• Title/Summary/Keyword: Multimedia Synchronization

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A Query Language for Multimedia Presentation Graphs and Query Processing Techniques with Algebra (멀티미디어 상연그래프 질의언어와 대수를 이용한 질의처리방법)

  • Lee, Tae-Kyong
    • Journal of KIISE:Databases
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    • v.27 no.2
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    • pp.185-198
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    • 2000
  • Recently the technological advance in the hardware dealing with multimedia data as well as the explosive increase of the volume of multimedia data bring about new interest in the use of multimedia presentations in many application domains. To use multimedia presentations efficiently, the integration of multimedia presentations into DBMS is necessary. This paper presents a multimedia presentatation query language based on contents and query processing techniques. Presently, multimedia presentation authoring tools denote a multimedia presentation using a presentation graph which is a DAG. A Node in the graph is a same type of media stream and edges denote a play-out order and a synchronization way among nodes. The contents of presentations graphs are the information of each stream, the sequential order of the information inside each stream and the play-out order among the streams. GCalculus/S is a calculus-based query language and can deal with the contents of a presentation graph and physical characteristics of multimedia data. It expresses the sequential order of information inside each stream and the play-out order of streams of a presentation graph using temporal operators Next, Connected and Until. O-Algebra, which is object algebra, is extended to process GCalculus/S queries.

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workspace Transaction Model for Job Synchronization (작업 동기화를 위한 작업공간 트랜잭션 모델)

  • 오암석
    • Proceedings of the Korea Multimedia Society Conference
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    • 1998.10a
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    • pp.130-134
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    • 1998
  • 멀티미디어 응용들은 공동 작업을 위한 작업 동기화 지원이 필요하다. 이 논문은 데이터베이스를 이용한 멀티미디어 응용 개발시 한 트랜잭션의 처리가 긴 공동 작업 환경에서 작업 동기화를 지원하기 위한 새로운 공동 트랜잭션 모델을 제안한다. 이 논문에서 제시하는 모델은 기존의 로킹 기법을 사용하지 않고 여러 작업공간에서 수행되는 작업간의 동기화를 제공한다.

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Efficient Clock Synchronization Schemes for Enhancing Error Performance of OFDM Wireless Multimedia Communication Systems (OFDM 무선 멀티미디어 통신 시스템의 오율성능 향상을 위한 효율적인 샘플링 클럭 동기방식)

  • 김동옥;윤종호
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.7 no.1
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    • pp.69-74
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    • 2003
  • In this paper, we propose the synchronization recovery algorithm which is suitable to wireless Multimedia of wireless channel situation which is being used OFDM signaling method. The basic of the suggested clock synchronization. restoration Algorithm is to getting the shock response of channel or getting the multipath strength profile through IFTT after the getting the frequency, response of deducted channel from channel deducted of receiver and to trace the location in the channel energy concentrated area of timing area. And it also analysis the start point of 64-QAM and 16-QAM if the sampling clock offset has the sample of ${\pm}$ 1-3, and we identified the occurance of performance deterioration when occures more than 2 samples of offset to compare with star point and BER performance in optimum sampling point result of BER performance checking, and we know that the recovery algorithm proposed algorithm also provide excellent synchronization characteries under frequency, selecting fading channel as result of simulation.

A Study on RTP-based Lip Synchronization Control for Very Low Delay in Video Communication (초저지연 비디오 통신을 위한 RTP 기반 립싱크 제어 기술에 관한 연구)

  • Kim, Byoung-Yong;Lee, Dong-Jin;Kwon, Jae-Cheol;Sim, Dong-Gyu
    • Journal of Korea Multimedia Society
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    • v.10 no.8
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    • pp.1039-1051
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    • 2007
  • In this paper, a new lip synchronization control method is proposed to achieve very low delay in the video communication. The lip control is so much vital in video communication as delay reduction. In a general way, to control the lip synchronization, both the playtime and capture time calculated from RTP time stamp are used. RTP timestamp is created by stream sender and sent to the receiver along the stream. It is extracted from the received packet by stream receiver to calculate playtime and capture time. In this paper, we propose the method of searching most adjacent corresponding frame of the audio signal, which is assumed to be played with uniform speed. Encoding buffer of stream sender is removed to reduce the buffering delay. Besides, decoder buffer of receiver, which is used to correct the cracked packet, is resulted to process only 3 frames. These mechanisms enable us to achieve ultra low delay less than 100 ms, which is essential to video communication. Through simulations, the proposed method shows below the 100 ms delay and controlled the lip synchronization between audio and video.

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A Study on Synchronization Distribution of Server Message in Online Games (온라인 게임의 서버 메시지 동기화 분산에 대한 연구)

  • Mun, Sung-Won;Cho, Hyung-Je
    • Journal of Korea Game Society
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    • v.9 no.2
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    • pp.105-113
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    • 2009
  • The most important service of the online game is the stability. However, in online games, the increase in the number of users burdens the server as thousands of users connect to the server at the same time. While various techniques to reduce the load on the server are studied, the study is limited only to the server part like an improvement of server algorithms. In this paper, a program to handle the largest load of the server, the message synchronization of both the server and client, is designed and implemented.

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A Selective Message Synchronization Mechanism for Networked Virtual Environment (네트워크 가상환경에서의 선별적 메시지 동기화 기법)

  • Yun Chung-Ha;Paik Doo-Won
    • Journal of Korea Multimedia Society
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    • v.9 no.2
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    • pp.208-214
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    • 2006
  • Participants of a NVE(networked virtual environment) may have different hardwares and network environments, and to guarantee the fairness, messages of participants should be synchronized. A solution for the synchronization problem is to wait for a certain amount of time until the server processes the message. It is not easy to determine a suitable waiting period because of the trade-off between the fairness and the responsiveness. In this paper we propose a method to decide a waiting period by considering only the participants with small network delays and perform experiments for the performance evaluation. Experiments show that the proposed method leads to significant improvement of responsiveness, while retaining fairness.

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A Study on the VGC(Virtual Global Clock) using Loop Back for structure of Multimedia Synchronization. (멀티미디어 동기화를 구성하기 위하여 Loop Back 방식을 적용한 가상 클럭(VGC) 연구)

  • 신동진;정연기;김영탁
    • Proceedings of the Korea Multimedia Society Conference
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    • 2000.11a
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    • pp.335-342
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    • 2000
  • 멀티미디어 정보를 처리하기 위해서 필수적으로 필요한 기술이 멀티미디어 동기화를 구성하는 것이다. 본 논문에서는 두 시스템 사이의 클럭 동기를 맞추어 주기 위하여 가상 클럭(VGC : Virtual Global Clock)을 제안하였다. Loop flack 방법에 의한 제안된 가상 클럭은 통신이 가능한 모든 환경에 적용할 수 있다

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A Study for Minimization of Data Loss in Multimedia Synchronization (멀티미디어 동기화에서 발생되는 데이터 손실의 최소화에 관한 연구)

  • Lee, Keun-Wang;Kim, Yong-Hwan
    • Proceedings of the KAIS Fall Conference
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    • 2008.11a
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    • pp.13-16
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    • 2008
  • 다양한 커뮤니케이션 테크놀로지의 발전으로 교육, 문화, 생활에 다양한 멀티미디어의 제작과 보급이 이루어지고 있으며 점차 멀티미디어 서비스의 서비스 품질에 대한 요구가 들어 나고 있다. 이에 본 논문에서는 멀티미디어 서비스에서 서비스 품질과 관련하여 핵심적인 기능으로 요구되는 동기화에 있어 다중 미디어를 표현하기 위해 미디어내의 시간 차이를 나타내는 지터에 대한 QoS 요구사항을 반영할 수 있는 동기화 규격 분야에 대한 새로운 모델을 제안한다.

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A Study for Improvement in Quality of Service in Multimedia Synchronization (멀티 미디어 동기화에서의 서비스 품질 향상에 관한 연구)

  • Lee, Keun-Wang;Kim, Yong-Hwan
    • Proceedings of the KAIS Fall Conference
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    • 2009.05a
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    • pp.95-98
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    • 2009
  • 멀티 미디어는 디지털 기술의 발전, 초고속 네트워크의 보급으로 사회 전 분야에 걸쳐 매우 다양하게 응용되고 제작 보급 되어지고 있다. 이에 따라 사용자들은 좀 더 좋은 멀티미디어 서비스의 품질을 요구하고 있다. 이에 본 논문에서는 다중 미디어 서비스 품질과 관련하여 핵심적인 기능을 하는 동기화에 있어 사용자의 서비스 품질 향상시키기 위해 미디어간 동기화시 손실되는 패킷을 최소화 하는 동기화 규격 분야에 대한 새로운 모델을 제안한다.

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Low-Complexity Symbol Timing Offset Estimation Schemes for OFDM Systems

  • Park, So-Ra;Jung, Young-Ho;Lee, Son-In
    • ETRI Journal
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    • v.24 no.3
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    • pp.247-250
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    • 2002
  • In this paper, we propose three symbol syn-chronization schemes for Orthogonal Frequency Division Multiplex (OFDM) systems. The cyclic extension preceding OFDM symbols is of decisive importance for these schemes. The first scheme uses the phase-differential coding of the received OFDM signal. The second and the third schemes use the length of the received OFDM signal. All three schemes make symbol synchronization possible, even though there is a frequency off-set in the system. Simulation results show that these schemes can be used to synchronize an OFDM system over AWGN and multi-path fading channels.

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