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REFERENCE LINKING PLATFORM OF KOREA S&T JOURNALS
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Journal of Korea Multimedia Society
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Korea Multimedia Society
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Volume & Issues
Volume 8, Issue 12 - Dec 2005
Volume 8, Issue 11 - Nov 2005
Volume 8, Issue 10 - Oct 2005
Volume 8, Issue 9 - Sep 2005
Volume 8, Issue 8 - Aug 2005
Volume 8, Issue 7 - Jul 2005
Volume 8, Issue 6 - Jun 2005
Volume 8, Issue 5 - May 2005
Volume 8, Issue 4 - Apr 2005
Volume 8, Issue 3 - Mar 2005
Volume 8, Issue 2 - Feb 2005
Volume 8, Issue 1 - Jan 2005
Selecting the target year
MPI: A Practical Index Scheme for XML Data in Object Databases
Song Ha-Joo ;
Journal of Korea Multimedia Society, volume 8, issue 6, 2005, Pages 729~734
In order to access XML data stored in object databases, an efficient index scheme is inevitable. There have been several index schemes that can be used to efficiently retrieve XML data stored In object databases, but they are all the single path indexes that support indexing along a single schema path. Henee, if a query contains an extended path which is denoted by wild character ('*'), a query processor has to examine multiple index objects, resulting in poor performance and inconsistent index management. In this paper, we propose MPI (Multi-Path Index) scheme as a new index scheme that provides the functionality of multiple path indexes more efficiently, while it uses only one index structure. The proposed scheme is easy to manage since it considers the extended path as a logically single schema path. It is also practical since it can be implemented by little modification of the B -tree index structure.
Picture Quality Control by Priority Among Multiple Video Sources
KWON SOON-KAK ; KWON OH-JUN ;
Journal of Korea Multimedia Society, volume 8, issue 6, 2005, Pages 744~752
When the multiple video sources are transmitted together through the channel of fixed bandwidth, an efficient picture quality control is necessary. This paper presents a joint picture quality control method to satisfy the user requirement by priority among the video sources. The better picture quality is assigned to the source of higher priority compared to lower priority. We obtain the bitrate for each source to have a required distortion level among the sources by using an approximate distortion-bitrate model for simple implementation. It is shown by simulation that the proposed bandwidth allocation method can keep almost the user-required picture quality among the sources in comparison to an independent bandwidth allocation method.
Blind Source Separation U sing Variable Step-Size Adaptive Algorithm in Frequency Domain
Park Keun-Soo ; Lee Kwang-Jae ; Park Jang-Sik ; Son Kyung Sik ;
Journal of Korea Multimedia Society, volume 8, issue 6, 2005, Pages 753~760
This paper introduces a variable step-size adaptive algorithm for blind source separation. From the frequency characteristics of mixed input signals, we need to adjust the convergence speed regularly in each frequency bin. This algorithm varies a step-size according to the magnitude of input at each frequency bin. This guarantee of the regular convergence in each frequency bin would become more efficient in separation performances than conventional fixed step-size FDICA. Computer simulation results show the improvement of about 5 dB in signal to interference ratio (SIR) and the better separation quality.
A Study on the Extraction of the Minutiae and Singular Point for Fingerprint Matching
Na Ho-Jun ; Kim Chang-Soo ;
Journal of Korea Multimedia Society, volume 8, issue 6, 2005, Pages 761~767
The personal identification procedure through the fingerprints is divided as the classification process by the type of the fingerprints and the matching process to confirm oneself. Many existing researches for the classification and the matching of the fingerprint depend on the number of the minutiae of the fingerprints and the flow patterns by their direction information. In this paper, we focus on extracting the singular points by using the flow patterns of the direction information from identification. The extracted singular points are utilized as a standard point for the matching process by connecting with the extracted information from the singular point embodied. The orthogonal coordinates which is generated by the axises of the standard point can increase the accuracy of the fingerprints matching because of minimizing the effects on the location changes of the fingerprint images.
Vision- Based Finger Spelling Recognition for Korean Sign Language
Park Jun ; Lee Dae-hyun ;
Journal of Korea Multimedia Society, volume 8, issue 6, 2005, Pages 768~775
For sign languages are main communication means among hearing-impaired people, there are communication difficulties between speaking-oriented people and sign-language-oriented people. Automated sign-language recognition may resolve these communication problems. In sign languages, finger spelling is used to spell names and words that are not listed in the dictionary. There have been research activities for gesture and posture recognition using glove-based devices. However, these devices are often expensive, cumbersome, and inadequate for recognizing elaborate finger spelling. Use of colored patches or gloves also cause uneasiness. In this paper, a vision-based finger spelling recognition system is introduced. In our method, captured hand region images were separated from the background using a skin detection algorithm assuming that there are no skin-colored objects in the background. Then, hand postures were recognized using a two-dimensional grid analysis method. Our recognition system is not sensitive to the size or the rotation of the input posture images. By optimizing the weights of the posture features using a genetic algorithm, our system achieved high accuracy that matches other systems using devices or colored gloves. We applied our posture recognition system for detecting Korean Sign Language, achieving better than
SPIHT Image Compression Using Biorthogonal Multiwavelets on [-1,1]
Yoo Sang-Wook ; Kwon Seong-Geun ; Kwon Ki-Ryong ;
Journal of Korea Multimedia Society, volume 8, issue 6, 2005, Pages 776~782
This paper presents a SPIHT image compression method using biorthogonal multi wavelets on [-1,1]. A family of biorthogonal scaling vectors is constructed using fractal interpolation function, and the associated biorthogonal multi wavelets are constructed. This paper uses biorthogonal multi wavelets to be supported in [-1,1] associated with biorthogonal scaling vectors to be supported in [-1,1]. The scaling vectors and wavelets remain biorthogonal when restricted to integer intervals, making them well suited for bounded domains. The experiment results of simulation of the proposed image compression using biorthogonal multiwavelets on [-1,1] based on SPIHT were found to be excellent PSNR for LENA and PEPPERS images except for BABOON image than already existing single wavelets and DGHM multi wavelets.
Adaptive Watermark Detection Algorithm Using Perceptual Model and Statistical Decision Method Based on Multiwavelet Transform
Hwang Eui-Chang ; Kim Dong Kyue ; Moon Kwang-Seok ; Kwon Ki-Ryong ;
Journal of Korea Multimedia Society, volume 8, issue 6, 2005, Pages 783~789
This paper is proposed a watermarking technique for copyright protection of multimedia contents. We proposed adaptive watermark detection algorithm using stochastic perceptual model and statistical decision method in DMWT(discrete multi wavelet transform) domain. The stochastic perceptual model calculates NVF(noise visibility function) based on statistical characteristic in the DMWT. Watermark detection algorithm used the likelihood ratio depend on Bayes' decision theory by reliable detection measure and Neyman-Pearson criterion. To reduce visual artifact of image, in this paper, adaptively decide the embedding number of watermark based on DMWT, and then the watermark embedding strength differently at edge and texture region and flat region embedded when watermark embedding minimize distortion of image. In experiment results, the proposed statistical decision method based on multiwavelet domain could decide watermark detection.
Resolving Multi-Translatable Verbs Japanese-TO-Korean Machine Translation
Kim Jung-In ; Lee Kang-Hyuk ;
Journal of Korea Multimedia Society, volume 8, issue 6, 2005, Pages 790~797
It is well-known that there are many similarities between Japanese and Korean language. For example, the order of words and the nature of the grammatical conjugation of both languages are almost the same. Another similarity is the frequent omission of the subject from a sentence. Moreover, both languages have honorific expressions and the identical concept for expressing nouns in terms of Chinese characters. Using these similarities, we have developed a word-to-word translation system which does away with any deep level analysis of syntactic and semantic structures of the two languages. If we use these similarities, the direct translation method is superior to the internal language translation method or transfer-based translation method. Although the MT system based on the direct translation method is more easily developed than the ones based on other methods, it may have a lot of difficulties when it tries to select the appropriate target word from ambiguous source verbs. In this paper, we propose a new algorithm to extract the meaning of substantives and to make use of the order of the extracted meaning. We could select
appropriate verbs in the sample sentences from IPAL-verb-dictionary.
indicates the cases in which we could not distinguish the meaning of substantives. We are convinced, however, that the succeeding rate can be increased by getting rid of the meaning of verbs thatare not used so often.
A History Retransmission Algorithm for Online Arcade Video Games
Kim Seong-Hoo ; Park Kyoo-Seok ;
Journal of Korea Multimedia Society, volume 8, issue 6, 2005, Pages 798~806
In this paper, we suggest a game system that can support network modules for multi-platform based video games, and built a system that can convert from a single-user game to multi-user game. In this system, we bring in an initial delay buffering scheme on clients to handle any periods of latency occurring from the load fluctuation in a network, when a real-time game is played, and shows that stable play for a game is achieved as the result of the scheme. This paper also presents a retransmission algorithm based on the history of game commands to handle drawbacks of UDP mechanism. And, we evaluate the network delay and packet loss using the simulation tool NS2, and shows the case of 0.3 second buffer delay is the most suitable for recovery.
A Study on the Development for 3D Audio Generation Machine
Kim Sung-Eun ; Kim Myong-Hee ; Park Man-Gon ;
Journal of Korea Multimedia Society, volume 8, issue 6, 2005, Pages 807~813
The production and authoring of digital multimedia contents are most important fields in multimedia technology. Nowadays web-based technology and related multimedia software technology are growing in the IT industry and these technologies are evolving most rapidly in our life. The technology of digital audio and video processing is utilizing rapidly to improve quality of our life, Also we are more interested in high sense and artistic feeling in the music and entertainment areas by use of three dimensional (3D) digital sound technology continuously as well as 3D digital video technology. The service field of digital audio contents is increasing rapidly through the Internet. And the society of Internet users wants the audio contents service with better quality. Recently Internet users are not satisfying the sound quality with 2 channels stereo but seeking the high quality of sound with 5,] channels such as 3D audio of the movie films. But it might be needed proper hardware equipments for the service of 3D sound to satisfy this demand. In this paper, we expand the simple 3D audio generator developed and propose a web-based music bank by the software development of 3D audio generation player in 3D sound environment with two speakers minimizing hardware equipments, Also we believe that this study would contribute greatly to digital 3D sound service of high quality for music and entertainment mania.
User-Centric Broadcasting Environment U sing Intelligent Agents
Jin, Sung-Ho ; Bae, Tae-Meon ; Cho, Jun-Ho ; Ro, Yong-Man ; Kang, Kyeong-Ok ;
Journal of Korea Multimedia Society, volume 8, issue 6, 2005, Pages 814~826
The user-centric broadcasting environment includes the agent system and personalized broadcasting services for user-adaptive TV watching. In this paper, we propose broadcasting environment consisting of personalized broadcasting services and a multi-agent broadcasting system for the services. The proposed system employs the intelligent agent technology of the Foundation for Intelligent Physical Agents (FIPA) as well as metadata technology of MPEG-7 and TV-Anytime Forum (TVAF). To verify the usefulness of the proposed environment, we implemented a test-bed and demonstrated the proposed agent system with three services including intelligent user-information management service, information mobility service, and content retrieval service.
Design and Implementation of Self-networking and Replaceable Structure in Mobile Vector Graphics
Jeong Gu-Min ; Na Seung-Won ; Jung Doo-Hee ; Lee Yang-Sun ;
Journal of Korea Multimedia Society, volume 8, issue 6, 2005, Pages 827~835
In this paper, self-networking and replaceable structure in vector graphics contents are presented for wireless internet service. The wireless networks over 2G or 3G are limited in the sense of the speed and the cost. Considering these characteristics of wireless network, self-networking method and replaceable structure in downloaded contents are introduced in order to save the amount of data and provide variations for contents. During the display of contents, a certain data for the contents is downloaded from the server and it is managed appropriately for the operation of the contents. The downloaded materials are reflected to the original contents using replaceable structure. Also, the downloading and modification are independent of the play. In this implementation, the data consists of control data for control and resource data for image, sound or text. Comparing to the conventional methods which download the whole data, the amount of the transmitted data is very small since only the difference is downloaded. Also, during the play of the contents, the changes are adopted immediately. The whole functions are implemented in wireless handset and the various applications are discussed.
Design and Implementation of WPAN Middle-ware for Combination between CDMA and Bluetooth
Na Seung-Won ; Jeong Gu-Min ; Lee Yang-Sun ;
Journal of Korea Multimedia Society, volume 8, issue 6, 2005, Pages 836~843
The Wireless Internet services widely spread out with the developments of CDMA(Code Division Multiple Access) networks and wireless units. In contrast to the telecommunication network, WPAN (Wireless Personal Area Network) enables to transmit data and voice in personal area. Although WPAN technologies are commercially utilized, the combined services with COMA network are not so poplar up to now. Various services can be provided using the combination between COMA and WPAN. This paper presents the practical and united model between COMA and WPAN. Specially, the main focus of this research lies on the design of the Middle-ware system of a handset which could be managing both COMA and WPAN. This system used Bluethooth by WPAN. For the devices with the proposed WPAN Middle-ware, service areas of the COMA network can be expanded to WPAN, various services can be realized by the transmission of data and voice, and consequently, the user computing environment could be improved.
A Human Action Recognition Scheme in Temporal Spatial Data for Intelligent Web Browser
Cho, Kyung-Eun ;
Journal of Korea Multimedia Society, volume 8, issue 6, 2005, Pages 844~855
This paper proposes a human action recognition scheme for Intelligent Web Browser. Based on the principle that a human action can be defined as a combination of multiple articulation movements, the inference of stochastic grammars is applied to recognize each action. Human actions in 3 dimensional (3D) world coordinate are measured, quantized and made into two sets of 4-chain-code for xy and zy projection planes, consequently they are appropriate for applying the stochastic grammar inference method. We confirm this method by experiments, that various physical actions can be classified correctly against a set of real world 3D temporal data. The result revealed a comparatively successful achievement of
recognition rate through the experiments of 8 movements of human head and
recognition rate of 60 movements of human upper body. We expect that this scheme can be used for human-machine interaction commands in a web browser.