• Title/Summary/Keyword: Distributed Multimedia

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Design and Implementation of a System for Recommending Related Content Using NoSQL (NoSQL 기반 연관 콘텐츠 추천 시스템의 설계 및 구현)

  • Ko, Eun-Jeong;Kim, Ho-Jun;Park, Hyo-Ju;Jeon, Young-Ho;Lee, Ki-Hoon;Shin, Saim
    • Journal of Korea Multimedia Society
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    • v.20 no.9
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    • pp.1541-1550
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    • 2017
  • The increasing number of multimedia content offered to the user demands content recommendation. In this paper, we propose a system for recommending content related to the content that user is watching. In the proposed system, relationship information between content is generated using relationship information between representative keywords of content. Relationship information between keywords is generated by analyzing keyword collocation frequencies in Internet news corpus. In order to handle big corpus data, we design an architecture that consists of a distributed search engine and a distributed data processing engine. Furthermore, we store relationship information between keywords and relationship information between keywords and content in NoSQL to handle big relationship data. Because the query optimizer of NoSQL is not as well developed as RDBMS, we propose query optimization techniques to efficiently process complex queries for recommendation. Experimental results show that the performance is improved by up to 69 times by using the proposed techniques, especially when the number of requested related keywords is small.

A Survey on Admission Control Mechanisms for providing QoS in the IEEE 802.11 Wireless LANs (IEEE 802.11 무선랜에서 QoS 제공을 위한 허가 제어 연구)

  • Lee, Kye-Sang
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • v.9 no.2
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    • pp.535-538
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    • 2005
  • Wireless LANs based on the IEEE 802.11 standard are widely spread for use nowadays. Traffic which are conveyed over the WLANs change rapidly from normal data such a Email and Web pages, to multimedia data of high resolution video and voice. To meet QoS (Quality of Service) required by these multimedia traffic, the IEEE 802 committee recently has developed a new standard, IEEE 802.11e. IEEe 802.11.e contains two MAC mechanisms for providing QoS: EDCA(Enhanced Distributed Channel Access) and HCCA (HCF Controlled Channel Access). Using these standardized MAC mechanisms as a building platform, various admission control mechanisms can be combined to offer QoS gurantees for multimedia traffic. This paper surveys these research efforts.

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A Dynamic Bandwidth Allocation Scheme based on Playback Buffer Level in a Distributed Mobile Multimedia System (분산 모바일 멀티미디어 시스템에서 재생 버퍼 수준에 기반한 동적 대역폭 할당 기법)

  • Kim, Jin-Hwan
    • The KIPS Transactions:PartB
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    • v.17B no.6
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    • pp.413-420
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    • 2010
  • In this paper, we propose a scheme for dynamic allocating network bandwidth based on the playback buffer levels of the clients in a distributed mobile multimedia system. In this scheme, the amount of bandwidth allocated to serve a video request depends on the buffer level of the requesting client. If the buffer level of a client is low or high temporarily, more or less bandwidth will be allocated to serve it with an objective to make it more adaptive to the playback situation of this client. By employing the playback buffer level based bandwidth allocation policy, fair services can also be provided to the clients. In order to support high quality video playbacks, video frames must be transported to the client prior to their playback times. The main objectives in this bandwidth allocation scheme are to enhance the quality of service and performance of individual video playback such as to minimize the number of dropped video frames and at the same time to provide fair services to all the concurrent video requests. The performance of the proposed scheme is compared with that of other static bandwidth allocation scheme through extensive simulation experiments, resulting in the 4-9% lower ratio of frames dropped according to the buffer level.

A Design of XML-Based Distributed MDR Retrieval System for Data Preparation (데이터준비를 위한 XML 기반의 분산 MDR 검색 시스템 설계)

  • Ko Sucbum;Youn Sungdae
    • Journal of Korea Multimedia Society
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    • v.7 no.9
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    • pp.1329-1338
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    • 2004
  • The purpose of data mining is to extract multi-dimensional information from a large database. The only information that we can extract from a large database is the column name, data type or simple comments included in the columns of database tables. With such unstructured and scarce information, it is very difficult and time taking to collect and to cleanse data by analyzing the purpose, characteristic and schema of the column during the data preparation step. In order to solve this problem, we propose solutions for reducing the time spent data preparation step in a relational database environment in this paper. That is, we propose useful elements to be considered during the data preparation step and then these elements are organized to constitute MDR(Metadata Registry) which is becoming the international standard of ISO/IEC : ll179. Finally, we propose a XML-based distributed MDR retrieval system that is convertible among heterogeneous systems and heterogeneous DBMSS.

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u-Healthcare Context Information System Using Mobile Proxy Based on Distributed Object Group Framework (DOGF 기반의 모바일 프락시를 이용한 u-헬스케어 상황정보 시스템)

  • Jeong, Chang-Won;Ahn, Dong-In;Kang, Min-Gyu;Joo, Su-Chong
    • The KIPS Transactions:PartD
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    • v.15D no.3
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    • pp.411-420
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    • 2008
  • This paper implemented the u-Healthcare Context Information System (HCIS) supporting ubiquitous healthcare by using location, health and titrating environment information collected from sensors/devices equipped in home for healthcare home service. The HCIS is based on the Distributed Object Group Framework (DOGF), a management model which can customize distributed resources, and manages various context information, applications and devices as a group in healthcare home environment, as one more logical units. Also, this system provides continuous healthcare multimedia service considering a resident's location using Mobile Proxy, and the healthcare context information through Context Provider to a resident in home. For verifying execution of our system, we implemented the seamless multimedia service based on resident's location and the prescription/advice and schedule notification/alarm service as healthcare applications in home. And we showed the executing results of healthcare home service by using service device existed in the residential space on which the resident is located according to the healthcare scenario.

Multi-Layer Sharing Model for Efficient Collaboration in Distributed Virtual Environments (가상환경에서 효율적인 협업을 위한 다중계층 공유모델)

  • 유석종
    • Journal of Korea Multimedia Society
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    • v.7 no.3
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    • pp.388-398
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    • 2004
  • This paper focuses on the reduction method of message traffic occurred when multiple participants collaborate in the distributed virtual environment. It is referred to as filtering method of update message to minimize data traffic exchanged in the virtual environment, and it is the essential process to improve the scalability of the virtual environment. Spatial partitioning method, a popular filtering technique, divides the whole environment into smaller sub-parts in order to make it small the regions to be maintained consistently. However, it is less flexible and adaptable because the information of area of interest must be configured before simulation. In this paper, the concept of dynamic area of interest is proposed, which is highly adaptable by applying dynamic environmental elements to AOI management. It uses multiple layering and multiple consistency algorithms for dynamic management, and makes it possible to consume system resource efficiently. For performance evaluation, experiments are performed with virtual avatars, measuring message traffic. Finally, the proposed model could be applied to the AOI management systems which accommodate massive users like MMORPG, or virtual communities.

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Congestion Control Method of Area of Interest in Distributed Virtual Environment (분산가상환경에서 참여자 관심영역의 혼잡도 조절기법)

  • 유석종
    • Journal of Korea Multimedia Society
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    • v.7 no.4
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    • pp.550-558
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    • 2004
  • Previous researches on scalability problem of distributed virtual environment (DVE) have been mainly focused on spatial partitioning of area of interest (AOI). Congestion phenomena by avatar groups in AOI have been neglected relatively However, AOI congestion is highly related to scalability of DVE because it exhausts system resources such as network bandwidth and rendering time, and could be a bar to perform collaboration among participants. In this paper, this will be defined as the problem that must be solved for the realization of the scalable DVE, and a model will be proposed to measure and control congestion situation in AOI. The purposes of the proposed model are to prevent high density of participants in AOI, and to protect stable collaboration in DVE. For evaluation of the performance it is compared with a previous method by defining the resource cost model which is dynamically activated to AOI congestion.

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An Anonymous Fingerprinting Scheme with a Robust Asymmetry

  • Park, Jae-Gwi;Park, Ji-Hwan;Kouichi Sakurai
    • Journal of Korea Multimedia Society
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    • v.6 no.4
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    • pp.620-629
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    • 2003
  • Fingerprinting schemes are techniques applied to protect the copyright on digital goods. These enable the merchants to identify the source of illegal redistribution. Let us assume the following situations connectedly happen: As a beginning, buyer who bought digital goods illegally distributed it, next the merchant who found it revealed identity of the buyer/traitor, then the goods is illegally distributed again. After this, we describe it as“The second illegal redistribution”. In most of anonymous fingerprinting, upon finding a redistributed copy, a merchant extracts the buyer's secret information from the copy and identifies a traitor using it. Thus the merchant can know the traitor's secret information (digital fingerprints) after identification step. The problem of the second illegal distribution is that there is a possibility of the merchant's fraud and the buyer's abuse: that is a dishonest employee of the merchant might just as well have redistributed the copy as by the buyer, or the merchant as such may want to gain money by wrongly claiming that the buyer illegally distributed it once more. The buyer also can illegally redistribute the copy again. Thus if the copy turns up, one cannot really assign responsibility to one of them. In this paper, we suggest solution of this problem using two-level fingerprinting. As a result, our scheme protects the buyer and the merchant under any conditions in sense that (1) the merchant can obtain means to prove to a third party that the buyer redistributed the copy. (2) the buyer cannot worry about being branded with infamy as a traitor again later if he never distribute it.

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Multi-Sever based Distributed Coding based on HEVC/H.265 for Studio Quality Video Editing

  • Kim, Jongho;Lim, Sung-Chang;Jeong, Se-Yoon;Kim, Hui-Yong
    • Journal of Multimedia Information System
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    • v.5 no.3
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    • pp.201-208
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    • 2018
  • High Efficiency Video Coding range extensions (HEVC RExt) is a kind of extension model of HEVC. HEVC RExt was specially designed for dealing the high quality images. HEVC RExt is very essential for studio editing which handle the very high quality and various type of images. There are some problems to dealing these massive data in studio editing. One of the most important procedure is re-encoding and decoding procedure during the editing. Various codecs are widely used for studio data editing. But most of the codecs have common problems to dealing the massive data in studio editing. First, the re-encoding and decoding processes are frequently occurred during the studio data editing and it brings enormous time-consuming and video quality loss. This paper, we suggest new video coding structure for the efficient studio video editing. The coding structure which is called "ultra-low delay (ULD)". It has the very simple and low-delayed referencing structure. To simplify the referencing structure, we can minimize the number of the frames which need decoding and re-encoding process. It also prevents the quality degradation caused by the frequent re-encoding. Various fast coding algorithms are also proposed for efficient editing such as tool-level optimization, multi-serve based distributed coding and SIMD (Single instruction, multiple data) based parallel processing. It can reduce the enormous computational complexity during the editing procedure. The proposed method shows 9500 times faster coding speed with negligible loss of quality. The proposed method also shows better coding gain compare to "intra only" structure. We can confirm that the proposed method can solve the existing problems of the studio video editing efficiently.

Design and Implementation of Distributed Collaborative Writing System for Engineering Design Process (다자간 협동 공학설계를 위한 DCWA 시스템의 설계 및 구현)

  • 이병걸
    • Journal of Korea Multimedia Society
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    • v.3 no.1
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    • pp.63-76
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    • 2000
  • Most work done in CSCW (Computer Supported Collaborative Work) system has been targeted toward supporting the exchange of documents or messages among group members, and yet support for cognitive aspects such as group organization, division and merge of work, and work flow control. The objective of the study is to provide CSCW environment for the engineering design process such as CAD (Computer Aided Design) and CASE (Computer Aided Software Engineering). The proposed DCWA (Distributed Collaborative Writing Aid) system suggests a mechanism that unifies the group organization, work division, and work flow control in the CAO, CASE, and software simulation tool. In particular, CAD relates the group and work partition by providing expressing the relation of drawing object (e.g., binding, attachment, and proportional scaling) which is owned by different members of group, and CASE combining with the simulation tool supports the flexibility of the work flow control. Simulating the prototype before manu-facturing a product can reduce time and cost in development.

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