• Title/Summary/Keyword: real-time media

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A Real-Time Disk Prefetch Scheme for Continuous Media Playback (연속매체 상영을 위한 실시간 디스크 프리팻칭 기법)

  • Lim Sung Chae
    • The KIPS Transactions:PartA
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    • v.11A no.7 s.91
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    • pp.547-554
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    • 2004
  • To play back CM (Continuous Media) in online mode, the multimedia system Is required to have a real-time disk scheduling scheme that can efficiently fulfill the strict temporal constraints of serviced CM streams to prevent hiccups. In general, such disk scheduling is performed based on the concept of periodic prefetching since a CM stream has a rather long Playback time. In this paper, we also propose a periodic prefetching scheme that runs by using real-time disk channels, called on-time delivery channels. Since the channels are generated from the bulk-SCAN algorithm and they can be allocated in a very flexible manner based on the EDF (earliest-deadline-first) algorithm, the proposed scheme provides a better Performance in terms of I/O throughput and the average response time, as well as hiccup-free playback of concurrent CM streams. To show that the proposed scheme outperforms other methods, we give some simulation results.

A Study on Real-Time Lightning Simulation for Smart Device (스마트기기 게임에 적합한 실시간 번개 시뮬레이션 연구)

  • Park, SungBae;Oh, GyuHwan
    • Journal of Korea Game Society
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    • v.13 no.4
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    • pp.35-46
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    • 2013
  • In this paper, we show a real-time lightning simulation for smart device game. Our proposed method uses physically based Dielectric Breakdown Model to similar real world lightning path and we simplify the algorithm for real-time simulation in smart device. In addition, the rendering process can render multiple lightning and can real-time render in smart device. Finally, our lightning can support interactive with user. The simulation method will be effectively useful for a game that needs a real-time simulation as its game element in smart device environment.

The Detection Model of Disaster Issues based on the Risk Degree of Social Media Contents (소셜미디어 위험도기반 재난이슈 탐지모델)

  • Choi, Seon Hwa
    • Journal of the Korean Society of Safety
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    • v.31 no.6
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    • pp.121-128
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    • 2016
  • Social Media transformed the mass media based information traffic, and it has become a key resource for finding value in enterprises and public institutions. Particularly, in regards to disaster management, the necessity for public participation policy development through the use of social media is emphasized. National Disaster Management Research Institute developed the Social Big Board, which is a system that monitors social Big Data in real time for purposes of implementing social media disaster management. Social Big Board collects a daily average of 36 million tweets in Korean in real time and automatically filters disaster safety related tweets. The filtered tweets are then automatically categorized into 71 disaster safety types. This real time tweet monitoring system provides various information and insights based on the tweets, such as disaster issues, tweet frequency by region, original tweets, etc. The purpose of using this system is to take advantage of the potential benefits of social media in relations to disaster management. It is a first step towards disaster management that communicates with the people that allows us to hear the voice of the people concerning disaster issues and also understand their emotions at the same time. In this paper, Korean language text mining based Social Big Board will be briefly introduced, and disaster issue detection model, which is key algorithms, will be described. Disaster issues are divided into two categories: potential issues, which refers to abnormal signs prior to disaster events, and occurrence issues, which is a notification of disaster events. The detection models of these two categories are defined and the performance of the models are compared and evaluated.

Real-time Interactive Particle-art with Human Motion Based on Computer Vision Techniques (컴퓨터 비전 기술을 활용한 관객의 움직임과 상호작용이 가능한 실시간 파티클 아트)

  • Jo, Ik Hyun;Park, Geo Tae;Jung, Soon Ki
    • Journal of Korea Multimedia Society
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    • v.21 no.1
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    • pp.51-60
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    • 2018
  • We present a real-time interactive particle-art with human motion based on computer vision techniques. We used computer vision techniques to reduce the number of equipments that required for media art appreciations. We analyze pros and cons of various computer vision methods that can adapted to interactive digital media art. In our system, background subtraction is applied to search an audience. The audience image is changed into particles with grid cells. Optical flow is used to detect the motion of the audience and create particle effects. Also we define a virtual button for interaction. This paper introduces a series of computer vision modules to build the interactive digital media art contents which can be easily configurated with a camera sensor.

Real-time Visitor's Behavior Analysis System via Ultra-Wide Band Radar (초광대역 레이더를 이용한 실시간 관람 행태 분석 시스템)

  • Lee, Joosoon;Seo, Hogeon;Lee, Kyoobin
    • Smart Media Journal
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    • v.8 no.4
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    • pp.85-90
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    • 2019
  • The Ultra-Wide Band sensor is widely used as a wireless indoor localization technology with frequency bands in the GHz range. Meanwhile, in museums, not only the real-time location of visitors but also information on visit route and duration time is required for patrons' behavior analysis. In this paper, the analysis system based Ultra-Wide Band radar for visitor's viewing behavior is introduced and experimented in the real environment. We built the system in National Museum of Korea, and its 22 Ultra-Wide Band radar sensors receive the real-time location of their visitors: this analyzes the visit route and visit time for patrons.

The Spatial Characteristics of Real-time Population Distribution in Seoul based on the Media Users' Time-space Information for The Activity Spaces (미디어 이용자의 활동공간 시.공간 정보를 활용한 서울의 실시간 인구 분포 분석)

  • Lee, Keumsook;Kim, Ho Sung;Lee, Soo Young
    • Journal of the Economic Geographical Society of Korea
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    • v.18 no.1
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    • pp.87-102
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    • 2015
  • This study attempts to introduce the methodology for accounting real-time population distribution in the urban areas. For the purpose, we utilize the media user's time-space information from the media users' media diaries in the media panel survey databases. We analyze the space-time population rate for each activity space related with everyday urban lifes. Seoul has been selected as a case study area, since space-time information are relatively rich there, and thus the comparisons are available. The space-time population rates have been verified by the comparative analysis with the T-card results. We propose a real time population measurement method by combination of the space-time population rate with geographical data. The real time population of each activity space at each dong in Seoul has been calculated by multiplying the space-time population rates to the numbers of employer of three categories of activity spaces(residential, working, and commercial). By utilizing GIS, we visualize the results of two time points (3AM and 3PM) and then analyze the spacio-temporal characteristics of real time population distribution in Seoul. The Day time population distribution pattern shows strong relationships with the distribution of business and commercial activities, while the night time population distribution pattern can be explained by resident population distribution almost perfectly.

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Design and Implementation of Transport and Session Managers in a Multimedia Streaming Framework (멀티미디어 스트리밍 프레임워크에서 전송 및 세션 관리자의 설계 및 구현)

  • Lim, Eak-Jin;Lee, Sung-Young;Jeong, Chang-Yun
    • Journal of KIISE:Computing Practices and Letters
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    • v.7 no.1
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    • pp.24-37
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    • 2001
  • This paper deals with our experience for the design and implementation of Transport and Session managers in the Integrated Streaming Service Architecture (IS SA) that was developed by the authors. The ISSA is a streaming framework that allows to develop integrated multimedia streaming applications such as VOD system in unicast/multicast and real-time broadcastOive-cast). It also facilities standard real-time transport protocols such as RTp(Real-Time Transport Protocol)/RTCP(Real-time Control Protocol) and RTSP(Real-Time Streaming ProtocoD that allows to user openness. The ISSA supports diverse media fonnats and is independent from underlying networks and operating systems, and compatible with the global real-time multimedia database system (BeeHive) so that streaming media are efficiently retrieved, stored, and serviced. The role of the Transport Manager is to do packetization and depacketization for the different types of multimedia data and delivers the packetized media data in real-time. The Transport Manager uses RTP protocol. The role of the Session Manager is to establish and control the media channel by using RTSP protocol and to deliver the database transactions for the multimedia database by using RTTP(Real-Time Transaction Protocol) protocol. Both the Transport and Session Manager are doing their functions through the network interface in the ISSA that allows developers to various network programming interfaces and provides flexibility to the system.

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A Study on Real-time Graphic Workflow For Achieving The Photorealistic Virtual Influencer

  • Haitao Jiang
    • International journal of advanced smart convergence
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    • v.12 no.1
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    • pp.130-139
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    • 2023
  • With the increasing popularity of computer-generated virtual influencers, the trend is rising especially on social media. Famous virtual influencer characters Lil Miquela and Imma were all created by CGI graphics workflows. The process is typically a linear affair. Iteration is challenging and costly. Development efforts are frequently siloed off from one another. Moreover, it does not provide a real-time interactive experience. In the previous study, a real-time graphic workflow was proposed for the Digital Actor Hologram project while the output graphic quality is less than the results obtained from the CGI graphic workflow. Therefore, a real-time engine graphic workflow for Virtual Influencers is proposed in this paper to facilitate the creation of real-time interactive functions and realistic graphic quality. The real-time graphic workflow is obtained from four processes: Facial Modeling, Facial Texture, Material Shader, and Look-Development. The analysis of performance with real-time graphical workflow for Digital Actor Hologram demonstrates the usefulness of this research result. Our research will be efficient in producing virtual influencers.

Application Layer Multicast Tree Constructing Algorithm for Real-time Media Delivery (실시간 미디어 전송을 위한 응용계층 멀티캐스트 트리 구성 알고리즘)

  • Song Hwangjun;Lee Dong Sup
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.29 no.11B
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    • pp.991-1000
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    • 2004
  • This paper presents an application layer multicast tree constructing algorithm to minimize the average time delay from the sender to end-systems for the effective real-time media delivery. Simultaneously, the proposed algorithm takes into account the computing power and the network condition of each end-system as a control variable and thus avoids the undesirable case that loads are concentrated to only several end-systems. The multicast tree is constructed by clustering technique and modified Dijkstra's algorithm in two steps, i.e. tree among proxy-senders and tree in each cluster. By the experimental results, we show that the proposed algorithm can provide an effective solution.

Improvement of Booting-time on Real-Time OS by cache for CE Devices (Real-Time OS의 CE 기기 적용시 Cache를 통한 Booting-Time 개선)

  • Kim, Kyung-Hoon;Ha, Seong-Ho;Park, Jeung-Hyung
    • Proceedings of the KIEE Conference
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    • 2004.11c
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    • pp.394-396
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    • 2004
  • CE 제품에 리얼타임 OS를 도입하면서, 제품의 조건을 만족시키기 위한 기술에 대해 많은 연구가 진행되고 있다. 특히, CE 제품에 있어서 중요한 이슈인 부팅 시간은 펌웨어수준과 비교했을 때 코드사이즈나 OS 초기화 과정 때문에 다소 느려지는 경향을 보이고 있다. 본 논문은 이러한 CE 제품의 부팅 시간에 초점을 맞추고 리얼타임 OS 적용시의 부팅 시간을 개선하였다. 구현에 사용된 ARM920T Core는 32-비트 RISC 구조이며, 각 16KB의 인스트럭션 Cache와 데이터 Cache, 그리고 MMU(Memory Management Unit)로 구성되어 있으며, 리얼타임 OS는 선점형 방식의 커널로 구성된 OS를 사용하였다.

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