• Title/Summary/Keyword: multimedia server

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The Architecture of Tool server in MPEG-21

  • Kim, Kwang-Yong;Hong, Jin-Woo;Kim, Jin-Woong
    • Proceedings of the Korean Institute of Intelligent Systems Conference
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    • 2003.09a
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    • pp.272-275
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    • 2003
  • This paper presents the role and its function of Tool server. MPEG-21 means multimedia framework for delivery and consumption of multimedia which is being discussed in ISO/IEC 21000. A view of MPEC-21 aims to define multimedia framework to enable transparent use of multimedia resource across a wide range of networks and devices used by different communities. MPEG-21 will enable all-electronic creation delivery and trade of digital multimedia content and transparent usage of various content types on network device. Therefore, we can provide access to information and services from almost anywhere at anytime with various terminals and networks. In order to support multimedia delivery chain that contains content creation, production, delivery and consumption, we need many standards(elements) for identify, describe, manage and protect the content. Thus, we define Digital Item Player(DIP), Digital Item Adaptation(DIA) server and Tool server as primary objects of MPEG-21 multimedia framework. DIP provides a function which creates and consumes Digital Item(DI) as a kind of a digital object by user. A DI contains both media resources and metadata including rights information. DIA server deals with the usage environment description schema of the user characteristics, terminal and network characteristics and natural environments. DIA server adapts the original DI to the usage environment description sent from the terminal and transmits the adapted DI to the terminal. Tool server searches for a tool requested from DIP or DIA and downloads the best tool to DIP or DIA server. In this paper, we present how Tool sewer is organized and is used among 2 primary objects. The paper is structured as followings: Section 1 briefly describes why MPEG-21 is needed and what MPEG-21 wants. We see requirement that tool server must equip functionally in section 2. The proposed tool server,its structure and its functionality are presented in section 3. Section 4 explains a scenario that tool server transmits tool to DIP and shows the experimental result. The paper concludes in section 5.

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Design and Implementation of Mobile Platform for Personalized Media Streaming Service (사용자 맞춤형 미디어 스트리밍 서비스를 위한 모바일 플랫폼 설계 및 구현)

  • Park, Sung-Joo;Yang, Chang-Mo
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2010.07a
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    • pp.360-363
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    • 2010
  • Streaming Technology can support the real-time playback without downloading and storing multimedia data in local HDD. So, client browser or plug-in can represent multimedia data before the end of file transmission using streaming technology. Recently, the demand for efficient real-time playback and transmission of large amounts of multimedia data is growing rapidly. But most users' connections over network are not fast and stable enough to download large chunks of multimedia data. In this paper, we propose an intelligent IP streaming system based on personalized media service. The proposed IP streaming system enables users to get an intelligent recommendation of multimedia contents based on the user preference information stored on the streaming server or the home media server. The supposed intelligent IP streaming system consists of Server Metadata Agent, Pumping Server, Contents Storage Server, Client Metadata Agent and Streaming Player. And in order to implement the personalized media service, the user information, user preference information and client device information are managed under database concept. Moreover, users are assured of seamless access of streamed content event if they switch to another client device by implementing streaming system based on user identification and device information. We evaluate our approach with manufacturing home server system and simulation results.

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Design and Implementation of Intelligent IP Streaming Module Based on Personalized Media Service (개인 맞춤형 미디어 서비스 기반 지능형 IP 스트리밍 모듈 설계 및 구현)

  • Park, Sung-Joo;Yang, Chang-Mo
    • IEMEK Journal of Embedded Systems and Applications
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    • v.4 no.2
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    • pp.79-83
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    • 2009
  • Streaming Technology can support the real-time playback without downloading and storing multimedia data in local HDD. So, client browser or plug-in can represent multimedia data before the end of file transmission using streaming technology. Recently, the demand for efficient real-time playback and transmission of large amounts of multimedia data is growing rapidly. But most users' connections over network are not fast and stable enough to download large chunks of multimedia data. In this paper, we propose an intelligent IP streaming system based on personalized media service. The proposed IP streaming system enables users to get an intelligent recommendation of multimedia contents based on the user preference information stored on the streaming server or the home media server. The supposed intelligent IP streaming system consists of Server Metadata Agent, Pumping Server, Contents Storage Server, Client Metadata Agent and Streaming Player. And in order to implement the personalized media service, the user information, user preference information and client device information are managed under database concept. Moreover, users are assured of seamless access of streamed content event if they switch to another client device by implementing streaming system based on user identification and device information. We evaluate our approach with manufacturing home server system and simulation results.

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A Performance Evaluation of Multimedia-on-demand Server Using Simulation Method (시뮬레이션 기법을 이용한 주문형 멀티미디어 서버의 성능 평가)

  • 박기진
    • Journal of the Korea Society for Simulation
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    • v.7 no.2
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    • pp.33-43
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    • 1998
  • To evaluate the server performance and forecast capacity requirements, we carry out simulation of Multimedia-on-demand(MOD) server. In multimedia service environment, especially for on-demand service, one of the key problems is capacity planning, which requires ensuring that adequate computer resources will be available to meet the future workload demands in a cost-effective manner. In this paper, we design and implement a simulation model for MOD server with failures of components (e.g., processors, disks and networks). By acquisition of utilization and queue length parameters, we can estimate desirable capacity of server components with various arrival rates of customers and failure rates of components. For a given failure probability, we also compute packet delay probability and reliability of the server. It is possible to derive some important design information of the MOD server by using the above parameters.

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Web-server accelerator - CDA(Contents Delivery Accelerator) (웹 서버 성능 가속기)

  • 조준우;최현진;박규호
    • Proceedings of the IEEK Conference
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    • 2003.11b
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    • pp.73-76
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    • 2003
  • Current web-server deals a multimedia data as well as text data. But dealing a multimedia data is high burden to web-server. So it can degrade web-server response. We introduce H/W feature CDA (Contents Delivery Accelerator). Main function of this H/W is transferring data between SCSI disk and NIC by direct path, and TCP offloading. These 2 functions can accelerate web-server performance. In this paper we will explain problem of current web-server and suggest our new architecture and say various implementation issues.

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Design and Implementation of a Distributed-Object Based Web Server System (분산객체기반 Web서버 시스템의 설계 및 구현)

  • 황호찬;김광수;박규석
    • Proceedings of the Korea Multimedia Society Conference
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    • 2000.11a
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    • pp.31-36
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    • 2000
  • 인터넷의 서비스개선으로 사용자의 수는 기하급수적으로 늘어나고 있으며, 이러한 경향에 발맞추어 홈페이지의 수도 날로 늘어가고 있는 추세이다. 홈페이지를 만드는데 있어서 필수적인 것이 바로 Web Server라고 한 수 있으며, 현재 Web Server에 대한 연구가 계속되고 있는 추세이다. 본 논문에서는 현재 사용되고 있는 Web Server보다 좀더 개선된 Server 시스템을 제안하였으며, 이 Server 시스템은 OS에 독립적일 뿐만 아니라 사용자에 대한 서비스 시간과 사용 자원을 줄일 수 있다.

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Bandwidth Requirement and Priority-based Synchronization Methods in Hybrid Client-Server Architecture for Mobile Multiplayer Games (모바일 멀티플레이어 게임을 위한 하이브리드 클라이언트-서버 구조의 대역폭 요건과 우선순위 기반 동기화 기법)

  • Kim, Jinhwan
    • Journal of Korea Multimedia Society
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    • v.17 no.4
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    • pp.526-534
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    • 2014
  • Most of the multiplayer games available online are based on a client-server architecture because this architecture gives better administration control to the game providers than peer-to-peer architecture. In this architecture, the server is responsible for all the communication between the connected clients. The weakness of this architecture is its bandwidth requirement and scalability. Peer-to-peer architectures have then been proposed to solve these issues. In this paper, we propose a hybrid client-server architecture in which the game state is partially shared by the mobile terminal to achieve consistency among different players. Like a peer-to-peer architecture, this architecture uses client-side capacities to reduce bandwidth requirements for the server and improves consistency in wireless networks. Client events have different timeliness and consistency requirements according to their nature in the game world. These requirements lead to tasks with different priorities on CPU processing. In the proposed architecture, either the server or the client applies consistency mechanism according to the priority level. Simulation experiments show that the bandwidth of the server in this architecture is smaller than that of the client-server architecture. As a result, the server in the proposed architecture can accommodate more clients with enhancing the scalability.

Design of an Architecture for Massively Multiplayer Online Game Server using Multimedia Storage Server (Multimedia Storage Server를 응용한 MMO 게임 서버 구조에 대한 설계)

  • 황요한;김동균;장인걸;신동일;김동현
    • Proceedings of the Korean Information Science Society Conference
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    • 2002.10d
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    • pp.211-213
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    • 2002
  • 온라인 게임(online game)은 초고속 통신망의 보급과 기존의 1인용 게임(Single-player game)의 인공지능에서 느낄 수 없었던 즐거움을 제공함으로써 급속도로 보급되었다. 또한 최근의 온라인 게임 시장은 그래픽 기술을 비롯한 하드웨어의 발달로 2D에서 3D로 옮겨가고 있다. 따라서 이러한 추세에 따라 온라인 게임은 보다 많은 멀티미디어 데이터를 필요로 하게 되었다. 이에 Multimedia Storage Sever를 멀티플레이어 온라인 게임(Multi-player online game)에 적용함으로써 보다 효율적인 멀티플레이어 온라인 게임 서버를 구성하고자 한다.

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A Design of Real-time VOD Server Simulator (실시간 VOD 서버 시뮬레이터 설계)

  • 정지영;김성수
    • Journal of the Korea Society for Simulation
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    • v.9 no.3
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    • pp.65-75
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    • 2000
  • In recent years, significant advances in computers and communication technologies have made multimedia services feasible. As a result, various queuing models and cost models on architecture and data placement for multimedia server have been proposed. However, these analytical techniques use only probabilistic models to represent the behavior of a system, and then they have several limitations like accuracy. Simulation is a viable alternative to analytical model. It avoids many of the limitations associated with analytical techniques, allowing for more precise representation of system attributes like workload in program code. In this paper, we propose a simulation test bed that can evaluate performance of real-time multimedia server by using simulation model.

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Optimization of DB Server and Web Server to Enhance the Performance of ECM

  • Lee, Sun-Woo;Kim, Jong-Soo;Kim, Tai-Suk
    • Journal of Korea Multimedia Society
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    • v.16 no.12
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    • pp.1446-1453
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    • 2013
  • In order to develop ECM system, there are a number of methodologies. Adopting Microsoft's solution and methodology is one of them. ECM has a large number of users to save the documentations in various types of multimedia data. So, managing multimedia database is very critical in ECM. Therefore the unit and integration test to evaluate the performance can detect the flaws of the system early on, and it has to be enables to reflect the user's requirements thru the user acceptance test. In this paper, we are discussing how to optimize the SQL database before the ECM system is built and used in the real situation thru unit and integration tests.