• Title/Summary/Keyword: Media Server

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Preference-Based Segment Buffer Replacement in Cluster VOD Servers (클러스터 VOD서버에서 선호도 기반 세그먼트 버퍼 대체 기법)

  • Seo, Dong-Mahn;Lee, Joa-Hyoung;Bang, Cheol-Seok;Lim, Dong-Sun;Jung, In-Bum;Kim, Yoon
    • Journal of KIISE:Computer Systems and Theory
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    • v.33 no.11
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    • pp.797-809
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    • 2006
  • To support the QoS streams for large scale clients, the internal resources of VOD servers should be utilized based on the characteristics of the streaming media service. Among the various resources in the server, the main memory is used for the buffer space to the media data loaded from the disks and the buffer hit ratio has a great impact upon the server performance. However, if the buffer data with high hit ratio are replaced for the new media data as a result of the number of clients and the required movie titles are increased, the negative impact on the scalability of server performance is occurred. To address this problem, the buffer replacement policy considers the intrinsic characteristics of the streaming media such as the sequential access to large volume data and the highly disproportionate preference to specific movies. In this paper, the preference-based segment buffer replacement policy is proposed in the cluster-based VOD server to exploit the characteristics of the streaming media. Since the proposed method reflects both the temporal locality by the clients' preference and the spatial locality by the sequential access to media data, the buffer hit ratio would be improved as compared to the existing buffer replacement policy. The enhanced buffer hit ratio causes the fact that the performance scalability of the cluster-based VOD server is linearly improved as the number of cluster nodes is increased.

A Development of Home Entertainment System based on UPnP AV Framework (UPnP AV 프레임워크 기반의 홈 엔터테인먼트 시스템 개발)

  • Kim, Sang-Wook;Lee, Hyun-Ju;Kim, Sang-Ok;Park, Ji-Yun;Bae, Su-Young;Jung, E-Gun
    • Journal of the HCI Society of Korea
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    • v.1 no.2
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    • pp.59-64
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    • 2006
  • This paper describes UPnP AV System which provides various multimedia services in home network composed of diverse multimedia devices. It is difficult to build home network where various multimedia services can be provided because there are a lot of difference devices, platforms, and network technologies. However, UPnP middleware can make up multimedia service environment in that home network. Therefore this paper describes how the multimedia service environment is built with UPnP middleware. We analyze and modify MediaServer, MediaRenderer, and Control Point, which these are the components of UPnP AV archtecture. Additionally we provide some efficient GUI to use different kind of multimedia in any place of home networks. We propose UPnP AV Framework of playback module that consist of MediaServer providing contents, MediaRenderer using contents, and Control Point providing GUI. Especially, MediaRenderer and Control Point are integrated in set-top.

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Case Study on Major Digital Media Asset Management Systems (디지털미디어자산관리시스템 사례분석에 관한 연구)

  • Jung, Jin-Taek
    • Journal of Digital Contents Society
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    • v.9 no.2
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    • pp.235-244
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    • 2008
  • The purpose of this paper is to analyze and compare the existing digital media asset management systems and develop a prospective implementation model. As a result of conducting this research, it is recommended that the prospective system consists of an archiving server, a processing server, and an interface system. This result suggests important starting point to develop a resonable and reliable implementation model for digital media asset management system.

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Optimizing Caching in a Patch Streaming Multimedia-on-Demand System

  • Bulti, Dinkisa Aga;Raimond, Kumudha
    • Journal of Computing Science and Engineering
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    • v.9 no.3
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    • pp.134-141
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    • 2015
  • In on-demand multimedia streaming systems, streaming techniques are usually combined with proxy caching to obtain better performance. The patch streaming technique has no start-up latency inherent to it, but requires extra bandwidth to deliver the media data in patch streams. This paper proposes a proxy caching technique which aims at reducing the bandwidth cost of the patch streaming technique. The proposed approach determines media prefixes with high patching cost and caches the appropriate media prefix at the proxy/local server. Herein the scheme is evaluated using a synthetically generated media access workload and its performance is compared with that of the popularity and prefix-aware interval caching scheme (the prefix part) and with that of patch streaming with no caching. The bandwidth saving, hit ratio and concurrent number of clients are used to compare the performance, and the proposed scheme is found to perform better for different caching capacities of the proxy server.

Implement UDP Socket Server for Real-time Voice Communication on Smart-phone (스마트폰에서 실시간 음성 통신을 위한 UDP Socket Server 구현)

  • Kang, Ji-Hee;Son, Han-Bee;Lim, Yang-Mi
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2017.11a
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    • pp.79-81
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    • 2017
  • 최근 오디오 기반의 그룹 대화 통신 기술이 급격히 발전하고 있는데 이는 원거리 간의 회의 또는 긴급 구조망, 음성 인식을 활용한 기술 분야에서 필요로 하기 때문이다. 과거 오디오 그룹 간의 실시간 서비스는 영상 통신보다 타이밍에 있어서 사용자에게 딜레이 되는 값을 전송하는 즉 버퍼 컨트롤이 문제가 되어 잘 사용되지 않았었다. 하지만 최근 다중경로 라우팅, QoS 전송량 감소 기술들이 소개되면서 N:N의 대화가 가능하게 되었다. 본 연구에서는 UDP Socket 방식을 활용하여 N:N 실시간 음성 서비스를 개발한다. 이는 무선단말기를 활용하여 3~4인이 그룹핑 되어 노래 경쟁을 할 수 있는 앱에 적용하여 개발하였다. 운전자가 혼자 운전할 때, 다른 지역에서 운전하는 사람들과 음성인식 인터페이스를 활용하여 즉각적인 그룹을 만들고, 자신과 다른 사람들이 노래를 부르고, 듣고 평가하는 과정에서 재미를 느끼게 함으로써 졸음을 방지할 수 있도록 개발하였다.

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An SSD-Based Storage System for an Interactive Media Server Using Video Frame Grouping

  • Jeong, Yo-Won;Park, Youngwoo;Seo, Kwang-Deok;Yoo, Jeong Ju;Park, Kyu Ho
    • ETRI Journal
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    • v.35 no.1
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    • pp.69-79
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    • 2013
  • For real-time interactive multimedia operations, such as video uploading, video play, fast-forward, and fast-rewind, solid state disk (SSD)-based storage systems for video streaming servers are becoming more important. Random access rates in storage systems increase significantly with the number of users; it is thus difficult to simultaneously serve many users with HDD-based storage systems, which have low random access performance. Because there is no mechanical operation in NAND flash-based SSDs, they outperform HDDs in terms of flexible random access operation. In addition, due to the multichannel architecture of SSDs, they perform similarly to HDDs in terms of sequential access. In this paper, we propose a new SSD-based storage system for interactive media servers. Based on the proposed method, it is possible to maximize the channel utilization of the SSD's multichannel architecture. Accordingly, we can improve the performance of SSD-based storage systems for interactive media operations.

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
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    • v.7 no.2S
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    • pp.721-732
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    • 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.

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Synchronized One-to-many Media Streaming employing Server-Client Coordinated Adaptive Playout Control (적응형 재생제어를 이용한 동기화된 일대다 미디어 스트리밍)

  • Jo, Jin-Yong;Kim, Jong-Won
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.28 no.5C
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    • pp.493-505
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    • 2003
  • A new inter-client synchronization framework for multicast media streaming is proposed employing a server-client coordinated adaptive playout control. The proposed adaptive player controls the playback speed of audio and video by adopting the time-scale modification of audio. Based on the overall synchronization status as well as the buffer occupancy level, the playout speed of each client is manipulated within a perceptually tolerable range. Additionally, the server implicitly helps increasing the time available for retransmission while the clients perform an interactive error recovery mechanism with the assistance of playout control. The network-simulator based simulations show that the proposed framework can reduce the playout discontinuity without degrading the media quality, and thus mitigate the client heterogeneity.

Design and Evaluation of a Dynamic Continuous Media Streaming Supporting Method on the basis of Logical Grid Hierarchy for MANETs

  • Bae, Ihn-Han
    • Journal of the Korean Data and Information Science Society
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    • v.19 no.2
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    • pp.645-655
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    • 2008
  • As wireless connectivity is integrated into many handheld devices, streaming multimedia content among mobile ad-hoc peers is becoming a popular application. In this paper, we propose a dynamic service replication algorithm for providing guaranteed continuous streaming services to all nodes in mobile ad-hoc networks (MANETs). First, a MANET is comprised of logical grid hierarchy, and a streaming service is replicated to a lower server region of the logical grid hierarchy by considering the link availability between a mobile node and the streaming server within a server region or the popularity of the streaming service. We evaluate analytically the performance of the proposed algorithm, and compared with that of existing Qin's algorithm. Evaluation results show that our algorithm can achieve better streaming performance than Qin's algorithm. Therefore, the proposed algorithm not only improves the sharing availability of replicated streaming services but also controls efficiently the number of streaming service replications.

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Issues in Next Generation Streaming Server Design

  • Won, Youjip
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2001.11a
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    • pp.335-354
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    • 2001
  • .Next Generation Multimedia Streaming Technology Massive Scale Support $\rightarrow$ Clustered Solution Adaptive to Heterogeneous Network daptive to Heterogeneous Terminal Capability Presentation Technique .SMART Server Architecture .HERMES File System .Clustered Solution . High Speed Storage Interconnect .' Content Partitioning . Load Management . Support for Heterogeniety . Adaptive End to End Streaming Transport: Unicast vs. Multicast '. Scalable Encoding

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