• Title/Summary/Keyword: Video program

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Connection Management Scheme using Mobile Agent System

  • Lim, Hee-Kyoung;Bae, Sang-Hyun;Lee, Kwang-Ok
    • Journal of Integrative Natural Science
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    • v.11 no.4
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    • pp.192-196
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    • 2018
  • The mobile agent paradigm can be exploited in a variety of ways, ranging from low-level system administration tasks to middle ware to user-level applications. Mobile agents can be useful in building middle-ware services such as active mail systems, distributed collaboration systems, etc. An active mail message is a program that interacts with its recipient using a multimedia interface, and adapts the interaction session based on the recipient's responses. The mobile agent paradigm is well suitable to this type of application, since it can carry a sender-defined session protocol along with the multimedia message. Mobile agent communication is possible via method invocation on virtual references. Agents can make synchronous, one-way, or future-reply type invocations. Multicasting is possible, since agents can be aggregated hierarchically into groups. A simple check-pointing facility has also been implemented. Another proposed solution is to use multi agent computer systems to access, filter, evaluate, and integrate this information. We will present the overall architectural framework, our agent design commitments, and agent architecture to enable the above characteristics. Besides, the each information needed a mobile agent system such as text, graphic, image, audio and video etc, constructed a great capacity multimedia database system. However, they have problems in establishing connections over multiple subnetworks, such as no end-to-end connections, transmission delay due to ATM address resolution, no QoS protocols. We propose a new connection management scheme in the thesis to improve the connection management involved of mobile agent systems.

Application-Adaptive Performance Improvement in Mobile Systems by Using Persistent Memory

  • Bahn, Hyokyung
    • International journal of advanced smart convergence
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    • v.8 no.1
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    • pp.9-17
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    • 2019
  • In this article, we present a performance enhancement scheme for mobile applications by adopting persistent memory. The proposed scheme supports the deadline guarantee of real-time applications like a video player, and also provides reasonable performances for non-real-time applications. To do so, we analyze the program execution path of mobile software platforms and find two sources of unpredictable time delays that make the deadline-guarantee of real-time applications difficult. The first is the irregular activation of garbage collection in flash storage and the second is the blocking and time-slice based scheduling used in mobile platforms. We resolve these two issues by adopting high performance persistent memory as the storage of real-time applications. By maintaining real-time applications and their data in persistent memory, I/O latency can become predictable because persistent memory does not need garbage collection. Also, we present a new scheduler that exclusively allocates a processor core to a real-time application. Although processor cycles can be wasted while a real-time application performs I/O, we depict that the processor utilization is not degraded significantly due to the acceleration of I/O by adopting persistent memory. Simulation experiments show that the proposed scheme improves the deadline misses of real-time applications by 90% in comparison with the legacy I/O scheme used in mobile systems.

Vision-Based Piano Music Transcription System (비전 기반 피아노 자동 채보 시스템)

  • Park, Sang-Uk;Park, Si-Hyun;Park, Chun-Su
    • Journal of IKEEE
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    • v.23 no.1
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    • pp.249-253
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    • 2019
  • Most of music-transcription systems that have been commercialized operate based on audio information. However, these conventional systems have disadvantages of environmental dependency, equipment dependency, and time latency. This paper studied a vision-based music-transcription system that utilizes video information rather than audio information, which is a traditional method of music-transcription programs. Computer vision technology is widely used as a field for analyzing and applying information from equipment such as cameras. In this paper, we created a program to generate MIDI file which is electronic music notes by using smart-phone cameras to record the play of piano.

A Study on the Copyright Survey for Design Protection in Metaverse Period

  • Kim, Gokmi;Jeon, Ju Hyun
    • International journal of advanced smart convergence
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    • v.10 no.3
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    • pp.181-186
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    • 2021
  • Among human intellectual creations, the right granted by law to what is worth protecting is defined as intellectual property rights. Copyright is a legal right to creative finished products made by individuals, and in recent years, this legal right has been recognized as very important. In other words, copyright is a system created to protect the rights of individuals who created creations and to recognize their efforts. Works subject to copyright vary from poetry, thesis, novels to designs, paintings, music, and architecture, and the scope of the subject is gradually expanding. Recently, research has begun on how far the Metaverse design area absorbed into the real world among works. Computer-generated video productions and software program works are also subject to digital copyright protection, but it is also true that the interpretation of the author protection law for works, designs, and trademarks in the virtual world is unclear. This study aims to analyze copyrights based on case studies and theoretical backgrounds on copyright protection and to discuss the protection limitations of Metaverse design in the virtual world. In other words, the direction for the protection of Metaverse design is presented through clear distinction and definition of copyright protection in the tertiary virtual world. This study aims to present methods for design copyright protection in the era of Metaverse, respect copyright holders' creative activities, and develop our culture through protection of creations.

Meta's Metaverse Platform Design in the Pre-launch and Ignition Life Stage

  • Song, Minzheong
    • International Journal of Internet, Broadcasting and Communication
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    • v.14 no.4
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    • pp.121-131
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    • 2022
  • We look at the initial stage of Meta (previous Facebook)'s new metaverse platform and investigate its platform design in pre-launch and ignition life stage. From the Rocket Model (RM)'s theoretical logic, the results reveal that Meta firstly focuses on investing in key content developers by acquiring virtual reality (VR), video, music content firms and offering production support platform of the augmented reality (AR) content, 'Spark AR' last three years (2019~2021) for attracting high-potential developers and users. In terms of three matching criteria, Meta develops an Artificial Intelligence (AI) powered translation software, partners with Microsoft (MS) for cloud computing and AI, and develops an AI platform for realistic avatar, MyoSuite. In 'connect' function, Meta curates the game concept submitted by game developers, welcomes other game and SNS based metaverse apps, and expands Horizon Worlds (HW) on VR devices to PCs and mobile devices. In 'transact' function, Meta offers 'HW Creator Funding' program for metaverse, launches the first commercialized Meta Avatar Store on Meta's conventional SNS and Messaging apps by inviting all fashion creators to design and sell clothing in this store. Mata also launches an initial test of non-fungible token (NFT) display on Instagram and expands it to Facebook in the US. Lastly, regarding optimization, especially in the face of recent data privacy issues that have adversely affected corporate key performance indicators (KPIs), Meta assures not to collect any new data and to make its privacy policy easier to understand and update its terms of service more user friendly.

The Development of Visual Inspection for Length Measurement of Injection Product Using Vision System (Vision System을 이용한 사출제품의 길이 측정용 시각검사 System 개발)

  • J.Y. Kim;B.S. Oh;S. You
    • Journal of the Korean Society for Precision Engineering
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    • v.14 no.11
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    • pp.126-134
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    • 1997
  • In this study, We made visual inspection system using Vision Board. It is consist of an illuminator (a fluorescent lamp), image input device (CCD (Charge-Coupled Device) camera), image processing system(Vision Board(FARAMVB-02)), image output device (video monitor, printer), and a measuring instrument(TELMN1000). Length measurement by visual inspection system make use of 100mm guage block(instead of calculating distance between a camera and a object). It measured horizontal and vertical length factor from 400mm to 650mm by increasing 50mm. In this place, measured horizontal and vertical length factor made use of length measure- ment of a injection. A measuring instrument used to ompare a measured length of a injection visual inspection system with it. In conclusion, length measurement of a injection compared a measuring instrument with visual inspecion system using length factor of 100mm gauge block. We find that maximum error of length is 0.55mm when it compar with the measuring value of two devices(FARAMVB-02, TELMN1000). Program of visual inspection system is made up Borland C++3.1.

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A Low-Cost Approach for Path Programming of Terrestrial Drones on a Construction Site

  • Kim, Jeffrey;Craig, James
    • International conference on construction engineering and project management
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    • 2022.06a
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    • pp.319-327
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    • 2022
  • Robots for construction sites, although not deeply widespread, are finding applications in the duties of project monitoring, material movement, documentation, security, and simple repetitive construction-related tasks. A significant shortcoming in the use of robots is the complexity involved in programming and re-programming an automation routine. Robotic programming is not an expected skill set of the traditional construction industry professional. Therefore, this research seeks to deliver a low-cost approach toward re-programming that does not involve a programmer's skill set. The researchers in this study examined an approach toward programming a terrestrial-based drone so that it follows a taped path. By doing so, if an alternative path is required, programmers would not be needed to re-program any part of the automated routine. Changing the path of the drone simply requires removing the tape and placing a different path - ideally simplifying the process and quickly allowing practitioners to implement a new automated routine. Python programming scripts were used with a DJI Robomaster EP Core drone, and a terrain navigation assessment was conducted. The study examined the pass/fail rates for a series of trial run over different terrains. The analysis of this data along with video recording for each trial run allowed the researchers to conclude that the accuracy of the tape follow technique was predictable on each of the terrain surfaces. The accuracy and predictability inform a non-coding construction practitioner of the optimal placement of the taped path. This paper further presents limitations and suggestions for some possible extended research options for this study.

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A Case Study on the Pre-service Math Teacher's Development of AI Literacy and SW Competency (예비수학교사의 AI 소양과 SW 역량 계발에 관한 사례 연구)

  • Kim, Dong Hwa;Kim, Seung Ho
    • East Asian mathematical journal
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    • v.39 no.2
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    • pp.93-117
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    • 2023
  • The aim of this study is to explore the pre-service math teachers' characteristics of education to develop their AI literacy and SW competency, and to derive some implications. We conducted a 14-hours AI and SW education program for pre-service teachers with theory and practice, and an analysis on class observation data, video frames of classes and interview, Python programming assignments and papers. The results of this case study for 3 pre-service teachers are as follows. First, two students understood artificial neural network and deep learning system accurately, furthermore, all students conducted a couple of explorations related with performance improvement of deep learning system with interest. Second, coding and exploration activities using Python improved students' computational thinking as well as SW competency, which help them give convergence education in the future. Third, they responded positively to the necessity of AI literacy and SW competency development, and to applying coding to math class. Lastly, it's necessary to endeavor to give a coding education to the student's eye level according to his or her prerequisite and to ease the burden of student's studying AI technology.

An Attitude about Reduction of Environmental Pollution and School Lunch Leftovers in Middle School Students (중학생의 환경오염과 학교급식 음식물쓰레기 감량에 대한 태도)

  • Choi, Myung-Yoon;Han, Myung-Joo
    • Journal of the Korean Society of Food Culture
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    • v.24 no.2
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    • pp.164-171
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    • 2009
  • The objectives of this study were to determine the recognition of food waste, school lunch leftovers and satisfaction toward school lunch in middle school students in Seoul. Four hundred students were surveyed beginning April, 2007. The results are summarized as follows. The primary means in which students learned about environmental pollution were 'video media' (54.7% males, 39.2% females) and 'by teachers' (23.2% males, 33.0% females). The primary effects on food habits after participating in the school lunch program were 'having a balanced diet' (23.3%) in the females, and 'decreased intake of junk food' (24.9%) in the males. The serving sizes for cooked rice, soup, and meat were higher in the females (3.46, 3.46, and 2,91, respectively) than the males (3.18, 3.29, and 2.73, respectively). The primary school lunch leftovers for one week were cooked rice (4.55), meat (4.35), kimchi (3.84), fish (3.60), vegetables (3.38), and soup (3.08). Importance-performance analysis of the school lunch meal indicated that good taste had high importance, but low performance. Nutritional balance, food safety, cleanliness of tableware and supplies, clean uniforms of employees, and cleanliness of the dining area had both high importance and performance.

Design and Implementation of Clipcast Service via Terrestrial DMB (지상파 DMB를 이용한 클립캐스트 서비스 설계 및 구현)

  • Cho, Suk-Hyun;Seo, Jong-Soo
    • Journal of Broadcast Engineering
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    • v.16 no.1
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    • pp.23-32
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    • 2011
  • Design and Implementation of Clipcast Service via Terrestrial DMB This paper outlines the system design and the implementation process of clipcast service that can send clips of video, mp3, text, images, etc. to terrestrial DMB terminals. To provide clipcast service in terrestrial DMB, a separate data channel needs to be allocated and this requires changes in the existing bandwidth allocation. Clipcast contents can be sent after midnight at around 3 to 4 AM, when terrestrial DMB viewship is low. If the video service bit rate is lowered to 352 Kbps and the TPEG service band is fully used, then 320 Kbps bit rate can be allocated to clipcast. To enable clipcast service, the terminals' DMB program must be executed, and this can be done through SMS and EPG. Clipcast service applies MOT protocol to transmit multimedia objects, and transmits twice in carousel format for stable transmission of files. Therefore, 72Mbyte data can be transmitted in one hour, which corresponds to about 20 minutes of full motion video service at 500Kbps data rate. When running the clip transmitted through terrestrial DMB data channel, information regarding the length of each clip is received through communication with the CMS(Content Management Server), then error-free files are displayed. The clips can be provided to the users as preview contents of the complete VOD contents. In order to use the complete content, the user needs to access the URL allocated for that specific content and download the content by completing a billing process. This paper suggests the design and implementation of terrestrial DMB system to provide clipcast service, which enables file download services as provided in MediaFLO, DVB-H, and the other mobile broadcasting systems. Unlike the other mobile broadcasting systems, the proposed system applies more reliable SMS method to activate the DMB terminals for highly stable clipcast service. This allows hybrid, i.e, both SMS and EPG activations of terminals for clipcast services.