• Title/Summary/Keyword: Video-audio media

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Design and Analysis of a New Video Conference System Supporting the NAT of Firewall (방화벽 NAT를 지원하는 새로운 다자간 화상회의 시스템의 설계 및 분석)

  • Jung, Yong-Deug;Kim, Gil-Choon;Jeon, Moon-Seog
    • The Journal of Society for e-Business Studies
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    • v.9 no.4
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    • pp.137-155
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    • 2004
  • A video-conference system is being utilized in web based application services in various fields due to the widespread use of Internet and the progress of computer technologies. This system should use the public IP address for sharing file and white board and it is difficult to manage the internal network users of the firewall and non-public IP address users. In this paper, we propose an Application Level Gateway which transforms non-public IP address into public IP address. This mechanism is for the internal network users of the firewall or non-public IP address users over the Internet. We also propose a Control Daemon which manages video and audio media dynamically according to network bandwidth. This mechanism can start and terminate a video conference and manage the process of the video conference.

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Speech Watermark Based on Patchwork for Digital Broadcasting (디지털 방송을 위한 패치워크 기반 음성 워터마크)

  • 여인권;김형중;최용희;김기섭
    • Journal of Broadcast Engineering
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    • v.5 no.2
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    • pp.220-226
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    • 2000
  • A novel audio watermark algorithm, the Modified Patchwork Algorithm, is applied to the speech to show that it is effective for digital broadcasting systems. Digital broadcasting system does not separate speech from audio data. However. speech data is very important especially for educational broadcasting. Speech can carry more information than video data. Thus, intellectual property management and protection for speech data is urgent. This paper addresses the technical issues, speech watermark algorithm, and its robustness against malicious attacks.

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Synchronized One-to-many Media Streaming employing Server-Client Coordinated Adaptive Playout Control (적응형 재생제어를 이용한 동기화된 일대다 미디어 스트리밍)

  • Jo, Jin-Yong;Kim, Jong-Won
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.28 no.5C
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    • pp.493-505
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    • 2003
  • A new inter-client synchronization framework for multicast media streaming is proposed employing a server-client coordinated adaptive playout control. The proposed adaptive player controls the playback speed of audio and video by adopting the time-scale modification of audio. Based on the overall synchronization status as well as the buffer occupancy level, the playout speed of each client is manipulated within a perceptually tolerable range. Additionally, the server implicitly helps increasing the time available for retransmission while the clients perform an interactive error recovery mechanism with the assistance of playout control. The network-simulator based simulations show that the proposed framework can reduce the playout discontinuity without degrading the media quality, and thus mitigate the client heterogeneity.

A Study of File Format-Aware Fuzzing against Smartphone Media Server Daemons (스마트폰 미디어 서버 데몬에 대한 파일 포맷 인식 기반의 퍼징 연구)

  • Shin, MinSik;Yu, JungBeen;Kwon, Taekyoung
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.27 no.3
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    • pp.541-548
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    • 2017
  • The smartphone operates the media server daemon to handle audio service requests. Media server daemons, running with a high privilege in the background, caused many vulnerabilities to applications most frequently used in smart devices including smartphones. Fuzzing is a popularly used methodology to find software vulnerabilities. Unfortunately, fuzzing itself is not much effective in such format-strict environments as media services. In this paper, we propose a file format-aware fuzzing in order to efficiently detect vulnerabilities of media server daemon. We acquired a remote arbitrary code execution vulnerability on iOS/tvOS/MacOS/watchOS, and we verified the effectiveness by comparing our methodology with the fuzzers FileFuzz and ZZUF.

Haptic Media Broadcasting (촉각방송)

  • Cha, Jong-Eun;Kim, Yeong-Mi;Seo, Yong-Won;Ryu, Je-Ha
    • Broadcasting and Media Magazine
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    • v.11 no.4
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    • pp.118-131
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    • 2006
  • With rapid development in ultra fast communication and digital multimedia, the realistic broadcasting technology, that can stimulate five human senses beyond the conventional audio-visual service is emerging as a new generation broadcasting technology. In this paper, we introduce a haptic broadcasting system and related core system and component techniques by which we can 'touch and feel' objects in an audio-visual scene. The system is composed of haptic media acquisition and creation, contents authoring, in the haptic broadcasting, the haptic media can be 3-D geometry, dynamic properties, haptic surface properties, movement, tactile information to enable active touch and manipulation and passive movement following and tactile effects. In the proposed system, active haptic exploration and manipulation of a 3-D mesh, active haptic exploration of depth video, passive kinesthetic interaction, and passive tactile interaction can be provided as potential haptic interaction scenarios and a home shopping, a movie with tactile effects, and conducting education scenarios are produced to show the feasibility of the proposed system.

Development of the Real-Time Multiplex Channel Media Player to Heighten the Dramatic Effect of an Advertisement (광고 효과 증대를 위한 실시간 다중 채널 미디어 재생기의 개발)

  • Kim, Sung-Ho
    • The Journal of the Korea Contents Association
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    • v.11 no.1
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    • pp.50-55
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    • 2011
  • This paper describes methodology which enables user in order to play multiplex channel media at realtime to augment a various advertisement effect efficiently. This method implemented from the computer environment where DirectX SDK, DirectShow and MS Visual Studio 2008 etc. are established. This media player have or hide the menu interface for reads the media. The experimental data which are used in the media player is mostly video. We added the area where has the function of Banner Ticker and GIF Animation in the media player in order augmenting an advertisement effect. All medias come to separate with video and audio by Splitter. Then that respectively execute Decoder and Render. Also the media player are possible video mixing using an alpha channel. This paper used VMR-9 of DirectShow for this. The player which sees to use multiplex channel, to remake the various medias simultaneously. Therefore, this player which sees advertisement effect of the form which is various positively in the users, has the advantage which is the possibility to recognize. This paper use tried the media player using experimental data and compare the existing media player and the media player which proposes from functional differences for an advertisement effect.

Copyright Protection for Digital Image by Watermarking Technique

  • Ali, Suhad A.;Jawad, Majid Jabbar;Naser, Mohammed Abdullah
    • Journal of Information Processing Systems
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    • v.13 no.3
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    • pp.599-617
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    • 2017
  • Due to the rapid growth and expansion of the Internet, the digital multimedia such as image, audio and video are available for everyone. Anyone can make unauthorized copying for any digital product. Accordingly, the owner of these products cannot protect his ownership. Unfortunately, this situation will restrict any improvement which can be done on the digital media production in the future. Some procedures have been proposed to protect these products such as cryptography and watermarking techniques. Watermarking means embedding a message such as text, the image is called watermark, yet, in a host such as a text, an image, an audio, or a video, it is called a cover. Watermarking can provide and ensure security, data authentication and copyright protection for the digital media. In this paper, a new watermarking method of still image is proposed for the purpose of copyright protection. The procedure of embedding watermark is done in a transform domain. The discrete cosine transform (DCT) is exploited in the proposed method, where the watermark is embedded in the selected coefficients according to several criteria. With this procedure, the deterioration on the image is minimized to achieve high invisibility. Unlike the traditional techniques, in this paper, a new method is suggested for selecting the best blocks of DCT coefficients. After selecting the best DCT coefficients blocks, the best coefficients in the selected blocks are selected as a host in which the watermark bit is embedded. The coefficients selection is done depending on a weighting function method, where this function exploits the values and locations of the selected coefficients for choosing them. The experimental results proved that the proposed method has produced good imperceptibility and robustness for different types of attacks.

The effect of media modality and the valence of risk messages on affective risk perception and behavioral intention (미디어 형식과 위험 메시지 구성이 감정적 위험인식과 행위의도에 미치는 영향)

  • Lee, Jae-Shin
    • Korean Journal of Cognitive Science
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    • v.23 no.4
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    • pp.457-485
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    • 2012
  • The current study explores how media modality and message frame interact to form individuals' affective risk perception and behavioral intention. Specifically, participants were exposed to positive and negative messages on irradiated foods in text, audio, and audio/video formats and their affective risk perception and purchase intention were measured. Results indicate that individuals' affective risk perception and purchase intention were influenced by media modality and message frame. The significant interaction effects between the two variables were also observed. The results indicate that the appropriate media modality should be carefully selected based on the message content for effective risk communication.

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Integrated Storing Method for MP4 Video Data and IoT Sensor Data (MP4 영상데이터와 IoT 센서데이터 통합 저장 방안 연구)

  • Park, Sang-Yeun;Shin, Hae-Sun;Park, Sung-Soon;Kim, Gyoung-Hun
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2020.07a
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    • pp.30-31
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    • 2020
  • 일반적으로 CCTV 녹화기는 24시간 중단없이 다중 카메라로 부터 수신되는 Video, Audio, Meta 데이터를 파일형태로 저장한다. 그리고 다양한 IoT 센서들은 사건(event)이 발생되었을 때, 입력되는 데이터를 기록한다. 그런데 이 형태의 데이터를 통합하여 사용하는 서비스들에 대한 요구가 증대되고 있다. 그런데 영상데이터와 IoT센서 데이터를 분리해 저장하고 관리하는 기존의 방식으로는 사용 센서의 개수 등에 따라 물리적인 크기가 커지고 관리의 복잡성이 커지는 문제가 발생한다. 본 논문에서는 다중 카메라로부터 입력되는 동영상 데이터와 IoT 센서 데이터를 통합하여 저장하는 방안을 제시한다. 이러한 통합 데이터의 고속 입출력을 지원하기 위해, 본 연구에서는 자체 파일시스템을 개발하였고 저장되는 각각의 파일을 mp4 표준을 따르게 하여 호환성을 보장하도록 구현하였다. 그래서 동영상 파일 포맷으로 널리 사용되는 MP4 포맷에 IoT센서 데이터를 함께 저장함으로써 동영상과 IoT센서의 정보를 효율적으로 관리하고 검색의 편의성을 높일 수 있게 되었다.

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Haptic Rendering Technology for Touchable Video (만질 수 있는 비디오를 위한 햅틱 렌더링 기술)

  • Lee, Hwan-Mun;Kim, Ki-Kwon;Sung, Mee-Young
    • Journal of Korea Multimedia Society
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    • v.13 no.5
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    • pp.691-701
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    • 2010
  • We propose a haptic rendering technology for touchable video. Our touchable video technique allows users for feeling the sense of touch while probing directly on 2D objects in video scenes or manipulating 3D objects brought out from video scenes using haptic devices. In our technique, a server sends video and haptic data as well as the information of 3D model objects. The clients receive video and haptic data from the server and render 3D models. A video scene is divided into small grids, and each cell has its tactile information which corresponds to a specific combination of four attributes: stiffness, damping, static friction, and dynamic friction. Users can feel the sense of touch when they touch directly cells of a scene using a haptic device. Users can also examine objects by touching or manipulating them after bringing out the corresponding 3D objects from the screen. Our touchable video technique proposed in this paper can lead us to feel maximum satisfaction the haptic-audio-vidual effects directly on the video scenes of movies or home-shopping video contents.