• Title/Summary/Keyword: Flexible media

Search Result 206, Processing Time 0.021 seconds

File Format Design for Interactive Music Service

  • Jang, In-Seon;Seo, Jeong-Il;Kang, Kyeong-Ok
    • ETRI Journal
    • /
    • v.33 no.1
    • /
    • pp.128-131
    • /
    • 2011
  • This letter describes a file format designed for interactive music service where users are able to recompose music based on their own preferences. The proposed design utilizes the flexible features of the ISO base media file format (ISO/IEC 14496-12, ISO-BMFF). The techniques offered in the proposed file format enable compact storage and efficient preset management, allowing users to recompose music with ease and convenience. Additionally, an implementation scheme for an interactive music player is shown along with its results.

Design and Implementation of a Multimedia Authoring System Supporting Dynamic Authoring (동적 저작을 지원하는 멀티미디어 저작 시스템의 설계 및 구현)

  • 최숙영;신현산;유관종
    • Proceedings of the IEEK Conference
    • /
    • 1999.06a
    • /
    • pp.439-444
    • /
    • 1999
  • This paper presents an authoring system for users to create and edit multimedia documents more easily. Our system supports dynamic authoring to feedback the inconsistency that could be occurred when users authorize and flexible media synchronization. For these, we define a new time relation based on causal relation and provide an internal representation using trees and structured document parsing. The system consists of the components such as visual interface, parsing, and presentation engine. It has been implemented on Microsoft Windows 95 with Visual C++.

  • PDF

Bandwidth-Adaptive Video Transmission Method for Heterogeneous Network Environment

  • Sakazawa, S.;Takishima, Y.;Wada, M.;Amano, K.
    • Proceedings of the Korean Society of Broadcast Engineers Conference
    • /
    • 1997.06a
    • /
    • pp.49-54
    • /
    • 1997
  • For the purpose of a flexible coded video transmission over a heterogeneous network, we propose a new packetization method for coded video data. The proposed method achieves small degradation of coded picture quality in case of packet discard at the network node and does not require heavy processing load for bitrate control operation. Computer simulation results show that the bitrate reduction from 384 kb/s to 192 kb/s does not cause severe degradation in picture quality.

  • PDF

3D Incident Wave Response of Structures on Layered Media (다층 반무한 지반-구조물계의 입사파 응답해석)

  • Kim, Moon-Kyum;Cho, Woo-Yeon;Koh, Jae-Pil
    • Proceedings of the Computational Structural Engineering Institute Conference
    • /
    • 1999.10a
    • /
    • pp.317-324
    • /
    • 1999
  • Dynamic interaction analysis of surface structure on layered half-space is performed in frequency domain under incident wave excitation. This present study adopts a coupling method that combines the finite element(FE) for the flexible structures and boundary element(BE) for the layered half-space. A semi-analytical approach is employed to reduce the integration range of wavenumbers in the BE formula. For the incident wave input, the response is decomposed and formulated after the impedance matrix for the structure system. Numerical examples are presented to demonstrate the accuracy of the method. The examples show the feasibility of an extended application to the complicated dynamic analysis of structures on layered media under incident wave excitation.

  • PDF

Tele-Present Guitarist based on a Tangible Glove and a Smartphone (Tangible Glove 및 Smartphone 기반 Tele-Present Guitarist)

  • Kim, Hyung-Suk;Lee, Kang-Hee
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2012.07a
    • /
    • pp.23-25
    • /
    • 2012
  • 본 논문에서는 smartphone과 Arduino, Max/Msp를 이용한 모바일 미디어 아트 시스템을 제안한다. 시스템의 입력장치로 flexible센서가 부착된 tangible glove와 smartphone의 app이 사용되었고 이들의 조작 데이터는유(무)선 시리얼통신 및 TCP/IP 통신을 통해 원격지 서버상의 Max/Msp 어플리케이션으로 전달된다. 서버는 전달된 데이터를 기반으로 서버와 연결되어 있는 로봇 기타리스트의 열손가락을 제어하고 사운드 및 제반 영상을 출력한다. 결과적으로 사용자는 연주자인 동시에 관객으로서 시각, 촉각, 청각의 다양한 감각을 동시에 만족하고, 시스템에 몰입할 수 있게 된다. 본 논문에서는 기존 미디어 아트 시스템들이 가지고 있었던 사용자의 단순 참여라는 1차원적인 논리에서 벗어나고자 다양한 시스템의 결합을 통해 작품참여를 유도하였고 이를 통해 사용자가 그들만의 고유한 작품을 생성함으로써 기존의 미디어 아트 시스템과의 차별성을 도모하였다.

  • PDF

Verification Test of Failover Recovery Technique based on Software-Defined RAID (Software-Defined RAID 기반 장애복구 기법과 실증 테스트)

  • Cha, ByungRae;Choi, MyeongSoo;Park, Sun;Kim, JongWon
    • Smart Media Journal
    • /
    • v.5 no.1
    • /
    • pp.69-77
    • /
    • 2016
  • This paper proposes a software defined storaging method to converge the network virtualization technique and the RAID of distributed storage environment. The proposed method designs software based storage which it apply a flexible control and maintenance of storages. In addition, the method overcomes the restricted of physical storage capacity and cut costs of data recovery. The proposed failover recovery technique based on Software-Defined RAID has been tested the substantial verification and the performance using public AWS and Google Storage.

Coupled chemical and mechanical processes in concrete structures with respect to aging

  • Cramer, Friedhelm;Kowalsky, Ursula;Dinkler, Dieter
    • Coupled systems mechanics
    • /
    • v.3 no.1
    • /
    • pp.53-71
    • /
    • 2014
  • Accurate prognoses of the durability of concrete structures require a detailed description of the continuously running aging processes and a consideration of the complete load history. Therefore, in the framework of continuous porous media mechanics a model is developed, which allows a detailed analysis of the most important aging processes of concrete as well as a flexible coupling of different processes. An overview of the prediction model and the balance equations is given. The material dependent model equations, the consequences of coupling different processes and the solution scheme are discussed. In two case studies the aging of concrete due to hydration and chloride penetration are presented, which illustrate the capabilities and the characteristics of the developed model.

Link Stability aware Reinforcement Learning based Network Path Planning

  • Quach, Hong-Nam;Jo, Hyeonjun;Yeom, Sungwoong;Kim, Kyungbaek
    • Smart Media Journal
    • /
    • v.11 no.5
    • /
    • pp.82-90
    • /
    • 2022
  • Along with the growing popularity of 5G technology, providing flexible and personalized network services suitable for requirements of customers has also become a lucrative venture and business key for network service providers. Therefore, dynamic network provisioning is needed to help network service providers. Moreover, increasing user demand for network services meets specific requirements of users, including location, usage duration, and QoS. In this paper, a routing algorithm, which makes routing decisions using Reinforcement Learning (RL) based on the information about link stability, is proposed and called Link Stability aware Reinforcement Learning (LSRL) routing. To evaluate this algorithm, several mininet-based experiments with various network settings were conducted. As a result, it was observed that the proposed method accepts more requests through the evaluation than the past link annotated shorted path algorithm and it was demonstrated that the proposed approach is an appealing solution for dynamic network provisioning routing.

A Scheme for Push/Pull Buffer Management in the Multimedia Communication Environments (멀티미디어 통신 환경에서 Push/Pull 버퍼 관리 기법)

  • Jeong, Chan-Gyun;Lee, Seung-Ryong
    • The Transactions of the Korea Information Processing Society
    • /
    • v.7 no.2S
    • /
    • pp.721-732
    • /
    • 2000
  • Multimedia communication systems require not only high-performance computer hardwares and high-speed networks, but also a buffer management mechanism to process many data efficiently. Two buffer handling methods, Push and Pull, are commonly used. In the Push method, a server controls the flow of dat to a client, while in the Pull method, a client controls the flow of data from a server. Those buffering schemes can be applied to the data transfer between the packet receiving buffer, which receives media data from a network server, and media playout devices, which play the recived media data. However, the buffer management mechanism in client-sides mainly support either one of the Push or the Pull method. Consequently, they have some limitations to support various media playout devices. Futhermore, even though some of them support both methods, it is difficult to use since they can't provide a unified structure. To resolved these problems, in this paper, we propose an efficient and flexible Push/Pull buffer management mechanism at client-side. The proposed buffer management scheme supports both Push and Pull method to provide various media playout devices and to support buffering function to absorb network jitter. The proposed scheme can support the various media playback devices using a single buffer space which in consequence, saves memory space compared to the case that a client keeps tow types of buffers. Moreover, it facilitates the single buffer as a mechanism for the absorbing network jitter effectively and efficiently. The proposed scheme has been implemented in an existing multimedia communication system, so called ISSA (Integrated Streaming Service Architecture), and it shows a good performance result compared to the conventional buffering methods in multimedia communication environments.

  • PDF

A Simulation Framework for Mobile 3D Graphics Architecture (모바일 3차원 그래픽 아키덱쳐를 위한 시뮬레이션 프레임웍)

  • Lee Won-Jong;Park Jeong-Soo;Han Tack-Don
    • Proceedings of the Korean Information Science Society Conference
    • /
    • 2006.06a
    • /
    • pp.226-228
    • /
    • 2006
  • In this paper we describe a simulation and development framework for designing mobile 3D graphics architectures. We are developing a simple and flexible simulation and verification environment (SVE) that uses gITrace's ability to intercept and redirect an OpenGL/ES streams. In combination wlth gITrace to trace OpenGL/ES commands, the SVE simulates the behavior of mobile 3D graphics pipeline during playback of traces, and then produces the second geometry trace that can be used as a test vector for the Verilog/HDL RT-level model. By comparing the frame-by-frame results, we can conduct architectural verification. To demonstrate the functionality of the SVE, we show the implementation of the verified mobile 3D architecture on a FPGA board. For this, we also present an application development environment (ADE) includes a mobile graphics API and a device driver interface (DDI). The proposed two software environments, the SVE and the ADE could be used fer developing and testing mobile applications, architectural study and speculative hardware designs.

  • PDF