• Title/Summary/Keyword: RealTime Play

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Design of Real-Time Video Play System Using Web Camera

  • Seung Ju Jang
    • International journal of advanced smart convergence
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    • v.12 no.3
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    • pp.25-31
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    • 2023
  • This paper designs a real-time video playback system using a web camera in the RTSP server. It designs a function to play the video data of the web camera in the client in real time using the web camera in the server and using the RTSP protocol. It consists of a server module function that produces real-time video information using a web camera and a client module function that plays video received from the server in real time. The experiment was conducted by establishing an environment for designing a real-time video playback system using a web camera. As a result of the experiment, it was confirmed that real-time video playback from the server's web camera worked well.

Design of Real-Time CAN Framework Based on Plug and Play Functionality

  • Kim, Sungheo;Hwang, Kwang-il
    • Journal of Information Processing Systems
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    • v.13 no.2
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    • pp.348-359
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    • 2017
  • Nowadays most vehicles are equipped with a variety of electronic devices to improve user convenience as well as its performance itself. In order to efficiently interconnect these devices with each other, Controller Area Network (CAN) is commonly used. However, the CAN requires reconfiguration of the entire network when a new device, which is capable of supporting both of transmission and reception of data, is added to the existing network. In addition, since CAN is based on the collision avoidance using address priority, it is difficult that a new node is assigned high priority and eventually it results in transmission delay of the entire network. Therefore, in this paper we propose a new system component, called CAN coordinator, and design a new CAN framework capable of supporting plug and play functionality. Through experiments, we also prove that the proposed framework can improve real-time ability based on plug and play functionality.

Improved Real-time Video Conferencing System with Memory Buffer Control Management (메모리 버퍼 제어 관리 기능을 갖춘 향상된 실시간 영상회의 시스템)

  • Yoo, Woo Jong;Kim, Sang Hyong
    • KIPS Transactions on Computer and Communication Systems
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    • v.6 no.6
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    • pp.255-260
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    • 2017
  • The limitation of real-time video conferencing system is that the delay of network and buffering and the transmission of user information are not efficiently performed between systems, so real - time performance is not guaranteed completely. In order to overcome this problem, the study on the extension of the network infrastructure and the jitter delay is actively carried out, but the study on the buffering delay is insufficient. In this paper, we propose a frame-rate control buffer management (FRCB) scheme to solve the problem caused by buffering delay. The FRCB is used to prevent overflow and underflow of the buffer by adopting the two-stage buffer threshold of Fast-play THreshold (FTH) and Slow-play THreshold (STH). Therefore, it showed better performance than jitter buffer even under high CPU load, and showed that it is suitable for high quality real time video conferencing.

An Analysis of Virtual Economies in MMORPG(Massively Multi-players in Online Role Playing Game)

  • Jung, Gwang-Jae;Lee, Byung-Tae
    • 한국경영정보학회:학술대회논문집
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    • 2007.06a
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    • pp.661-666
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    • 2007
  • MMORPG, massively multi-players in online role-playing game, is the most popular genre in online games. Because large number of players interacts with each other, virtual worlds in MMORPG are alike communities of real worlds. Moreover, players in virtual worlds trade game items with real money. This paper is to find impacts of real-money trading into real worlds, and game operators, by using two-period model between players of the game and the game operator. It was found that real-money trading benefits game operators, and there exists optimal supply of game items to maximize the profit of game operator. Moreover we found that the income disparity in real worlds could be decreased when real-money trading is allowed To support the analytical model, we used an empirical analysis using real-money trading data, and find the relationship among play time of MMORPG, transaction volume of real-money trading, and price of game items. In empirical analysis, it was found that real-money trading benefits game operators. Moreover, it was found that play time and price have positive relationship.

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REAL-TIME MONITORING TECHNOLOGY OF RAILWAY ELECTRIFICATION SYSTEM (철도시스템 전기설비의 실시간 모니터링 기술)

  • Park, Young;Jung, Ho-Sung;Kim, Hyung-Chul;Jeong, Kyu-Won;Park, Ki-Yub
    • Proceedings of the Korean Institute of Electrical and Electronic Material Engineers Conference
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    • 2007.06a
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    • pp.476-477
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    • 2007
  • The development of real-time monitoring technology provides reliable, timely information of railway maintenance and play a important role in determining the conditions of railway electrification system. Image motoring and wireless communication systems are currently used as remote transducer for real-time monitering. In this paper, we describe a real-time monitoring technology of railway electrification system based on the concept of high-voltage application, using the image processing and telemetry system methodology. the system and its performance for especially with regard to real-time monitering and railway electrification maintenance.

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Cloud-Based Gaming Service Platform Supporting Multiple Devices

  • Kim, Kyoung Ill;Bae, Su Young;Lee, Dong Chun;Cho, Chang Sik;Lee, Hun Joo;Lee, Kyu Chul
    • ETRI Journal
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    • v.35 no.6
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    • pp.960-968
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    • 2013
  • To implement a cloud game service platform supporting multiple users and devices based on real-time streaming, there are many technical needs, including game screen and sound capturing, audio/video encoding in real time created by a high-performance server-generated game screen, and real-time streaming to client devices, such as low-cost PCs, smart devices, and set-top boxes. We therefore present a game service platform for the running and management of the game screen, as well as running the sound on the server, in which the captured and encoded game screen and sound separately provide client devices through real-time streaming. The proposed platform offers Web-based services that allow game play on smaller end devices without requiring the games to be installed locally.

Implementation of real time VJing responding to user's motion

  • Jung, Haehyun;Kim, Hyunggi
    • International Journal of Internet, Broadcasting and Communication
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    • v.7 no.2
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    • pp.41-50
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    • 2015
  • As various media have developed in modern society, frequency of use of interactive media has increased which makes interactive function that uses and handles projection mapping and LED screen in set design of broadcasting, concert, play, musical and EDM(Electronic dance music) in real time possible. Development of various media led today's viewers to have higher cultural desire and the need of various interactive performance contents to receive more attention.[1]. This thesis implemented real time VJing that responds to user's motion based on existing H/W by utilizing real time interactive elements.

Kinematic Positioning of Vehicle with Real-time DGPS/DGLONASS (Real-time DGPS/DGLONASS에 의한 차량의 동적위치결정에 관한 연구)

  • 박운용;이인수;신상철;곽재하
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.19 no.3
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    • pp.301-308
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    • 2001
  • Nowadays GPS play a important roles in the navigation system of vehicles, but, it doesn't determine the kinematic positions of vehicles accurately because of few satellites in the urban canyon covered with trees and high buildings. So GLONASS (GLObal Navigation Satellites System), the Russian satellites'system, operated in 1996, was introduced to overcome this drawbacks. Therefore, this study deals with the kinematic positioning of vehicles with Real-time code differential positioning methods. As a result, Real-time DGPS/GLONASS is better than Real-time DGPS in the differential corrected positions and HDOP (Horizontal Dilution of Precision). And it was shown that the combined GPS/GLONASS contributes to the precise kinematic positioning of vehicles.

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"Adam and Eve" - Soviet Plot and Parody of M.A. Bulgakov (『아담과 이브』: 소비에트 슈제트와 M.불가코프의 패러디)

  • Kang, Su Kyung;Yang, min jong
    • Cross-Cultural Studies
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    • v.22
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    • pp.7-27
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    • 2011
  • This article is devoted to little-studied play of M.A. Bulgakov "Adam and Eve". By the end of 1920's - the beginning of 1930's soviet society is differentiated again, its construction is rebuilded. In the new condition drama is needed as much as possible. Drama on the stage is ideal model for instruction of "Mass". Thereupon soviet society asked "New Hero", "New play", which can rebuild soviet citizen in the new construction of government. Thereby the play of M.A. Bulgakov "Adam and Eve" is created by order of soviet society. In this play typical soviet people are represented: Adam Krasovsky(engineer), Daragan(pilot-terminator), Ponchik-Nepobeda(writer), Zahar Markizov(proletarian-baker). They are different from each other by their occupation and formation, but they have same consciousness and they think identically. Bulgakov makes stand such problems: impersonality and unfreedom of human being in the government of communism. Bulgakov, using Parody, doubt the possibility of realization of utopia of Soviet government. Bulgakov show to us that Adam Krasocsky is not real Adam-first human being. In the play we can see the real Adam is the scientist-intelligent Efrosimov. Bulgakov change the place of Ponchik with the place of Markizov. The idiot and the fool is recognized not Markisov-drinker, tyrant, but Ponchik-writer. After the disaster Markisov, reading a Bible, is changing and by the end of play he started writing his own novel. Indeed if Ponchik wrote hoked-up novel, Markisov writes a real own history. Request of Leningrad Theater for Bulgakov to write about the future war comes from the spirit of the time. But Bulgakov in this play "Adam and Eve" could insist that the "Life" is a supreme value.

A QoS policy experimentation and evaluation on Optical subscriber network Test bed for deploying TPS(Triple Play Service) (TPS를 고려한 광가입자망에서의 QoS 고찰)

  • Lee, Dong-Yeal;Seung, Min-Mo;Kim, Hee-Dong
    • 한국정보통신설비학회:학술대회논문집
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    • 2009.08a
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    • pp.63-67
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    • 2009
  • In this paper we propose a QoS policy, which is based on both DSCP and SPQ, appropriate to TPS users on optical subscriber network. Then we experiment and evaluate QoS policy through the test bed which emulates real optical subscriber network. In order to perform effective and real experiment on test bed we make test traffic equivalent to 400 TPS users and give it to test bed. The experimental result shows that no packet loss in real time service traffic such as voice, IPTV occurs during more than 4 hours. We think that our proposed QoS policy is a proper method which guarantees the service quality of real time services on optical subscriber network.

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