• Title/Summary/Keyword: 실시간 영상 저장

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Design and Implementation of a Multiple Video-on-Demand Server Systems (다중 주문형 비디오 서버 시스템의 설계 및 구현)

  • 최우성;장영배;김성완;오승택;김호중;맹승렬;조정완
    • Proceedings of the Korean Information Science Society Conference
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    • 2000.04a
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    • pp.660-662
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    • 2000
  • 오늘날 네트웍의 발달로 인하여 사용자가 원하는 영상매체를 실시간으로 요구하는 멀티미디어 서비스에 대한 사용자의 요구가 날로 증가하고 있다. 때문에 영상매체를 제공하는 서버는 여러 사용자들이 동시에 접속하였을 때 서비스를 제공 할 수 있는 능력을 가져야 한다. 본 논문에서는 멀티미디어 서비스를 위한 VOD(Video-On-Demand)시스템을 설계 및 구현한다. VOD 시스템은 미디어를 분석하여 BES(Back-End-Server)에 저장하는 영화 관리자(Movie Manager), 분산 저장된 데이터를 읽어 들여 사용자나 연결된 FES(Front-End Server)로 보내는 BES, 사용자에게 미디어 데이트를 전송하는 FES와 전송된 데이트를 받아서 재생하는 클라이언트(Client)를 구성된다. 또한 다수의 서버를 연결하기 위하여 SCI(Scalabel Coherent Interface)를 이용한 효율적인 메시지 전송방법을 구현한다.

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A Study on the Limitedness and Regularity of Addressing Patterns in a Concurrent Input/Output Access with Different Orders (상이한 순서의 동시 입출력 동작시 주소변화패턴의 유한성 및 규칙성에 관한 연구)

  • Lee, Gunjoong;Ryoo, Kwangki
    • Proceedings of the Korea Information Processing Society Conference
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    • 2012.11a
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    • pp.537-539
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    • 2012
  • 영상신호처리와 같이 공간적 신호처리를 하는 실시간 신호처리시스템에서는 서로 다른 입출력 순서를 갖는 특정 크기의 블록 단위 신호처리가 요구된다. 다양한 영상압축코덱에 쓰이는 엔트로피 코딩을 위한 데이터 재정렬이 대표적인 예이다. 이 경우 동일 주소에 데이터를 읽고 쓰는 단일 버퍼링 방법이 저장 공간을 최소화 하는 최적의 방법이지만 상이하고 불규칙한 입출력 순서를 갖는 경우 이 방법을 적용할 경우 불규칙한 순서열이 이어지기 때문에 구현하기 어렵고 두 배의 저장 공간을 소모하는 이중 버퍼링 방법을 주로 사용한다. 본 논문에서는 불규칙한 순서열 변화를 보이는 임의의 상이한 입출력 순서를 갖는 동시 입출력 동작에서도 예측가능한 유한한 횟수 안에 규칙적인 반복성이 나타남을 입증하고 자원을 최소화하는 단일 버퍼링 방법이 적용될 수 있음을 보였다.

Efficient Image Data Processing using a Real Time Concurrent Single Memory Input/Output Access (실시간 단일 메모리 동시 입출력을 이용한 효율적인 영상 데이터 처리)

  • Lee, Gunjoong;Han, Geumhee;Ryoo, Kwangki
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2012.10a
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    • pp.103-106
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    • 2012
  • A memory access method that data are read with different sequences with writing order is a simple but important procedure in many image compression standards, such as JPEG, MPEG1/2/4, H.264, and HEVC. For real time processing, double buffering is widely used using two block sized buffers, that accesses buffers concurrently with alternative way to read and write. In some cases like a transpose memory in 2D DCT with a simple and regular access order, a single buffering which requires only single block sized buffer can be used. This paper shows that even in complex access orders there is a regularity among updating orders within a finite turns, and suggested an effective implementation method using a single block sized buffer to process concurrent read/write operation with different access orders.

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An Image Mosaic Technique for Images Transmitted by Wireless Sensor Networks (무선 센서 네트워크 영상을 위한 모자이크 기법)

  • Jun, Sang-Eun;Eo, Jin-Woo
    • Journal of IKEEE
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    • v.11 no.4
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    • pp.187-192
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    • 2007
  • Since wireless sensor networks (WSN) have relatively narrow bandwidth and have limited memory space. Mosaic by inlaying images transmitted by adjacent sensors can provide wider field of view and smaller storage memory. Most WSN are used for surveillance purpose, image acquisition period should be sufficiently short, so that mosaic algorithm has to be run in real time. Proposed algorithm is derived by using the fact that position of sensor nodes are fixed and known. Transformation matrix can be calculated by using distance between sensor nodes and distance between sensor nodes and predefined object. Simulation result shows that proposed algorithm provides very short processing time whereas it preserves image quality.

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Movie Contents Design of One-Person Production Using IP Cameras (IP-카메라를 이용한 1인 제작의 영상콘텐츠 설계)

  • Chung, Won-Ho;Lim, Yang-Mi
    • The Journal of the Korea Contents Association
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    • v.11 no.2
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    • pp.1-12
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    • 2011
  • Movie contents requiring multiple shootings in places need much man power and many equipments. It is more serious in the case of multiple simultaneous shootings. In the points of small broadcasting companies, it is more difficult to cope with the situation, but it is also an essential task for the variety of video contents. We propose an one-person movie production scheme based on an IP camera-based live webcasting system which makes multiple shootings in places possible. It consists of three main functions of (1) collecting multiple video streams sent from IP cameras installed in places, (2) properly distributing them to Internet, and (3) receiving and editing them including recording video. By using the proposed scheme, we can be able to remotely utilize a new framework of Single-Person/ Multiple-Camera which beyonds the conventional Single-Person/Single-Camera framework. It becomes possible to take multiple simultaneous shoots in places. We can get an advantage of saving man power and time for producing various movie contents.

A Realization of Injurious moving picture filtering system with Gaussian Mixture Model and Frame-level Likelihood Estimation (Gaussian Mixture Model과 프레임 단위 유사도 추정을 이용한 유해동영상 필터링 시스템 구현)

  • Kim, Min-Joung;Jeong, Jong-Hyeog
    • Journal of the Korean Institute of Intelligent Systems
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    • v.23 no.2
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    • pp.184-189
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    • 2013
  • In this paper, we propose the injurious moving picture filtering system using certain sounds contained in the injurious moving picture to filter injurious moving picture which is distributed without limitation in internet and internet storage space. For this purpose, the Gaussian Mixture Model which can well represent the characteristics of the sound, is used and frame level likelihood estimation is used to calculate the likelihood between filtering target data and the sound models. Also, the pruning method which can real-time proceed by reducing the comparing number of data, is applied for real-time processing, and MWMR method which showed good performance from existing speaker identification, is applied for the distinguish performance of high precision. In the identification experiment result, in case of the frame rate which is the proportion of total frame to high likelihood frame, is set to 50%, identification error rate is 6.06%, and in case of frame rate is set to 60%, error rate is 3.03%. As the result, the proposed system can distinguish between general and injurious moving picture effectively.

Analog Parallel Processing Algorithm of CNN-UM for Interframe Change Detection (프레임간의 영상 변화 검출을 위한 CNN-UM의 아날로그 병렬연산처리 알고리즘)

  • 김형석;김선철;손홍락;박영수;한승조
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.40 no.1
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    • pp.1-9
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    • 2003
  • The CNN-UM algorithm which performs the analog parallel subtraction of images has been developed and its application study to the moving target detection has been done. The CNN-UM is the state of the art computation architecture with high computational potential of analog parallel processing. It is one of the strong candidates for the next generation of computing system which fulfills requirement of the real-time image processing. One weakness of the CNN-UM is that its analog parallel processing function is not fully utilized for the inter frame processing. If two subsequent image frames are superimposed with opposite signs on identical capacitors for short time period, the analog subtraction between them is achieved. The Principle of such temporal inter-frame processing algorithm has been described and its mathematical analysis has been done. Practical usefulness of the proposed algorithm has also been verified through the application for moving target detection.

AI-based Masking Service For Personal Information Protection On Drone-shooting Videos (드론 촬영물에서의 개인정보 보호를 위한 AI 기반 마스킹 서비스)

  • Shin, Dayeon;Kim, Hyoin;Ryu, Hyewon;Lee, Siyoung;Kim, Myungjoo
    • Proceedings of the Korea Information Processing Society Conference
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    • 2020.11a
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    • pp.401-404
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    • 2020
  • 최근 드론 산업은 미래를 이끌어갈 신산업으로 부상하고 있다. 이러한 기대에도 불구하고 드론으로 인해 생기는 여러 문제들 중에서 개인정보침해 관련 문제는 기술적으로 쉽게 풀리지 않아서 드론 사용에 대한 법적인 규제만 더 강화하고 있는 실정이다. 본 논문은 드론 촬영물이 묵시적으로 가지고 있는 개인정보 침해문제를 클라우드 환경 가운데 기술적으로 풀어내었다. 사용자는 자신의 개인정보 침해 요소가 제거된 안전한 영상을 이용할 수 있도록 실시간 촬영 시 특정 사람 객체에 대한 마스킹을 진행할 수 있다. 라즈베리파이 카메라와 드론을 이용해 동영상을 촬영한 뒤 소켓 통신을 통해 이를 클라우드 환경에서의 서버로 전송하면 서버는 실시간으로 마스킹 처리를 진행하며 마스킹이 완료된 영상은 최종적으로 서버에 저장된다. 사용자는 모든 사람 객체 마스킹과 특정인을 제외한 모든 사람 객체 마스킹이라는 두 가지 옵션 중에서 원하는 옵션을 선택하여 개인정보 마스킹 처리를 진행할 수 있다.

Design And Implementation of Linux Based Parallel Media Stream Server System (리눅스 기반의 고성능 병렬 미디어 스트림 서버 설계 및 구현)

  • 김서균;김경훈;류재상;남지승
    • The KIPS Transactions:PartA
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    • v.8A no.4
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    • pp.287-292
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    • 2001
  • Multimedia service systems should have efficient capacity to serve the growing clients and new data. In the general streaming services, users can endure the small amount of time delay at the beginning of service. But they want to have good quality of service. A streaming server tries to transfer video files to clients from a repository of files in real time. The server must guarantee concurrent and uninterrupted delivery of each video stream requested from clients. To achieve its purpose, many stream servers adopt multi-processors, sufficient memory, and RAID or SAN in their systems. In this paper, we propose a Linux-based parallel media streaming server. It is superior to the other systems in the storing structure, fault-tolerance, and service capacity. Since this system supports the web interlace, users can operate easily through the www. This system uses unique striping policy to distribute multimedia files into the parallel storage nodes. If a service request occurs, each storage node transmits striped files concurrently to the client. Its performance is better than the single media streaming service because of the parallel architecture.

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Real-Time Shadow Generation Using Image-Based Rendering Technique (영상기반 렌더링 기법을 이용한 실시간 그림자 생성)

  • Lee, Jung-Yeon;Im, In-Seong
    • Journal of the Korea Computer Graphics Society
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    • v.7 no.1
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    • pp.27-35
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    • 2001
  • Shadows are important elements in producing a realistic image. In rendering. generation of the exact shape and position of shadow is crucial in providing the user with visual cues on the scene. While the shadow map technique quickly generates a shadow for the scene wherein objects and light sources are fixed. it gets slow down as they start to move. In this paper. we apply an image-based rendering technique to generate shadows in real-time using graphics hardware. Due to the heavy requirement of storage for a shadow map repository. we use a wavelet-based compression scheme for effective compression. Our method will be efficiently used in generating realistic scenes in many real-time applications such as 3D games and virtual reality systems.

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