• Title/Summary/Keyword: Video Quality

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Technique for Placing Continuous Media on a Disk Array under Fault-Tolerance and Arbitrary-Rate Search (결함허용과 임의 속도 탐색을 고려한 연속 매체 디스크 배치 기법)

  • O, Yu-Yeong;Kim, Seong-Su;Kim, Jae-Hun
    • Journal of KIISE:Computer Systems and Theory
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    • v.26 no.9
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    • pp.1166-1176
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    • 1999
  • 연속 매체, 특히 비디오 데이타에 대한 일반 사용자 연산에는 재생뿐만 아니라 임의 속도 탐색 연산, 정지 연산, 그리고 그 외 다양한 연산이 있다. 이 연산 중에서 원하는 화면을 빨리 찾는 데에 유용한 고속 전진(FF: fast-forward)과 고속 후진(FB: fast-backward)은 재생 연산과는 달리 비순차적인 디스크 접근을 요구한다. 이러한 경우에 디스크 부하가 균등하지 않으면 일부 디스크에 접근이 편중되어 서비스 품질이 떨어진다. 본 논문에서는 디스크 배열을 이용한 저장 시스템에서 디스크 접근을 고르게 분산시키기 위하여 '소수 라운드 로빈(PRR: Prime Round Robin)' 방식으로 연속 매체를 디스크에 배치하는 기법에서 문제가 됐던 낭비된 디스크 저장 공간을 신뢰도 향상을 위해서 사용하는 '그룹화된 패리티를 갖는 소수 라운드 로빈(PRRgp: PRR with Grouped Parities)' 방식을 제안한다. 이 기법은 PRR 기법처럼 임의 속도 검색 연산에 있어서 디스크 배열을 구성하는 모든 디스크의 부하를 균등하게 할뿐만 아니라 낭비됐던 디스크 저장 공간에 신뢰도를 높이기 위한 패리티 정보를 저장함으로서 신뢰도를 향상시킬 수 있다. 신뢰도 모델링 방법으로 조합 모델과 마르코프 모델을 이용해서 결함발생율과 결함복구율을 고려한 신뢰도를 산출하고 비교.분석한다. PRR 기법으로 연속 매체를 저장하고 낭비되는 공간에 패리티 정보를 저장할 경우에 동시에 두 개 이상의 결함 발생 시에 그 결함으로부터 복구가 불가능하지만 PRRgp 기법에서는 약 30% 이상의경우에 대해서 동시에 두 개의 결함 발생 시에 저장한 패리티 정보를 이용한 복구가 가능할 뿐만 아니라 패리티 그룹의 수가 두 개 이상인 경우에는 두 개 이상의 결함에 대해서도 복구가 가능하다.Abstract End-user operations on continuous media (say video data) consist of arbitrary-rate search, pause, and others as well as normal-rate play. FF(fast-forward) / FB(fast-backward) among those operations are desirable to find out the scene of interest but they require non-sequential access of disks. When accesses are clustered to several disks without considering load balance, high quality services in playback may not be available. In this paper, we propose a new disk placement scheme, called PRRgp(Prime Round Robin with Grouped Parities), with enhanced reliability by using the wasted disk storage space in an old one(PRR: Prime Round Robin), in which continuous media are placed on a disk array based storage systems to distribute disk accesses uniformly. The PRRgp can not only achieve load balance of disks consisting of a disk array under arbitrary-rate search like PRR, but also improve reliability by storing parity information on the wasted disk space appropriately. We use combinatorial and Markov models to evaluate the reliability for a disk array and to analyze the results. When continuous media like PRR are placed and parity information on the wasted disk space is stored, we cannot tolerate more than two simultaneous faults. But they can be recovered by using stored parity information for about 30 percent as a whole in case of PRRgp presented in this paper. In addition, more than two faults can be tolerated in case there are more than two parity groups.

A Study on Improved Image Matching Method using the CUDA Computing (CUDA 연산을 이용한 개선된 영상 매칭 방법에 관한 연구)

  • Cho, Kyeongrae;Park, Byungjoon;Yoon, Taebok
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.16 no.4
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    • pp.2749-2756
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    • 2015
  • Recently, Depending on the quality of data increases, the problem of time-consuming to process the image is raised by being required to accelerate the image processing algorithms, in a traditional CPU and CUDA(Compute Unified Device Architecture) based recognition system for computing speed and performance gains compared to OpenMP When character recognition has been learned by the system to measure the input by the character data matching is implemented in an environment that recognizes the region of the well, so that the font of the characters image learning English alphabet are each constant and standardized in size and character an image matching method for calculating the matching has also been implemented. GPGPU (General Purpose GPU) programming platform technology when using the CUDA computing techniques to recognize and use the four cores of Intel i5 2500 with OpenMP to deal quickly and efficiently an algorithm, than the performance of existing CPU does not produce the rate of four times due to the delay of the data of the partition and merge operation proposed a method of improving the rate of speed of about 3.2 times, and the parallel processing of the video card that processes a result, the sequential operation of the process compared to CPU-based who performed the performance gain is about 21 tiems improvement in was confirmed.

Analysis of Student-Student Interaction in Interactive Science Inquiry Experiment (사회적 상호작용을 강조한 과학 탐구실험 과정에서 학생-학생 상호작용 양상 분석)

  • Lee, Hyun-Young;Chang, Sang-Shil;Seong, Suk-Kyoung;Lee, Sang-Kwon;Kang, Seong-Joo;Choi, Byung-Soon
    • Journal of The Korean Association For Science Education
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    • v.22 no.3
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    • pp.660-670
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    • 2002
  • The purposes of this study were to categorize the type of student-student interaction and analyze the pattern of group interaction by cognitive level in interactive science inquiry experiments. For this study, two homogeneous and two heterogeneous groups by cognitive level were selected. Social interactions during group discussions were audio/video taped. The types of student's interaction were classified as intellectual and emotional aspects. Intellectual aspects were consisted of asking question, response, making suggestion, receiving opinion and then further coded by interaction level. Emotional aspects were consisted of relevance to behavioral participation, relevance to students' feeling, reaction to opinion. Interaction frequency in the intellectual and emotional aspect between homogeneous and heterogeneous group were compared to analyze interaction pattern. The results of this study showed that in intellectual aspect the frequency and quality of interaction in homogeneous group was higher than that in heterogeneous group. In emotional aspect. homogeneous group more showed such negative attitude as lack of confidence and dissatisfaction than heterogeneous group, on the other hand showed acceptable mood to be able to accept or object to peer's opinion. Some educational implications were drawn.

Motion Estimation Skipping Technique for Fast Motion Estimation (고속 움직임 추정을 위한 움직임 추정 생략 기법)

  • 강현수;박성모
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.28 no.7C
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    • pp.726-732
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    • 2003
  • The paper proposes a motion estimation (ME) technique to reduce computational complexity. It is achieved by skipping ME process for macro-blocks decided to be in no need of the operation. Thus, it is called ME skipping technique(MEST). In general, the ME is composed of integer pixel precision ME (IME) followed by half pixel precision ME (HME). The MEST is performed just before an IME process and makes a decision on skipping the IME process according to a criterion based on ME errors of adjacent macro-blocks (MBs) already encoded. When the IME process for a MB is decided to be skipped, which is called ME skip mode, the IME process is skipped and the integer pixel precision motion vector of the MB is just replaced by a predicted vector and used as the input of HME. On the other hands, the IME processes for MBs in ME non-skip mode are not skipped but normally performed. Accordingly, the MEST is very effective to reduce computational complexity when MBs in ME skip mode is abundant. In addition, when the MEST is applied to video encoder, it contributes to more accurate rate control and more robusaess for channel errors. It is experimentally shown that the MEST has the above advantages while maintaining good reconstructed image quality.

A Study on Element Features and Research Frames of Game Trailers (게임 트레일러의 유형 및 산업적 연구 프레임에 관한 고찰)

  • Kwon, Jae-Woong
    • Cartoon and Animation Studies
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    • s.41
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    • pp.187-222
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    • 2015
  • The quantitave increase and qualitative development in the game industry leads to bitter competition and makes game companies struggle to find better ways promoting their own games. The game trailer is one of the critical ways to publicize diverse games by showing visual images directly. There are three reasons why the game trailer comes into the spotlight these days; the rapid growth of the Internet speed handling the large size of files, the remarkable development of visual image quality just like digital movies, and the advent of video websites such as You Tube that shows huge amount of videos regardless of the type and size. However, there are not enough amount of research on the game trailer because using game trailers as the marketing source is still at an early stage. Therefore, this research focuses on providing characteristics of game trailers that are available for practical market analysis. First, this research shows that game trailers can be divided by the category of display, style, and contents type. Second, this research provides the component parts of game trailers that are divided into contents factors such as characters, backgrounds, events and promotional factors such as title, production company name, distribution company name. Third, this research explores research frames that would be needed to analyze marketing strategies, effects of game trailers, production pipelines and so on. These categorizations would be useful for producing game trailers efficiently and utilizing them effectively.

De-interlacing Algorithm based on Motion Compensation Reliability (움직임 보상의 신뢰도에 기반 한 순차주사화 알고리즘)

  • Chang, Joon-Young;Kim, Young-Duk;Kang, Moon-Gi
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.46 no.6
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    • pp.102-111
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    • 2009
  • In this paper, we propose a de-interlacing algorithm that combines a motion compensation (MC) method and the vertical-temporal filter with motion compensation (MC V-T filter) according to motion compensation reliability. The MC method represent one of the best ways of improving the resolution of de-interlaced frames, but it may introduce motion compensation artifacts in regions with incorrect motion information. In these regions, the MC V-T filter that is very robust to motion vector errors can be used to correct motion compensation artifacts. The combination between two methods is controlled by the motion compensation reliability that is measured by analyzing the estimated motion vectors and the results of MC. The motion compensation reliability contains information about motion compensation artifacts of MC results and determines the combination weight according to this information. Therefore, the combination rule of the proposed method is more accurate than those of the conventional methods and it enables the proposed method to provide high quality video sequences without producing any visible artifacts. Experimental results with various test sequences show that the proposed algorithm outperforms conventional algorithms in terms of both visual and numerical criteria.

Performance Evaluation of Scheduling Algorithm for VoIP under Data Traffic in LTE Networks (데이터 트래픽 중심의 LTE망에서 VoIP를 위한 스케줄링 알고리즘 성능 분석)

  • Kim, Sung-Ju;Lee, Jae Yong;Kim, Byung Chul
    • Journal of the Institute of Electronics and Information Engineers
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    • v.51 no.12
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    • pp.20-29
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    • 2014
  • Recently, LTE is preparing to make a new leap forward LTE-A all over the world. As LTE privides high speed service, the role of mobile phones seems to change from voice to data service. According to Cisco, global mobile data traffic will increase nearly 11-fold between 2013 and 2018. Mobile video traffic will reach 75% by 2018 from 66% in 2013 in Korea. However, voice service is still the most important role of mobile phones. Thus, controllability of throughput and low BLER is indispensable for high-quality VoIP service among various type of traffic. Although the maximum AMR-WB, 23.85 Kbps is sufficient to a VoIP call, it is difficult for the LTE which can provide tens to hundreds of MB/s may not keep the certain level VoIP QoS especially in the cell-edge area. This paper proposes a new scheduling algorithm in order to improve VoIP performance after analyzing various scheduling algorithms. The proposal is the technology which applies more priority processing for VoIP than other applications in cell-edge area based on two-tier scheduling algorithm. The simulation result shows the improvement of VoIP performance in the view point of throughput and BLER.

A Novel QoS Provisoning Scheme Based on User Mobility Patterns in IP-based Next-Generation Mobile Networks (IP기반 차세대 모바일 네트워크에서 사용자 이동패턴에 기반한 QoS 보장기법)

  • Yang, Seungbo;Jeong, Jongpil
    • Journal of the Institute of Electronics and Information Engineers
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    • v.50 no.5
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    • pp.25-38
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    • 2013
  • Future wireless systems will be required to support the increasingly nomadic lifestyle of people. This support will be provided through the use of multiple overlaid networks which have very different characteristics. Moreover, these networks will be required to support the seamless delivery of today's popular desktop services, such as web browsing, interactive multimedia and video conferencing to the mobile devices. Thus one of the major challenges in the design of these mobile systems will be the provision of the quality of service (QoS) guarantees that the applications demand under this diverse networking infrastructure. We believe that it is necessary to use resource reservation and adaptation techniques to deliver these QoS guarantee to applications. However, reservation and pre-configuration in the entire service region is overly aggressive, and results in schemes that are extremely inefficient and unreliable. To overcome this, the mobility pattern of a user can be exploited. If the movement of a user is known, the reservation and configuration procedure can be limited to the regions of the network a user is likely to visit. Our proposed Proxy-UMP is not sensitive to increase of the search cost than other schemes and shows that the increasing rate of total cost is low as the SMR increases.

Evaluation of marginal fidelity of copy-milled and CAD/CAM all ceramic crowns

  • Jeong Seung-Mi;Kang Dong-Wan;Wolf Christoph
    • The Journal of Korean Academy of Prosthodontics
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    • v.39 no.3
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    • pp.243-249
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    • 2001
  • Statement of the problem. The interest in all-ceramic restorations has increased as more techniques have become available. With the introduction of machinable dental ceramics and CAD/CAM systems or Copy-milling systems there is a need for evaluating the quality levels of these new fabrication techniques. Purpose. This study was to evaluate the fitting accuracy of machined all-ceramic crowns made out of an industrially prefabricated feldspathic porcelain. Material and Methods. Three master models with different cutting depth (0.8mm/1.0mm/1.2mm)were produced using a palladium-silver alloy. A total of 36 working dies, 12 of each form, was used for the modellation of prototype resin copings and 36 additional crowns, 12 of each cutting depth, were produced by using the $CEREC^{(R)}2$ system for all crowns. The maginal fit of all 72 crowns was then evaluated on their respective master die at 54 circularly staggered points of measurement per crown under a fixation pressure of 30 N by using a computerized video image system. Results. The medians of the copy-milled $CELAY^{(R)}$ crowns ranged from 29 to $36{\mu}m$. The highest value for the marginal gap was found in group B (cutting depth 1.0mm) at $107{\mu}m$. The median for the $CEREC^{(R)}2$ crowns was found between 43.5 and $70{\mu}m$. The maximum values for all three groups ranged from $181{\mu}m$ to $286{\mu}m$. With $286{\mu}m$ the highest value for marginal gap was found in group C. the Kruskal-Wallis test and multiple comparisons analysis procedure revealed a significant influence of the production technique on the marginal fit in all three groups (p<0,02). Conclusion. 1. The $CELAY^{(R)}$ system is capable to produce all-ceramic crowns with a significantly better marginal fit than the $CEREC^{(R)}2$ system. 2. As far as premolar crowns produced with the $CEREC^{(R)}2$ system are concerned, the cutting depth has a significant influence on fitting accuracy. 3. The production of crowns with an acceptable marginal fit is possible with both systems. However, adhesive luting is recommended for milled feldspathic porcelain crowns.

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WebRTC-Based Remote Collaborative Learning Platform (WebRTC 기반 원격 협업 학습 플랫폼 기술 연구)

  • Oh, Hyeontaek;Ahn, Sanghong;Yang, Jinhong;Choi, Jun Kyun
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.40 no.5
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    • pp.914-923
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    • 2015
  • Recently, as the number of smart devices (such as smart TV or Web based IPTV) increases, the way of digital broadcast contents is changed. This change leads that conventional broadcast media accepts Web platform and its services to provide more quality contents. Based on this change, in education field, education broadcasting also follows the trend. The traditional education broadcasting platforms, which just delivered the lecture in one-way, are utilized the Web technology to make interaction between teacher and student. Current education platforms, however, are insufficient to satisfy users' demands for two-way interactions. This paper proposes a new remote collaborative learning platform which able to provide high interactivity among users. Based on new functional requirements from original use case, the platform provides collaborative contents sharing and collaborative video streaming techniques by utilizing WebRTC (Web Real-Time Communication) technology. The implementation demonstrates the operability of proposed system.