• Title/Summary/Keyword: Home Media Share

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A P2P-to-UPnP Proxy Gateway Architecture for Home Multimedia Content Distribution

  • Hu, Chih-Lin;Lin, Hsin-Cheng;Hsu, Yu-Feng;Hsieh, Bing-Jung
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.6 no.1
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    • pp.406-425
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    • 2012
  • Deploying advanced home networking technologies and modern home-networked devices in residential environments provides a playground for new home applications and services. Because home multimedia entertainment is among the most essential home applications, this paper presents an appealing home media content sharing scenario: home-networked devices can discover neighboring devices and share local media content, as well as enormous amounts of Internet media content in a convenient and networked manner. This ideal scenario differs from traditional usages that merely offer local media content and require tedious manual operations of connection setup and file transfer among various devices. To achieve this goal, this study proposes a proxy gateway architecture for home multimedia content distribution. The proposed architecture integrates several functional mechanisms, including UPnP-based device discovery, home gateway, Internet media provision, and in-home media content delivery. This design addresses several inherent limitations of device heterogeneity and network interoperability on home and public networks, and allows diverse home-networked devices to play media content in an identical and networked manner. Prototypical implementation of the proposed proxy gateway architecture develops a proof-of-concept software, integrating a BitTorrent peer-to-peer client, a UPnP protocol stack, and a UPnP AV media server, as well as media distribution and management components on the OSGi home gateway platform. Practical demonstration shows the proposed design and scenario realization, offering users an unlimited volume of media content for home multimedia entertainment.

Effective Utilization of DLNA Functions in Home Media Devices (홈 미디어 기기의 DLNA 소프트웨어 효율적 적용)

  • Kang, Ki-Cheol;Kim, Se-Young;Kim, Dae-Jin
    • Journal of Broadcast Engineering
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    • v.17 no.1
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    • pp.37-48
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    • 2012
  • These days many DLNA home media network services start in home network area. DLNA networking softwares included in DLNA media devices contains all of server, renderer and controller functions. But a home media device in home media network environment not uses all of DLNA functions but uses only limited functions. Using all of integrated DLNA functions wastes networking and processing resources especially in home media network, because a home media device uses very limited functions. For example, a smart-TV has a main role of playback and a network attached storage has a main role of media content storage. In this paper, we analyze integrated DLNA networking softwares and design DLNA software models representing each home media device so as to utilize device resources efficiently. And we implement DLNA softwares for smart-TV and smart-phone and test resource efficiency.

Synchronization Method for Continuous Play among Multimedia Devices (다중 기기에서 이어 보기를 위한 동기화 기법)

  • Kang, Mi-Ran;Kim, Se-Young;Kim, Young-Il;Kim, Dae-Jin
    • The Journal of the Korea Contents Association
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    • v.11 no.12
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    • pp.543-551
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    • 2011
  • Recently various handheld multimedia devices are spreading, and users want to share media contents across their own multiple devices. Conventional synchronization techniques for N-screen services can continuously play contents by switching from an initial device to a new device. In this case, even if a new device plays continuously contents, the initial device stops playing them. In this paper, we propose a synchronization technique in which multiple devices can share and continuously play same contents simultaneously by gathering and passing URI and current play-time of the contents. The proposed synchronization technique is built on UPnP and DLNA, and tested by implementing a wireless home media network system.

Performance Analysis of Error Classification running on Digital Carousel System of Home Network (홈 네트워크의 디지털 캐로절 시스템에서 오류분류 성능 분석)

  • Ko, Eung-Nam
    • Journal of Digital Contents Society
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    • v.8 no.4
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    • pp.587-592
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    • 2007
  • This paper explains the design and implementation of the EC_NH. EC_NH is a system that is suitable for detecting, sharing and recovering software error based on multimedia CSCW(Computer Supportes Cooperated Work). With error sharing system, a group cooperating users can share error applications. From the perspective of multimedia collaborative environment, an error application becomes another interactive presentation error is shared with participants engaged in a cooperative work. Our Digital Carousel enables user to share media objects through media synchronization mechanism. We implemented the Digital Carousel so that the users participated in collaborative work may refer shared media or error objects as the same view to others.

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Error Recovery System for Digital Carousel System running on Home Network (홈 네트워크에서 디지털 캐로절 시스템을 위한 오류 복구 시스템)

  • Ko, Eung-Nam
    • Journal of Digital Contents Society
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    • v.9 no.4
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    • pp.785-790
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    • 2008
  • Our Digital Carousel enables user to share media objects through media synchronization mechanism. We implemented the Digital Carousel so that the users participated in collaborative work may refer shared media or error objects as the same view to others. In this paper, we discuss a method for increasing reliability through fault tolerance. We describe the design and implementation of the ER running on distributed multimedia environment. ER is a system which is able to recover automatically a software error based on distributed multimedia. This paper explains a performance analysis of an error recovery system running on distributed multimedia environment using the rule-based DEVS modeling and simulation techniques. In DEVS, a system has a time base, inputs, states, outputs, and functions.

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A Study on Contents Sharing Mechanism based on Proxy Re-Encryption Scheme using the Smart Card (스마트카드를 이용한 프록시 재 암호화 기법 기반 콘텐츠 공유 메커니즘에 관한 연구)

  • Park, Seung-Hwan;Koo, Woo-Kwon;Kim, Ki-Tak;Mun, Hye-Ran;Lee, Dong-Hoon
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.21 no.3
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    • pp.131-141
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    • 2011
  • OMA(Open Mobile Alliance) is one of the most active group about DRM technology in mobile device field. OMA announced an OMA-DRM v 2.1 standardization in 2007. After then OMA announced OMA-SRM(Secure Removable Media) and SCE(Secure Contents Exchanges) that are the extension of OMA-DRM v2.1. In SCE, a user can form user domain to share contents and rights. So the user can share contents and rights with not only the the OMA-DRM v2.1 but also home devices like mobile phones, personal computers and audios. In this paper, we analyze a sharing technology of OMA-DRM and SCE, and then propose key distribution method using proxy re-encryption and smart card to use shared contents and rights.

Design and Implementation of DLNA DMS for AV Contents Sharing through IEEE1394 (IEEE1394 기반 AV 콘텐츠 공유를 위한 DLNA DMS 설계 및 구현)

  • Kim, Chul-Seung;Kim, Gu-Su;Eom, Young-Ik
    • The KIPS Transactions:PartD
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    • v.13D no.7 s.110
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    • pp.959-970
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    • 2006
  • With the progress of home network technologies, the importance of the home network middleware for control and management of the digital appliances is increasing. Furthermore, by the technological growth of the AV equipments and the popularization of video contents, IEEE1394 for the transmission of AV data has spread fast. However, DLNA(Digital Living Network Alliance), which is a standard of the home network middleware, does not consider the transmission of AV data over IEEE1394. In this paper, we describe the problem occurring when the AV contents are transmitted over IEEE1394 in DLNA and propose the scheme for transmission of AV contents over IEEE1394. In addition, by the verification test of DLNA compatibility, we show that our proposed scheme can provide the share of AV contents without regard to the manufactures and transmission media.

A Study on Object Design Based on the Interaction of New Media Art (뉴미디어 아트의 상호작용성을 기반한 오브제 디자인 연구)

  • Choi, Jung-Hwa;Lee, Myung-Ah
    • Journal of Digital Convergence
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    • v.18 no.8
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    • pp.407-417
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    • 2020
  • Modern art is undergoing drastic changes due to the development of digital media. In a digital media-based environment, writers are producing new works that share artistic values and experiences with audiences. In this study, it is the production of a work on interactivity that combines cutting-edge digital technology with objects. When a viewer touches an object, an LED screen connected to the object is completed. Prior to the production of the work, for theoretical consideration, the research was focused on academic paper materials, professional books at home and abroad, and internet analysis. The production of the work used Arduino and presented production circuits and programming sources for the artists to apply to the production of the work. This study is meaningful in presenting new values and possibilities in the expression of objet works.

The Instructional Design Using Storytelling in Home Economics Education (가정교과에서의 스토리텔링(storytelling)을 활용한 수업 설계 방안)

  • Kim, Eun-Jeung
    • Journal of Korean Home Economics Education Association
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    • v.23 no.1
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    • pp.143-157
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    • 2011
  • It is a story through which people share their ideas and express their thoughts. Storytelling is temporally and spatially interconnected narration that consists of characters, background, its beginning and its conclusion. Furthermore, the story in storytelling is a means of delivering culture and history; thanks to the development of various media, delivering and exchanging the story are conducted in a variety of forms. Due to the technological advancement, the way storytelling is done has changed, which was a method called digital storytelling. This storytelling has been frequently used in education; that is, teachers utilize stories to communicate their thoughts. As receivers, students understand a shade of meaning and the role of language, thus reorganizing the important factors in the context of meaningful events. However, in practice the classes are so teacher-centered that the role of students are relegated to that of passive learners, thus debilitating the interaction between participants; as a result, this situation shows serious limitations in that it does not improve students' practical skills. Despite this situation, home economics has attempted to broaden students' practical knowledge and has enabled them to acquire procedural knowledge as its main objectives in the context of the entire life. To overcome this problem, this study attempts to demonstrate the lesson model utilizing the storytelling where the lively participation in the process and results of learning can increase learners' self-confidence and responsibility. This lesson model is believed to facilitate the communication among participants including teachers and students. Through this alternative teaching method, learners can participate in the process of learning so that they can acquire practical knowledge: this method can be a step-stone for further development. In conclusion, the development of curriculum and lesson plans should be encouraged.

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Defining, Measuring, and Forecasting Telecommuting (원격근무의 정의, 현황, 그리고 전망)

  • Kim, Seungnam;Ju, Jongwng
    • Informatization Policy
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    • v.21 no.2
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    • pp.89-110
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    • 2014
  • As a travel demand management and environmental policy, the government actively promotes alternative work arrangements such as telecommuting. Against this backdrop, several empirical studies, which aim to verify the benefits of telecommuting, have been recently conducted. Little consensus, however, exists with respect to the defining, measuring, and forecasting telecommuting, although these are fundamental basis of policy evaluation and academic research. As a fundamental research for analyzing telecommuting impacts, this paper reviews various definitions regarding telecommuting, examines telecommuting penetration and level of telecommuting through review of available survey data in Korea, and forecasts future penetration. The result suggests that current home-based telecommuting penetration and level of telecommuting is approximately 0.5 to 1.1% and 0.2 to 0.5%, respectively, and is approximately 0.2% and 0.1%, respectively, for the center-based telecommuting. In addition, shift-share analysis shows that home-based telecommuting penetration in the Seoul Metropolitan Area in 2020 will be 1.3%, not much different with the current value. Consequently, current telecommuting penetration is much lower than the value that is fed to us by the media (10~20%), and the future prospect is also much lower than the goal of government (30~45%); thus, we can conclude that government's goal of telecommuting promotion is difficult to meet if active encouragement policy will not be introduced.