• Title/Summary/Keyword: Networked Multimedia

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A Study on the Transmission Characteristics and Channel Capacity of Telephone Line Communication System (전화선 통신 시스템의 전송특성 및 채널용량에 관한 연구)

  • Roh, Jae-Sung;Chang, Tae-Hwa
    • Journal of Digital Contents Society
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    • v.10 no.2
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    • pp.233-238
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    • 2009
  • The advances in the digital communication and network technology, Internet technology and the proliferation of smart appliances in home, have dramatically increased the need for a high speed/high quality home network. As consumer electronic devices and computing devices are increasing in the home network, it is obvious that the data traffic of home network increases as well. Various home network devices want to access Internet servers to get multimedia contents. Therefore, we introduce TLC(Telephone Line Carrier) system for networked digital consumer electronic appliances within a house using Ethernet or wire/wireless technology. In the future home network environment, the primary purposes of the smart home network based TLC are to create low-cost, easily deployable, high performance, and wide coverage throughout the home. In this paper, the channel capacity of telephone line communication system is evaluated and compared as a function of transmission power, number of OFDM carrier, channel loss, and noise loss for smart home network.

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A design of Key Exchange Protocol for User Centered Home Network (사용자 중심의 홈네트워크를 위한 키 교환 프로토콜 설계)

  • 정민아
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.8 no.3
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    • pp.654-660
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    • 2004
  • In this paper, we define that pervasive home network, which provides necessary services for user properties and removes distractions to improve the quality of human life. So, user can enjoy home network technology including devices and softwares at any place with no knowledge of networked home, devices, and softwares. In this home network, a mobile agent, called LAFA, can migrate to unfamiliar home network and control the necessary devices. For this environment, we design security management module for authenticating user and home server that access some other home networks, and for protecting text, multimedia data, and mobile agent that are transferred between home networks. The security management module is composed of a key exchange management module and an access control management module, for key exchange management module, we propose a key exchange protocol, which provides multimode of authentication mode and key exchange mode. One of these two modes is selected according to the data type.

A Study on the Ride Film Appearing in Virtual Reality - the focus of Warrior of the Dawn - (가상현실에서 표출된 라이드필름 제작 사례연구 - Warrior of the Dawn 제작사례를 중심 -)

  • Kim, Tae-Hyung;Chung, Jean-Hun
    • Journal of Korea Multimedia Society
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    • v.11 no.9
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    • pp.1204-1212
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    • 2008
  • The vehicle simulation (flight simulator) in 1920's was the first in the virtual reality. With the development of precise optical and electromagnetic equipment, the virtual reality widened its application for other purposes than military one. Based on the realistic display technology, it is more and more common in the various areas such as entertainment, medical profession, learning, film, architectural design, tourism and etc. In 1989, Jaron Ranier was the first to use the terminology 'Virtual Reality'. With this term, all virtual projects could be classified in a single item. But even before the term was used, the virtual reality has been studied up to now. As a part of virtual reality, the human thirst for the impossible thing has led to the development of ride film. The ride film consists of the special technical elements as well as the psychological analysis of human being. The ultimate purpose of virtual reality is engrossment through interaction. Even though the real interaction requires interface, input sensor and reaction ability, the ride film is not an element of the typical interaction. The virtual reality is mostly defined in technical terms now. But in this study, we will analyze the concepts worked out by Professor Michael Haim who is called a philosopher in the cyberspace in aspect of experience-oriented definition. We will analyze the adaptability of virtual reality based on his concepts such as artificial reality/ interaction/ engrossment/ networked world/ remote display/ simulation/ onmon engrossment. And also, we aim to suggest the directions of developing the ride films for perfect engrossment and to draw optimized conclusion thereon. In this viewpoint, we consider that the study of ride film on which there were few case studies will contribute to level up the basic frameworks of IT technology and the digital image.

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MPEG-21 Terminal (MPEG-21 터미널)

  • 손유미;박성준;김문철;김종남;박근수
    • Journal of Broadcast Engineering
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    • v.8 no.4
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    • pp.410-426
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    • 2003
  • MPEG-21 defines a digital item as an atomic unit lot creation, delivery and consumption in order to provide an integrated multimedia framework in networked environments. It is expected that MPEG-21 standardization makes it Possible for users to universally access user's preferred contents in their own way they want. In order to achieve this goal, MPEG-21 has standardized the specifications for the Digital Item Declaration (DID). Digital Identification (DII), Rights Expression Language (REL), Right Data Dictionary (RDD) and Digital Item Adaptation (DIA), and is standardizing the specifications for the Digital Item Processing (DIP), Persistent Association Technology (PAT) and Intellectual Property Management and Protection (IPMP) tot transparent and secured usage of multimedia. In this paper, we design an MPEG-21 terminal architecture based one the MPEG-21 standard with DID, DIA and DIP, and implement with the MPEG-21 terminal. We make a video summarization service scenario in order to validate ow proposed MPEG-21 terminal for the feasibility to of DID, DIA and DIP. Then we present a series of experimental results that digital items are processed as a specific form after adaptation fit for the characteristics of MPEG-21 terminal and are consumed with interoperability based on a PC and a PDA platform. It is believed that this paper has n important significance in the sense that we, for the first time, implement an MPEG-21 terminal which allows for a video summarization service application in an interoperable way for digital item adaptation and processing nth experimental results.

Sharing of DLNA Media Contents among Inter-homes based on DHCP or Private IP using Homeserver (동적 사설 IP 기반의 다중 홈간 DLNA 미디어 컨텐츠 공유)

  • Oh, Yeon-Joo;Lee, Hoon-Ki;Kim, Jung-Tae;Paik, Eui-Hyun
    • The KIPS Transactions:PartC
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    • v.13C no.6 s.109
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    • pp.709-716
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    • 2006
  • According to the increase of various AV media devices and contents in the digital home, the DLNA becomes to play an important role as the interoperability standard between then Since this guideline only focuses on the interoperability among home networked devices, media players, and media contents existing inside of the homenetwork, there is no retrieval and transmission method for sharing multimedia contents located over several homes via Internet. Additionally, this guideline lets device-detection and notification messages to be transmitted using W multicast methods, and current Internet environment cannot guarantee consistent IP multicast services, it has the limitation that it cannot retrieve and control DLNA devices in other digital homes remotely via the Internet. Therefore, in this paper, we propose the IHM(Inter-Home Media) proxy system and its operating mechanism to provide a way of sharing media contents distributed over multiple DLNA-based homes, through analyzing these limitations and building up a sharing method for A/V media contents distributed over the DLNA homes based on the dynamic or private IP networks. Our method removes the limitation on the user locations through sharing distributed media contents, and also makes cost-downs for storing media contents, from the view point of individual residents.

Usability Evaluation Framework for Ubiquitous Computing Device (유비쿼터스 디바이스를 위한 사용성 평가 프레임워크 개발 - 디바이스의 Graphical User Interface 중심으로)

  • Kim, Han-Joon;Choi, Jong-Kyu;Ji, Yong-Gu
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.131-135
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    • 2008
  • Nowadays various information devices using electronic technology has been released. And these digital devices will be continuously developed to make a satisfaction of customer's needs. So digital device will support network service using communication technology, so users will use the internet service anywhere, anytime. Also the networked device which is used in ubiquitous computing environment should be evaluated by new evaluation framework. Therefore previous usability evaluation framework need to reflect the characteristics of ubiquitous computing. However most of pervious research about ubiquitous computing was about conceptual issues like rules and characteristics of ubiquitous computing, so the research of usability testing and evaluation method for ubiquitous computing is rarely conducted. This research's purpose is developing the evaluation framework for ubiquitous computing device and usability model for ubiquitous computing. To develop the evaluation framework, we collect the evaluation indexes which have need used in GUI evaluation And we extract evaluation indexes for ubiquitous computing based on literature review.

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