• Title/Summary/Keyword: multimedia platform

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IPMP(Intellectual Property Management and Protection) Service Interfaces based on MPEG Multimedia (MPEG 멀티미디어 미들웨어에 기반한 보호관리 서비스 인터페이스)

  • Choo, Hyon-Gon;Bang, Gun;Nam, Je-Ho
    • Journal of Korea Multimedia Society
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    • v.10 no.3
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    • pp.325-334
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    • 2007
  • In order to increase the promotion of multimedia processing techniques in MPEG standard, MPEG Multimedia Middleware (M3W) which supports middleware interface for multimedia processing is set up. In this paper, multimedia protection and management service interfaces based on MPEG Multimedia Middleware (M3W) are introduced. The service interfaces are based on component models of M3W and support normative IPMP messages. The proposed interfaces are composed of Tool interfaces and Trust management interfaces: Tool interfaces provide the functionality supporting terminal and tool based on the governed decoder model and Trust management interfaces provide the supporting functionality such as license managing and authentication required in DRM devices. As an application of the proposed interfaces, a JAVA based player simulator is shown. The proposed interfaces can be easily implemented under various device and application environments as an ISO/IEC 23004-2 standard middleware platform.

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Comparative Analysis of the Development of Mobile Applications for Electronic Textbooks: Criteria, Case Study and Challenges (디지털교과서 모바일 애플리케이션 개발방법론 비교 분석: 선택기준, 사례연구 및 적용 시 문제점)

  • Lee, HeeJeong;Yau, Kok-Lim Alvin
    • KIPS Transactions on Software and Data Engineering
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    • v.7 no.4
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    • pp.145-152
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    • 2018
  • In electronic textbooks (or e-Textbooks) the traditional paper-based textbooks are enriched with multimedia contents and new features such as interactive multimedia-based simulation, interactive quizzes, and content sharing. It has been envisioned that e-Textbooks will gradually replace the traditional paper-based textbooks in classrooms in the near future. HTML5 is an emerging and promising standard that enables web applications (or apps) to incorporate rich multimedia contents such as video clips, flash movies and simulation-based demonstration, as well as to provide cross-platform functionality which allows the apps to run on a diverse range of platforms. To support rich multimedia contents and cross-platform functionality, with respect to HTML5, this paper presents the new features, compares the current trend of mobile apps (e.g., native, web-based and hybrid apps) for e-Textbook development. In order to investigate the suitability of these three development approaches for e-Textbooks, we present a case study on our recent work in developing e-Textbooks using HTML5 and JavaScript, as well as analyses the challenges associated with HTML5 features (e.g, compatibility with web browsers) for developing e-Textbooks.

Design and Implementation of Data Broadcasting Authoring Tool for Multi-platforms (데이터방송 표준간 호환 가능한 저작도구 설계 및 구현)

  • Lee Cha-Won;Nam Yoon-Seok;Kim Jung-Hwan;Na Hee-Joo;Kim Seong-Won;Jung Moon-Ryul
    • Journal of Broadcast Engineering
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    • v.11 no.3 s.32
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    • pp.349-362
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    • 2006
  • There are several data broadcasting standards that the developers should apply when develops any interactive digital TV contents. In Korea, we adopts ACAP(Advanced Common Application Platform) as terrestrial data broadcasting standard, MHP(Multimedia Home Platform) fur satellite data broadcasting and OCAP(OpenCable Application Platform) for cable data broadcasting. Therefore, content providers must develop different applications which suited for different standards - even if the application is exactly same. This is waste of time and energy. This paper suggests a solution to solve this problem among different broadcasting platforms - MHP, OCAP and ACAP. We compared these specifications, and found out what APIs are typically used far applications. Then we designed XML file structures that can be used to define contents of applications. We also implemented an authoring tool which automatically generates XML files by interaction with users. This paper also ascertains Xlet applications, produced by the authoring tool, works properly on each different data broadcasting standard - MHP, OCAP and ACAP.

A Reconfigurable, General-purpose DSM-CC Architecture and User Preference-based Cache Management Strategy (재구성이 가능한 범용 DSM-CC 아키텍처와 사용자 선호도 기반의 캐시 관리 전략)

  • Jang, Jin-Ho;Ko, Sang-Won;Kim, Jung-Sun
    • The KIPS Transactions:PartC
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    • v.17C no.1
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    • pp.89-98
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    • 2010
  • In current digital broadcasting systems, GEM(Globally Executable MHP)-based middlewares such as MHP(Multimedia Home Platform), OCAP(OpenCable Application Platform), ACAP(Advanced Common Application Platform) are the norm. Despite much of the common characteristics shared, such as MPEG-2 and DSM-CC(Digital Storage Media-Command and Control) protocols, the information and data structures they need are slightly different, which results in incompatibility issues. In this paper, in line with an effort to develop an integrated DTV middleware, we propose a general-purpose, reconfigurable DSM-CC architecture for supporting various standard GEM-based middlewares without code modifications. First, we identify DSM-CC components that are common and thus can be shared by all GEM-based middlewares. Next, the system is provided with middleware-specific information and data structures in the form of XML. Since the XML information can be parsed dynamically at run time, it can be interchanged either statically or dynamically for a specific target middleware. As for the performance issues, the response time and usage frequency of DSM-CC module highly contribute to the performance of STB(Set-Top-Box). In this paper, we also propose an efficient application cache management strategy and evaluate its performance. The performance result has shown that the cache strategy reflecting user preferences greatly helps to reduce response time for executing application.

A study on Cross-Platform Search Pattern (크로스 플랫폼에서의 탐색 패턴 연구)

  • Kim, Hwoi-Kwang;Park, Chan-Ik
    • Journal of Digital Convergence
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    • v.16 no.4
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    • pp.321-327
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    • 2018
  • Applications have evolved with the evolution of smartphones, and the search structure is changing as well. In this study, we searched through various cases of cross platform and found out the search pattern and suggested correct usage method accordingly. As a result, the search structure for cross platform can be divided into persistent navigation, temporary navigation, and auxiliary navigation. Persistent navigation is available in a hierarchical structure using springboards, lists, galleries, and top menus. Temporary navigation can take advantage of drawers, toggle menus, and pie menus, while secondary navigation can provide the same experience across platforms using an accordion menu or scrolling.

Map Browser Client for LBS using WIPI platform (WIPI platform기반 LBS 맵 브라우저 클라이언트)

  • 고상보;좌정우
    • Proceedings of the Korea Contents Association Conference
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    • 2004.05a
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    • pp.522-528
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    • 2004
  • Mobile internet service based on CDMA network evolution and multifunction mobile terminal is popular in Korea. Mobile internet service is classified as the information service using browser and mobile multimedia service using download platform. Killer applications based on multifunction mobile terminals have been developed for new business in mobile internet services. One of killer applications is location based seurvice (LBS) using mobile location information. In this paper, we develop mobile map browser using WIPI platform that is the main function in LBS. Mobile map browser interworking with GIS server provides the map information. The developed mobile map browser can be working on PDA and telematics terminals when WIPI is porting on these devices.

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The Design, Implementation, Demonstration of the Architecture, Service Framework, and Applications for a Connected Car

  • Kook, Joongjin
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.15 no.2
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    • pp.637-657
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    • 2021
  • While the conventional vehicle's Head-Units played relatively simple roles (e.g., control of heating ventilation and air conditioning, the radio reception), they have been evolving into vehicle-driver interface with the advent of the concept of Connected Car on top of a rapid development of ICT technology. The Head-Unit is now successfully extended as an IVI (In Vehicle Infotainment) that can operate various functions on multimedia, navigation, information with regards to vehicle's parts (e.g. air pressure, oil gauge, etc.). In this paper, we propose a platform architecture for IVI devices required to achieve the goal as a connected car. Connected car platform (CoCaP) consists of vehicle selective gateway (VSG) for receiving and controlling data from major components of a vehicle, application framework including native and web APIs required to request VSG functionality from outside, and service framework for driver assistance. CoCaP is implemented using Tizen IVI and Android on hardware platforms manufactured for IVI such as Nexcom's VTC1010 and Freescale's i.MX6q/dl, respectively. For more practical verification, CoCaP platform was applied to an real-world finished vehicle. And it was confirmed the vehicle's main components could be controlled using various devices. In addition, by deriving several services for driver assistance and developing them based on CoCaP, this platform is expected to be available in various ways in connected car and ITS environments.

A study on the analysis of virtual reality platform API for virtual reality (VR) development

  • Lee, Byong-Kwon
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.8
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    • pp.23-30
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    • 2020
  • As the 4th industrial revolution emerged, the latest technologies such as IoT, AI, Big data, AR/VR/XR are emerging. However, in the field of virtual reality (VR) technology platform services, there is no standardization and systematic support. In addition, various platform technologies related to virtual reality have been presented, making it difficult to select an API that should be selected for development. In this study, we analyzed the method for virtual reality development and the virtual reality (VR) technology that is being serviced by users. In addition, by presenting the advantages and disadvantages of each development platform, we intend to present a reference point for developers to select an efficient platform. In addition, it will help the developer to select an effective equipment and software platform in comparison with the advantages and disadvantages of various HMD devices used in virtual reality. The virtual reality (VR) development environment test used products from Oculus, and the software development environment was tested with two types: WebBased VR and HMD embedded.

Vehicle Diagnostic System using Mobile Handset (모바일 핸드셋을 이용한 자동차 진단)

  • Park, Dong-Gyu;Uh, Yoon;Kim, Seong-Yeob;Song, Up-Jo;Kim, Su-Gyu;Lee, Do-Hoon
    • Journal of Korea Multimedia Society
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    • v.10 no.10
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    • pp.1338-1346
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    • 2007
  • Beyond a simple voice service, the advances in performance and resolution of mobile handsets provides us various features in the field of mobile services. Also, advances in the human-machine interface, electronics and embedded system technologies have created the foundation for a dramatic shift in the way the vehicles are diagnosed and maintained. In this paper, we will show the vehicle diagnostic system using the mobile handset based on the OBD-II (On Board Diagnostics version II) protocol. After 2005, OBD-II standard is obligatory for all vehicles selling in Korea. Our research topics are OBD-II protocol converter for the mobile handset and the vehicle diagnostics system on WIPI(Wireless Internet Platform for Interoperability) mobile platform, which is the standard mobile platform in Korea.

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Development of Multimedia Content Usage Analysis Service Platform Utilizing Attention and Understanding Flows (멀티미디어 콘텐츠 응시와 이해도 기반 분석 서비스 플랫폼 기술)

  • Ko, Ginam;Moon, Nammee
    • KIPS Transactions on Software and Data Engineering
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    • v.4 no.8
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    • pp.315-320
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    • 2015
  • The purposed of this research is to develop multimedia content usage analysis service platform. In the proposed platform, the content gazing behaviors of the users are monitored and profiled in real-time and a set of quantifiable metrics is provided. These metrics are used to determine the closeness of the users' behavior from the intent set by the provider. Based on the evaluation, it is possible to assess the effectiveness of the contents themselves as well. The content usage assessment is accomplished by utilizing the intention flow and the intent weight, which are embedded into the content by the content provider. Proposed methodology can be effectively applied and used in various application domains such as in education and in commercial advertisements.