• Title/Summary/Keyword: Multimedia Player

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An Interaction-Based MPEG-4 Player for a PDA (PDA 환경에서의 인터렉션 기반의 MPEG-4 재생기)

  • N., Kim;S., Kim;H., Lee;S., Kim
    • Proceedings of the Korea Multimedia Society Conference
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    • 2004.05a
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    • pp.370-373
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    • 2004
  • The rapid proliferation of mobile device such as PDA allows users more ubiquitous access to multimedia information. The user mobility provides users a uniform vision of their preferred working environment independently of their current points of attachment. Supporting the user mobility requires the Player capable of efficiently presenting the multimedia contents. MPEC-4 provides not only the description for coding audio and video (as its predecessors MPEG-1 and MPEG-2), but also for coding images, animations, interactivity and protecting content. With MPEG-4, we present interactive media using multiple objects - audio, video, image, 2D geometry, and text - in a single format. Therefore we propose the MPEC-4 Player for PDA. The proposed MPEG-4 Player for PDA supports mobility, portability and personality.

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A Fast Implementation of JPEG and Its Application to Multimedia Service in Mobile Handset

  • Jeong Gu-Min;Jung Doo-Hee;Na Seung-Won;Lee Yang-Sun
    • Journal of Korea Multimedia Society
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    • v.8 no.12
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    • pp.1649-1657
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    • 2005
  • In this paper, a fast implementation of JPEG is discussed and its application to multimedia service is presented for mobile wireless internet. A fast JPEG player is developed based on several fast algorithms for mobile handset. In the color transformation, RCT is adopted instead of ICT for JPEG source. For the most time-consuming DCT part, the binDCT can reduce the decoding time. In upsampling and RGB conversion, the transformation from YCbCr to RGB 16 bit is made at one time. In some parts, assembly language is applied for high-speed. Also, an implementation of multimedia in mobile handset is described using MJPEG (Motion JPEG) and QCELP(Qualcomm Code Excited Linear Prediction Coding). MJPEG and QCELP are used for video and sound, which are synchronized in handset. For the play of MJPEG, the decoder is implemented as a S/W upon the MSM 5500 baseband chip using the fast JPEG decoder. For the play of QCELP, the embedded QCELP player in handset is used. The implemented multimedia player has a fast speed preserving the image quality.

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The Research for Generating Independent Multimedia Title in Display Environment (재생 환경에 독립적인 멀티미디어 타이틀 생성 방법에 관한 연구)

  • Park, Dae-Hyuck;Kang, Eui-Sun;Hong, Maria;Seo, Jeng-Man;Lim, Young-Hwan
    • Journal of the Korea Society of Computer and Information
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    • v.11 no.1 s.39
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    • pp.55-61
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    • 2006
  • Multimedia title needs player that depends upon operate system. This raises problems of data compatibility and resource consumption by overlapping development of player. To solve problems, we propose a method which produce multimedia title contents to internet document and then display on internet browser. Contents in multimedia title are transcoded to internet pages, having greate quality, based on CSS Layer for spatial synchronization of multimedia data. This method converts existing DB into XML for multimedia title including personal information. Therefore, XML data and resource information is playable by private multimedia player. Consequently, user can display multimedia content without player using internet browser in anytime.

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Implementation of a MPEG-4 Video Player for Embedded Systems (임베디드 시스템을 위한 MPEG-4 동영상 플레이어 구현)

  • Kim, Soo-Han;Lee, Myeong-Won;Jhang, Seong-Tae
    • The KIPS Transactions:PartD
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    • v.14D no.3 s.113
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    • pp.311-318
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    • 2007
  • A wearable computer has appeared as the next generation computer with the development of embedded system technique in our country, although it has not been applicable well since the hardware and software capabilities are limited for multimedia service. We have implemented a MPEG-4 video player to provide with such multimedia application service using the embedded systems. This paper illustrates the development of MPEG-4 video player operating on the wearable computer named WPS(Wearable Personal Station), the wristwatch PC developed at ETRI.

Design and Implementation of a Media Player That Playing Several Moving Pictures in Real Time (실시간에서 여러 개의 동영상을 재생하는 미디어 플레이어의 설계 및 구현)

  • 조종근;김상민;임영환
    • Journal of Korea Multimedia Society
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    • v.6 no.6
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    • pp.1015-1024
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    • 2003
  • With the improvement of the computer performance, the users demand for the multimedia player is getting higher, which will be the major force behind the wide distribution of the media player that allows several moving pictures to run simultaneously using multiple windows on the screen. Products that adopted the same method used for a single moving picture and yet support the several moving pictures simultaneously emerged; however, they are not immune from problems. In this paper, we propose method to solve the problems of blinking, play prioritization processor and semi-transparent Processor that occur when appling several moving pictures to the method used for a single moving picture and suggested the possible solutions. Taking it one step further, it focused on design and implementation of the media player that allows several moving pictures using overlapping and overlay technique by recognizing the biggest problem, which is that the above media play is not supported when playing several moving pictures simultaneously.

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Object-based Multimedia Contents Storage for Mobile Devices

  • Nam, Young-Jin;Choi, Min-Seok;Nam, In-Gil
    • Proceedings of the Korea Society of Information Technology Applications Conference
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    • 2005.11a
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    • pp.31-34
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    • 2005
  • Mobile devices, such as PDAs, portable multimedia players, are more likely to encompass large storage devices with prevalance of high-quality multimedia contents. This paper proposes an object-based multimedia contents storage architecture that employs the object-based storage device model and the iSCSI protocol. It also provides a multimedia content player that operates directly with the proposed storage architecture. We implement both the proposed storage architecture and the multimedia content player upon the Linux environment. Performance evaluation by playing MP3 multimedia contents reveals that the proposed storage architecture reduces the total power consumption by 9%, compared with an existing networked storage. This enhancement is mainly contributed to the fact that a large portion of the file system is moved into the object-based multimedia contents storage from the mobile device.

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Research on the Influence of Curiosity on MMORPG Grinding Player Experience

  • Yang, Dan;Cho, Dong-Min
    • Journal of Multimedia Information System
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    • v.9 no.2
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    • pp.127-136
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    • 2022
  • In MMORPGs, there are many problems with the Grinding player experience. This research divides the Grinding player experience into four dimensions: Grinding in-Autonomy, Competence, Relatedness and Positive affect through theoretical investigation of game experience. Through the study of Litman (2008), Curiosity is divided into two dimensions, I-Type Curiosity and D-Type Curiosity, and the relationship between Curiosity and Grinding player experience is studied. By distributing questionnaires, collecting data, and using SPSS software to conduct reliability analysis, validity analysis, correlation analysis and multiple regression analysis on the data, it is verified that in MMORPG, I-Type Curiosity can positively affect Grinding in-Autonomy, Competence, Relatedness and Positive affect. D-Type Curiosity can positively affect Grinding in-Autonomy, Competence and Positive affect, but D-Type Curiosity has no statistical relationship with Grinding in-Relatedness. And through the standardized coefficient (Beta) value, between the Curiosity factors, I-Type Curiosity has a greater impact on Grinding in-Autonomy and Positive affect, and D-Type Curiosity has a greater impact on Grinding in-Competence. Finally, from the perspective of I-Type Curiosity and D-Type Curiosity, combined with the drawbacks of the MMORPG Gringding mechanism, some concrete and feasible suggestions and optimization schemes are put forward to improve the Grinding player experience. This research result can provide some feasible suggestions for MMORPG developers and designers, optimize the MMORPG Grinding mechanism from the perspective of I-Type Curiosity and D-Type Curiosity, and improve the Grinding player experience. It can provide appropriate assistance for the improved development of MMORPG games.

A MPEG2 stream transport systems based on Real-time Transport Protocol (RTP 기반 실시간 MPEG2 스트림 전송 시스템)

  • 박대훈;홍윤식
    • Proceedings of the IEEK Conference
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    • 2000.06c
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    • pp.141-144
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    • 2000
  • Current Internet and Intranet developments are focusing on network multimedia services involving the transport of real-time multimedia streams. In this paper, we present a real-time MPEG2 Encoding/Decoding systems and a MPEG2 stream player running on client systems based on real-time transport protocol(RTP). The MPEG2 player has been implemented by using JMF and java applet. We have tested our prototype systems with one of possible multimedia sources, camcoder, to verify its functional correctness and measure its performance.

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Design of an Architecture for Massively Multiplayer Online Game Server using Multimedia Storage Server (Multimedia Storage Server를 응용한 MMO 게임 서버 구조에 대한 설계)

  • 황요한;김동균;장인걸;신동일;김동현
    • Proceedings of the Korean Information Science Society Conference
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    • 2002.10d
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    • pp.211-213
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    • 2002
  • 온라인 게임(online game)은 초고속 통신망의 보급과 기존의 1인용 게임(Single-player game)의 인공지능에서 느낄 수 없었던 즐거움을 제공함으로써 급속도로 보급되었다. 또한 최근의 온라인 게임 시장은 그래픽 기술을 비롯한 하드웨어의 발달로 2D에서 3D로 옮겨가고 있다. 따라서 이러한 추세에 따라 온라인 게임은 보다 많은 멀티미디어 데이터를 필요로 하게 되었다. 이에 Multimedia Storage Sever를 멀티플레이어 온라인 게임(Multi-player online game)에 적용함으로써 보다 효율적인 멀티플레이어 온라인 게임 서버를 구성하고자 한다.

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A Design and Implementation of Event Processor for Playing SMIL 2.0 Documents (SMIL 2.0 문서 재생을 위한 이벤트 처리기의 설계 및 구현)

  • 김혜은;채진석;이재원;김성동;이종우
    • Journal of Korea Multimedia Society
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    • v.7 no.2
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    • pp.251-263
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    • 2004
  • The Synchronized Multimedia Integration Language (SMIL), recommended by the World Wide Web Consortium (W3C) in 1998, is an XML-based declarative language to synchronize and present multimedia documents. SMIL can create new multimedia data integrating various types of multimedia objects which exist separately such as text, video, graphics and audio. It can support synchronization of multimedia data which are limited in current HTML-based Web technology. For its popularity, it is required to develop a multimedia server guaranteeing Quality of Service (QoS), authoring tool and player. For developing a SMIL authoring tool and player, the technologies are essentially required to read and analyze a SMIL document and to play synchronized various types of media objects in a timeline. In this paper, we describe a design and implementation of an event processor which supports SMIL 2.0 timing model. Moreover, we also develop a SMIL 2.0 player using the proposed event processor. This will facilitate the play of SMIL contents, so that it can contribute to the prosperity of SMIL technology It is possible to reuse in various language profiles defined in the SMIL standard. This player is expected to be utilized in other standard integrating SMIL such as XHTML+SMIL and SMIL Animation.

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