• Title/Summary/Keyword: Multimedia message

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A DDMPF(Distributed Data Management Protocol using FAT) Design of Self-organized Storage for Negotiation among a Client and Servers based on Clouding (클라우딩 기반에서 클라이언트와 서버간 협상을 위한 자가 조직 저장매체의 DDMPF(Distributed Data Management Protocol using FAT) 설계)

  • Lee, Byung-Kwan;Jeong, Eun-Hee;Yang, Seung-Hae
    • Journal of Korea Multimedia Society
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    • v.15 no.8
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    • pp.1048-1058
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    • 2012
  • This paper proposes the DDMPF(Distributed Data Management Protocol using FAT) which prevents data loss and keeps the security of self-organized storages by comprising a client, a storage server, and a verification server in clouding environment. The DDMPF builds a self-organized storage server, solves data loss by decentralizing the partitioned data in it in contrast to the centralized problem and the data loss caused by the storage server problems of existing clouding storages, and improves the efficiency of distributed data management with FAT(File Allocation Table). And, the DDMPF improves the reliability of data by a verification server's verifying the data integrity of a storage server, and strengthens the security in double encryption with a client's private key and the system's master key using EC-DH algorithm. Additionally, the DDMPF limits the number of verification servers and detects the flooding attack by setting the TS(Time Stamp) for a verification request message and the replay attack by using the nonce value generated newly, whenever the verification is requested.

A Load Distribution System on P2P Online Game Based on RS Reconfiguration by Interesting Regions (P2P 온라인 게임에서의 관심영역별 영역관리자 재구성 기반 부하분산 시스템)

  • Jung, Mi-Sook;Kim, Seong-Hoo;Park, Kyoo-Seok
    • Journal of Korea Multimedia Society
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    • v.12 no.3
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    • pp.345-353
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    • 2009
  • It is for sure that a stable game managing system is absolutely needed to accept simultaneous interfacing of many users for P2P on-line game system. The proposed P2P on-line game system in this paper is able to get smart and stable game managing taking care of extensive players through reorganizing numerous RS(Region Server) and mutual communications among RS's which can be avoid congestion on one region. Moreover, it is possible to synchronize for game nodes in time stamp utilizing Global Zone Buffer of Monitoring Server which leads to breakup loads. The system manages middleware layers in the so-called sub area, and it is able to execute no matter how big the game sizes are. That means, in some ways, we got everything we try to ensure such as the problems of high cost server and stabilization of message transmission. This paper welcomes to prove efficiency of the suggested system through the simulation.

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Test Case Generation for Conformance Test of DSM-CC U-U (DSM-CC U-U 적합성 시험을 위한 시험열 생성)

  • Kim, Young-Gyu;Lee, Ok-Bin;Kim, Hak-Suh;Kwon, Young-Duk;Lee, Sang-Ho
    • The Transactions of the Korea Information Processing Society
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    • v.6 no.8
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    • pp.2171-2178
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    • 1999
  • In these days, as rapid growth of multimedia industries and development of techniques, and effort to develop DAVIC(Digital Audio-Visual Council) systems which support multimedia services such as VOD(Video onn Demand) and teleshopping is being done. Therefore it will be indispendable to establish a new conformance testing method related DAVIC system with respect to their standard specification. DSM-CC is a core part of DAVIC and adopts DSM-CC U-N for S3 information stream which plays a part in connection establishment and release of session and transmission layer, and DSM-CC U-U for S2 which operates user application of the system. In this paper, we propose a new conformance testing architecture and methodology based on scenario in order to test DSM-CC U-U which doesn't have any message sequences.

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Study on Event Reporting Service for Digital Contents on the Convergence Network of Broadcasting and Communication (방송${\cdot}$통신 융합망에서의 디지털 콘텐츠 서비스를 위한 이벤트 리포팅 시스템 연구)

  • Ji Kyunghee;Moon Nammee;Kim Jaegon
    • Journal of Broadcast Engineering
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    • v.10 no.2
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    • pp.190-201
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    • 2005
  • MPEG-21 has identified the need fur Event Reporting in its vision for an interoperable multimedia framework. Event Reporting is required within the MPEG-21 multimedia framework in order to provide a standardized means for sharing information about Events amongst Peers and Users. Such Events relate to Digital Items and/or Peers that interact with them. Arising from an each Event, there is the opportunity to describe what occurred. However, there are a number of difficulties in providing an accurate report about an Event. Different observers of the Event may have vastly different perspectives, needs, and focuses. They may emphasize certain elements to the detriment of others, or they may describe an Event in a way that others may find confusing. In this paper, we design how to express Event Reporting message structure and system architecture in compliance with ISO/IEC 21000-15. And we implement the system for MPEG-21 Event Reporting service.

Improved Broadcast Algorithm in Distributed Heterogeneous Systems (이질적인 분산 시스템에서의 개선된 브로드캐스트 알고리즘)

  • 박재현;김성천
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.41 no.3
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    • pp.11-16
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    • 2004
  • Recently, collaborative works are increased more and more over the distributed heterogeneous computing environments. The availability of high-speed wide-area networks has also enabled collaborative multimedia applications such as video conferencing, distributed interactive simulation and collaborative visualization. Distributed high performance computing and collaborative multimedia applications, it is extremely important to efficiently perform group communication over a heterogeneous network. Typical group communication patterns are broadcast and Multicast. Heuristic algorithms such as FEF, ECEF, look-ahead make up the message transmission tree for the broadcast and multicast over the distributed heterogeneous systems. But, there are some shortcomings because these select the optimal solution at each step, it may not be reached to the global optimum In this paper, we propose a new heuristic algerian that constructs tree for efficiently collective communication over the previous heterogeneous communication model which has heterogenity in both node and network. The previous heuristic algorithms my result in a locally optimal solution, so we present more reasonable and available criterion for choosing edge. Through the performance evaluation over the various communication cost, improved heuristic algorithm we proposed have less completion time than previous algorithms have, especially less time complexity than look-ahead approach.

A QoS DAG-based QoS Routing Scheme for Mobile Ad-hoc Networks (무선 Ad-hoc 네트워크를 위한 QoS DAG 기반의 QoS 라우팅 기법)

  • Kang, Yong-Hyeog;Kim, Hyun-Ho;Kim, Jung-Hee;Eom, Young-Ik
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.34 no.10A
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    • pp.736-745
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    • 2009
  • The growth of mobile devices and the increase of using them have required the support of realtime multimedia application in wireless environments. Especially, wireless ad-hoc networks without central management system and with dynamically changing network topology need much researches of QoS routing for multimedia applications. However it is impossible to support the hard realtime QoS for these dynamic networks. In this paper, we propose a QoS routing scheme by using QoS DAG that is maintained by each mobile node and contains the QoS information for neighbor nodes. In order to maintain the QoS DAG, each node transmits its QoS information to neighbor nodes by local broadcasting, and the neighbor nodes update their QoS DAGs by the received message. In our proposed scheme, it is possible to search the QoS path efficiently by the QoS DAG without searching it in the whole network.

Enhancing Robustness of Information Hiding Through Low-Density Parity-Check Codes

  • Yi, Yu;Lee, Moon-Ho;Kim, Ji-Hyun;Hwang, Gi-Yean
    • Journal of Broadcast Engineering
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    • v.8 no.4
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    • pp.437-451
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    • 2003
  • With the rapid growth of internet technologies and wide availability of multimedia computing facilities, the enforcement of multimedia copyright protection becomes an important issue. Digital watermarking is viewed as an effective way to deter content users from illegal distributions. In recent years, digital watermarking has been intensively studied to achieve this goal. However, when the watermarked media is transmitted over the channels modeled as the additive white Gaussian noise (AWGN) channel, the watermark information is often interfered by the channel noise and produces a large number of errors. So many error-correcting codes have been applied in the digital watermarking system to protect the embedded message from the disturbance of the noise, such as BCH codes, Reef-Solomon (RS) codes and Turbo codes. Recently, low-density parity-check (LDPC) codes were demonstrated as good error correcting codes achieving near Shannon limit performance and outperforming turbo codes nth low decoding complexity. In this paper, in order to mitigate the channel conditions and improve the quality of watermark, we proposed the application of LDPC codes on implementing a fairly robust digital image watermarking system. The implemented watermarking system operates in the spectrum domain where a subset of the discrete wavelet transform (DWT) coefficients is modified by the watermark without using original image during watermark extraction. The quality of watermark is evaluated by taking Into account the trade-off between the chip-rate and the rate of LDPC codes. Many simulation results are presented in this paper, these results indicate that the quality of the watermark is improved greatly and the proposed system based on LDPC codes is very robust to attacks.

Design and Implementation of An Automatic Telemetering/Rate Notification System Using CDMA Mobile Communication Modules (CDMA 이동통신모듈을 이용한 원격자동검침 및 요금통보 시스템의 설계 및 구현)

  • Kang, Chang-Soon;Kim, Soo-Jeong;Ko, Eun-Young
    • Journal of Korea Multimedia Society
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    • v.11 no.7
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    • pp.977-985
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    • 2008
  • This paper is concerned with automatic telemetering system which reads the consumed quantity of electricity, gas, and piped water. The existing metering method such that a meterman visits households and directly reads meters can cause several problems, including violation of privacy and the possibility of criminal accident, as well the inefficiency in viewpoint of system operation and rate notification. In this paper, we propose a new automatic telemetering and rate notification system, in which the system reads several meters at remote locations and notifies the rates to the customer's cellular phone with short message service(SMS). The proposed system has been developed by using CDMA mobile communication modules and personal computers. This system can operate only with cellular communication network even without wired-internet facilities. In particular, the developed system can provide home security and convenience as well as cost reduction, and thus be applied to intelligent home networks.

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A Design of HTML5-based Service Migration Technology between Heterogeneous Browsers (이종 브라우저 간 HTML5 기반 서비스 이동기술 설계)

  • Song, Eun-Ji;Kim, Geun-Hyung
    • Journal of Korea Multimedia Society
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    • v.16 no.3
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    • pp.342-353
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    • 2013
  • The Internet has become a part of our lives. As the number of devices with Internet accessibility increases, users can use web services with those devices anytime, anywhere. Web contents on the web page can be delivered to user in various forms for various devices and users want to use seamlessly the contents with an appropriate device. Web browser extension is function to add features that are not supported by default browser. All browsers support extensions that provide the same services for cross-browser. In this paper, We proposed object migration architecture between heterogeneous browsers by expanding our proposed mechanism that identifies objects and the information of those objects to be migrated in the web page, extracts the object and creates object after migration. For this purpose, we analyzed the extension architecture of representative browsers and investigated necessary files to develop objects migration extension. In addition, We investigated how to send and receive message among files in each browser extension and the interaction mechanism among those files. Finally, We implemented the object migration mechanisms between heterogeneous browsers.

The Effect of Social Viewing of Live Commerce on Viewing Satisfaction - Focusing on the Mediation Effect of Social Presence - (라이브 커머스의 사회적 시청이 시청 만족도에 미치는 영향 - 사회적 실재감의 매개 효과를 중심으로 -)

  • Zhao, Meng;You, Kyung Han
    • Journal of Korea Multimedia Society
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    • v.25 no.8
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    • pp.1188-1202
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    • 2022
  • This study aims to investigate what communication phenomenon social viewing is associated with, and how satisfaction with using live commerce affects, taking into account that live commerce is a form of content consumption based on social viewing. In particular, social viewing is classified in this study as message production and sharing activities that influence users' satisfaction with live commerce viewing, as well as how two-dimensional social viewing behaviors are associated with users' perception of social presence. Then, the impact of these factors on improving viewing satisfaction is determined. It is also designed to investigate the moderating effect of social presence and viewing satisfaction as a function of the size of users' social networks by taking into account how social viewing affects the degree of social exchange among users. The findings of the analysis are as follows. First, social viewing behaviors. i.e., sharing and production behavior were identified as strong factors that have a direct impact on social presence and viewing satisfaction. Second, social presence plays a moderating role in the relationship between social viewing behavior and viewing satisfaction. Third, the impact of sharing behavior on social presence and viewing satisfaction was greater than the that of production behavior. Fourth, network size (number of followers and followings) had no direct effect on social reality or viewing satisfaction, but it had a moderating effect on the relationship between production behavior and social presence. Based on the findings, the implications and recommendations were discussed.