• Title/Summary/Keyword: Video Player

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A Design and Iplementation of Real Time Video on Demand on Internet (인터넷상에서의 실시간 주문형 비디오 설계 및 구현)

  • 이종철;탁영봉
    • Proceedings of the IEEK Conference
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    • 1998.10a
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    • pp.7-10
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    • 1998
  • In implementing real time video on demand(VOD), the increase of user on internet causes a network traffic congestion. In this paper, we programmed a CGI able to login in VOD home for limiting the number of user in solving the problem, and also applied and adaptive multimedia synchronization technique for controlling video and audio data in a network. In addition, a real time multimedia player was designed and implemented in a personal computer operating at Window95/98/NT.

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Design and Implementation of a H.264 Video player based on DirectShow via Bluetooth (블루투스를 이용한 DirectShow기반의 H.264 동영상 플레이어의 설계 및 구현)

  • Park, Tae-Jun;Cho, Tai-Hoon
    • Journal of the Korean Institute of Intelligent Systems
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    • v.19 no.4
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    • pp.493-498
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    • 2009
  • Bluetooth is a popular wireless data transmission method with low power consumption, but it has low data transmission rate. Thus, although many video stream players of a local or network file exist, there have been few players of video stream transmitted via Bluetooth. MPEG-4 AVC/H.264 codec is one of video codecs available with best compression rates for a certain quality, so a H.264 encoder seems to be adequate for video stream to be transmitted via Bluetooth. In this paper, we present a DirectShow filter based player of video stream encoded by H.264 codec, which is transmitted via Bluetooth. Details on the design and implementation of this program are described. Experimental results are shown to demonstrate the validity of the implemented program using various video samples.

Implementation of Energy-Efficient Multimedia Embedded System using PXA270 processor (PXA270 프로세서를 사용한 저전력 멀티미디어 임베디드 시스템의 구현)

  • Kim, Sang-Duck;Lee, Hoo-Sung;Park, Seong-Su
    • Proceedings of the IEEK Conference
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    • 2005.11a
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    • pp.945-948
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    • 2005
  • In wireless and handheld platforms area, performance, power and cost are key metrics for product success. This is driving increasing levels of on-chip integration in state-of-the-art application processors. The purpose of this project is to optimize and design the energy-efficient embedded system that properly displays video and audio in real time. The requirements are for the media player to be capable of decoding real-time streaming video and audio with the least possible energy consumption for a variety of different clips at different resolutions. We implemented this Linux based multimedia player on Intel's PXA27x platform.

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A Real Time Multiplayer Network Game System Based on a History Re-Transmission Algorithm

  • Kim, Seong-hoo;Park, Kyoo-seok
    • Journal of Korea Multimedia Society
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    • v.7 no.6
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    • pp.814-823
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    • 2004
  • Current video games and game room games are played as a single player mode on the basis of various emulators. With the evolution of data communications and game technology, a new trend in the game industry has made the primary interests of game developers and companies in the game industry be moved toward a multiplayer mode from the traditional single player mode. In this paper, we represent how to implement a network game platform by allowing network modules to be run in conjunction with the current video emulator games. It also suggests a synchronization scheme for real-time game playout and practical mechanism that can support network games to be played with the Peer-to-Peer process using a lobby system.

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Efficient H.264/AVC Video Scrambling Methods for Digital Rights Management (디지털 저작권 관리를 위한 효율적인 H.264/AVC 비디오 스크램블링 방법)

  • Kim, Soojin;Park, Geun;Cho, Kyeongsoon
    • KIPS Transactions on Computer and Communication Systems
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    • v.1 no.3
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    • pp.187-192
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    • 2012
  • This paper describes efficient H.264/AVC video scrambling methods for digital rights management. The proposed scrambling methods are to scramble level and suffix in entropy encoding and MVD in motion estimation of the H.264 video compression process. Other scrambling methods have been proposed but they degrade the compression efficiency or make it difficult to achieve real-time processing due to the large amount of computational efforts. Since the proposed scrambling methods resolve the drawbacks of other approaches, they do not cause image distortion and the original compression efficiency is maintained. We verified our scrambling methods and evaluated the performance by conducting several experiments with H.264 reference program. Finally, we implemented video player system using USB dongle in order to apply the proposed scrambling/descrambling methods to H.264 video compression.

A Comparative Analysis on The Age and Gender of Player Character : Focusing on The USA and Japanese Video Games (미국과 일본 게임의 플레이어 캐릭터 나이와 성별 비교 분석)

  • Nam, Ki-Teok;Yoon, Hyung-Sup
    • Journal of Korea Game Society
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    • v.17 no.4
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    • pp.91-100
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    • 2017
  • A player character has a significant influence on immersion. In order to understand the consumers, it is necessary to compare age and gender of player characters, which is the most basic feature of the player character. We selected a prize winning work of 15 years of USA and japanese as research subjects(in RPG and Adventure), classified age and gender of player characters and analyzed the result. In the japanese games, the ratio of pre-set player characters was 94.3% for age and 88.6% for gender. In the USA games, It was the order of the pre-set character which did not specify the age and the customized type character. In this research, we would like to contribute guidelines for player character setting to successfully advance into the USA and Japanese game market.

Server Side Solutions For Web-Based Video

  • Biernacki, Arkadiusz
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.10 no.4
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    • pp.1768-1789
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    • 2016
  • In contemporary video streaming systems based on HTTP protocol, video players at the client side are responsible for adjusting video quality to network conditions and user expectations. However, when multiple video clips are streamed simultaneously, an intricate application logic implemented in the video players overlays the TCP mechanism which is responsible for a balanced access to a shared network link. As a result, some video players may not obtain a fair share of network throughput and may be vulnerable to an unstable video bit-rate. Therefore, we propose to simplify the algorithms implemented in the video players, which are responsible for the adjustment of video quality and constrain their functionality only to sending feedback to a server about a state of the player buffer. The main logic of the system is shifted to the server, which is now responsible for bit-rate selection and prioritisation of the video streams transmitted to multiple clients. To verify our proposition, we performed several experiments in a laboratory environment which show that when the server cooperates with the clients, the video players experience fewer quality switches and the system achieves better fairness when allocating network throughput among the video players. However, this comes at the cost of worse utilisation of network bandwidth.

A study on the Digital Video control system for train simulator (철도차량 시뮬레이션의 디지털 영상제어 시스템 연구)

  • Kim, Bong-Taek;Choi, Sung
    • Proceedings of the KSR Conference
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    • 1999.11a
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    • pp.259-266
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    • 1999
  • A study on the static type train simulator will include the training of new drives requires that the environment of the cab, controls placement, etc. must highly realistic so that driver can readily transfer his training experience to the real world. The simulator computer sends video disc speed command to a Video PC processor. A video switcher select the output of the on-line player. This selection is done with loss of vertical synchronization, meaning the picture will not noticeable roll or jump as the simulation mover from disc to disc. The video image quality remain contestant through the simulated speed range from zero to 100km/h. Flicker is avoided in the scene by the use of a TBC(Time Base Corrector) which causes the display of one video field at a time. Thus, no interfield jitter is present when the scene is stopped.

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New Interactive TV Service Model based on the MPEG-4 System

  • Kim, Jongho;Jechang Jeong
    • Proceedings of the IEEK Conference
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    • 2002.07a
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    • pp.125-128
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    • 2002
  • In this paper, a new interactive TV service model is proposed. The MPEG-4 system is specified for composing and managing various object streams including user interactions. The data broadcasting model supporting user interactions is designed using MPEG-4 system in our proposal. We evaluate possibility of proposed service model using simulation player. This player supports MPEG-2 TS which contains MPEG-2 video and AC-3 audio streams as a main service and MPEC-4 system data as interactive services as well as user specific EPG information, and XML data, etc as supplemetary services. The player also supports a multi-channel environment. The synchronization between audio and visual data is achieved by DTS and PTS in TS.

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