• Title/Summary/Keyword: multimedia platform

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Realtime Fire Simulation and Rendering on Mobile Environment (모바일 환경에서 불꽃의 실시간 시뮬레이션과 렌더링)

  • Woo, Sang-Hyuk;Jo, Mi-Ri-Na;Park, Dong-Gyu
    • Journal of Korea Multimedia Society
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    • v.10 no.7
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    • pp.934-943
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    • 2007
  • This paper presents a real-time fire simulation on the mobile phone using stable fluid animation techniques. Stable and fast fluid simulation methods are developed in PC and console games, but fluid simulation and interactive fluid models require too much system resources for applying on mobile environment. We studied and implemented physics-based models for fluids like fire and smoke effects using billboard and stable fluids simulation method on mobile 3D system. The mobile platform of our system is WIPI, which is the standard mobile platform in Korea, also we adopted NF3D API for our 3D programming API. We implemented real-time fire simulation and added it in mobile 3D game, "Rupee Story".

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Java and C/C++ Mixed Programming (자바와 C/C++의 혼합 프로그래밍)

  • Kim, Sang-Hoon
    • Journal of Korea Multimedia Society
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    • v.13 no.10
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    • pp.1514-1524
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    • 2010
  • The standard Java class library does not support the platform-dependent features needed by the application. Therefore, the Java application including the platform -dependent features must supplement the required features by invoking native functions using JNI. The native language programmer has to explicitly specify how to connect to various Java objects and later to disconnect from them. In this paper, I suggest a way to avoid these annoying works. The native method in the pure java class can not contain a native code block. By providing a native code block for the native method, it is possible for programmer to write a native code without being aware of JNI. To achieve this, I introduced the native class that is a java class on the native environment, and made it possible to interchange data by placing an arbitrator between the java class and the native class.

Development of Scene Graph Library for Mobile Platforms (모바일 플랫폼을 위한 장면그래프 라이브러리 개발)

  • Kim, Jun-Ho;Seo, Jin-Seok;Park, Chang-Hoon;Hwang, Jane;Ko, Hee-Dong
    • Journal of Korea Multimedia Society
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    • v.13 no.5
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    • pp.792-801
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    • 2010
  • In this paper, we introduce a novel scene graph library for mobile platforms, called the 'Mobile OpenSceneGraph (Mobile OSG)', as a mobile graphics middleware. Our mobile scene graph library supports several nice properties, including platform-independence, extensibility, touch-based UI supports, and compatibility, by carefully adapting the OpenSceneGraph library, one of the most widely used graphics middlewares for desktop platforms, to mobile platforms. We validate the usefulness of the proposed library for mobiles with the several experimental results including real-time rendering, camera manipulations with a touch-based UI, and animations with switching geometric nodes.

A Decentralized Copyright Management Model using Mydata Concept (마이데이터 개념을 활용한 탈중앙화 저작권 관리 모델)

  • Kim, Hyebin;Shin, Weon;Shin, Sang Uk
    • Journal of Korea Multimedia Society
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    • v.23 no.2
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    • pp.262-273
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    • 2020
  • This paper analyzes the existing copyright management and copyright sharing model and discusses the limitations. It then proposes a consortium Blockchain-based copyright management model in which the service platform participates as a node, and discusses how to combine the My Data concept with Blockchain and smart contracts. Also, Blockchain-based CP-ABE is introduced and applied to the proposed model as a way for users to define access policies and store copyright data in encrypted form on the storage of the online service providers (OSP). Compared with the existing copyright management model, the proposed model allows the copyright holder to focus on copyright registration, license content design, and sharing, as the data subject. And it is expected to be able to transparently manage the usage records and the basis for the settlement of the copyrighted data that are shared and used on each platform.

Performance Evaluation of Synchronization Method for Reducing the Overall Synchronization Time in Digital Radio Mondiale Receivers

  • Kwon, Ki-Won;Kim, Seong-Jun;Hwang, Jun;Paik, Jong-Ho
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.7 no.8
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    • pp.1860-1875
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    • 2013
  • In this paper, we present a comparative performance evaluation of the sampling frequency synchronization method that eliminates the initial sampling frequency offset (SFO) to reduce the overall synchronization time in Digital Radio Mondiale (DRM) receivers. To satisfy the advanced synchronization performance requirements of DRM receivers, we introduce the conventional DRM synchronization method (Method 1) and another method (Method 2), which does not perform the initial sampling frequency synchronization in the conventional synchronization method (both methods are mentioned later in this paper). To demonstrate the effectiveness of the performance evaluation, analytical expressions for frame detection are derived and simulations are provided. Based on the simulations and numerical analysis, our result shows that Method 2, with a negligible performance loss, is robust to the effects of the initial sampling frequency synchronization even if SFO is present in the DRM signal. In addition, we verify that the inter-cell differential correlation used between reference cells is robust to the effect of the initial SFO.

Cross Platform Game Development Environment for PMP (PMP(Portable Multimedia Player)를 위한 크로스 플랫폼 게임 개발 환경)

  • Lee, Ya-Ri;Kim, Jung-Sook
    • Journal of Digital Contents Society
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    • v.8 no.3
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    • pp.377-383
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    • 2007
  • The existing PMP contents have been usually providing moving picture services. However the rapid increasement by users of mobile equipment brought the need for multipurpose convergence, it is needed to develop the appropriate contents as these products appear. In this paper we designed the easy development environment for game contents that provide limited killer services. Game with the limited PMP input devices as a variety of portable input devices are developed and the equipment function of PMP itself is enhanced, its field of application will be further extended. So, we will design cross platform game development environment for PMP that is able to give friendly and valuable game contents to PMP users.

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Design and Implementation of User Location-based N-Screen Service System (사용자 위치 인식 기반 맞춤형 N-Screen Service 시스템 설계 및 구현)

  • Kim, Jung Jae;Ryu, Min Woo;Cha, Si Ho;Cho, Kuk Hyun
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.10 no.1
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    • pp.139-146
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    • 2014
  • Through numerous mobile device technology advances, various multimedia contents is moving towards mobile devices from existing personal computer (PC). These paradigm has emerged taking into account these idea, the so-called N-Screen, N-Screen is user-centric service to provide running and sharing on everywhere via advanced smart system in C-P-N-T (Content, Platform, Network, Terminal). Therefore we must provide securing of various contents, openended platform, and user-centric service for efficient N-Screen service. For These characteristic of N-Screen, this paper propose design and implementation of user location-based N-Screen service system. The proposed system realize user location through user's smart phone and offer automatic streaming service to user. And also, we provide web service-based extended N-Screen service. Thus, user can access various device, such as laptop, tablet, and mobile device.

The Implementation and Performance Evaluation of a Multi-OS Platform Software Streaming Services (다중 운영체제 플랫폼 소프트웨어 스트리밍 서비스의 구현과 성능평가)

  • O, Chang-Hun;Song, Dong-Ho;Jeon, Yong-Hee
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.33 no.1B
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    • pp.25-37
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    • 2008
  • Network streaming technology is a service method which can support several application software via streaming in networks. Although multimedia streaming technology has been developed and widely used, research on the software streaming technology is not yet being progressed actively. In this paper, we design and implement a software streaming technology based on Java language with enhanced performance, compare the existing related systems with it and analyze several characteristics, and perform the performance evaluation. The implemented system has a platform to be used in multiple operating systems in addition to Windows system. It can also be used without installing a software at the client's computer, and has a novel feature that the user's convenience is maximized.

An Architecture of IoT Information Gateway in the IMS (IMS 기반의 IoT 정보 게이트웨이 구조)

  • Wang, Qichao;Lee, Jaeoh
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.15 no.3
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    • pp.29-36
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    • 2019
  • With the rapid development of 5G technology, more and more network functions are interconnected and more popular. In order to effectively manage emerging network concepts, it allows any device object in the real world to be connected anywhere and at any time through the integration of device object recognition, interaction and raw data collection technologies. In addition, IP Multimedia Subsystem (IMS) is an architecture framework for transmitting IP-based information to the device object which can be represented as end user. Therefore, the Internet of Things and IP Multimedia Subsystem (IoT-IMS) communication platform can provide a convenient and fast way for user or device objects to deploy new application services effectively. In particular, in order to collect and manage the device information from IoT effectively in the IoT-IMS communication platform, an IoT Information Gateway (IIG) is proposed. Through the IoT Application Service (AS) scenario, the collected device information can be easily observed and managed in a unified way.

A Study on the Analysis and Device Immersion of Game Platforms Optimized for Metabus Environment - Comparison of popular games in Korea, China, and Japan - (메타버스 환경에 적합한 게임 플랫폼과 디바이스 몰입요소 분석 - 한·중·일 인기게임 비교를 통해서 -)

  • Lim, SangGuk
    • Journal of Korea Multimedia Society
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    • v.25 no.6
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    • pp.852-865
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    • 2022
  • During the COVID-19 pandemic, games played an important role in people's lives. Numerous online users flocked to the game platform, and brand companies started using online games to promote their products. Medical institutions have also implemented policies for healthy physical activity through online games. In order to attract more global game users, research on immersion in games is also very important to prevent users from leaving the platform. Therefore, it is necessary to analyze the common immersion elements of popular games by country and study them from the perspective of changing devices. In this paper, representative popular games of Korea, China, and Japan, which are recently called the dark horse of the game industry, are classified by devices of mobile, online PCs, and VR games and analyzed using immersion analysis tools proposed by researcher. Next, the representative metaverse games of the Web 3.0 era were analyzed, and their characteristics were compared with the results of the immersion analysis between Korea, China, and Japan, and proposed as game immersion elements suitable for metabus games.