• Title/Summary/Keyword: 재생 지연 시간

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Reversible Watermarking based Video Contents Management and Control technique using Biological Organism Model (생물학적 유기체 모델을 이용한 가역 워터마킹 기반 비디오 콘텐츠 관리 및 제어 기법)

  • Jang, Bong-Joo;Lee, Suk-Hwan;Kwon, Ki-Ryong
    • Journal of Korea Multimedia Society
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    • v.16 no.7
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    • pp.841-851
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    • 2013
  • The infectious information hiding system(IIHS) is proposed for secure distribution of high quality video contents by applying optimized watermark embedding and detection algorithms to video codecs. And the watermark as infectious information is transmitted while target video is displayed or edited by codecs. This paper proposes a fast and effective reversible watermarking and infectious information generation for IIHS. Our reversible watermarking scheme enables video decoder to control video quality and watermark strength actively for by adding control code and expiration date with the watermark. Also, we designed our scheme with low computational complexity to satisfy it's real-time processing in a video codec, and to prevent time or frame delay during watermark detection and video restoration, we embedded one watermark and one side information within a macro-block. Experimental results verify that our scheme satisfy real-time watermark embedding and detection and watermark error is 0% after reversible watermark detection. Finally, we conform that the quality of restored video contens is almost same with compressed video without watermarking algorithm.

Proxy Caching Scheme Based on the User Access Pattern Analysis for Series Video Data (시리즈 비디오 데이터의 접근 패턴에 기반한 프록시 캐슁 기법)

  • Hong, Hyeon-Ok;Park, Seong-Ho;Chung, Ki-Dong
    • Journal of Korea Multimedia Society
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    • v.7 no.8
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    • pp.1066-1077
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    • 2004
  • Dramatic increase in the number of Internet users want highly qualified service of continuous media contents on the web. To solve these problems, we present two network caching schemes(PPC, PPCwP) which consider the characteristics of continuous media objects and user access pattern in this paper. While there are plenty of reasons to create rich media contents, delivering this high bandwidth contents over the internet presents problems such as server overload, network congestion and client-perceived latency. PPC scheme periodically calculates the popularity of objects based on the playback quantity and determines the optimal size of the initial fraction of a continuous media object to be cached in proportion to the calculated popularity. PPCwP scheme calculates the expected popularity using the series information and prefetches the expected initial fraction of newly created continuous media objects. Under the PPCwP scheme, the initial client-perceived latency and the data transferred from a remote server can be reduced and limited cache storage space can be utilized efficiently. Trace-driven simulation have been performed to evaluate the presented caching schemes using the log-files of iMBC. Through these simulations, PPC and PPCwP outperforms LRU and LFU in terms of BHR and DSR.

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Multimedia Contents Streaming Service using the Section Information Retrieval on P2P Network (구간정보를 이용한 P2P 상에서 멀티미디어 스트리밍)

  • Lee, Ji-Hyun;Han, Kwang-Rok
    • Journal of Korea Multimedia Society
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    • v.10 no.10
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    • pp.1328-1337
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    • 2007
  • We describe a method for streaming specific section using the section information among peers on P2P network. As peers tend to extract only the part of contents in which they are interested, an indexed file is created based on the section information of multimedia contents and registered in the search server. If a peer requests the streaming of specific parts of the contents to other corresponding peer using the section information that the server returns, the peer streams only separated section of the multimedia contents according to the information. For this process, we implement a function that a peer's PC can play a role as a server, and the peer streams the separated content based on the section information that the server supplies.

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Buffer Management Scheme for Interactive Video Streaming (실감교류를 위한 비디오 재생 버퍼 관리 방안)

  • Na, Kwang-Min;Lee, Tae-Young;Kim, Heon-Hui;Park, Kwang-Hyun;Choi, Yong-Hoon
    • Journal of KIISE
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    • v.43 no.3
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    • pp.327-335
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    • 2016
  • In this paper, we propose a buffer management scheme suitable for interactive multimedia services. We consider a typical delay optimization environment so that receiver buffer lengths vary according to the round trip time estimation. In this environment, we propose an optimization technique for minimizing the loss of information that may occur when a reduced buffer length forces I/P/B frames in the buffer to drop. We modeled our problem as a Knapsack Problem for which we used dynamic programing in order to find an approximate solution. The proposed technique is compared with the existing buffer management techniques. Through simulation studies, we found that our approach could increase PSNR, which is important to video quality.

Development of an Integrated Packet Voice/Data Terminal (패킷 음성/데이터 집적 단말기의 개발)

  • 전홍범;은종관;조동호
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.13 no.2
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    • pp.171-181
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    • 1988
  • In this study, a packet voice/data terminal(PVDT) that services both voice and data in the packet-switched network is implemented. The software structure of the PVDT is designed according to the OSI 7 layer architecture. The discrimination of voice and data is made in the link layer. Voice packets have priority over data packets in order to minimize the transmission delay, and are serviced by a simple protocol so that the overhead arising form the retransmission of packets may be minimized. The hardware structure of the PVDT is divided into five modules; a master control module, a speech proessing module, a speech activity detection module, a telephone interface module, and an input/output interface module. In addition to the hardware implementation, the optimal reconstruction delay of voice packets to reduce the influence of delay variance is analyzed.

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Implementation of Embedded Live Audio Streaming System:ESCatcher (임베디드 라이브 오디오 스트리밍 시스템 구현)

  • Hwang, Kitae
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.16 no.5
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    • pp.165-172
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    • 2016
  • This paper presents an implementation of a live audio streaming system using the Raspberry Pi 3 embedded computer. This system is a live streaming system not file-based streaming. This is a push streaming system which converts the incoming analog audio signal to digital samples and broadcasts them to multiple connected users concurrently. Since the server software is developed in Java language, it can be installed on any other embedded computers without any modification. We concluded that ESCatcher can service live streaming about 60 users concurrently through calculations and experiments, And also we achieved the delay time of a little bit more than 40ms between arrival of audio source and play on the android device.

A Study of Real-Time Implementation of Dolby AC-3 Decoder in a DVD System (DVD 시스템에 있어서 DOLBY AC-3 디코더의 실시간 구현에 관한 연구)

  • Lee, Won-Woo;Kim, Sung-Ho;Jang, Sung-Chul;Lee, Hee-Soo;Heo, Jae-Hun
    • The Journal of the Acoustical Society of Korea
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    • v.15 no.2
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    • pp.12-20
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    • 1996
  • A real-time Dolby AC-3 decoder has been implemented using a 20-bit fixed point general purpose DSP chip. It is shown that AC-3 decoder of this paper has same performance as decoder of C-simulator on PC. And also, it is applied to DVD player. Especially, in this paper, we proved that it has shorter latency time than that of previous AC-3 decoder.

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An Adaptive Generation Technique of Mobile Contents Corresponding to PC Web Contents using MPEG-21 Multimedia Framework (MPEG-21 기반의 적응적 웹 컨텐츠 변환 시스템)

  • Lim, Young-Hwan;Kang, Eui-Sun;Park, Dae-Hyuck
    • 한국HCI학회:학술대회논문집
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    • 2007.02c
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    • pp.158-163
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    • 2007
  • 본 논문의 목적은 PC 용으로 구축되어 있는 웹 컨텐츠를 PDA나 휴대폰과 같은 다양한 멀티플랫폼 단말기에도 제공할 수 있도록 하는 것이다. 기존의 대부분 방식은 모든 단말기에 서비스 할 수 없으므로 단말기용으로 모바일 컨텐츠를 미리 생성해 놓고 그 제한된 단말기에만 서비스하였다. 이때 가장 큰 문제점은 하나의 PC 웹 컨텐츠를 이용하여 다양한 하드웨어 특성을 가지는 모바일 단말기 마다 재생 가능한 모바일 컨텐츠를 모두 생성하는 것이다. 본 논문에서는 MPEG-21 멀티미디어 프레임워크를 이용하여 유선 웹 컨텐츠를 다양한 멀티 플랫폼 단말기에 실시간으로 맞추어 서비스하는 시스템을 제안한다. 제안한 시스템은 다양한 단말기별로 모바일 컨텐츠를 생성하는 것이 아니라 모바일 컨텐츠의 구성 및 표현방법을 MEPG-21 의 DIDL 을 이용하여 중간언어로써 기술한다. 그리고 멀티미디어 데이터 부분(Resource)만 Off-line으로 미리 변환한다. 이동단말기 접속 시 멀티미디어 서술(Description)부분을 실시간으로 변환하고 그 단말기가 사용 가능한 변환된 리소스를 통하여 단말기에 적합한 모바일 컨텐츠를 실시간으로 생성하여 서비스한다. 본 논문은 추가적으로 모바일 웹 서비스를 제공하는 과정에서 발생할 수 있는 응답시간 지연 현상을 최소화 하기 위하여 선 서비스 후 변환 방법을 제안한다.

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A Digital Right Management System based on Shared Key fool for Video Data Protection (동영상 데이터 보호를 위한 공유 키 풀 기반의 DRM 시스템)

  • Kim Jung-Jae;Park Jae-Pyo;Jun Moon-Seog
    • The KIPS Transactions:PartC
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    • v.12C no.2 s.98
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    • pp.183-190
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    • 2005
  • In this thesis, first, we propose I-frame encryption techniques of video data for video data itself encryption and propose license agent that processing user's certification and decryption in client system automatically when user execute encrypted video data in system server. License agent runs user's certification, encryption and decryption of video data based on PID(Public Key Infrastructure) using shared key-pool when execute of video data. Also, compose duplex buffer control and propose real time decryption method using efficient buffer scheduling to reduce much playing delay times that happen processing decryption when execute of videoa data of high-capacity.

A Hybrid Storage Architecture with a Content Caching Algorithm for Networked Digital Signage (네트워크 디지털 사이니지를 위한 콘텐츠 캐싱 알고리즘을 적용한 하이브리드 스토리지 구조)

  • Nam, Young-Jin;Jeong, Soon-Hwan;Park, Young-Kyun
    • Journal of Korea Multimedia Society
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    • v.15 no.5
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    • pp.651-663
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    • 2012
  • Networked digital signage downloads necessary multimedia contents from a large-sized storage on WAN to its local disk of a limited size before starting their playback. If the required time to download the entire contents gets longer, a start time to play the contents at the digital signage could be delayed. In this paper, we propose a hybrid storage architecture that not only inserts an iSCSI storage layer between the existing local disk and the WAN storage, but offers a contents caching scheme in order to obtain all the necessary contents in digital signage rapidly. The proposed caching scheme determines how to place the downloaded contents both in the local disk and the iSCSI storage. Uniquely, the proposed caching scheme manages the iSCSI storage space by dividing it into two regions: (1) in one region, the digital signage can play the contents directly without downloading them into the local disk; (2) in the other region, the digital signage cannot. Performance evaluations on a simulator and an actual system with workloads of various contents show that a contents-downloading time of the hybrid storage architecture is at maximum three times shorter than that of the existing storage architecture.