• Title/Summary/Keyword: Network Platform

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An MPEG-4 Compliant Interactive Multimedia Streaming Platform Using Overlay Networks

  • Kim, Hyun-Cheol;Patrikakis, Charalampos Z.;Minogiannis, Nikos;Karamolegkos, Pantelis N.;Lambiris, Alex;Kim, Kyu-Heon
    • ETRI Journal
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    • v.28 no.4
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    • pp.411-424
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    • 2006
  • This paper presents a multimedia streaming platform for efficiently transmitting MPEG-4 content over IP networks. The platform includes an MPEG-4 compliant streaming server and client, supporting object-based representation of multimedia scenes, interactivity, and advanced encoding profiles defined by the ISO standard. For scalability purposes, we employ an application-layer multicast scheme for media transmission using overlay networks. The overlay network, governed by the central entity of the network distribution manager, is dynamically deployed according to a set of pre-defined criteria. The overlay network supports both broadcast delivery and video-on-demand content. The multimedia streaming platform is standards-compliant and utilizes widespread multimedia protocols such as MPEG-4, real-time transport protocol, real-time transport control protocol, and real-time streaming protocol. The design of the overlay network was architected with the goal of transparency to both the streaming server and the client. As a result, many commercial implementations that use industry-standard protocols can be plugged into the architecture relatively painlessly and can enjoy the benefits of the platform.

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A Study on Open Software based IP Network System Practice Platform and Practicing Scenario (공개 소프트웨어 기반 IP 네트워크 시스템 실습 플랫폼 및 실습 시나리오)

  • Kim, Tae-Joon
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.10
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    • pp.106-114
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    • 2020
  • It is very important for beginners in networking to build, test, and operate an IP network system, which is the key infrastructure of the fourth industrial revolution. An IP network system consists of the IP network itself, covering both the internet and underlying layers, plus the basic network system supporting fundamental network services, with a DNS, the DHCP, email, WWW, and application service systems, such as VoIP. This paper suggests an open software-based practice platform with a minimal network configuration on which beginners can practice on nearly all of the IP network system, and it presents a practice scenario and results. In addition, it adds both IP address allocation and routing table manipulation functions to the network simulator software, which will allow beginners to learn table-based datagram routing schemes in advance. This platform may be useful for networking beginners in order to practice on an IP network system on their own personal computers without additional equipment and costs.

Enhanced Paging Mechanism in IP-based IMT Network Platform($IP^2$) (IP기반의 IMT망에서의 페이징기법연구)

  • Shin, Soo-Young;Jung, Byeong-Hwa;Park, Soo-Hyun
    • Journal of the Korea Society for Simulation
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    • v.14 no.4
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    • pp.77-86
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    • 2005
  • [ $IP^2$ ] (IP-based IMT Network Platform) is a ubiquitous platform supporting mobility using two step If address IPha (IP host address) and IPra (IP routing address) - in a backbone network. MN (Mobile Node) in $IP^2$ maintains either Active or Dormant state, which is transferred to Active state through Paging process when communication is required. In this paper, we proposed a Paging method using proxy to resolve the problem of the conventional Paging method which transmits the Paging messages to all cells in LA (Location Area) resulting in the excessive use of network resources. Performanceevaluation of the proposed method using NS-2 showed that the usage of network resources becomes more efficient by reducing paging loads, especially under the condition of increased nodes.

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Design and fabrication of IEEE-802.15.4 protocol based universal sensor node platform with good extensity (확장성이 고려된 IEEE-802.15.4 기반의 저전력 범용 센서노드 설계 및 제작)

  • Chung, Wan-Young;Shin, Kwang-Sig;Jang, Sung-Gyun
    • Journal of Sensor Science and Technology
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    • v.16 no.4
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    • pp.247-253
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    • 2007
  • Low power consumption sensor network platform (sensor node) for sensor networking with IEEE 802.15.4 protocol was fabricated. The sensor node used ceramic bar type antenna for increasing RF signal performance and decreasing PCB size occupied by antenna. The communication range of the fabricated sensor node was about $20{\sim}30$ m in open environment with 915 MHz frequency bandwidth and well supported by Tiny OS. The sensor node have good connectivity with various external devices by RS-232, I2C, analogue and digital expansion board, hence, this sensor node can be applied to various applications in wireless sensor network and ubiquitous sensor network.

Indirect Network Effect and Spillover Effect in Food Delivery Platforms

  • GONG, LEE
    • KDI Journal of Economic Policy
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    • v.44 no.4
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    • pp.25-42
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    • 2022
  • I analyze how the food delivery market's indirect network effect and spillover effect influence the spread of food delivery platforms in different counties. This study finds that there is a positive local indirect network effect and a positive spillover effect in the adoption of the platform by examining the food delivery platform market in South Korea as of 2020. As food delivery platforms secure consumers who use them, more restaurants on the other side of a two-sided market adopt such platforms (indirect network effect). The spillover effect would allow other restaurants in a region to become more likely to adopt food delivery platforms if there are a greater number of restaurants in the region that use such platforms. This study contributes to the comprehension of technology diffusion and the marketing strategies of platform providers by providing empirical evidence of both effects.

IoT Platform Implementation and Service Operating Method for Private Networks (용이한 사설망 지원을 위한 IoT 플랫폼 구현 및 서비스 운영 방법)

  • Lee, Kyoung Hun;Kim, DooYoung;Song, Seheon;Lee, Sangil;Park, JaeHyun
    • KIPS Transactions on Computer and Communication Systems
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    • v.5 no.5
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    • pp.109-116
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    • 2016
  • Today various IoT platforms exist, but most of them only consider IPv6, without other types of network including private network. They support, therefore, the private network to use virtual private network or through the hardware gateway. To solve this limitation, we propose a IoT platform that provides IoT Services on private networks. Also we verify this platform though constructing a testbed.

The Role of Electronic Trade Platform in the Information Technology Era

  • Lee, Bong-Soo
    • THE INTERNATIONAL COMMERCE & LAW REVIEW
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    • v.52
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    • pp.47-71
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    • 2011
  • This thesis examines the problems faced in the electronic trade platform for which improvements are necessary, and suggests various ways of overcoming those problems. Practical implications regarding the advancement of Korea's u-TradeHub system are as follows. First, from the technical and legal aspects, to make up for a lack of support systems for spread of users, it is required to promote customized advertising strategies through Ministry of Knowledge Economy and establish a global certification system. Second, document standardization and digitalization should be achieved in advance to make the documents distributed through the e-Trade platform in a seamless manner. Furthermore, an ongoing global network development project should be promoted through the e-Trade platform to achieve standardization. Third, from the operational aspect, it is important to maintain an integrated and systematic relationship with related organizations. Because vertical integration among logistics service providers and GSCM are enabled through the e-Trade platform, it is necessary to standardize global network-based linkage and operating systems.

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A Realization of Digital Convergence Platform based on MPEG-21 Multimedia Framework (MPEG-21 멀티미디어 프레임워크에 기반한 디지털 컨버젼스 플랫폼 구현에 관한 연구)

  • Oh, Hwa-Yong;Lee, Eun-Seo;Kim, Dong-Hwan;Chang, Tae-Gyu
    • Proceedings of the KIEE Conference
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    • 2005.05a
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    • pp.227-229
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    • 2005
  • This paper proposes a method of implementation of digital convergence platform(DCP) which enable the service of broadcasting, communication, multimedia and home automation. Also digital convergence platform based on MPEG-21 multimedia framework can be a model to provide a distributed electronic commerce environment of multimedia and to manage of it. Platform hardware is implemented using a general purpose CPU and high performance digital signal processor and has peripheral units for network and multi I/O. It is able to run applications of multimedia which has variable formats on DSP. In addition, a personal transaction of multimedia packaged with MPEG-21 multimedia framework is provided on digital convergence platform. Like this, digital convergence platform bring up a new architecture of multimedia systems using a new generation network.

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Establishment of Win-Win Network Operational Platform for Mobile Game (모바일게임의 상생형 네트워크 운영 플랫폼 구축에 관한 연구)

  • Kim, Seongdong;Cho, Teresa;Lee, Seunghak;Chun, Kihyung
    • Journal of Korea Game Society
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    • v.18 no.2
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    • pp.27-36
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    • 2018
  • In this paper, we propose a win-win network operating platform for mobile games. The characteristics of the service structure suggested is to form a marketing network that can influence the mobile game market by linking with the mobile game industry, and the excellent game content of the game developer in the industrial complex may not disappear. We also would like to propose a network operating platform that would help it enter the market area steadily. The proposed platform technology is used to distribute rapidly through a win-win network between game companies and publishers. When new games are commercialized, they can support continuous target marketing through various data indicators and analytics by the developed platform. In particular, G-Cross marketing strategy is considered to be a low-cost, high-efficiency marketing method in that it can provide users with information about new games by utilizing the given game infrastructure and utilize the user group possessed by each game company.

Utilizing Mobile Social Game as a Gamification Advertising Platform (게임화(Gamification)된 광고 플랫폼으로서 모바일 소셜네트워크게임(SNG)의 활용 -모바일 소셜 네트워크 게임(SNG) <레스토랑스타> 사례연구를 중심으로-)

  • Shin, Jiho
    • The Journal of the Korea Contents Association
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    • v.13 no.4
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    • pp.86-96
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    • 2013
  • This study is about utilizing social game as a gamification advertising platform. Since iPhone released to the world, the smart phone industry has rapidly increased. And the development of the smart phone industry has rapidly increased its rate of users in which it has led to leaping growths of new kind of service such as SNS(Social Network Service), and SNG(Social Network Game). The purpose of this study is predicting the development of advertising industry in smart phone paradigm shift. This study focused on social network game as a gamification advertising platform, and studied on case of which is social network game used as a gamification advertising platform. Finally, this study has developed suggestions for new way of advertising by utilizing Mobile social network game as a gamification advertising platform.