• Title/Summary/Keyword: Mobile Broadcast

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Design and Fabrication FM-VMS using Watermarking Method (워터마킹 기법을 이용한 FM-VMS 설계 및 구현)

  • Moon, Byeong-Sup;Park, Bum-Jin;Weon, Young-Su;Kim, Cheol-Seong
    • The Journal of the Korea Contents Association
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    • v.10 no.12
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    • pp.43-50
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    • 2010
  • In this thesis, Traffic information which is provided to the VMS used a FM frequency and provides real-time traffic information about the mobile production unit system which designed and produced and a quality evaluated. Result of the research, we will be able to confirm converted audio and text information from traffic information is linked with VMS information, FM broadcast traffic information to motorists passing through it were found to be and as a result of this study, which sees raises the effectiveness of VMS users and using VMS to build low-cos transport infrastructure will be an opportunity.

A Study on Technical Characteristics of SOLAS AIS (SOLAS AIS의 기술적 특성 분석 연구)

  • 장동원;조평동
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2002.05a
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    • pp.554-558
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    • 2002
  • In this paper, we analysed the technical characteristics of a universal shipborne automatic identification system using self-organizing time division multiple access in the VHF marine mobile band. IMO's Marine Safety Committee approved revision of chapter V of the Safety of Life at Sea(SOLAS) Convention in 73rd meeting. According to this revision, AIS will become a nandatary carriage requirement by 01 July 2002. AIS is a broadcast system, operating in the VHF marine band. It is capable of sending infomation such as would be beneficial to the safety of navigation and the identification and monitoring of maritime traffic. It is absolutely necessary to analyse the related international and domestic specifications for the AIS implementation and installation.

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Design Methodology of System-Level Simulators for Wideband CDMA Cellular Standards (광대역 CDMA 셀룰러 표준을 위한 시스템 수준 시뮬레이터의 설계 방법론)

  • Park, Sungkyung
    • Journal of the Korea Society for Simulation
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    • v.22 no.1
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    • pp.41-51
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    • 2013
  • This tutorial paper presents the design methodology of system-level simulators targeted for code division multiple access (CDMA) cellular standards such as EV-DO (Evolution-Data Only) and broadcast multicast service (BCMCS). The basic structure and simulation flow of system-level simulators are delineated, following the procedure of cell layout, mobile drops, channel modeling, received power calculation, scheduling, packet error prediction, and traffic generation. Packet data transmissions on the forward link of CDMA systems and EV-DO BCMCS systems are considered for modeling simulators. System-level simulators for cellular standards are modeled and developed with high-level languages and utilized to evaluate and predict air interface performance metrics including capacity and coverage.

An Efficient Index Allocation Scheme Considering Data Access Frequencies in Mobile Broadcast Environments (브로드캐스트 환경에서 데이터 접근 빈도를 고려한 효과적인 인덱스 배치 기법)

  • Park JieHyun;Park KwangJin;Kang Sang-Won;Kim Jongwan;Im SeokJin;Hwang Chong-Sun
    • Proceedings of the Korean Information Science Society Conference
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    • 2005.07b
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    • pp.22-24
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    • 2005
  • 이동 컴퓨팅 환경에서 통신 네트워크가 갖는 무선 채널 대역폭의 협소함과 이동 단말기의 에너지 제약으로 인해, 다수의 이동 클라이언트들에게 데이터를 전달할 때에는 다수의 클라이언트들의 동시 데이터 접근을 지원하는 브로드캐스트 방법을 사용함으로써 제약점들을 보완할 수 있다. 본 논문에서는 클라이언트의 에너지와 데이터에 대한 접근시간(access time)의 효율을 높이기 위해 데이터의 접근빈도(access frequency)를 고려한 브로드캐스트 방법과 브로드캐스트 인덱스를 추가하는 방법을 함께 반영한 OAF(Data Access Frequencies)브로드캐스팅 기법을 제안한다. DAF브로드캐스팅 기법은 데이터의 접근빈도를 고려한 인덱스를 교차하여 추가함으로써 접근빈도가 높은 데이터를 원하는 다수의 사용자에 대한 접근시간을 줄임으로써 모든 사용자의 평균 접근시간을 줄이는데 목적이 있다. 수학적 분석을 통해 DAF브로드캐스팅 기법을 평가하고 기존의 브로드캐스트 방법과 DAF브로드캐스팅 기법의 성능을 비교 분석한다.

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An Efficient Spatial Query Processing in Wireless Networks (무선 네트워크 환경에서 효율적인 공간 질의 처리)

  • Song, Doo Hee;Lee, Hye Ri;Park, Kwang Jin
    • KIPS Transactions on Computer and Communication Systems
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    • v.8 no.10
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    • pp.239-244
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    • 2019
  • In recent mobile environments, query processing costs have been rapidly increasing as users request large amounts of queries. In addition, the server's performance is increasing for many users to handle high-capacity queries, but the workload is increasing continuously. To solve these problems, we use the wireless broadcasting environment. However, in a existing wireless broadcasting environment, servers have a problem sending all the objects they manage to their clients. Therefore, we propose a new R-Bcast combining the advantages of demand-based and wireless broadcasting. R-Bcast is a technique that protects query information and reduces query processing time. Experiments have proved that R-Bcast is superior to conventional techniques.

On Hybrid Re-Broadcasting Techniques in Vehicular Ad Hoc Networks

  • Hussain, Rasheed;Abbas, Fizza;Son, Junggab;Oh, Heekuck
    • Proceedings of the Korea Information Processing Society Conference
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    • 2013.05a
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    • pp.610-613
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    • 2013
  • Vehicular Ad Hoc NETwork (VANET), a subclass of Mobile Ah Hoc NETwork (MANET) has been a tech-buzz for the last couple of decades. VANET, yet not deployed, promises the ease, comfort, and safety to both drivers and passengers once deployed. The by far most important factor in successful VANET application is the data dissemination scheme. Such data includes scheduled beacons that contain whereabouts information of vehicles. In this paper, we aim at regularly broadcasted beacons and devise an algorithm to disseminate the beacon information up to a maximum distance and alleviate the broadcast storm problem at the same time. According to the proposed scheme, a vehicle before re-broadcasting a beacon, takes into account the current vehicular density in its neighborhood. The re-broadcasters are chosen away from the source of the beacon and among the candidate re-broadcasters, if the density in the neighborhood is high, then the candidate rebroadcaster re-broadcasts the beacon with high probability and with low probability, otherwise. We also performed thorough simulations of our algorithms and the results are sound according to the expectations.

An Efficient Route Discovery using Adaptive Expanding Ring Search in AODV-based MANETs (AODV 기반의 MANET에서 적응적인 확장 링 검색을 이용한 효율적인 경로 탐색)

  • Han, Seung-Jin
    • The KIPS Transactions:PartC
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    • v.14C no.5
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    • pp.425-430
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    • 2007
  • Without the aid of stationary infrastructure, maintaining routing information for all nodes is inefficient in the Mobile Ad hoc Networks(MANET). It is more efficient when every time routing information is necessary that the source node broadcasts a query message to neighbour nodes. The source node using Ad hoc On-Demand distance Vector(AODV), which is one of the routing protocols of MANET, uses the Expanding Ring Search(ERS) algorithm which finds a destination node efficiently. In order to reduce the congestion of the network, ERS algorithm does not broadcast Route REQuest(RREQ) messages in the whole network. When the timer expires, if source node does not receive Route REPly(RREP) messages from the destination node, it gradually increases TTL value and broadcasts RREQ messages. Existing AODV cost a great deal to find a destination node because it uses a fixed NODE_TRAVERSAL_TIME value. Without the message which is added in existing AODV protocols, this paper measures delay time among the neighbours' nodes by making use of HELLO messages. We propose Adaptive ERS(AERS) algorithm that makes NET_TRAVERSAL_TIME optimum which apply to the measured delay time to NODE_TRAVERSAL_TIME. AERS suppresses the unnecessary messages, making NET_TRAVERSAL_TIME optimum in this paper. So we will be able to improve a network performance. We prove the effectiveness of the proposed method through simulation.

HEVC Encoder Optimization using Depth Information (깊이정보를 이용한 HEVC의 인코더 고속화 방법)

  • Lee, Yoon Jin;Bae, Dong In;Park, Gwang Hoon
    • Journal of Broadcast Engineering
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    • v.19 no.5
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    • pp.640-655
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    • 2014
  • Many of today's video systems have additional depth camera to provide extra features such as 3D support. Thanks to these changes made in multimedia system, it is now much easier to obtain depth information of the video. Depth information can be used in various areas such as object classification, background area recognition, and so on. With depth information, we can achieve even higher coding efficiency compared to only using conventional method. Thus, in this paper, we propose the 2D video coding algorithm which uses depth information on top of the next generation 2D video codec HEVC. Background area can be recognized with depth information and by performing HEVC with it, coding complexity can be reduced. If current CU is background area, we propose the following three methods, 1) Earlier stop split structure of CU with PU SKIP mode, 2) Limiting split structure of CU with CU information in temporal position, 3) Limiting the range of motion searching. We implement our proposal using HEVC HM 12.0 reference software. With these methods results shows that encoding complexity is reduced more than 40% with only 0.5% BD-Bitrate loss. Especially, in case of video acquired through the Kinect developed by Microsoft Corp., encoding complexity is reduced by max 53% without a loss of quality. So, it is expected that these techniques can apply real-time online communication, mobile or handheld video service and so on.

3D Displays: Development and Validation of Prediction Function of Object Size Perception as a Function of Depth (3D 디스플레이: 깊이에 따른 대상의 크기지각 예측함수 개발 및 타당화)

  • Shin, Yoon-Ho;Li, Hyung-Chul O.;Kim, Shin-Woo
    • Journal of Broadcast Engineering
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    • v.17 no.2
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    • pp.400-410
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    • 2012
  • In recent years, 3D displays are used in many media including 3D movies, TV, mobile phones, and PC games. Although 3D displays provide realistic viewing experience as compared with 2D displays, they also carry issues such as visual fatigue or size distortion. Focusing on the latter, we developed prediction function of object size perception as a function of object depth in 3D display. In Experiment 1, subjects observed 3D square of a fixed size of varying depth, and manipulated 2D square to make it as large as the 3D square. Conversely, in Experiment 2, subjects observed 2D square of a fixed size, and manipulated 3D square of varying depth to make it as large as the 2D square. In both Experiments 1 and 2, we found that size perception of 3D square linearly changed depending on depth of the square, and the linear relationship between depth and size was identical in both experiments. The predictive regression function, which predicts object size perception based on object depth, obtained in this research will be very useful in the creation of 3D media contents.

TPEG-based User Created Message Service Model Design for Terrestrial DMB (지상파DMB TPEG 기반 사용자 주도형 메시지 서비스 모델 설계)

  • Lee, Sang-Hee;Jo, Kang-Hyun
    • Journal of Broadcast Engineering
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    • v.13 no.6
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    • pp.817-827
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    • 2008
  • The terrestrial-digital multimedia broadcasting(T-DMB) is now provided for the public service and the number of receivers reaches 15 million at the present of August 2008. The service of T-DMB itself has been succeeded in the presence. It is however remained as a supplementary role of stationed TV. It is necessary to find an additional business model as a new media to acquire surplus escaping from the deficit of the present T-DMB service. In the present paper, data service of T-DMB is proposed as candidate of such solution. Especially, TTI(Traffic and Travel Information) service is proposed as a killer application using TPEG(Transport Protocol Experts Group). At present, TPEG has not been so popular in the sense of various user satisfaction. Thus the variety of service including bi-directional service using DMB2.0 as in the sphere of Web2.0 is necessary for the service providers. In the paper, the restriction of TPEG-POI(Point of Interest) application service using the conventional mobile communication infrastructure is indicated. To overcome such restriction, TPEG-UCM(User Created Message) application service model using individual bi-directional media which is initiated and interacting by the users is proposed. In the experiment, the application program shows the usability of the proposed method so that the implementation results show its operability.