RSVP messages use. To resolve these problems, in this paper, we propose the new encapsulation method, the RSVP-in-IP Encapsulation (RIPE) that can support QoS guaranteed service efficicntly in Mobile IP networks. The proposed method supports RSVP mobility to Mobile If tunneling mechanism efficiently without any additional session as the RSVP Tunnel scheme. Moreover it removes the critical problems of bandwidth overhead in a tunnel and association by duplicated messages. We compared the performance of our proposed scheme with RSVP Tunnel scheme in term of mean delay, mean data rate and bandwidth overhead in tunnel.