• 제목/요약/키워드: Real-time multimedia

검색결과 1,401건 처리시간 0.028초

UHD기반 실감형 인터렉티브 헬스케어 라이딩 시스템을 위한 모바일 App (Mobile Application for the UHD-based Real-Time Interactive Healthcare Riding System)

  • 최한석;박정현;조제봉
    • 한국콘텐츠학회:학술대회논문집
    • /
    • 한국콘텐츠학회 2016년도 춘계 종합학술대회 논문집
    • /
    • pp.449-450
    • /
    • 2016
  • UHRIS(UHD-based Real-Time Interactive Healthcare Riding System)은 UHD 기반 컨텐츠를 이용하여 실감형 헬스케어 라이딩 시스템이다. 본 논문에서는 UHD 기반의 비디오 콘텐츠를 사용하여 실시간으로 헬스케어 라이딩 정보를 파악할 수 있도록 모바일 Application을 설계 구현을 제안한다.

  • PDF

실시간 VOD 서버 시뮬레이터 설계 (A Design of Real-time VOD Server Simulator)

  • 정지영;김성수
    • 한국시뮬레이션학회논문지
    • /
    • 제9권3호
    • /
    • pp.65-75
    • /
    • 2000
  • In recent years, significant advances in computers and communication technologies have made multimedia services feasible. As a result, various queuing models and cost models on architecture and data placement for multimedia server have been proposed. However, these analytical techniques use only probabilistic models to represent the behavior of a system, and then they have several limitations like accuracy. Simulation is a viable alternative to analytical model. It avoids many of the limitations associated with analytical techniques, allowing for more precise representation of system attributes like workload in program code. In this paper, we propose a simulation test bed that can evaluate performance of real-time multimedia server by using simulation model.

  • PDF

A Simple Scheduling Algorithm Supporting Various Traffics in ATM Networks

  • Shim, Jae-Jeong;Pyun, jae-Young;Ko, Sung-Jea
    • 대한전자공학회:학술대회논문집
    • /
    • 대한전자공학회 2000년도 ITC-CSCC -2
    • /
    • pp.747-749
    • /
    • 2000
  • A new scheduling algorithm called the Adaptive Weighted Round Robin with Delay Tolerance (AWRR/DT) is presented. The proposed scheme can reduce the average delay of non-real-time (NRT) class while maintaining the QoS of real-time (RT) classes. Our scheme can also reflect the traffic fluctuation of networks with a small processing burden.

  • PDF

SoC 플랫폼에서 태스크 기반의 조립형 재구성이 가능한 네트워크 프로토콜 스택에 관한 연구 (A Study on Reconfigurable Network Protocol Stack using Task-based Component Design on a SoC Platform)

  • 김영만;탁성우
    • 한국멀티미디어학회논문지
    • /
    • 제12권5호
    • /
    • pp.617-632
    • /
    • 2009
  • 본 논문에서는 네트워크 포로토콜의 기능 명세를 소프트웨어 및 하드웨어 태스크로 분할한 후에 태스크 단위에서 조립형 재구성이 가능한 네트워크 프로토콜 스택의 설계 기법을 제안하였다. 또한 네트워크 기능을 사용하는 실시간 응용 서비스의 마감시한을 보장하기 위하여 개별 태스크의 마감시한을 보장함과 동시에 각 태스크 간에 교환되는 메시지의 마감시한을 보장하는 기법을 제안하였다. 제안한 기법은 네트워크 프로토콜의 기능을 태스크 단위로 분할한 후에 조립형 재구성이 가능한 소프트웨어 및 하드웨어 기반의 네트워크 프로토콜 태스크로 설게 및 구현할 수 있다. 또한 제아한 실시간 메시지 교환 기법은 마감시한 내에 메시지의 처리를 완료해야 하는 멀티미디어 응용 서비스의 실시간 속성을 만족시킬 수 있다. 본 논문에서는 TCP/IP 프로토콜을 태스크 단위로 분할하여 SoC(System-on-chip) 플랫폼에서 각각 하드웨어 및 소프트웨어 태스크로 구현한 후에 제안한 기법의 성능을 분석한 결과, 응용 서비스가 요구하는 실시간성 만족도를 제공함과 동시에 TCP/IP 프로토콜의 처리 성능도 향상되었음을 확인하였다.

  • PDF

실시간 속기 자막 환경에서 멀티미디어 정보 검색을 위한 Prefix Array (The Prefix Array for Multimedia Information Retrieval in the Real-Time Stenograph)

  • 김동주;김한우
    • 대한전기학회:학술대회논문집
    • /
    • 대한전기학회 2006년 학술대회 논문집 정보 및 제어부문
    • /
    • pp.521-523
    • /
    • 2006
  • This paper proposes an algorithm and its data structure to support real-time full-text search for the streamed or broadcasted multimedia data containing real-time stenograph text. Since the traditional indexing method used at information retrieval area uses the linguistic information, there is a heavy cost. Therefore, we propose the algorithm and its data structure based on suffix array, which is a simple data structure and has low space complexity. Suffix array is useful frequently to search for huge text. However, subtitle text of multimedia data is to get longer by time. Therefore, suffix array must be reconstructed because subtitle text is continually changed. We propose the data structure called prefix array and search algorithm using it.

  • PDF

실시간 멀티미디어 서비스용 동기 통신 프로토콜의 성능 분석 (Performance Analysis of Synchronization Communication Protocols for Real-Time Multimedia Services)

  • 김태규;조동호
    • 전자공학회논문지A
    • /
    • 제31A권4호
    • /
    • pp.1-10
    • /
    • 1994
  • In the real-time delivery of multimedia data streams over networks, the interruption of continuity in a single media stream and the mismatching of the data within the same time interval in multimedia data streams transfered in paralled on different channels are considered as the most serious synchronization problems. There are several mechanisms proposed to handle these problems. In this paper, these mechanisms are analyzed and compared in various point of view by the computer simulation. According to the simulation results, it has been shown that the method which uses the segmentation and the method which uses the seperate synchronization channel are superior to the method which uses the synchronization marks in view of the real-time transmission and quality of sevice. On the other hand, it can be seen that the method which uses the segmentation is superior to the method which uses the seperate synchronization channel from a channel utilization's point of view.

  • PDF

Implementation of real time VJing responding to user's motion

  • Jung, Haehyun;Kim, Hyunggi
    • International Journal of Internet, Broadcasting and Communication
    • /
    • 제7권2호
    • /
    • pp.41-50
    • /
    • 2015
  • As various media have developed in modern society, frequency of use of interactive media has increased which makes interactive function that uses and handles projection mapping and LED screen in set design of broadcasting, concert, play, musical and EDM(Electronic dance music) in real time possible. Development of various media led today's viewers to have higher cultural desire and the need of various interactive performance contents to receive more attention.[1]. This thesis implemented real time VJing that responds to user's motion based on existing H/W by utilizing real time interactive elements.

카메라 의존적 파티클 시스템을 이용한 실시간 빗줄기 렌더링 (View-Dependent Real-time Rain Streaks Rendering)

  • 임진기;성만규
    • 한국멀티미디어학회논문지
    • /
    • 제24권3호
    • /
    • pp.468-480
    • /
    • 2021
  • Realistic real-time rain streaks rendering has been treated as a very difficult problem because of various natural phenomena. Also, in creating and managing a large number of particles, a large amount of computer resources had to be used. Therefore, in this paper, we propose a more efficient real-time rain streaks rendering algorithm by generating view-dependent rain particles and expressing a large amount of rain even with a small number. By creating a 'rain space' dependent on the field of view of the camera moving in real time, particles are rendered only in that space. Accordingly, even if a small number of particles are rendered, since the rendering is performed in a limited space, an effect of rendering a very large amount of particles can be obtained. This enables very efficient real-time rendering of rain streaks.

CORBA 환경에서 실시간 응용을 자원을 위한 분산 객체그룹 플랫폼의 설계 및 구현 (A Design and Implementation of Distributed Object Group Platform for Supporting Real-Time Application in CORBA Environments)

  • 김명희;이재완;주수종
    • 한국정보처리학회논문지
    • /
    • 제7권4호
    • /
    • pp.1062-1072
    • /
    • 2000
  • The applications developing in distributed object computing enviroments are faced with the difficulties for managing various lots of distributed objects. Also, because the most multimedia service, like video, audio, and so forth, must be satisfied itself with real-time constraints, the users also are feeling with necessary to apply real-time mechanisms to distributed multimedia services. The goal of this paper is to solve the problems for managing distributed objects, and to be easy to develop complex applications that can provide real-time services. To do this, we designed and implemented a real-time object group platform that can be placed between applications and CORBA. This platform is extended the existing object group model[13,14] added to the scheduler and timer object components for supporting real-time concept. We designed the components for platform by using James Rumbaugh object modeling technology that consists of object, function, and dynamic model. And then we described the detailed interfaces of the components by IDL, and implemented our real-time object group's platform using OrbixMT 22 which is the IONA Technologies' ORB product. Finally, we showed the execution procedures of the schduler object of each components in a real-time object group platform.

  • PDF

A Study on Online Real-Time Strategy Game by using Hand Tracking in Augmented Reality

  • Jeon, Gwang-Ha;Um, Jang-Seok
    • 한국멀티미디어학회논문지
    • /
    • 제12권12호
    • /
    • pp.1761-1768
    • /
    • 2009
  • In this paper, we implemented online real time strategy game using hand as the mouse in augmented reality. Also, we introduced the algorithm for detecting hand direction, finding fingertip of the index finger and counting the number of fingers for interaction between users and the virtual objects. The proposed method increases the reality of the game by combining the real world and the virtual objects. Retinex algorithm is used to remove the effect of illumination change. The implementation of the virtual reality in the online environment enables to extend the applicability of the proposed method to the areas such as online education, remote medical treatment, and mobile interactive games.

  • PDF