• Title/Summary/Keyword: cloud video service

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SHVC-based V-PCC Content ISOBMFF Encapsulation and DASH Configuration Method (SHVC 기반 V-PCC 콘텐츠 ISOBMFF 캡슐화 및 DASH 구성 방안)

  • Nam, Kwijung;Kim, Junsik;Kim, Kyuheon
    • Journal of Broadcast Engineering
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    • v.27 no.4
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    • pp.548-560
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    • 2022
  • Video based Point Cloud Compression (V-PCC) is one of the compression methods for compressing point clouds, and shows high efficiency in dynamic point cloud compression with movement due to the feature of compressing point cloud data using an existing video codec. Accordingly, V-PCC is drawing attention as a core technology for immersive content services such as AR/VR. In order to effectively service these V-PCC contents through a media streaming platform, it is necessary to encapsulate them in the existing media file format, ISO based Media File Format (ISOBMFF). However, in order to service through an adaptive streaming platform such as Dynamic Adaptive Streaming over HTTP (DASH), it is necessary to encode V-PCC contents of various qualities and store them in the server. Due to the size of the 2D media, it causes a great burden on the encoder and the server compared to the existing 2D media. As a method to solve such a problem, it may be considered to configure a streaming platform based on content obtained through V-PCC content encoding based on SHVC. Therefore, this paper encapsulates the SHVC-based V-PCC bitstream into ISOBMFF suitable for DASH service and proposes a configuration method to service it. In addition, in this paper, we propose ISOBMFF encapsulation and DASH configuration method to effectively service SHVC-based V-PCC contents, and confirm them through verification experiments.

Supporting ROI transmission of 3D Point Cloud Data based on 3D Manifesto (3차원 Manifesto 기반 3D Point Cloud Data의 ROI 전송 지원 방안)

  • Im, Jiehon;Kim, Junsik;Rhyu, Sungryeul;Kim, Hoejung;Kim, Sang IL;Kim, Kyuheon
    • Journal of the Semiconductor & Display Technology
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    • v.17 no.4
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    • pp.21-26
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    • 2018
  • Recently, the emergence of 3D cameras, 3D scanners and various cameras including Lidar is expected to be applied to applications such as AR, VR, and autonomous mobile vehicles that deal with 3D data. In Particular, the 3D point cloud data consisting of tens to hundreds of thousands of 3D points is rapidly increased in capacity compared with 2D data, Efficient encoding / decoding technology for smooth service within a limited bandwidth, and efficient service provision technology for differentiating the area of interest and the surrounding area are needed. In this paper, we propose a new quality parameter considering characteristics of 3D point cloud instead of quality change based on assumed video codec in MPEG V-PCC used in 3D point cloud compression, 3D Grid division method and representation for selectively transmitting 3D point clouds according to user's area of interest, and propose a new 3D Manifesto. By using the proposed technique, it is possible to generate more bitrate images, and it is confirmed that the efficiency of network, decoder, and renderer can be increased while selectively transmitting as needed.

A 2-Tier Server Architecture for Real-time Multiple Rendering (실시간 다중 렌더링을 위한 이중 서버 구조)

  • Lim, Choong-Gyoo
    • Journal of Korea Game Society
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    • v.12 no.4
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    • pp.13-22
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    • 2012
  • The wide-spread use of the broadband Internet service makes the cloud computing-based gaming service possible. A game program is executed on a cloud node and its live image is fed into a remote user's display device via video streaming. The user's input is immediately transmitted and applied to the game. The minimization of the time to process remote user's input and transmit the live image back to the user and thus satisfying the requirement of instant responsiveness for gaming makes it possible. However, the cost to build its servers can be very expensive to provide high quality 3D games because a general purpose graphics system that cloud nodes are likely to have for the service supports a single 3D application at a time. Thus, the server must have a technology of 'realtime multiple rendering' to execute multiple 3D games simultaneously. This paper proposes a new architecture of 2-tier servers of clouds nodes of which one group executes multiple games and the other produces game's live images. It also performs a few experimentations to prove the feasibility of the new architecture.

Implementation of AR Remote Rendering Techniques for Real-time Volumetric 3D Video

  • Lee, Daehyeon;Lee, Munyong;Lee, Sang-ha;Lee, Jaehyun;Kwon, Soonchul
    • International Journal of Internet, Broadcasting and Communication
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    • v.12 no.2
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    • pp.90-97
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    • 2020
  • Recently, with the growth of mixed reality industrial infrastructure, relevant convergence research has been proposed. For real-time mixed reality services such as remote video conferencing, the research on real-time acquisition-process-transfer methods is required. This paper aims to implement an AR remote rendering method of volumetric 3D video data. We have proposed and implemented two modules; one, the parsing module of the volumetric 3D video to a game engine, and two, the server rendering module. The result of the experiment showed that the volumetric 3D video sequence data of about 15 MB was compressed by 6-7%. The remote module was streamed at 27 fps at a 1200 by 1200 resolution. The results of this paper are expected to be applied to an AR cloud service.

The Design and Implementation of an Emergency Video Call Integrated Management System based on VoIP (VoIP기반 승강기 비상 화상통화 통합 관리 시스템 설계 및 구현)

  • Kim, Woon-Yong;Kim, SoonGohn
    • Journal of the Korea Convergence Society
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    • v.8 no.12
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    • pp.93-99
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    • 2017
  • The elevator system combines various convergence technologies with the development of ICT technology. Emergency call devices which are safety related devices is applied as an obligation of the elevator and those scope also varies. In this paper, we propose an integrated model that overcomes the limitations of existing voice emergency call devices and efficiently manages and manages video call based service structures in VoIP based on wired and wireless environments. This method effectively manages and operates various lift data and video records in the elevator between the manager, the server and the user. And also It is possible to secure the quality of video call in VoIP and cloud service environment and increase the reliability of safety management and enhance various service environment by creating an integrated structure utilizing various data and additional services in the elevator.

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).

OneNet Cloud Computing Based Real-time Home Security System (OneNet 클라우드 컴퓨팅 기반 실시간 홈 보안 시스템)

  • Kim, Kang-Chul;Zhao, Yongjiang
    • The Journal of the Korea institute of electronic communication sciences
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    • v.16 no.1
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    • pp.101-108
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    • 2021
  • This paper builds a real-time home security system based on the OneNet cloud platform to control the status of the house through a smartphone. The system consists of a local part and a cloud part. The local part has I/O devices, router and Raspberry Pi (RPi) that collects and monitors sensor data and sends the data to the cloud, and the Flask web server is implemented on a Rasberry Pi. When a user is at home, the user can access the Flask web server to obtain the data directly. The cloud part is OneNet in China Mobile, which provides remote access service. The hybrid App is designed to provide the interaction between users and the home security system in the smartphone, and the EDP and RTSP protocol is implemented to transmit data and video stream. Experimental results show that users can receive sensor data and warning text message through the smartphone and monitor, and control home status through OneNet cloud.

The Design of Remote Monitoring and Warning System for Dangerous Chemicals Based on CPS

  • Kan, Zhe;Wang, Xiaolei
    • Journal of Information Processing Systems
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    • v.15 no.3
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    • pp.632-644
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    • 2019
  • The remote monitoring and warning system for dangerous chemicals is designed with the concept of the Cyber-Physical System (CPS) in this paper. The real-time perception, dynamic control, and information service of major hazards chemicals are realized in this CPS system. The CPS system architecture, the physical layer and the applacation layer, are designed in this paper. The terminal node is mainly composed of the field collectors which complete the data acquisition of sensors and video in the physical layers, and the use of application layer makes CPS system safer and more reliable to monitor the hazardous chemicals. The cloud application layer completes the risk identification and the prediction of the major hazard sources. The early intelligent warning of the major dangerous chemicals is realized and the security risk images are given in the cloud application layer. With the CPS technology, the remote network of hazardous chemicals has been completed, and a major hazard monitoring and accident warning online system is formed. Through the experiment of the terminal node, it can be proved that the terminal node can complete the mass data collection and classify. With this experiment it can be obtained the CPS system is safe and effective. In order to verify feasible, the multi-risk warning based on CPS is simulated, and results show that the system solves the problem of hazardous chemicals enterprises safety management.

QoS-, Energy- and Cost-efficient Resource Allocation for Cloud-based Interactive TV Applications

  • Kulupana, Gosala;Talagala, Dumidu S.;Arachchi, Hemantha Kodikara;Fernando, Anil
    • IEIE Transactions on Smart Processing and Computing
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    • v.6 no.3
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    • pp.158-167
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    • 2017
  • Internet-based social and interactive video applications have become major constituents of the envisaged applications for next-generation multimedia networks. However, inherently dynamic network conditions, together with varying user expectations, pose many challenges for resource allocation mechanisms for such applications. Yet, in addition to addressing these challenges, service providers must also consider how to mitigate their operational costs (e.g., energy costs, equipment costs) while satisfying the end-user quality of service (QoS) expectations. This paper proposes a heuristic solution to the problem, where the energy incurred by the applications, and the monetary costs associated with the service infrastructure, are minimized while simultaneously maximizing the average end-user QoS. We evaluate the performance of the proposed solution in terms of serving probability, i.e., the likelihood of being able to allocate resources to groups of users, the computation time of the resource allocation process, and the adaptability and sensitivity to dynamic network conditions. The proposed method demonstrates improvements in serving probability of up to 27%, in comparison with greedy resource allocation schemes, and a several-orders-of-magnitude reduction in computation time, compared to the linear programming approach, which significantly reduces the service-interrupted user percentage when operating under variable network conditions.

Development of unified communication for marine VoIP service (해상 VoIP 서비스를 위한 통합 커뮤니케이션 기술 개발)

  • Kang, Nam-seon;Yim, Geun-wan;Lee, Seong-haeng;Kim, Sang-yong
    • Journal of Advanced Marine Engineering and Technology
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    • v.39 no.7
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    • pp.744-753
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    • 2015
  • This paper presents the results of research on developing marine unified communications to provide VoIP service based on marine satellites. With the recent popularity of smart-phones and other mobile devices, the demand for Internet-based wired and wireless unified technology has been growing in marine environments, and increasing interest is being directed to VoIP products and service models with high price competitiveness and the ability to deliver a variety of services. In this regard, this research designed three instruments, developed their unit modules, and verified their performances. These three instruments included the following: (1) a marine VoIP module equipped with an analogue gateway that can be linked to the existing devices used in vessels, which is more than 80% smaller than that of a land system; (2) a text/voice/video engine for marine satellite communications that runs on technology that minimizes communication data usage, which is a core technology for a marine VoIP service; and (3) a unified communication service that can support multilateral cloud-based message conversations, telephone number-based call functions, and voice/video calling between a private space in a ship and shore.