• Title/Summary/Keyword: 채팅 시스템

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A Design and Implementation of the Real-Time VoIP Terminal System Based on Linux (리눅스 기반 실시간 처리 VoIP 단말기 시스템의 설계 및 구현)

  • Lee, Myeong-Geun;Lee, Sang-Jeong;Seo, Jeong-Min;Im, Jae-Yong
    • The KIPS Transactions:PartA
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    • v.8A no.4
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    • pp.345-352
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    • 2001
  • In this paper, a VoIP (Voice on Internet Protocol) terminal system, which can process voice in real time based on Linux, is designed and implemented. The hardware of it is designed using a i486 processor and a DSP codec chip which encodes and decodes voice data in real time. As an operating system, RTLinux, which is a real-time operating system based on Linux, is ported to manage real-time voice processing. The voice processing module of the system uses G.723.1 voice codec of ITU-T standard. It transfers voice data within 30ms to assure good voice quality. In order to satisfy the real time requirements and QoS (Quality-of-Service) for the voice data, the real-time voice processing device driver is designed and implemented. To verify the system, the chatting application program is developed and tested for QoS of the system.

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Design And Implementation Of Web-based Counselling System For Learning By Problem Based Learning(PBL) Of Constructivism (구성주의적 문제중심학습(PBL)에 따른 웹기반 학습상담 시스템의 설계 및 구현)

  • Kwon, Hyung-Kyu
    • Journal of The Korean Association of Information Education
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    • v.6 no.2
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    • pp.212-224
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    • 2002
  • The purpose of this study is to design and implement the web-based counselling system in aspects of learning type and method by PBL in Constructivism. Learning problem is classified into learning difficulty, learning disability, emotional disability, memory/cognition, ADHD(attention deficit hyperactivity disorder), classwork, and school circumstance. Counselling for individual, offline visit, parents, electronic mail, and group with professionals who were involved in the design and implementation of learning counselling were used to supplement the clinic process for learning. The result of this study aims to administer the distance counselling system for learning without prominent computer knowledge. Each learner can solve diverse private learning problems which can be widely applied for situated learning. Also these online strategies by PBL indicate that providing learning types and methods are critical for overall understanding in online counselling system for learning.

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A Study on Changing SNS Platform Using the Augmented Reality and Pairing (증강현실과 페어링을 이용한 SNS 플랫폼의 변화에 대한 연구)

  • Roh, Chang-Bae;Na, Wonshik
    • Journal of Digital Contents Society
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    • v.15 no.5
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    • pp.587-594
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    • 2014
  • Owing to supply of smart phones and the diffusion of SNS, the number of peoples who are living, linked with us, is incomparably more than in the past. The continuous communication is essential in maintaining good relationship, so peoples have no choice but to seek for most efficient communication method in order to maintain good relationship. This thesis intended to advise how to construct next generation immersive multi-media system, using augmented reality and MPEG-V that have come to the fore recently. In addition, the SNS platform service of new type was suggested in this thesis, in connection with the pairing service. Now, we can create a town in a specific space like the real world, if we utilize the augmented reality that became possible by SNS service and we can talk and exchange informations in that space. This system would provide various services peoples wish to have, interlocking experiences through five senses like sense of vision, sense of hearing, sense of touch and etc..

Telepointing for Synchronous Co-Authoring and Presentation (동기적 공동저작 및 프리젠테이션을 위한 텔리포인팅)

  • 전재우;오삼권
    • Proceedings of the Korean Information Science Society Conference
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    • 1998.10c
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    • pp.279-281
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    • 1998
  • CSCW는 지리적으로 분산된 작업자 간의 효율적인 의사소통을 위해 화상회의, 채팅(chatting), 화이트 보드(white board), 그리고 텔리포인팅(telepointing)과 같은 기능들을 제공한다. 이 중 텔리포인팅은 지역 시스템(local system)의 공유 윈도우(shard window)에서 텔리포인터(telepointer)를 통해 발생한 이벤트를 원격지 시스템(remote System)의 공유 윈도우에서 나타낼 수 있도록 하는 기능을 제공함으로써 작업자 간의 보다 효율적인 의사소통을 가능하게 한다. 이러한 의사소통 기능으로써의 텔리포인팅은 원격진료, 공동작업 플랫폼에 관한 연구에서 응용된 바 있으나 공동저작을 위한 텔리포인팅 기능에 관한 연구 및 이를 공동저작 관리 시스템 구조에 관한 연구가 미흡하다. 공동제작에서의 텔리포인팅은 저작자 간의 의사소통을 위한 기능 뿐만 아니라 동기적 공동저작과 동기적 프리젠테이션을 위한 기능으로써 응용될 수 있어야 한다. 이를 위해 공동저작 관리 시스템은 저작자 그룹인 세션(session) 단위로 텔리포인터에 대한 권한 관리와 텔리포인팅을 통한 공유객체 엑세스(access) 기능을 제공해야 한다. 또한 텔리포인팅 구조(telepointing architecture)는 텔리포인팅 이벤트의 멀티캐스팅(multicasting) 및 동기화(synchronization)를 위해 중앙에서 이벤트를 조정하는 텔리포인팅 조정 에이전트 (telepointing coordination agent)와 각 저작자의 지역 시스템에 존재하며 공유 윈도우로부터 지역 이벤트(local event)를 인식하고 텔리포인팅 이벤트를 공유 윈도우에 알리는 텔리포인팅 지역 에이전트(telepointing local agent)로 구성되어야 한다. 본 논문은 공동저작을 위한 텔리포인팅의 기능들과 이를 위한 공동저작 관리 시스템 구조를 설명하고 텔리포인팅 구조를 제시한다.cid 함량이 가장 많이 용출된 분획은 sodium hydroxide 부분으로서 hemicellulose구조가 polyuronic acid의 형태인 것으로 사료된다. 추출획분의 구성단당은 여러 곡물연구의 보고와 유사하게 glucose, arabinose, xylose 함량이 대체로 높게 나타났다. 점미가 수가용성분에서 goucose대비 용출함량이 고르게 나타나는 경향을 보였고 흑미는 알칼리가용분에서 glucose가 상당량(0.68%) 포함되고 있음을 보여주었고 arabinose(0.68%), xylose(0.05%)도 다른 종류에 비해서 다량 함유한 것으로 나타났다. 흑미는 총식이섬유 함량이 높고 pectic substances, hemicellulose, uronic acid 함량이 높아서 콜레스테롤 저하 등의 효과가 기대되며 고섬유식품으로서 조리 특성 연구가 필요한 것으로 사료된다.리하였다. 얻어진 소견(所見)은 다음과 같았다. 1. 모년령(母年齡), 임신회수(姙娠回數), 임신기간(姙娠其間), 출산시체중등(出産時體重等)의 제요인(諸要因)은 주산기사망(周産基死亡)에 대(對)하여 통계적(統計的)으로 유의(有意)한 영향을 미치고 있어 $25{\sim}29$세(歲)의 연령군에서, 2번째 임신과 2번째의 출산에서 그리고 만삭의 임신 기간에, 출산시체중(出産時體重) $3.50{\sim}3.99kg$사이의 아이에서 그 주산기사망률(周産基死亡率)이 각각 가장 낮았다. 2. 사산(死産)과 초생아사망(初生兒死亡)을 구분(區分)하여 고려해 볼때 사산(死産)은 모성(母性)의 임신력(姙娠歷)과 매우 밀접한 관련이 있는 것으로 사료(思料)되었고 초생아사망(初生兒死亡)은 미숙아(未熟兒)와 이에 관련된 병발이 거의 결정적(決定的) 원인(原因)이 된다고 사료(思料)되었다. 3. 주산기사망률(周産基死亡率)을 감소시키는 관점(觀點)에서의 모자보건사업(母子保健事業)은 미숙아방지책(未熟兒防止策

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Implementation of a Learning Support System that Facilitates Teacher-Student Interaction Utilizing a Digital Human (디지털 휴먼을 활용하여 교수-학생 상호작용을 촉진시키는 학습지원 시스템 구현)

  • Gyu-Sung Jung;Chan-Hyeong Im;Hae-Chan Lee;Ra Yun Boo;Soonuk Seol
    • Journal of Practical Engineering Education
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    • v.14 no.3
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    • pp.523-533
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    • 2022
  • During the COVID-19 pandemic, the use of video classes and real-time online education has increased, but the lack of interaction between instructors and learners remains a challenging problem to be resolved. This paper designs and implements a learning support system that utilizes a digital human to improve faculty-student interaction, which plays an important role in increasing the educational effect and satisfaction of real-time online classes. In this paper, a digital human participates in a class as a virtual learner and asks questions raised by other learners through an anonymous chat system to the instructor on behalf of the learners. In addition, as a class facilitator, the digital human analyzes the lecturer's speech in real time and provides it to the learner in the form of a summary of the class, thereby facilitating faculty-student interaction. In order to confirm that the proposed system can be used in actual online real-time classes, we apply our system to Zoom classes. Experimental results show that facilitated Q&A and real-time class summaries are successfully provided through our digital human-based learning support system.

Design and Implementation of an Industrial-Design Collaborative System to Support Scalability (확장성을 고려한 산업디자인 협력시스템 설계 및 구현)

  • Yang, Jin-Mo;Lee, Seung-Ryong;Jeon, Tae-Woong
    • Journal of KIISE:Computing Practices and Letters
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    • v.6 no.5
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    • pp.513-527
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    • 2000
  • This paper describes our experience to design and implementation of a collaborative system framework that allows to develop certain collaborative applications such as 3D animation, computer game, and industrial design. The collaborative system enables users, who located in geographically long distance, to do collaborative work in a single virtual space. The proposed system basically consists of client and server system. The goal of proposed system is to support scalability, portability, and platform independent. In order to achieve these, the server is implemented in Java platform and is adopted to the hybrid architecture which takes the advantages both in centralized and decentralized collaborative system. We construct the server base on its functional characteristics so called User Manager Server (UMS), Session Manager Server (SMS), and Information Server (IS), The UMS manages the users who are taking part in the collaborative operations. The SMS supports the conferencing in the proposed system. The IS provides the connection methods among the UMSs. For user's convenience, we implement the client using Visual C++ in Windows. We also expend the functions of 3D Studio Max to distributed environment by means of the plug-in module, and facilitate the chatting and white board functions as well.

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Design and Implementation of Borderless Casual Game Server using Virtualization (가상화 기법을 사용한 경계 없는 캐쥬얼 게임 서버 설계 및 구현)

  • Kim, Sung-Baek;Lee, Jae-Dong
    • Journal of Korea Society of Industrial Information Systems
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    • v.17 no.4
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    • pp.25-40
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    • 2012
  • This paper suggests the way to build the integration of internal server by using link server with virtualization method. With the development of on-line games, game communities began to be formed by users, players get fun from playing games, sharing online space with friends, clans, and parties. However, the limit of physical server restrict the allows under average a hundred users to play at same time and place, and three thousand to ten thousand people to access to game community with chat, message, friends functions. By following the explanation of the method from this paper, this limit can be overcome. It will give the function to share information of all connected users in one displayed server. This paper demonstrates the key quality requirements of the server built by this way such as scalable architecture, consistency, and latency is fulfilled.

PECOLE+: An Extension of PECOLE Collaborative System for Supporting Effective Multiple Groups (PECOLE+: 다중그룹을 효과적으로 지원하기 위한 PECOLE 협업 시스템의 확장)

  • Kim, Bo-Hyeon;Park, Jong-Moon;Lee, Myung-Joon;Park, Yang-Soo
    • Journal of the Korea Society of Computer and Information
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    • v.16 no.1
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    • pp.101-115
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    • 2011
  • PECOLE (Peer-to-Peer Collaborative Environment) is a P2P-based multimedia distributed collaborative environment supporting a collaborative workspace which is composed of a variety of collaborative applications such as multi-chat, video conferencing, screen sharing and etc. Unfortunately, due to the PECOLE's simple group management, it is impossible to perform collaboration activities while joining multiple groups. In this paper, we present the design and implementation of PECOLE+ which is an extension of PECOLE. PECOLE+ resolves the drawback of PECOLE by providing the Group Management Service and the Workspace Management Service. The Group Management Service provides functionalities such as creating groups, joining multiple groups, and searching groups, and etc. The Workspace Management Service provides each group with an associated workspace, supporting the execution of collaborative applications over the workspace. In addition, any collaborative applications with the provided plug-in interfaces can be executed over the workspace as a PECOLE+ collaborative application.

Implementation and Performance Analysis of UDP/IP Header Compression Protocol in Wired Networks (유선망에서의 UDP/IP 헤더압축 프로토콜의 구현 및 성능분석)

  • 나종민;이종범;이인성;신병철
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.8 no.6
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    • pp.1076-1085
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    • 2004
  • Recently, the demands for real-time service and multimedia data are rapidly increasing. There are significant redundancies between header fields both within the same packet header and in consecutive packets belonging to the same packet stream. And there are many overheads in using the current UDP/IP protocol. Header compression is considered to enhance the transmission efficiency for the payload of small size. By sending the static field information only once initially and by utilizing dependencies and predictability for other fields, the header size can be significantly reduced for most packets. This work describes an implementation for header compression of the headers of IP/UDP protocols to reduce the overhead on Ethernet network. Typical UDP/IP Header packets can be compressed down to 7 bytes and the header compression system is designed and implemented in Linux environment. Using the Header compression system designed between a server and clients provides have the advantage of effective data throughput in network. Since the minimum packet size in Ethernet is 64 bytes, the amount of reduction by header compression in practical chatting environment was 6.6 bytes.

Sign Language Recognition Using ART2 Algorithm (ART2 알고리즘을 이용한 수화 인식)

  • Kim, Kwang-Baek;Woo, Young-Woon
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.12 no.5
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    • pp.937-941
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    • 2008
  • People who have hearing difficulties use sign language as the most important communication method, and they can broaden personal relations and manage their everyday lives without inconvenience through sign language. But they suffer from absence of interpolation between normal people and people who have hearing difficulties in increasing video chatting or video communication services by recent growth of internet communication. In this paper, we proposed a sign language recognition method in order to solve such a problem. In the proposed method, regions of two hands are extracted by tracking of two hands using RGB, YUV and HSI color information from a sign language image acquired from a video camera and by removing noise in the segmented images. The extracted regions of two hands are teamed and recognized by ART2 algorithm that is robust for noise and damage. In the experiment by the proposed method and images of finger number from 1 to 10, we verified the proposed method recognize the numbers efficiently.