• Title/Summary/Keyword: 비디오 데이터

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P2P Streaming Method for QoS-sensitive Multimedia Multicast Applications (QoS에 민감한 멀티미디어 멀티캐스트 응용을 위한 P2P 스트리밍 기법)

  • Park, Seung-Chul
    • The Journal of the Korea Contents Association
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    • v.10 no.9
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    • pp.68-78
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    • 2010
  • As the IP multicast function is very slowly deployed in Internet due to its scalability problem and inter-domain interoperability problem, interest in the P2P(Peer-to-Peer) streaming technologies for the realtime multimedia multicast applications such as IPTV is highly growing. This paper proposes a P2P streaming method for the QoS-sensitive multimedia multicast applications such as highly-interactive personal IPTV and video conferences. The proposed P2P streaming method allows an application to construct a reliable streaming tree in which a proper number of backup peers are placed according to its reliability requirement. The reliable streaming tree reduces the reconnection delay, occurred in the case of a normal and/or abnormal peer leave, so as to minimize the loss of streaming data. In the proposed P2P streaming method, the join delay of a peer called startup delay is also substantially reduced because the bandwidth and end-to-end delay information of every peer kept in a distributed way allows the target peer for a joining peer to be able to be quickly determined. Moreover, the proposed method's peer admission control mechanism based on the bandwidth and end-to-end delay enables the delay-bounded streaming services to be provided for its corresponding applications.

Availability of Mobile Art in Smartphone Environment of Augmented Reality Content Industrial Technology (증강현실 콘텐츠 산업기술의 스마트폰 환경 모바일 아트 활용 가능성)

  • Kim, Hee-Young;Shin, Chang-Ok
    • The Journal of the Korea Contents Association
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    • v.13 no.5
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    • pp.48-57
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    • 2013
  • Smartphones provide users with environment for communication and sharing information and at the same time play an important role of mobile technology and mobile art development. Smartphone technology-related researches are being accelerated especially with the advent of mobile Augmented Reality(AR) age, but the studies on user participation that is essential for AR content industry were insufficient. In that regard, the assistance from mobile art area that has already developed these characteristics is essential. Thus, this article is to classify mobile art that has not been studied a lot domestically into feature phone usage and smartphone usage and to analyze each example case with the three most used methods. The usage of feature phones which use the sound and images of mobile devices can be divided into three: installation and performing methods, single channel video art method and five senses communication method. On the other hand, the usage of smartphones that use sensors, cameras, GPS and AR can be divided into location-based AR, marker-based AR and markerless AR. Also, as a result of examining mobile AR content utilization technology by industries, combined methods are utilized; tourism and game-related industries use location-based AR, education and medicine-related industries use marker-based AR, and shopping-related industries use markerless AR. The development of AR content industry is expected to be accelerated with mobile art that makes use of combined technology method and constant communication method through active participation of users. The future development direction of mobile AR industry is predicted to have minimized HMD, integration of hologram technology and artificial intelligence and make the most of big data and social network so that we could overcome the technological limitation of AR.

Cross-sectional analysis on recreation specialization of surfing participants (서핑 참여자의 레크리에이션 전문화에 관한 횡단적 분석)

  • Yeom, Sang-geun;Kang, Hyun-Wook
    • Journal of the Korean Applied Science and Technology
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    • v.37 no.2
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    • pp.340-353
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    • 2020
  • The purpose of this study is to introduce surfing which is not a familiar leisure activity in Korea and provide understanding of surfing participants through the cross-sectional analysis on the process of forming recreational specialization from introductory levels with enthusiastic surfing participants. This study employs a qualitative approach to analyze each participant's experience on recreation specialization in detail, and in particular uses ethnographic research methods to derive participants' meaning of life and daily routines and cultural behavioral patterns changed through surfing. First, through the analysis of in-depth interview data, total 531 conceptual words were identified and the first categorization was established. Second, surfing participants mentioned that they had high expectations of surfing even before they first encountered it. Third, surfing participants noted that they experienced leisure constraints and made efforts to resolve this issue before reaching the recreation specialization process. Fourth, surfing participants were found to go through a recreation specialization process. Fifth, surfing participants were found to undergo life changes. They worked hard in their everyday life through physical training, improvement of surfing skills, and analysis of their own videos to be better at surfing.

An Empirical Correlation Study Between Sasang Constitutions and Job Characteristic (사상체질과 작업특성간의 실증적 상관관계 연구)

  • Yoon, Sang-won;Kal, Won-mo
    • Journal of Sasang Constitutional Medicine
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    • v.12 no.1
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    • pp.37-47
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    • 2000
  • We detect lots of problems on the manufacturing spot because of working results done without considering the aptitude and inherited temper(constitution, blood type, male and female) of the worker, and they lead to results not only the occupational disease and the cause of industrial accidents but also quality deterioration and productivity reduction in point of view of manufacturing management. For the purpose of solving these problems, this study is perfomed by grasping the correlation sasang constitutions and job characteristic of small & medium enterprises. We classify sasang constitutions to four types : so-yang-in type, tae-yang-in type, tae-em-in type, so-em-in type by the utilization of QSCC II and the doctor aid of oriental medicine, and also survey differences of classified sasang constitutions with previous studies. This study tries to identify significant features between major jobs resulting from sasang constitution types in a specific small & medium enterprise producing agricultural machinery(a tractor, a combine, etc). The results of this case study indicate that sasang constitution types influences job types. Under the working conditions that virtual reality scene photographed by video camera are running, also the effects of brain function of each worker using Electroencephalograms(EEGs) are investigated. Electroencephalograms(EEGs) provide much information about the brain function, such as relaxation, concentration, various thoughts and so on. Previous studies reported the appearance of ${\theta}$ waves and an increase in the ${\alpha}$ waves during psychologically satisfaction conditions. An statistical analysis of experiments conducted shows the various changes of brain waves(${\alpha},{\beta},{\theta},{\delta}$ waves). By means of these study results, we can identify that sasang constitutions should be applied to contribute much to quality advancement and productivity improvement through a comparative study on the job characteristic.

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Analysis of different types of turnovers between winning and losing performances in men's NCAA basketball

  • Han, Doryung;Hawkins, Mark;Choi, HyongJun
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.7
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    • pp.135-142
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    • 2020
  • Basketball is a highly complex sport, analyses offensive and defensive rebounds, free throw percentages, minutes played and an efficiency rating. These statistics can have a large bearing and provide a lot of pressure on players as their every move can be analysed. Performance analysis in sport is a vital way of being able to track a team or individuals performance and more commonly used resource for player and team development. Discovering information such as this proves the importance of these types of analysis as with post competition video analysis a coach can reach a far more accurate analysis of the game leading to the ability to coach and correct the exact requirements of the team instead of their perceptions. A significant difference was found between winning and losing performances for different types of turnovers supporting current research that states that turnovers are not a valid predictor of match outcomes and that there is no specific type of turnover which can predict the outcome of a match as briefly mentioned in Curz and Tavares (1998). Significant differences were found between winning and tied and losing and tied performance for some types of turnovers, however due to the lack of data collected in this area they cannot be considered valid. Further research could also be conducted in other areas relating to performance indicators where there is currently minimal research in some areas such as assisted baskets, stated about the performance indicators in their own study the performance indicators are inadequate for explaining the complexities of the game suggesting that one indicator will not be constant in every game an research into performance analysis areas would be more appropriate.

Implementation of ATM/Internet Gateway System for Real Time Multimedia Service (실시간 멀티미디어 서비스를 위한 ATM/Internet 게이트웨이 시스템의 구현)

  • Han Tae-Man;Jeong You-Hyeon;Kim Dong-Won
    • The KIPS Transactions:PartC
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    • v.11C no.6 s.95
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    • pp.799-806
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    • 2004
  • A growing diversity of pervasive devices is gaming access to the Internet and other information. However, much of the rich multimedia contents cannot be easily handled by the client devices because of the limited communication, processing, storage and display capabilities. The in-tegration of voice, data and video service modified the target of networking technologies. Networks must have some the capabilities for in-tegration of various services and also for QoS support as required by each of those service. Because of these reasons, we developed EAGIS(Efficient ATM Gateway for real time Internet Service) to provide seamless multimedia service between the ATM network and the Internet. EAGIS consists of the interworking unit, content server, transcoding server, and the serveice broker to provide seamless multimedia service be-tween the ATM network and the Internet. In this paper, we design the architecture and transcoding service scenario of the EAGIS. When the RTP is used for the bi-directional communication, transcoding time is configured by the time-stamp of RTCP. When HTTP is used for unidirec-tional communication, self-timer is used. By using these reference time, standard transcoding method is applicable according to the frame trans-mission rate and network traffic load. And we can also assure the QoS of the multiple users` effective bandwidth by our algorithm.

Distance Measurement of Small Moving Object using Infrared Stereo Camera (적외선 스테레오 카메라를 이용한 소형 이동체의 거리 측정)

  • Oh, Jun-Ho;Lee, Sang-Hwa;Lee, Boo-Hwan;Park, Jong-Il
    • Journal of the Institute of Electronics Engineers of Korea SC
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    • v.49 no.3
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    • pp.53-61
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    • 2012
  • This paper proposes a real-time distance measurement system of high temperature and high speed target using infrared stereo camera. We construct an infrared stereo camera system that measure the difference between target and background temperatures for automatic target measurement. First, the proposed method detects target region based on target motion and intensity variation of local region using difference between target and background temperatures. Second, stereo matching by left and right target information is used to estimate disparity about real-time distance of target. In the proposed method using infrared stereo camera system, we compare distances in three dimension trajectory measuring instrument and in infrared stereo camera measurement. In this experiment from three video data, the result shows an average 9.68% distance error rate. The proposed method is suitable for distance and position measurement of varied targets using infrared stereo system.

An Introverted Elementary Student's Construction of Epistemic Affect During Modeling Participation Patterns (모형 구성 참여 양상에서 나타나는 내성적인 초등학생의 인식적 감정 구성)

  • Han, Moonhyun;Kim, Heui-Baik
    • Journal of The Korean Association For Science Education
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    • v.38 no.2
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    • pp.171-186
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    • 2018
  • Recent research has shown that elementary school students can experience epistemic affect -emotions and feelings experienced within epistemic practices, such as the enjoyment of having a wonderful idea or uncomfortable feeling of at a cognitive dissonance- during modeling process. This study explores how an introverted elementary student could participate in the modeling process by constructing an epistemic affect. Based on the theory of constructed emotion, we analyzed one elementary student's constructed epistemic affect using data resources such as emotion diaries, video recordings, and post interviews. We selected one introverted student (a fifth grader), showing peripheral and full participation during modeling. Specifically, we explored which emotions were constructed when she participated in modeling peripherally -and which epistemic affect was constructed when she participated fully- during the construction, evaluation, and revision processes. The research results showed, first, that the introverted elementary student came to participate in the model construction process by constructing the epistemic affect called aha. Second, the results showed that she came to participate in the model revision process by constructing the epistemic affect called feeling that the reasoning was wrong when confronting the rebuttals of the other student. Finally, she came to participate in the model evaluation process by constructing the epistemic affect called dislike of another student's idea. Through our exploration of the constructed epistemic affect of the introverted elementary student, we deduced that it is important to help each student to construct an epistemic affect that facilitates his or her participation in modeling. Also, we discussed that it is important to understand the impact of the emotional load that can occur for each student, depending on the constructed past, present, and future emotions.

Security of Ethernet in Automotive Electric/Electronic Architectures (차량 전자/전기 아키텍쳐에 이더넷 적용을 위한 보안 기술에 대한 연구)

  • Lee, Ho-Yong;Lee, Dong-Hoon
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.16 no.5
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    • pp.39-48
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    • 2016
  • One of the major trends of automotive networking architecture is the introduction of automotive Ethernet. Ethernet is already used in single automotive applications (e.g. to connect high-data-rate sources as video cameras), it is expected that the ongoing standardization at IEEE (IEEE802.3bw - 100BASE-T1, respectively IEEE P802.3bp - 1000BASE-T1) will lead to a much broader adoption in future. Those applications will not be limited to simple point-to-point connections, but may affect Electric/Electronic(EE) Architectures as a whole. It is agreed that IP based traffic via Ethernet could be secured by application of well-established IP security protocols (e.g., IPSec, TLS) combined with additional components like, e.g., automotive firewall or IDS. In the case of safety and real-time related applications on resource constraint devices, the IP based communication is not the favorite option to be used with complicated and performance demanding TLS or IPSec. Those applications will be foreseeable incorporate Layer-2 based communication protocols as, e.g., currently standardized at IEEE[13]. The present paper reflects the state-of-the-art communication concepts with respect to security and identifies architectural challenges and potential solutions for future Ethernet Switch-based EE-Architectures. It also gives an overview and provide insights into the ongoing security relevant standardization activities concerning automotive Ethernet. Furthermore, the properties of non-automotive Ethernet security mechanisms as, e.g., IEEE 802.1AE aka. MACsec or 802.1X Port-based Network Access Control, will be evaluated and the applicability for automotive applications will be assessed.

Hidden Markov Model for Gesture Recognition (제스처 인식을 위한 은닉 마르코프 모델)

  • Park, Hye-Sun;Kim, Eun-Yi;Kim, Hang-Joon
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.43 no.1 s.307
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    • pp.17-26
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    • 2006
  • This paper proposes a novel hidden Markov model (HMM)-based gesture recognition method and applies it to an HCI to control a computer game. The novelty of the proposed method is two-fold: 1) the proposed method uses a continuous streaming of human motion as the input to the HMM instead of isolated data sequences or pre-segmented sequences of data and 2) the gesture segmentation and recognition are performed simultaneously. The proposed method consists of a single HMM composed of thirteen gesture-specific HMMs that independently recognize certain gestures. It takes a continuous stream of pose symbols as an input, where a pose is composed of coordinates that indicate the face, left hand, and right hand. Whenever a new input Pose arrives, the HMM continuously updates its state probabilities, then recognizes a gesture if the probability of a distinctive state exceeds a predefined threshold. To assess the validity of the proposed method, it was applied to a real game, Quake II, and the results demonstrated that the proposed HMM could provide very useful information to enhance the discrimination between different classes and reduce the computational cost.