• Title/Summary/Keyword: multimedia platform

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A Design of Multimedia Application SoC based with Processor using BTB (BTB를 이용한 프로세서 기반 멀티미디어 응용 SoC 설계)

  • Jung, Younjin;Lee, Byungyup;Ryoo, Kwangki
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2009.10a
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    • pp.397-400
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    • 2009
  • This paper describes ASIC design of Multimedia application SoC platform based RISC processor with BTB(Branch Target Buffer). For performance enhancement of platform, we use a simple branch prediction scheme, BTB structure, that stores a target address for branch instruction to remove pipeline harzard. Also, the platform includes a number of peripheral such as VGA controller, AC97 controller, UART controller, SRAM interface and Debug interface. The platform is designed and verified on a Xilinx VERTEX-4 FPGA using a number of test programs for functional tests and timing constraints. Finally, the platform is implemented into a single ASIC chip which can be operated at 100MHz clock frequency using the Chartered 0.18um process. As a result of performance estimation, the proposed platform shows about 5~9% performance improvement in comparison with the previous SoC Platform.

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A study about multi platform environment game character development (멀티 플랫폼 환경 게임 캐릭터 개발 방법에 관한 모델 연구)

  • Choi, tae-jun;Ryu, seuc-ho
    • Proceedings of the Korea Contents Association Conference
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    • 2007.11a
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    • pp.647-651
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    • 2007
  • Game was begun to sell to multi platform rather than is sold as a title of a kinds of machine since some moment. In case of competition flag species such as PS (Play Station) or XBOX, there is 'Final Fantasy', 'Gear of War' masterpiece. However, title of game was begun to manufacture to multi platform and this is step that much games are manufactured to multi platform by selection of game developers to minimize danger by production cost rise of game. About game character development method in multi platform surrounding that this research is such game character abstract of multi platform and multi platform environment direction for multi platform through analysis and example proposal to basis data for presentation utilize wish to.

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A Package Design for Multimedia Live Streaming in Distributed Environment (분산 환경에서 멀티미디어 실시간 스트리밍을 위한 패키지 설계)

  • Seo Bong-Kun;Kim Yun-Ho
    • Journal of Korea Multimedia Society
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    • v.9 no.4
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    • pp.490-504
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    • 2006
  • It needs to control each objects on various platform and transmit multimedia data to multiple receivers which are for developing a multimedia service with multimedia live streaming in a distributed environment. In this paper, we present a DLS (Distributed Live Streaming) package which support l:N multimedia live streaming in a distributed environment. Also, it has extended RMI which is a distributed object technology and JMF using multimedia transmission/processing. A java-based DLS package has been designed to separate a transmission and a control for more efficient distributed processing. It is possible to apply in development of multimedia service supported 1:N transmission and runned independently to any platform.

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Interactive Multimedia Service Terminal for IMPRESS

  • Park, Jin-sang;Park, Jong-Hoon
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 1997.06a
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    • pp.67-70
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    • 1997
  • This Paper describes the system configuration and implementation method of an IMPRES (Interactive Multimedia exPRESS) terminal. The terminal is developed in the form of a PC add-on board that is called MINIBA (Media and Network Interface Board Assembly). IMPRESS is a communication service platform that support various interactive multimedia services. The main objectives of developing IMPRESS are to implement DAVIC compliant services platform to verify DAVIC specification and to support testing environment. Currently IMPRESS terminal provides MPEG-2 quality movies on demand, switched video broadcasting, and home-shopping service to the service user, based on the ATM network.

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A Hadoop-based Multimedia Transcoding System for Processing Social Media in the PaaS Platform of SMCCSE

  • Kim, Myoungjin;Han, Seungho;Cui, Yun;Lee, Hanku;Jeong, Changsung
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.6 no.11
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    • pp.2827-2848
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    • 2012
  • Previously, we described a social media cloud computing service environment (SMCCSE). This SMCCSE supports the development of social networking services (SNSs) that include audio, image, and video formats. A social media cloud computing PaaS platform, a core component in a SMCCSE, processes large amounts of social media in a parallel and distributed manner for supporting a reliable SNS. Here, we propose a Hadoop-based multimedia system for image and video transcoding processing, necessary functions of our PaaS platform. Our system consists of two modules, including an image transcoding module and a video transcoding module. We also design and implement the system by using a MapReduce framework running on a Hadoop Distributed File System (HDFS) and the media processing libraries Xuggler and JAI. In this way, our system exponentially reduces the encoding time for transcoding large amounts of image and video files into specific formats depending on user-requested options (such as resolution, bit rate, and frame rate). In order to evaluate system performance, we measure the total image and video transcoding time for image and video data sets, respectively, under various experimental conditions. In addition, we compare the video transcoding performance of our cloud-based approach with that of the traditional frame-level parallel processing-based approach. Based on experiments performed on a 28-node cluster, the proposed Hadoop-based multimedia transcoding system delivers excellent speed and quality.

The Development of Multimedia Player Platform for Terrestrial Digital Multimedia Broadcasting (DMB) (지상파 이동 멀티미디어방송용 멀티미디어 재생기 개발)

  • 기명석;서정일;강경옥
    • Journal of Broadcast Engineering
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    • v.8 no.4
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    • pp.465-472
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    • 2003
  • In this paper we propose the structure of MPEG-4 multimedia player platform for Terrestrial Digital Multimedia Broadcasting (DMB) Service. Korea will launch DMB service at next 2004 you based on Eureka-147 Digital Audio Broadcasting (DAB) Service System. This new mobile multimedia broadcasting services provide not only high quality digital audio broadcasting services, but also various multimedia data broadcasting services including high quality video. For the sake of MPEG-4 Systems technologies, it will provide an interactive service to users in the near future. Therefore it terminal shall have various functionalities as well as playing audio-visual contents. However there is no precedence standard for such mobile interactive multimedia broadcasting system. Therefore it is very import to provide the multimedia player platform of DMB service for accelerating the development process of commercial terminal and providing a direction of next DMB terminal structure.

An Abstract Object-Oriented Platform Model for an ATM Switching System

  • Kim, Young-Man;Jung, Boo-Geum;Lee, Eun-Hyang;Lim, Dong-Sun
    • Proceedings of the IEEK Conference
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    • 2000.07b
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    • pp.723-726
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    • 2000
  • In this paper, we present an abstract object-oriented plat-form model .suitable for the real-time distributed telecommunication system. The proposed platform is constructed upon the extended version of the real-time, distributed operating system, SROS(Scalable Real-time Operating System), that is developed at ETRI and successfully operated in the ATM switching system for several years. The object-oriented software development and maintenance methodology will resolve the current software crisis in the area of telecommunication and switching systems due to the everlasting maintenance about the huge amount of the existing software and the ever increasing needs for the better and new communication services. In general, an object-oriented software platform realizes the object-oriented methodology and possesses many good aspects like high productivity, better reusability, easy maintenance, et at. The platform is also designed to present the distributed multimedia service in addition to real-time event delivery. Recently, we have been implementing a couple of prototype bated on the proposed platform. Reflecting the evaluation results from these prototypes, the final platform specification will be determined.

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Design and Implementation of Hadoop-based Big-data processing Platform for IoT Environment (사물인터넷 환경을 위한 하둡 기반 빅데이터 처리 플랫폼 설계 및 구현)

  • Heo, Seok-Yeol;Lee, Ho-Young;Lee, Wan-Jik
    • Journal of Korea Multimedia Society
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    • v.22 no.2
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    • pp.194-202
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    • 2019
  • In the information society represented by the Fourth Industrial Revolution, various types of data and information that are difficult to see are produced, processed, and processed and circulated to enhance the value of existing goods. The IoT(Internet of Things) paradigm will change the appearance of individual life, industry, disaster, safety and public service fields. In order to implement the IoT paradigm, several elements of technology are required. It is necessary that these various elements are efficiently connected to constitute one system as a whole. It is also necessary to collect, provide, transmit, store and analyze IoT data for implementation of IoT platform. We designed and implemented a big data processing IoT platform for IoT service implementation. Proposed platform system is consist of IoT sensing/control device, IoT message protocol, unstructured data server and big data analysis components. For platform testing, fixed IoT devices were implemented as solar power generation modules and mobile IoT devices as modules for table tennis stroke data measurement. The transmission part uses the HTTP and the CoAP, which are based on the Internet. The data server is composed of Hadoop and the big data is analyzed using R. Through the emprical test using fixed and mobile IoT devices we confirmed that proposed IoT platform system normally process and operate big data.

ASIC Design of OpenRISC-based Multimedia SoC Platform (OpenRISC 기반 멀티미디어 SoC 플랫폼의 ASIC 설계)

  • Kim, Sun-Chul;Ryoo, Kwang-Ki
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2008.10a
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    • pp.281-284
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    • 2008
  • This paper describes ASIC design of multimedia SoC Platform. The implemented Platform consists of 32-bit OpenRISC1200 Microprocessor, WISHBONE on-chip bus, VGA Controller, Debug Interface, SRAM Interface and UART. The 32-bit OpenRISC1200 processor has 5 stage pipeline and Harvard architecture with separated instruction/data bus. The VGA Controller can display RCB data on a CRT or LCD monitor. The Debug Interface supports a debugging function for the Platform. The SRAM Interface supports 18-bit address bus and 32-bit data bus. The UART provides RS232 protocol, which supports serial communication function. The Platform is design and verified on a Xilinx VERTEX-4 XC4VLX80 FPGA board. Test code is generated by a cross compiler' and JTAG utility software and gdb are used to download the test code to the FPGA board through parallel cable. Finally, the Platform is implemented into a single ASIC chip using Chatered 0.18um process and it can operate at 100MHz clock frequency.

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Development of a Meeting Android Application Based on Real-Time Remote Screen Control (실시간 원격화면 제어 기반의 회의 지원 안드로이드 앱 개발)

  • Jung, Jae Yoon;Kim, Tae-Hwa;Jung, Hyun-Woo;Lee, Ji-Hoon;Kim, Dong Kwan
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2012.10a
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    • pp.411-413
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    • 2012
  • It is noticeable that the number of newly registered Android applications increases rapidly. Such a recent trend indicates the Android platform is spreading globally. The ongoing platform upgrade might be one of the main reasons of the popularity of the Android mobile platform. Android platform 4.0 or later provides WiFi-Direct APIs that allow smart devices to communicate with each other without intermediate media. In this paper, we propose design and implementation techniques for small-scale impromptu meeting applications based on WiFi-Direct. The proposed meeting application can be used in a situation when one is difficult to connect the Internet. It also provides meeting data sharing capabilities, noting functionality, real-time remote screen control, and grouping of meeting participants. Our development results have demonstrated that the Android WiFi-Direct APIs can be effectively applied to impromptu conferencing mobile applications.

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