• Title/Summary/Keyword: 재생 지연 시간

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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.

Optimal Operation Method and Capacity of Energy Storage System(ESS) in Primary Feeders with Step Voltage Regulator(SVR) (선로전압조정장치(SVR)가 설치된 고압배전선로에서 전기저장장치(ESS)의 최적운용 및 적정용량 산정방안)

  • Kim, Byungki;Ryu, Kyung-Sang;Kim, Dae-Jin;Jang, Moon-seok;Ko, Hee-sang;Rho, Daeseok
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.6
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    • pp.9-20
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    • 2018
  • When a large-scale photovoltaic (PV) system is introduced into a distribution system, the customer's voltage may exceed the allowable limit ($220V{\pm}6%$) due to voltage variations and reverse power flow in the PV system. In order to solve this problem, we propose a method for adjusting the customer voltage using the existing step voltage regulator (SVR) installed in the primary feeder. However, due to the characteristics of a mechanically operating SVR, the customer voltage during the tap changing time of the SVR is likely to deviate from the allowable limit. In this paper, an energy storage system (ESS) with optimal operation strategies, and an appropriate capacity calculation algorithm are proposed, and the parallel driving scheme between the SVR and the ESS is also proposed to solve the customer voltage problem that may occur during the tap changing time of the SVR. The simulation results show that the allowable limit of the customer voltage is verified by the proposed methods during the tap changing time of the SVR when the large-scale PV system is connected to the distribution system.

Design and Evaluation of a Buffering Patching Technique for VOD Systems (주문형 비디오 시스템을 위한 버퍼링 패칭 기법의 설계 및 평가)

  • 하숙정;배인한
    • Journal of KIISE:Computer Systems and Theory
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    • v.30 no.10
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    • pp.523-532
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    • 2003
  • Video on Demand(VOD) services cause high resource consumption in a video seuer, because multimedia are characterized by continuous playback, a high bandwidth requirement, and long playback duration. Patching has been proposed to save the network I/O bandwidth of a video server. To achieve true VOD, patching uses multicasting to share video streams, thereby providing immediate VOD services to users without any service latency. A communication channel is used to either multicast the entire video as a regular channel or multicast only the leading portion of a video as a Patching channel. This paper Proposes a buffering patching technique that divides regular channels, as used in patching, into sub-regular channels and regular channels to shorten the holding time of the channels. In the proposed technique, the last portion of video data, corresponding to the size of the buffering window, is not transferred by sub-regular channels, but rather downloaded and buffered in the user buffer from the latest regular channel. When simulations were performed to compare the performance of the proposed technique with that of conventional patching, the results indicated that the proposed technique was superior in terms of the defection rate, average service latency, and fairness, although the amount of video data buffered at each user station was higher than that with patching.

A Study for Efficient Transmission Policies using Multimedia Scenarios (멀티미디어 시나리오를 이용한 효율적인 데이터 전송 기법 연구)

  • Suh, Duk-Rok;Lee, Won-Suk
    • The Transactions of the Korea Information Processing Society
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    • v.5 no.11
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    • pp.2797-2808
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    • 1998
  • Multimedia scenario database system is a read-only multimedia-on-demand system which transfers scenarios representing the display ordering of multimedia objects. A scenario is a graph of multimedia objects and it contains spatial, temporal and contextual information of multimedia data. By structuring multimedia objects as a scenario, it is possible to enforce their display order based on their context. Furthermore, it can provide multiple display paths as well as the sharing of objects between different scenarios. As a result, the multimedia scenario database system can perform the pre-scheduling of multimedia objects, which makes it possible to reorder the transmission order of objects in a scenario. Consequently, the overall system resource such as data buffer and network bandwidth can be highly utilized. In this paper, we discuss the requirements of structuring a scenario to design a scenario database that stores and manages multimedia scenario. Furthermore, we devise and analyze several scheduling policies based on the reordering mechanism for the objects in a scenario.

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Determination of Reserved Channel Capacity for Popular Videos in Video-on-Demand Systems (주문형 비디오 시스템에서 인기 비디오를 위한 예약 채널 용량의 결정)

  • 하숙정;배인한
    • Journal of KIISE:Computer Systems and Theory
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    • v.30 no.5_6
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    • pp.223-231
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    • 2003
  • Video-on-Demand (VOD) service needs high resource consumption because of high bandwidth and long playback duration which are characteristics of multimedia. Various techniques such as Patching and Channel-Reserving Patching have been proposed to reduce the demand on the network-I/O bandwidth. Patching allows new clients to join an existing multicast for realization of true VOD, and Channel-Reserving Patching reserves the part of total channel capacity of video server in order to serve the requests for popular videos on which requests of users concentrate. To improve the performance of Channel-Reserving Patching, we propose the method that determines the reserved channel capacity of video server for the popular videos in this paper. The performance of our method is evaluated in terms of average servile latency, defection ratio and fairness through simulation, and is compared with those of Patching and another Channel-Reserving Patching.

A study on the application of waste concrete powder as a material for construction (건설용 재료로써 폐콘크리트 미분말의 활용성 연구)

  • Kim, Yong-Jic;Choi, Yun-Wang;Kim, Sang-Chel;Kim, Young-Jin
    • Journal of the Korean Recycled Construction Resources Institute
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    • v.7 no.4
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    • pp.88-94
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    • 2012
  • This study is conducted to utilize waste concrete powder made as a by-product manufacturing high quality recycled aggregate. The blaine fineness of the used waste concrete powder was 928 and $1,360cm^2/g$. As the main characteristic of waste concrete powder, it showed an angular type similar to cement, but hydrated products were attached on the surface of particles. In addition, the size of the particles of waste concrete powder was larger than OPC and in terms of chemical components it had higher $SiO_2$ contents. The viscosity of the paste that mixed waste concrete power decreased by 62% at the most, compared to the paste that only used OPC, and the final set time was delayed about two hours. As composition rates of waste concrete powder increased, the flow value decreased by 30% at the most according to the comparison with mortar that only used OPC, and sorptivity coefficients increased by 70%. The compressive strength of mortar decreased by 73% at the most as composition rates of waste concrete powder increased. According to the test results, it is desirable to use waste concrete powder by combining OPC appropriately(below 15%).

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Effect of Glucose at High Concentrations on the Integrin and Cathepsin Expression of the Cultured Human Periodontal Ligament Cells (고농도 포도당이 사람 치주인대세포의 Integrin과 Cathepsin 발현에 미치는 영향에 관한 연구)

  • Kim, Bang-Soo;Shin, Je-Won;Hong, Jung-Pyo;Jue, Seong-Suk
    • Journal of Oral Medicine and Pain
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    • v.33 no.1
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    • pp.35-40
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    • 2008
  • This experiment was designed to clarify the effect of high concentrations of extracellular glucose on the periodontal ligament cells. The cells were incubated for 24 and 48 hours with ${\alpha}-MEM$ including 1,000 mg/L(control group) and 4,500 mg/L(experimental group) of glucose. Then, the expressions of ${\alpha}5$ integrin, cathepsin-B and -L were examined using RT-PCR method. The results were as follows: 1. ${\alpha}5$ integrin expression was increased after incubation in high glucose media. 2. Cathepsin-B expression was increased after the 24-H incubation with high glucose media, but was decreased after the 48-H incubation. 3. The expression of cathepsin-L was decreased by the high glucose media. Theses results suggest that extracellular glucose at high concentration may be attributed to delayed wound healing in diabetes patients through increase in ${\alpha}5$ integrin and decrease in cathepsins, which lead to accumulation of extracellular matrices and adhesion molecules.

Performance Analysis of Pressure-retarded Osmosis Power Using Biomimetic Aquaporin Membrane (생체모방형 아쿠아포린 분리막을 이용한 압력지연삼투 발전 성능분석)

  • Choi, Wook;Bae, Harim;Lee, Hyung-Keun;Lee, Jonghwi;Kim, Jong Hak;Park, Chul Ho
    • Polymer(Korea)
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    • v.39 no.2
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    • pp.317-322
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    • 2015
  • Salinity gradient power is a system which sustainably generates electricity for 24 hrs, if the system is constructed at a certain place where both seawater and river water are consistently pumped. Since power is critically determined by the water flux and the salt rejection, a membrane of water-semipermeable aquaporin protein in cell membranes was studied for pressure-retarded osmosis. NaCl was used as a salt, and $NaNO_3$ was used as a candidate to check the ion selectivity. The water flux of biomimetic aquaporin membranes was negligible at a concentration below 2M. Also, there is no remarkable dependence of water flux and ion selectivity on concentrations higher than 3M. Therefore, the biomimetic aquaporin membrane could not be applied into pressure-retarded osmosis; however, if a membrane could overcome the current limitations, the properties shown by natural cells could be accomplished.

The Conducting Motion Recognizing System Using Acceleration Sensors for the Virtual Orchestra (가속도 센서를 이용한 지휘 동작 인식 시스템)

  • Son, Dong-Kwan;Lee, Hui-Sung;Noh, Young-Hae;Wohn, Kwang-Yun;Goo, Bon-Cheol
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.124-129
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    • 2006
  • 음악은 소리를 즐긴다는 뜻을 담고 있다. 감상자에게 단순한 청각적 자극을 넘어 즐거움을 주기 위해선 음악적인 경험이 뒷받침되어야 한다. 가상 현실을 이용한 사용자와 시스템 간의 상호작용을 음악 경험 제공에 접목하려는 시도는, 새로운 경험을 통해 일반인들이 보다 쉽게 음악을 접하고 체험함으로써 음악을 통해 즐거움을 얻을 수 있도록 도움을 주는 데에 그 목적이 있다. 가상 오케스트라를 구현하고 지휘 동작을 재현하는 것은 이러한 가능성을 극대화하는 연구이다. 본 논문에서는 가상 오케스트라를 구현하기 위해 필수적인 중간 단계로, 사용자의 지휘 동작을 감지하여 연주의 박자(속도)를 제어하는 지휘 시뮬레이션 시스템을 제시한다. 실제의 지휘 동작을 분석하고, 동작의 변화를 인식하기 위하여 가속도 센서를 이용, 공간상에서 지휘봉의 움직임을 가속도 정보로 수집하여 이에 상응하는 박자의 제어를 구현한다. 사용자의 박자 명시에 따라 변화하는 상하 방향의 가속도를 센서를 통해 전압 신호로 입력 받고, DSP 의 A/D conversion 모듈에서 디지털 신호로 변환, 일정 수준 이상의 신호를 박자 정보로 직렬통신을 통해 컴퓨터에 전달한다. 컴퓨터에서는 Max/MSP를 이용하여 각 박자 사이의 시간 간격을 측정하고 상응하는 MIDI 음악을 재생하는 방식으로 시스템이 구현된다. 기존 연구에서 사용된 CCD 카메라에 의한 Motion Tracking 을 보완하여 동작의 크기에 따라 음량을 조절한다. 본 논문에서 제시되는 시스템은 지휘 동작에서 가장 특징적으로 나타나는 상하 방향의 급격한 가속도 변화를 직접 입력 받기 때문에 기존 시스템에 비해 지휘 동작의 인식 성공률을 높일 수 있으며, 화상 처리 및 계산에 의한 지연을 최소화할 수 있다. 또한, 장치의 규모를 소형화하여 보다 지휘봉의 형태에 가까운 인터페이스를 제공하며, 적합한 응용 콘텐츠를 접목할 경우 게임 컨트롤러로의 발전 가능성이 있다.

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A Development Of Multi-sensor System For Location Determination Of Fixed-path Movement Attractions (고정경로 이동 어트랙션의 위치 판단을 위한 다중 센서 시스템의 개발)

  • You, Eun-Jae;Jeong, Hwi-Sang;Lee, Hyoun-Sup;Kim, Jin-deog
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.22 no.5
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    • pp.709-714
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    • 2018
  • Visual Reality technology is becoming more and more interesting as it attracts people's interest. VR technology is used in various markets such as games, animation, and education. However, there were many people experiencing motion sickness such as dizziness and headache due to the delay time between hardware such as a device for sending a video after experiencing a VR image and an HMD for reproducing an image. The system proposed in this paper focuses on the environment rather than the movement of the attraction and detects the dividing line existing on the path by the proximity sensor and accurately calculates the position on the path according to the user 's motion. Since the position of the user is synchronized with the VR image, the position error of the user is improved to 0.2%.