• Title/Summary/Keyword: Extended Multimedia

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Routing Method based on Prediction of Link State between UAVs in FANET (FANET에서 UAV간 링크 상태 예측에 기반한 라우팅 기법)

  • Hwang, HeeDoo
    • Journal of Korea Multimedia Society
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    • v.19 no.11
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    • pp.1829-1836
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    • 2016
  • Today, the application area and scope of FANET(Flying Ad Hoc Network) has been extended. As a result, FANET related research are actively conducted, but there is no decision yet as the routing protocol for FANET. In this paper, we propose the OLSR-Pds (Prediction with direction and speed) which is added a method to predict status of link for OLSR protocol. The mobility of nodes are modeled using Gauss-Markov algorithm, and relative speed between nodes were calculated by derive equation of movement, and thereby we can predict link status. An experiment for comparing AODV, OLSR and, OLSR-Pds was conducted by three factors such as packet delivery ratio, end to end delay, and routing overhead. In experiment result, we were confirm that OLSR-Pds performance are superior in these three factors. OLSR-Pds has the disadvantage that requires time-consuming calculations for link state and required for computing resources, but we were confirm that OLSR-Pds is suitable for routing to the FANET environment because it has all the characteristics of proactive protocol and reactive protocol.

Computerizing Production and Distribution of Academic Resources Using KISTI-ACOMS 2.0 (KISTI-ACOMS 2.0을 이용한 학술 정보 생산 및 유통의 전산화)

  • Jeong Hee-Seok;Kim Byeong-Kyu;Kang Mu-Yeong;Park Jae-Won
    • Journal of Korea Multimedia Society
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    • v.8 no.11
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    • pp.1543-1555
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    • 2005
  • In this paper, we design and implement KISTI-ACOMS 2.0, extended from its previous version, applicable to all the academic societies by integrating new concepts, functions and services. KISTI-ACOMS 2.0 provides membership management, paper review management, replaces most extensive customizing with configuration, and supports a variety of unique features such as English service for foreign authors and reviewers, similar article search for preventing piracy and user access control, which are difficult to be implemented in the existing systems being used by Korean societies. Therefore, many academic societies can configure KISTI-ACOMS 2.0 more easily and promptly, and manage their own business such as society administration and journal publication online more effectively.

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A Study on the Extended Design of Intelligent Brick System Toy (인텔리전트 브릭 시스템 완구의 디자인 확장성에 관한 연구)

  • Kwon, Hyo-Jeong;Kim, Chee-Yong
    • 한국HCI학회:학술대회논문집
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    • 2006.02b
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    • pp.69-75
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    • 2006
  • 디지털 테크놀로지의 비약적인 발전으로 우리는 연령과 계층을 막론하고 실생활 측면에서 사용자 환경의 변화, 디자인 시각의 변화 등 많은 변화의 사례들을 인지할 수 있다. 그 중에서도 최근 유아들의 전유물이었던 완구 시장이 학생, 성인들 대상으로 마케팅이 확장되면서 기존에 없었던 보다 지능적인 시스템과 다양한 콘텐츠를 보유하고 혁신적인 인터페이스를 갖춘 디지털 인텔리전트 브릭(Digital Intelligent Brick)완구가 시장을 빠르게 확대해 나가고 있다. 이처럼 아날로그 브릭에서 디지털 브릭으로의 새로운 변화를 주도한 대표적인 예로는 MIT와 공동연구로 개발된 로보틱스 인벤션 시스템(Robotics Invention System)인 레고(Lego)의 '마인드스톰'을 들 수 있다. 인텔리전트 브릭 시스템 완구는 Stud와 Tube의 Elements로 이루어진 기본적이고 반복적인 재료의 속성에서 시스템의 무한한 가변성과 사용자의 다양한 조건에 맞춘 인터페이스를 적용함으로써 창의적 결과물로의 확장성을 나타내고 있다. 본 연구에서는 디지털 테크놀로지를 기반으로 한 사용자중심 콘텐츠 속성을 지닌 인텔리전트 브릭 시스템에서의 시스템 구조 가변성 및 인터페이스 디자인의 확장성, 그리고 사용자 인터랙션 측면에 관하여 분석해 보고자 한다. 이를 토대로 인텔리전트 브릭 시스템이 향후 디지털 디자인 산업의 다양한 측면에서 보다 적극적으로 활용될 수 있는 기초를 제시하는 데 본 연구의 목적이 있다고 할 것이다.

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Implementation of Zigbee-based Publish/Subscribe System for M2M/IoT Services (M2M/IoT 서비스를 위한 지그비 기반의 Publish/Subscr ibe 시스템 구현)

  • Lee, Dokyeong;Choi, Deokjai
    • Journal of Korea Multimedia Society
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    • v.17 no.12
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    • pp.1461-1472
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    • 2014
  • Recently, smart devices has been spreaded and the definition of RFID/USN(Radio Frequency Identification/Ubiquitous Sensor Network) technology has also extended. So, originally, human is an agent of communications but now, 'the things' are also an agent of communication. That is, Internet of Things(IoT). IoT is very big IT infra technology that is based on wire-wireless network technologies such as Bluetooth and Wi-Fi. However, in reality, IoT service that can provide various meaning and integrate smoothly is not appear yet. To solve these problems of IoT, we implemented Publish/Subscribe system, which operate in Zigbee based wireless sensor network by using MQTT-SN protocol. Moreover, this system can operate with combining MQTT system that is already existed in external Internet network so, extensibility and flexibility aspect is excellent. We show that possibility of IoT services that is combined between different heterogeneous network through the MQTT-SN.

A Physical-based Particle Method for Small Scale Feature in Multi-phase Fluid Simulation (다상 유체 시뮬레이션에서 격자 크기 이하의 미세한 특징 표현을 위한 물리기반 입자 기법)

  • Lee, Ho-Young;Hong, Jeong-Mo;Kim, Chang-Hun
    • Journal of Korea Multimedia Society
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    • v.12 no.3
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    • pp.445-450
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    • 2009
  • This paper presents a multi-phase fluid simulation that realistically represents small scale details. We achieve this by creating escaped particles based on physical methods. Escaped particles are the remained particles after correcting levelset. Generation of escaped particles in this paper differs from previous works; this fluid simulation is extended by adding lift force and drag force to positive escaped particles. And negative escaped particles represent droplet or splash effect; when they are merged into the negative levelset value, they affect the nodes' velocity (two-way coupling). This simulation that uses positive and negative escaped particles deals with detailed fluid motions dynamically in small scale.

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Fluid Simulation Control for Effective VFX Underwater Explosion Effects (효과적인 VFX 수중 폭발효과 구현을 위한 유체 시뮬레이션 제어)

  • Hwang, Min Sik;Lee, Hyunseok
    • Journal of Korea Multimedia Society
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    • v.20 no.9
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    • pp.1606-1618
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    • 2017
  • The explosion effect of computer graphics Visual Effects(VFX) used in films and animations is an important element that determines the completeness of the film, and its usage is getting extended. The realistic explosion effect of VFX should be made according to observations and analysis of various factors of actual explosion in real world. This experimental research would suggest the efficient production guideline for the technical characteristics of underwater explosion of VFX. For this research process, first, the comparison of actual explosion and VFX explosion effect, classification of actual explosion, and characteristics of underwater explosion effect will be addressed. Second, based on the literature reviews, the four steps of experimental production analysis tool will be derived. Third, the experimental research will be processed in along with technical factors four steps of the underwater explosion effect, (1)realistic creation and emission of fluid, (2)fluid expansion control by water pressure, (3)bubble effect, and (4)motion of bubble & dissipation of fluid. The effective method of fluid simulation production will be verified through experimental studies based on the characteristics of the actual explosion process. This experimental study suggested the VFX production technique is expected to be used as the basic data for related research field.

A Design and Implementation of Distributed Object Group Platform for Supporting Real-Time Application in CORBA Environments (CORBA 환경에서 실시간 응용을 자원을 위한 분산 객체그룹 플랫폼의 설계 및 구현)

  • Kim, Myeong-Hui;Lee, Jae-Wan;Ju, Su-Jong
    • The Transactions of the Korea Information Processing Society
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    • v.7 no.4
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    • pp.1062-1072
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    • 2000
  • The applications developing in distributed object computing enviroments are faced with the difficulties for managing various lots of distributed objects. Also, because the most multimedia service, like video, audio, and so forth, must be satisfied itself with real-time constraints, the users also are feeling with necessary to apply real-time mechanisms to distributed multimedia services. The goal of this paper is to solve the problems for managing distributed objects, and to be easy to develop complex applications that can provide real-time services. To do this, we designed and implemented a real-time object group platform that can be placed between applications and CORBA. This platform is extended the existing object group model[13,14] added to the scheduler and timer object components for supporting real-time concept. We designed the components for platform by using James Rumbaugh object modeling technology that consists of object, function, and dynamic model. And then we described the detailed interfaces of the components by IDL, and implemented our real-time object group's platform using OrbixMT 22 which is the IONA Technologies' ORB product. Finally, we showed the execution procedures of the schduler object of each components in a real-time object group platform.

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Cross Platform Game Development Environment for PMP (PMP(Portable Multimedia Player)를 위한 크로스 플랫폼 게임 개발 환경)

  • Lee, Ya-Ri;Kim, Jung-Sook
    • Journal of Digital Contents Society
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    • v.8 no.3
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    • pp.377-383
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    • 2007
  • The existing PMP contents have been usually providing moving picture services. However the rapid increasement by users of mobile equipment brought the need for multipurpose convergence, it is needed to develop the appropriate contents as these products appear. In this paper we designed the easy development environment for game contents that provide limited killer services. Game with the limited PMP input devices as a variety of portable input devices are developed and the equipment function of PMP itself is enhanced, its field of application will be further extended. So, we will design cross platform game development environment for PMP that is able to give friendly and valuable game contents to PMP users.

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Design and Implementation of User Location-based N-Screen Service System (사용자 위치 인식 기반 맞춤형 N-Screen Service 시스템 설계 및 구현)

  • Kim, Jung Jae;Ryu, Min Woo;Cha, Si Ho;Cho, Kuk Hyun
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.10 no.1
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    • pp.139-146
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    • 2014
  • Through numerous mobile device technology advances, various multimedia contents is moving towards mobile devices from existing personal computer (PC). These paradigm has emerged taking into account these idea, the so-called N-Screen, N-Screen is user-centric service to provide running and sharing on everywhere via advanced smart system in C-P-N-T (Content, Platform, Network, Terminal). Therefore we must provide securing of various contents, openended platform, and user-centric service for efficient N-Screen service. For These characteristic of N-Screen, this paper propose design and implementation of user location-based N-Screen service system. The proposed system realize user location through user's smart phone and offer automatic streaming service to user. And also, we provide web service-based extended N-Screen service. Thus, user can access various device, such as laptop, tablet, and mobile device.

Streaming RFID: Robust Stream Transmission over Passive RFID

  • Hwang, Seok-Joong;Han, Young-Sun;Kim, Seon-Wook;Kim, Jong-Ok
    • ETRI Journal
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    • v.33 no.3
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    • pp.382-392
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    • 2011
  • This paper proposes the streaming radio frequency identification (RFID) protocol to support robust data streaming in a passive communication, which is extended from the ISO18000-6 Type C RFID standard. By observing and modeling the unique bit error behavior through detailed analysis in this paper, we found that performance is significantly limited by inaccurate and unstable link frequencies as well as low SNR which are inevitable for passive devices. Based on the analysis, we propose a simple and efficient protocol to adaptively insert extra error control sequences in a packet for tolerating tough link condition while maximizing the throughput and preserving the minimal implementation cost. To evaluate effectiveness of our proposal in real-time streaming applications, we experimented on real-time H.264 video streaming and prototyped the system on FPGA. To our best knowledge, our paper is the first work to take analytical approach for maximizing the throughput and demonstrate the possibility of the realtime multimedia streaming transmission in the passive RFID system.