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A Study on RF/PON Transmission System for CableTV Network Upgrade (케이블TV 네트워크 고도화를 위한 RF/PON 전송시스템에 관한 연구)

  • Ahn, Byoung-Jun;Park, Sung-Kwon
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.39B no.8
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    • pp.510-517
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    • 2014
  • Recently, Cable communications services are becoming the HDTV to 3DTV, UHDTV broadcasting and 100Mbps to 1Gbps Internet. however existing technologies are limited to provide high-quality broadband services in the HFC network. The network upgrade technologies have some problems that Up/Downsteam frequency extension, Cost of upgrading by using DOCSIS3.1, EPOC and Legacy STB compatibility, Cost of upgrading the network by RFoG, RF overlay PON. This paper propose the RF/PON based gigabit Transmission system in order to provide the 1Gbps internet without using frequency and the Multiscreen to IP devices. After the proposed RF/PON system was developed and implemented, this paper evaluate the performance of RF/PON system for simultaneously real-time braodcasting and 1Gbps internet, Multiscreen service, and so on.

Estimation of Fractional Frequency Offset for the Next-Generation Digital Broadcasting System (차세대 디지털 방송시스템을 위한 소수배 주파수 오프셋 추정)

  • Kim, Ho Jae;Kang, In-Woong;Seo, Jae Hyun;Kim, Heung Mook;Kim, Hyoung-Nam
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.41 no.11
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    • pp.1364-1373
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    • 2016
  • Ultra High Definition Television (UHDTV) has attracted much attention as one of next generation broadcasting services. For the commercialization of UHD broadcasting service, standardization groups including the DVB (Digital Video Broadcasting) and the ATSC (Advanced Television Systems Committee) have decided to adopt the Orthogonal Frequency Division Multiplexing (OFDM) for signal transmission. However, when the carrier frequency is not properly synchronized at the receiver, inter-symbol interference (ISI) and inter-carrier interference (ICI) may occur. In order to avoid performance degradation resulting from ISI or ICI, receivers should synchronize the carrier frequency by using preambles and pilot symbols. However, there only few published literature dealing with the frequency offset estimation methods regarding the next generation terrestrial broadcasting. In this respect, this paper proposes a method to estimate timing and fractional frequency offset for the ATSC 3.0 system by using a preamble bootstrap symbol. The proposed detector can detect the fractional frequency offset by adding a complex conjugate product on the conventional estimator where only timing offset can be estimated.

A architecture and control method of Streaming Packet Scheduler at 100bps for Guaranteed QoS of Internet and Broadcasting Services (인터넷 및 방송서비스의 QoS 보장을 위한 10Gbps급 스트리밍 패킷 스케줄러 구조 및 제어방법)

  • Kim Kwang-Ok;Park Wan-Ki;Choi Byeoun-Chul;Kwak Dong-Yong
    • Journal of the Institute of Electronics Engineers of Korea TC
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    • v.41 no.1
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    • pp.23-34
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    • 2004
  • This paper presents architecture and control method of packet scheduler to guarantee QoS of high quality streaming services in high-speed packet-switched networks. Since streaming services need far more stringent QoS requirements than the typical sort of burst data applications, they should be guaranteed minimum bandwidth and end-to-end delay bound to each flow, regardless of the behavior of other flows. To meet these requirements, a packet scheduler isolate a flow from the undesirable effects of other flows and provides end-to-end delay guarantees for individual flow and divides stringently the available link bandwidth among flows sharing the link. Until now, many vendors are developing traffic management chips running at 10Gbps, but most of chips have drawbacks to support high quality streaming services. In this paper, we investigate the drawbacks of commercial TM chips and traffic characteristic of streaming services and present implementation frameworks of the proposed packet scheduler. Finally, we analyze the simulation results of the proposed scheduler.

Study of Animation 3-Dimensional Motion Picture (애니메이션 입체 영화에 대한 연구)

  • Min, Kyung-Mi
    • Cartoon and Animation Studies
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    • s.9
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    • pp.127-142
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    • 2005
  • Not only in Korea but throughout the entire world millions of people are in contact with images. Images have become a medium through which to transmit anything from simple visualizations of moving images to knowledge and information. The age of the internet has arisen thanks to scientific development, and the internet generation's acquisition of information is continuously becoming faster. The spectators, ufo must choose amongst the excessive amount of available information, are changing along with it just as quickly. The method of visual transmission has changed to match the demands of the fast-changing pace of the new generation. In order to receive an instantaneous selection amongst much information, the primary requisite is attracting one's attention, and then presenting a corresponding feeling of satisfaction. The early stages of film arose from the desire to capture one's actual situation as it realty is. Unsatisfied with the still picture, people developed the motion picture. Research has succeeded in reproducing 3-dimensional images more realistic than the actual image we perceive as a result of the difference in visual perspective of both eyes and their response to rays of light From color film to 3-dimensional pictures, people enjoy the magnificent results of this. All fields within the category of film are continuously studying the human desire to pursue their visual side, namely the pursuit of visual images with a maximum sense of reality. The images that millions of people around the world see now are flat. The screen's depth and optical illusions effectively give a sense of reality while conveying information. However, although the flat screen is able to create a sense of depth using the different visual perspective of each eye for the realization of a cubic effect, there are limitations. Entering the 21s1 century, there is a quickly-arising branch within the field of image media which seeks to overcome these limitations Although 3-dimensional images began in films, entering the latter half of the 20th century, due to development of 3-dimensional images using the mediums of the animation field, cellular phones, advertisement screens, television etc., without restriction is designated as 'image.'. With research having started around 1900 and continuing for over 100 years, we are now able to witness the popularization of 3-dimensional films happening before our very eyes. Within our own country, we can frequently see them at amusement parks and museums. In the future, through the popularization of HDTV etc., there is a good outlook for practical use of 3-dimensional images in televisions with advanced picture qualify as well as in other areas. Together with the international current, research on 3-dimensional films has been activated in Korea and is rising as a main current in the film industry. Within this context, the contents and understanding of 3-dimensional images must keep in step with the pace of technical advancements. In order to accelerate of development of film contents to keep in pace with technical developments, this dissertation presents the techniques and technical aspects of future developments, and shows the need to prepare in advance to make the field grow- and thereby avoid having a lack of experts and being conquered by other nations in the field - rather than only advancing the technical aspects and importing the contents. This dissertation aims to stimulate interest and continual research by progressive-thinking people related to the film industry. Part II looks into the definition and types of 3-dimensional motion pictures, the terminology, the fundamentals of image formation, current market fluctuations, and looks into 3-dimensional techniques which can be borrowed and introduced in 3-dimensional animations. Part III concerns 3-dimensional animated films. It analyzes 3-dimensional production techniques while using the introduction of specific animation techniques in the 2004 production Lee Sun Shin and Nelson - Naval Heroes 3-dimensional animation produced in 2004 by Clay & Puppet Stop-Motion Animation & Computer Graphic. Original Korean title: 해전영웅 이순신과 넬슨. as an example, and it also looks into how current film techniques used in animations can be applied in 3-dimensional films. Additionally, the actual stages of the various fields of 3-dimensional animations are presented. Given the current direction and advancement of 3-dimensional films making use of animations and the possible realization of this field, the author plans to weigh the development of this yet unexploited new market Not looking at the current progress of the field, but rather the direction of the hypothetical types of animation techniques, the author predicts the marketability and possibility of development of each area.

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