• Title/Summary/Keyword: 멀티미디어 회의 시스템

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Tag Recommendation Algorithms in Tagging System (태깅 시스템의 태그 추천 알고리즘)

  • Kim, Hyun-Woo;Lee, Kang-Pyo;Kim, Hyoung-Joo
    • Journal of KIISE:Computing Practices and Letters
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    • v.16 no.9
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    • pp.927-935
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    • 2010
  • In the era of Web 2.0, users create a number of their own Web contents. So, multimedia search becomes much more important than ever. A tag is a simple keyword which describes the Web contents including URL, pictures, and videos. Tags perform a role of descriptors of Web contents and Web metadata properly. If the number of tagged Web data increases, users are more likely to find the desired search result because the system includes the Web contents which have richer Web metadata. However, the number of users who use tags as Web metadata is relatively small. Because of the cumbersome process of adding tags, or users do not know what to add for the better accessibility from the public. Given situation, tag recommendation, which helps the process of adding tags, has been studied to solve these problems. When a user adds some Web contents, the tag recommendation system recommends relevant tags for the Web contents to the use, and the user selects recommended tags. We analyze and categorize various tag recommendation algorithms in tagging system.

SNP: A New On-Chip Communication Protocol for SoC (SNP : 시스템 온 칩을 위한 새로운 통신 프로토콜)

  • Lee Jaesung;Lee Hyuk-Jae;Lee Chanho
    • Journal of KIISE:Computer Systems and Theory
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    • v.32 no.9
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    • pp.465-474
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    • 2005
  • For high density SoC design, on-chip communication based on bus interconnection encounters bandwidth limitation while an NoC(Network-on-Chip) approach suffers from unacceptable complexity in its Implementation. This paper introduces a new on-chip communication protocol, SNP (SoC Network Protocol) to overcome these problems. In SNP, conventional on-chip bus signals are categorized into three groups, control, address, and data and only one set of wires is used to transmit all three groups of signals, resulting in the dramatic decrease of the number of wires. SNP efficiently supports master-master communication as well as master-slave communication with symmetric channels. A sequencing rule of signal groups is defined as a part of SNP specification and a phase-restoration feature is proposed to avoid redundant signals transmitted repeatedly over back-to-back transactions. Simulation results show that SNP provides about the same bandwidth with only $54\%$ of wires when compared with AMBA AHB.

The viterbi decoder implementation with efficient structure for real-time Coded Orthogonal Frequency Division Multiplexing (실시간 COFDM시스템을 위한 효율적인 구조를 갖는 비터비 디코더 설계)

  • Hwang Jong-Hee;Lee Seung-Yerl;Kim Dong-Sun;Chung Duck-Jin
    • Journal of the Institute of Electronics Engineers of Korea TC
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    • v.42 no.2 s.332
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    • pp.61-74
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    • 2005
  • Digital Multimedia Broadcasting(DMB) is a reliable multi-service system for reception by mobile and portable receivers. DMB system allows interference-free reception under the conditions of multipath propagation and transmission errors using COFDM modulation scheme, simultaneously, needs powerful channel error's correction ability. Viterbi Decoder for DMB receiver uses punctured convolutional code and needs lots of computations for real-time operation. So, it is desired to design a high speed and low-power hardware scheme for Viterbi decoder. This paper proposes a combined add-compare-select(ACS) and path metric normalization(PMN) unit for computation power. The proposed PMN architecture reduces the problem of the critical path by applying fixed value for selection algorithm due to the comparison tree which has a weak point from structure with the high-speed operation. The proposed ACS uses the decomposition and the pre-computation technique for reducing the complicated degree of the adder, the comparator and multiplexer. According to a simulation result, reduction of area $3.78\%$, power consumption $12.22\%$, maximum gate delay $23.80\%$ occurred from punctured viterbi decoder for DMB system.

A Study on the Ontology of Conference Content Information (회의 내용정보 온톨로지화에 관한 연구)

  • Choi, Hyun-ji;Jung, Hoe-hyung;Kim, Chang-su
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2021.05a
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    • pp.571-573
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    • 2021
  • Recently, according to the rapid development of the Internet, information is increasing exponentially. A lot of this information Various studies are being conducted in order to communicate smoothly. In recent years, related researches applying artificial intelligence and big data technologies have been actively conducted. However, it has not produced remarkable results. One of the causes can be found in the severe limitation of the lack of language and knowledge standards. Currently, there is an active research on conferences using a multimedia approach, and gradually, interest in knowledge-based conference systems has begun. In the case of a meeting with a multimedia approach, the advantages and disadvantages of the existing offline meetings are expressed online as they are, and the management of information on the actual contents and process of important meetings is neglected. Therefore, in this paper, we study a plan to convert conference content information into an ontology, and propose a method to systematically analyze the ontology-formed information.

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A Tele-conferncing System for Medical Dignosis based on 3D-medicl Images (3차원 의료영상 기반의 원격 진단회의 시스템)

  • Seo, Yeong-Geon;Kim, Eung-Hwan;Jeong, Mun-Ryeol;Park, Yeong-Taek;O, Hae-Seok
    • The Transactions of the Korea Information Processing Society
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    • v.3 no.5
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    • pp.1046-1058
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    • 1996
  • In this paper, we describe an abvanced medical diagnostic system using multimedia technologies in netwok environments. In the system, docotors in remote sites perorm medicl diagnosis by exchanging information about patients and 3-D medicl images of malfunctioning body parts, which are reconstructed from 2-D images such as MRI, CT, CR, Angio. The diagnosic conferencing system controls the conferencing process by exchanging audio, information about patients, 3-D medical images and control data. 3-D medicl images are reconstructed by a ray casting method that uses an nalytical integration. Medical databae conists of absic information about patients, Information about medicl images, users, results of dianosis.

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A Priority-based Feedback Control Mechanism for Scalability (확장적 우선 순위 피드백 제어 기법)

  • 정상운;정원창;김상복
    • Journal of Korea Multimedia Society
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    • v.2 no.3
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    • pp.339-346
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    • 1999
  • When a multicast video conference system utilizes RTP (Real Time Protocol) and RTCP (Real Time Control Protocol), the loss rate and the synchronization of transfer in RTCP affect the scalability of the system. The random delay technique introduced to resolve the problems is so simple that leads the network to meet some congestion in synchronizing feedback information when lots of people transfer the feedback information simultaneously, which reduces the scalability of system. In this paper, we propose a new feedback control algorithm that provides priority levels with the RTCP packet, which cuts down the feedback delay and increases the scalability. The criteria of providing priority Based on the decided priority level, Agent forced the session participants to provide much more RTCP packets, positively controlled, and the possible bandwidth can be measured. The simulation on this technique decreases the delay, and the feedback messages are equally distributed on a given time period.

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Automatic Color Transformation of Characters Between 2D Animation Scenes Using Neural Network (신경회로망을 이용한 2D 애니메이션 장면 간의 캐릭터 자동 색 변환)

  • Jung, Hyun-Sun;Lee, Jae-Sik;Kim, Jae-Ho
    • Journal of Korea Multimedia Society
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    • v.11 no.9
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    • pp.1286-1295
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    • 2008
  • Colors of 2D animation characters are generally assigned by art directors' subjective color sense. Even same characters should be colored differently according to the mood of animation scenes. In this study, we introduce the model for automatic color transformation of characters by using neural network. It can not only create automatically colors of characters which are good matched with 2D animation scenes but also reproduce art directors' subjective color sense. Specifically, this neural network model is initially made to learn the patterns of color change between basic colors of characters and colors of characters in various scene. Then if you know basic colors of some characters, you can derive colors of characters under other light source environments using the learned neural network. Subjective ratings(which is adopted to verify the proposed model) by color experts on the automatically transformed colors showed that the colors created by the model tended to be evaluated natural.

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MXF-based Broadcast Metadata Authoring and Browsing (MXF 기반 방송용 메타데이터 저작 및 브라우징)

  • Lee Moon-Sik;Jung Byung-Hee;Park Sung-Choon;Oh Yeon-Hee
    • Journal of Broadcast Engineering
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    • v.11 no.3 s.32
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    • pp.276-283
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    • 2006
  • This paper analyzes metadata workflow from creation to browsing, and discusses metadata authoring and browsing technology. Unlike usual multimedia authoring, broadcast metadata authoring means metadata editing synchronized with video. In order to make practical application of other systems, the result is in XML or MXF(Material eXchange Format) based on common metadata scheme. The MXF Browser developed with the consideration of broadcast metadata that is time-synchronized with AV content provides not only metadata authoring capability but also advanced content browsing services such as summary playback and highlight browsing based on metadata multi-track.

Power Conscious Disk Scheduling for Multimedia Data Retrieval (저전력 환경에서 멀티미디어 자료 재생을 위한 디스크 스케줄링 기법)

  • Choi, Jung-Wan;Won, Yoo-Jip;Jung, Won-Min
    • Journal of KIISE:Computer Systems and Theory
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    • v.33 no.4
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    • pp.242-255
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    • 2006
  • In the recent years, Popularization of mobile devices such as Smart Phones, PDAs and MP3 Players causes rapid increasing necessity of Power management technology because it is most essential factor of mobile devices. On the other hand, despite low price, hard disk has large capacity and high speed. Even it can be made small enough today, too. So it appropriates mobile devices. but it consumes too much power to embed In mobile devices. Due to these motivations, in this paper we had suggested methods of minimizing Power consumption while playing multimedia data in the disk media for real-time and we evaluated what we had suggested. Strict limitation of power consumption of mobile devices has a big impact on designing both hardware and software. One difference between real-time multimedia streaming data and legacy text based data is requirement about continuity of data supply. This fact is why disk drive must persist in active state for the entire playback duration, from power management point of view; it nay be a great burden. A legacy power management function of mobile disk drive affects quality of multimedia playback negatively because of excessive I/O requests when the disk is in standby state. Therefore, in this paper, we analyze power consumption profile of disk drive in detail, and we develop the algorithm which can play multimedia data effectively using less power. This algorithm calculates number of data block to be read and time duration of active/standby state. From this, the algorithm suggested in this paper does optimal scheduling that is ensuring continual playback of data blocks stored in mobile disk drive. And we implement our algorithms in publicly available MPEG player software. This MPEG player software saves up to 60% of power consumption as compared with full-time active stated disk drive, and 38% of power consumption by comparison with disk drive controlled by native power management method.

Luminance Compensation using Feature Points and Histogram for VR Video Sequence (특징점과 히스토그램을 이용한 360 VR 영상용 밝기 보상 기법)

  • Lee, Geon-Won;Han, Jong-Ki
    • Journal of Broadcast Engineering
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    • v.22 no.6
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    • pp.808-816
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    • 2017
  • 360 VR video systems has become important to provide immersive effect for viewers. The system consists of stitching, projection, compression, inverse projection, viewport extraction. In this paper, an efficient luminance compensation technique for 360 VR video sequences, where feature extraction and histogram equalization algorithms are utilized. The proposed luminance compensation algorithm enhance the performance of stitching in 360 VR system. The simulation results showed that the proposed technique is useful to increase the quality of the displayed image.