• Title/Summary/Keyword: 실시간 스트리밍

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IP Over USB for Improved QoS of UDP/IP Messages (UDP/IP 메시지 전송의 QoS 성능 향상을 위한 IP Over USB)

  • Jang, Byung-Chul;Park, Hyeon-Hui;Yang, Seung-Min
    • The KIPS Transactions:PartA
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    • v.14A no.5
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    • pp.295-300
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    • 2007
  • The Linux-based embedded systems such as mobile telephones. PDAs and MP3 players are widely in use. USB(Universal Serial Bus) is the interface for data communication between the computers and these peripheral devices. Some embedded systems like intelligent home networking and multimedia streaming require guaranteed QoS(Quality of Service), which is needed for real time transmission of UDP/IP messages through USB. Although USB Ethernet driver is supported by USB Gadget API in Linux, it is unable to provide the desirable QoS required by each type or small embedded systems due to the unpredictability or TCP/IP Stack in Linux. This paper proposes IP-Over-USB to improve QoS of UDP/IP message transmission in the embedded systems using USB in Linux system.

A Cyber Educational Environment on the Web using WMT (WMT를 이용한 웹 기반 가상교육 환경)

  • 심종채;박재흥;서영건
    • Journal of Korea Multimedia Society
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    • v.4 no.5
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    • pp.446-454
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    • 2001
  • A long-distance education method using the computational environment has been developed and implemented for quite some time. However, there has been some difficulty in the simulation of face-to-face instruction due to limitations in performance of the computers and the networks. Continued development of multimedia technologies has now made it possible to simulate face-to-face instruction, recording the teachers' instructions in the form of a screen dump. In this paper, we propose a system that allows the teacher to make loaming materials available on the Web using Window Media Technology(WMT). This technology also allows remote site users to view the contents at their convenience. A media encoder acquires the lessons and stores them as moving pictures. The lessons are displayed on the screen as the teacher explains them. The learning materials are stored in a Windows media file format, the file is stored on a lecture server and provided to the user using a streaming method in real time. The users can view the contents on the Web without requiring a special player. The proposed system consists of a lecture writer module, a lecture server module and a lecture client module.

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Research on Infrastructure technology of Stereoscopic Object Expression Utilizing the Grabcut algorithm (Grabcut 알고리즘을 활용한 Stereoscopic 객체표현 기반 기술 연구)

  • Lee, Min ho;Choi, Jin yeong;Lee, Jong hyeok;Cha, Jae sang
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.17 no.5
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    • pp.151-159
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    • 2018
  • Recently, stereoscopic technology has become a potential for blue ocean as a new growth power industry, and interest in it has been steadily increasing with the development of virtual and augmented reality technologies. Various methods such as binocular parallax and polarized glasses have been developed and used for stereoscopic image expression, but they have limitations such as eye damage, headache, crosstalk and resolution degradation. In this paper, we present a new method of stereoscopic image representation that can overcome the limitations and verify its applicability through basic experiments for object extraction and real - time image representation.

Processing large-scale data with Apache Spark (Apache Spark를 활용한 대용량 데이터의 처리)

  • Ko, Seyoon;Won, Joong-Ho
    • The Korean Journal of Applied Statistics
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    • v.29 no.6
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    • pp.1077-1094
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    • 2016
  • Apache Spark is a fast and general-purpose cluster computing package. It provides a new abstraction named resilient distributed dataset, which is capable of support for fault tolerance while keeping data in memory. This type of abstraction results in a significant speedup compared to legacy large-scale data framework, MapReduce. In particular, Spark framework is suitable for iterative machine learning applications such as logistic regression and K-means clustering, and interactive data querying. Spark also supports high level libraries for various applications such as machine learning, streaming data processing, database querying and graph data mining thanks to its versatility. In this work, we introduce the concept and programming model of Spark as well as show some implementations of simple statistical computing applications. We also review the machine learning package MLlib, and the R language interface SparkR.

A Review on the IPTV Regulatory Regime and Market Performance (IPTV 시장성과와 관련 규제제도의 검토)

  • MIn, Dae Hong;Kim, Sung Chul
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2012.10a
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    • pp.511-514
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    • 2012
  • IPTV는 기술적으로 TV에 PC적 기능이 더해지고 인터넷 프로토콜(IP)을 통해 인터넷과 연결되는 서비스로, 국내 초고속인터넷의 속도가 VDSL, 광랜과 같은 서비스의 등장으로 최대 100Mbps에 이르러 동영상 콘텐츠의 실시간 스트리밍 서비스가 가능한 환경이 구현되었다. IPTV 도입을 통해 산사건 방송, VOD 등의 기본적인 서비스뿐만 아니라, 양방향 광고, IPTV 민원발급 및 IPTV 공공서비스 제공 등 다양한 응용서비스의 개발 및 활성화를 기대하였다. 또한 IPTV를 통해 유료방송의 경쟁을 촉진시키고 케이블TV의 디지털 전환을 촉진시킴으로써 시청자들의 복지를 향상시킨다는 취지도 함께 있었다. 정량적으로는 IPTV가입자가 2012년에 이르러 보수적으로 290만가구, 낙관적으로는 450만 가구에 이를 것으로 예상하였으며, 관련 시장규모도 동년도에 약 7,515억원에 이를 것으로 전망하였다. 하지만, 2011년 말이 이미 450만 가입자를 돌파하고 2012년 8월 500만 가입자를 유치하면서 IPTV 서비스는 본격적인 mass market을 형성해 나가고 있다. IPTV 시장이 확대해 나가면서 유료방송 가입가구 수도 증가하였는데, 도입당시인 2008년 말 1,740만 가구가 유료방송에 가입하여 104%의 보급률을 보였으나 2011년 6월말 현재 가구수 대비 유료방송 가입자구수는 127%로 증가하였다. 이렇게 IPTV서비스 시장이 확대되고는 있으나, 정부의 신규 서비스에 대한 과도한 요금규제, IPTV와 경쟁하는 케이블방송사(SO) 계열의 콘텐츠 사업자(CP)들의 방송채널 공급거절 및 지상파 방송사의 과도한 재전송 대가, 전국 권역사업자인 IPTV에 대한 권역별 가입자점유율 규제, IPTV의 차별성으로 내세웠던 T-Commerce 및 양방향 광고에 대한 규제는 앞으로 개선해 내가야할 과제이다. 이에 본고는 IPTV의 시장성과를 조망하고, 시장의 지속성장을 위해 필요한 제도개선 방향을 살펴보았다.

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Hybrid Error Concealment Algorithm for Intra-Frame in H.264 (H.264의 인트라 프레임을 위한 하이브리드 에러 은닉 알고리즘)

  • Yim Chang-Hoon;Kim Won-Jung;Lim Hye-Sook
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.31 no.8C
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    • pp.777-785
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    • 2006
  • H.264 is the prominent video coding standard in various applications such as real-time video streaming and digital multimedia broadcasting, since it provides enhanced compression performance, error resilience tools, and network adaptation. Since compressed video stream is vulnerable to packet loss, error resilience and error concealment(EC) tools are essential for the transmission of video over the Internet. In this paper, we first propose a simple temporal EC method that improves the EC performance for intra-frame in H.264 when the amount of motion is relatively small. Then we propose a new hybrid EC method for intra-frame in H.264, which combines the spatial EC and temporal EC adaptively. The simulations are performed in packet-lossy environments, and the proposed hybrid EC method shows about 0.5-4dB PSNR improvement compared to the conventional spatial EC method that is used for intra-frame in H.264.

Cross-layer Design of Packet Scheduling for Real-Time Multimedia Streaming (실시간 멀티미디어 스트리밍을 위한 계층 통합 패킷 스케줄링 기법)

  • Hong, Sung-Woo;Won, You-Jip
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.34 no.11B
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    • pp.1151-1168
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    • 2009
  • Improving packet loss does not necessarily coincide with the improvement in user perceivable QoS because each frame carries different degree of importance. We propose Significance-aware packet scheduling (SAPS) to maximize user perceivable QoS. SAPS carries out two fundamental issues of packet scheduling: "What to transmit" and "When to transmit?" To adapt to the available bandwidth, it is necessarily to transmit the subset of the data packets if the entire set of packets can not be transmitted. "Packet Significance" quantifies the importance of the frame by elaborately incorporating frames' dependency. Greedy approach is used in selecting packets and transmission schedule is determined based on the Packet Significance. The proposed scheme is tested using publicly available MPEG-4 video clips. Decoding engine is embedded in the simulation software and user perceivable QoS is exposeed in termstermiSNR. Throughout the simulation based experiment, the performance of the proposed scheme is compared two other schemes: Size-based packet scheduling and Bit-rate based best effort packet scheduling. SAPS successfully incorporates the semantics of a packet and improves user perceivable QoS significantly. It successfully provides unequal protection to more important packets.

Design and Implementation of Distributed Object Framework Supporting Audio/Video Streaming (오디오/비디오 스트리밍을 지원하는 분산 객체 프레임 워크 설계 및 구현)

  • Ban, Deok-Hun;Kim, Dong-Seong;Park, Yeon-Sang;Lee, Heon-Ju
    • Journal of KIISE:Computing Practices and Letters
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    • v.5 no.4
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    • pp.440-448
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    • 1999
  • 본 논문은 객체지향형 분산처리 환경 하에서 오디오나 비디오 등과 같은 실시간(real-time) 스트림(stream) 데이타를 처리하는 데 필요한 소프트웨어 기반구조를 설계하고 구현한 내용을 기술한다. 본 논문에서 제시한 DAViS(Distributed Object Framework supporting Audio/Video Streaming)는, 오디오/비디오 데이타의 처리와 관련된 여러 소프트웨어 구성요소들을 분산객체로 추상화하고, 그 객체들간의 제어정보 교환경로와 오디오/비디오 데이타 전송경로를 서로 분리하여 처리한다. 분산응용프로그램 작성자는 DAViS에서 제공하는 서비스들을 이용하여, 기존의 분산프로그래밍 환경이 제공하는 것과 동일한 수준에서 오디오/비디오 데이타에 대한 처리를 표현할 수 있다. DAViS는, 새로운 형식의 오디오/비디오 데이타를 처리하는 부분을 손쉽게 통합하고, 하부 네트워크의 전송기술이나 컴퓨터시스템 관련 기술의 진보를 신속하고 자연스럽게 수용할 수 있도록 하는 유연한 구조를 가지고 있다. Abstract This paper describes the design and implementation of software framework which supports the processing of real-time stream data like audio and video in distributed object-oriented computing environment. DAViS(Distributed Object Framework supporting Audio/Video Streaming), proposed in this paper, abstracts software components concerning the processing of audio/video data as distributed objects and separates the transmission path of data between them from that of control information. Based on DAViS, distributed applications can be written in the same abstract level as is provided by the existing distributed environment in handling audio/video data. DAViS has a flexible internal structure enough to easily incorporate new types of audio/video data and to rapidly accommodate the progress of underlying network and computer system technology with very little modifications.

Dynamic Threshold-Based Multicast Scheme for N-Screen Services in Indoor and Ship Area Networks (선박 및 실내 N-스크린 서비스를 위한 동적 Threshold 기반 멀티캐스트 기술)

  • Hur, Kyeong;Lee, Seong Ro
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.40 no.7
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    • pp.1369-1376
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    • 2015
  • A wireless bridge is essential to transmit control and managing information to sensors or instruments from a central integrated ship area network station. In this paper, a WiMedia Distributed-MAC(D-MAC) protocol is adopted for development of a seamless N-Screen wireless service in Indoor and Ship Area Networks. Furthermore, to provide the OSMU(One Source Multi Use) N-screen service through P2P streaming in the seamless D-MAC protocol, a Dynamic Threshold-based Multicast(DTM) technology is proposed and analyzed. For this technology, a new Hard/Soft Vertical Region(HVR-SVR) based time slot allocation and a multicast resource reservation scheme are combined. From simulation results, proposed DTM scheme expands the number of time slots available for unicast and multicast realtime N-Screen reservations with various service time interval requests. Furthermore, it enhances performances in vewpoints of realtime N-Screen data reservation conflict and throughput.

Light-Weight Mobile VR Platform using HMD with 6 Axis (6 축센서를 갖는 HMD 경량 모바일 VR Platform)

  • Kang, Yunhee;Kang, JungJu
    • Journal of Platform Technology
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    • v.6 no.2
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    • pp.3-9
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    • 2018
  • Recently VR environment is used in many areas including mobile learning, smart factory. However HMD(head-mounted display) is required to a dedicated and expensive system with high-end specification. When designing a VR system, it is needed to handle performance, mobility and usability. Many VR applications need to handle diverse sensors and user inputs continuously in a streaming manner. In this paper we design a VR mobile platform and implement a low-cost mobile VR HMD running on the platform. The VR HMD supports 3D contents delivery in a mobile manner. It is used to detect the motion detection based on angle value of a VR player from accelerator and gyro sensor. The MPU-6050, 6-axis sensor, is used to get a sensory value and the sensory value is taken as an input to a VR rendering server on a Unity game engine that is generated 3D images.