• Title/Summary/Keyword: Streaming Server

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Design and Implementation of An MP4 File Streaming System over IP Networks (IP망을 통한 MP4 파일 스트리밍 시스템의 설계 및 구현)

  • 김현철;민승홍;서덕영;김규헌;김진웅
    • Journal of Broadcast Engineering
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    • v.6 no.3
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    • pp.205-214
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    • 2001
  • In this Paper, we present an MP4 file streaming system over IP networks. Using the proposed system a user can access MP4 contents in the servers via H) networks and interact with the contents. The MP4 file format is designed to contain the media information of MPEG-4 and is object-oriented. The presented streaming server system contains GUI, session manager, splitter, SL- packetizer and transmitter. In addition, we knave implemented the client system based on the GUI -2D player, the MPEG-4 reference software. The Presented streaming system is designed use RTF for the media data requiring real-time streaming RTCP for QoS management and TCP for the data such as IOD(Initial Object Descriptor), OD(Object Descriptor) BIFS(Binary Format for Scene), which should be transmitted for the streaming and the data, such as still image and text, which can be entirely transmitted in a packet.

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Building Low Delay Application Layer Multicasting Trees for Streaming Services (스트리밍 서비스를 위한 적은 지연의 응용계층 멀티캐스트 트리 구축)

  • Kim, Jong-Gyung
    • The Journal of the Korea Contents Association
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    • v.8 no.10
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    • pp.20-26
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    • 2008
  • The quality of stream remaking is decided the load of a server and Jitter through the traffic of the transmission path between end to end. In order to improve these problems in this paper, I propose tree construction method of low-delay-level-multicast. In this case which the network congestion will be occurred by streaming quality, I also propose the technique which dynamically changes the transmission path. This technique first constructs the overlay structure for relaxing the overload of server. Secondly, in order to decrease Jitter of client, it makes upload bandwidth and low latency balanced. In the evaluation of the performance, this paper showed better enhancement of about $15%{\sim}24%$ than P2CAST[4] in the simulation about node average join count, average bandwidth, service request refusal ratio, RTT measurement of nodes, and node average join count by defect ratio.

Development of Realtime Multimedia Streaming Service using Mobile Smart Devices (모바일 스마트 단말을 활용한 실시간 멀티미디어 스트리밍 서비스 개발)

  • Park, Mi-Ryong;Sim, Han-Eug
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.14 no.4
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    • pp.51-56
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    • 2014
  • Thesedays, there are many smart device applications developed, especially on the using various sensors included in the smart device. Smart devices have several sensors which are camera, GPS, mike, and communication module for collecting ubiquitous environment, and many applications are developed by using such sensors. In this paper, we developed the multimedia stream architecture and examined the smart device applications based on open source with front and back-end server clouds for developing the conceptual architecture. Also, we examined the back-end distributed servers, realtime multimedia stream transferring, multi-media store, and media relay for other server and smart devices. We test the examined architecture on the real target environment to collect the SIP initial setup time, media stream delay, and end-to-end play time. The test results show that there have good network operation environment to provide realtime multimedia services, and we need to improve the end-to-end play time by minimizing the initial setup time.

Smartphone Real Time Streaming Service using Parallel TCP Transmission (병렬 TCP 통신을 이용한 스마트폰 실시간 스트리밍 서비스)

  • Kim, Jang-Young
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.20 no.5
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    • pp.937-941
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    • 2016
  • This paper proposed an efficient multiple TCP mechanism using Android smartphones for remote control video Wi-Fi stream transmission via network communications in real time. The wireless video stream transmission mechanism can be applied in various area such as real time server stream transmissions, movable drones, disaster robotics and real time security monitoring systems. Moreover, we urgently need to transmit data in timely fashion such as medical emergency, security surveillance and disaster prevention. Our parallel TCP transmission system can play an important role in several area such as real time server stream transmissions, movable drones, disaster robotics and real time security monitoring systems as mentioned in the previous sentence. Therefore, we designed and implemented a parallel TCP transmission (parallel stream) for an efficient real time video streaming services. In conclusion, we evaluated proposed mechanism using parallel TCP transmission under various environments with performance analysis.

P2P-based Group Communication Management For Scalable P2P Live Video Streaming Communication (확장성 있는 P2P 실시간 비디오 스트리밍 통신을 위한 P2P 기반 그룹 서비스 관리 구조)

  • Chun, Seung-Man;Park, Jong-Tae
    • Journal of the Institute of Electronics and Information Engineers
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    • v.49 no.12
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    • pp.81-88
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    • 2012
  • As the performance of the next-generation broadband wireless networks is dramatically enhanced, various services (i.e., education, Live video streaming, Live video conferencing, online games, etc.) have been provided to users through a smart mobile platform. Those services are usually provided by using the centralized communication server. However, since all multimedia traffic is exchanged through a communication server, it often has the scalability problem with regard to traffic management. Our main purpose is for group smart users to provide scalable live multimedia streaming service based on P2P network. To do this, we have designed an architecture of P2P-based service management for mobile group communication management and service management protocol. In order to verify the performance of the proposed scheme, we have mathematically analyzed the performance in terms of the average transmission delay and bandwid th utilization.

Improving the Availability of Scalable on-demand Streams by Dynamic Buffering on P2P Networks

  • Lin, Chow-Sing
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.4 no.4
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    • pp.491-508
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    • 2010
  • In peer-to-peer (P2P) on-demand streaming networks, the alleviation of server load depends on reciprocal stream sharing among peers. In general, on-demand video services enable clients to watch videos from beginning to end. As long as clients are able to buffer the initial part of the video they are watching, on-demand service can provide access to the video to the next clients who request to watch it. Therefore, the key challenge is how to keep the initial part of a video in a peer's buffer for as long as possible, and thus maximize the availability of a video for stream relay. In addition, to address the issues of delivering data on lossy network and providing scalable quality of services for clients, the adoption of multiple description coding (MDC) has been proven as a feasible resolution by much research work. In this paper, we propose a novel caching scheme for P2P on-demand streaming, called Dynamic Buffering. The proposed Dynamic Buffering relies on the feature of MDC to gradually reduce the number of cached descriptions held in a client's buffers, once the buffer is full. Preserving as many initial parts of descriptions in the buffer as possible, instead of losing them all at one time, effectively extends peers’ service time. In addition, this study proposes a description distribution balancing scheme to further improve the use of resources. Simulation experiments show that Dynamic Buffering can make efficient use of cache space, reduce server bandwidth consumption, and increase the number of peers being served.

Reduction of Presentation Latency in Thin-Client of Cloud System (클라우드 시스템의 씬 클라이언트에서의 표시 지연 절감)

  • Kang, Seung Soo;Ko, Hyun;Yoon, Hee Yong
    • KIPS Transactions on Computer and Communication Systems
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    • v.2 no.4
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    • pp.163-176
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    • 2013
  • Cloud-based streaming game service has numerous merits, but it may suffer from presentation latency in a thin-client. It is an important issue especially for game service which needs instantaneous response to user inputs. This research proposes the methods for reducing the presentation latency between the server unit and the thin-client unit. The approaches proposed to be employed with server unit include the source/sync video format equalization, encoding format configuration according to the media type, and the S/W implementation for transmitting clock periodically. The methods for the thin-client unit include the decreasing the number of instructions, use of light encryption algorithm, and improvement on H/W decoding. The proposed schemes are tested with a commercialized streaming service platform, which reveals the reduction of presentation latency as large as a few hundred milliseconds and reaches the acceptable level (about 100 milliseconds).

User Popularity based Cache Replacement Algorithm for Multimedia Streaming in Proxy Server (멀티미디어 스트리밍을 위한 프록시 서버에서의 사용자 선호도 기반 캐쉬 교환 알고리즘)

  • 이준표;박성한
    • Proceedings of the Korean Information Science Society Conference
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    • 2004.10c
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    • pp.412-414
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    • 2004
  • 대용량의 멀티미디어 데이터들을 다수의 시용자가 동시에 요구할 경우 접속이 끊기거나 데이터의 손실과 같은 접속 성능이 현저하게 저하되는 문제가 발생할 수 있다. 이는 대부분의 사용자들의 요청을 원거리의 Central Server가 단독으로 처리하기 때문에 발생하는 문제이다. 띠라서 Central Sever의 Load 감소와 초기 지연시간 및 비디오 패킷의 손실의 문제점을 해결하기 위해 프록시 서버를 사용자의 근거리에 위치시키는 방법을 이용한다. 대용랑의 멀티미디어 데이터들을 복잡한 인터넷의 중간경로를 거치지 않고 다수의 사용자들에게 직접 전달함으로써 데이터의 손실을 방지함과 동시에 보다 안정적이고 빠른 속도로 제공하는 것이 가능하다. 특징적으로 프록시 서버는 Central Server에 비해 비교적 제한된 용랑을 가지고 있다. 따라서 본 논문에서는 사용자의 선호도를 기반으로 하여 앞으로 요구학 것이라고 예측되는 비디오 데이터들만을 선별적으로 저장하도록 하는 알고리즘을 제안한다. 시뮬레이션을 통해 제안하는 캐쉬 교환 알고리즘을 기존의 알고리즘과 비교, 관찰한 결과 상대적으로 높은 Hit rate가 나타남을 확인하였다.

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The design and implementation of the personalized service agent using user information (사용자 정보를 활용한 개인 맞춤형 에이전트의 설계 및 구현)

  • Lee, Jong-Seol;Shin, Sa-Im;Kim, Yun-Sang;Lee, Seok-Pil
    • Proceedings of the KIEE Conference
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    • 2006.10c
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    • pp.503-505
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    • 2006
  • In this paper we introduce a design and implementation of an agent for multimedia retrieval and personalized broadcasting service. It is compliant with TV Anytime Forum specifications and supports searching location resolving, storing and streaming of remote multimedia contents. For this service, we implemented a contents server, a 메타데이터 database server, a location resolution server and a client terminal is implemented The Client terminal gathers content information by SOAP of operation, and it has a user preference module and usage history module that make user information. The personalize service agent recommends suitable contents to user by similarity algorithm.

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Edge Computing Server Deployment Technique for Cloud VR-based Multi-User Metaverse Content (클라우드 VR 기반 다중 사용자 메타버스 콘텐츠를 위한 엣지 컴퓨팅 서버 배치 기법)

  • Kim, Won-Suk
    • Journal of Korea Multimedia Society
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    • v.24 no.8
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    • pp.1090-1100
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    • 2021
  • Recently, as indoor activities increase due to the spread of infectious diseases, the metaverse is attracting attention. Metaverse refers to content in which the virtual world and the real world are closely related, and its representative platform technology is VR(Virtual Reality). However, since VR hardware is difficult to access in terms of cost, the concept of streaming-based cloud VR has emerged. This study proposes a server configuration and deployment method in an edge network when metaverse content involving multiple users operates based on cloud VR. The proposed algorithm deploys the edge server in consideration of the network and computing resources and client location for cloud VR, which requires a high level of computing resources while at the same time is very sensitive to latency. Based on simulation, it is confirmed that the proposed algorithm can effectively reduce the total network traffic load regardless of the number of applications or the number of users through comparison with the existing deployment method.