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Won Jong Jeon

dblp:j/WonJongJeon · also Won J. Jeon · DBLP profile ↗
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9ranked-venue papers
4as first author
0since 2021 · last 2013
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Computer networks · 4 · 2 first-authorGraphics, computer vision, multimedia, augmented reality and games · 3 · 1 first-authorArtificial intelligence and machine learning · 1Systems, architecture and hardware · 1 · 1 first-author

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
3 papers
Image and video coding · 38% Multimedia systems and quality of experience · 29% Rendering · 25%
Computer networks
2 papers
Content delivery and video streaming · 62% Cellular and mobile networks · 38%
Computer architecture, parallel and distributed computing, and storage systems
1 paper
Embedded and real-time systems · 100%

Topics — the 7 heaviest of 8, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Image and video coding
scalable video transmission
0.112012
Differentiated Protection of Video Layers to Improve Perceived Quality · IEEE Trans. Mob. Comput. 2012
Rendering
remote rendering
0.112009
Real-time remote rendering of 3D video for mobile devices · ACM Multimedia 2009
Cellular and mobile networks › mobile networks › mobile network architecture › cellular network architecture
cdma2000
0.012012
Differentiated Protection of Video Layers to Improve Perceived Quality · IEEE Trans. Mob. Comput. 2012
Content delivery and video streaming
video broadcasting
0.012012
Differentiated Protection of Video Layers to Improve Perceived Quality · IEEE Trans. Mob. Comput. 2012
Embedded and real-time systems
mobile and embedded device
0.012010
Cross-Layer Quality Assessment of Scalable Video Services on Mobile Embedded Systems · IEEE Trans. Mob. Comput. 2010
Virtual and augmented reality
immersive video
0.012009
Real-time remote rendering of 3D video for mobile devices · ACM Multimedia 2009
Content delivery and video streaming
mobile video streaming
0.012009
Real-time remote rendering of 3D video for mobile devices · ACM Multimedia 2009

Methods — techniques the papers use, named apart from their topics

reed-solomon coding · 0.3jitter buffer analysis · 0.3simulation · 0.2analytical modeling · 0.2proxy-based rendering · 0.2image-based rendering · 0.2
YearPublicationVenuePosition
2013 A spatio-temporal pyramid matching for video retrieval
Jaesik Choi, Ziyu Wang 0005, Won Jong Jeon
Comput. Vis. Image Underst.4
2012 Differentiated Protection of Video Layers to Improve Perceived Quality
abstract
Scalable video transmission over a network is easily adaptable to different types of mobile experiencing different network conditions. However the transmission of differentiated video packets in an error-prone wireless environment remains problematic. We propose and analyze a cross-layer error control scheme that exploits priority-aware block interleaving (PBI) in the MAC layer for video broadcasting in CDMA2000 systems. The PBI scheme allocates a higher priority to protecting the data which are more critical to the decoding of a video stream, and therefore has more effect on picture quality in the application layer. The use of Reed-Solomon coding in conjunction with PBI in the MAC layer can handle error bursts more effectively if its implementation takes account of underlying error distributions in the physical layer, and differentiates between different types of video packets in the application layer. We also calculate the maximum jitter from the variability of the Reed-Solomon decoding delay and determine the size of jitter buffer needed to prevent interruptions due to buffer underrun. Simulations demonstrate the extent to which we can improve the perceived quality of scalable video.
Kyungtae Kang, Won Jong Jeon
IEEE Trans. Mob. Comput.2
2010 Real-time parallel remote rendering for mobile devices using graphics processing units
abstract
Demand for 3D visualization is increasing in mobile devices as users have come to expect more realistic immersive experiences. However, limited networking and computing resources on mobile devices remain challenges. A solution is to have a proxy-based framework that offloads the burden of rendering computation from mobile devices to more powerful servers. We present the implementation of a framework for parallel remote rendering using commodity Graphics Processing Units (GPUs) in the proxy servers. Experiments show that this framework substantially improves the performance of rendering computation of 3D video.
Wucherl Yoo, Shu Shi, Won Jong Jeon, Klara Nahrstedt, Roy H. Campbell
ICME3
2010 Cross-Layer Quality Assessment of Scalable Video Services on Mobile Embedded Systems
abstract
The recent development of high-speed data transmission over wireless cellular networks has enabled the delivery of multimedia broadcasting services to mobile users. These services involve a range of interactions among different system components, including the wireless channel, the network, and mobile devices, making it crucial for the service provider to verify the model, design, and behavior of a new service before it is deployed. However, previous studies have largely relied on network simulations or scaled experiments, and there has been little work on the sort of unified framework for quality-of-service (QoS) assessment, which considers the interactions between components, that we propose in this paper. Accurate models of the wireless channel, the network, and the data processing that takes place on an embedded system of a mobile client, are integrated within our framework, and allow us to predict several key system metrics and the quality of the video stream as it is perceived by users. Furthermore, different models of system components can be easily plugged in to extend this framework. As an example application, we analyze the performance of the process of decoding scalable videos on ARM-based mobile embedded systems in CDMA2000 wireless cellular networks.
Kyungtae Kang, Won Jong Jeon, Kyung-Joon Park, Roy H. Campbell, Klara Nahrstedt
IEEE Trans. Mob. Comput.2
2009 Simulation Framework and Performance Analysis of Multimedia Broadcasting Service over Wireless Networks
abstract
The recent development of high-speed data transmission over wireless networks enables multimedia broadcasting service to mobile users. Multimedia broadcasting service involves interactions among different system and network components, so it is crucial for the service provider to verify the correctness of system/service model and design, and their behaviors before a new type of service is deployed. However, due to limitations of using network simulations or scaled experimental testbeds, there has been none of research on such verification and simulation framework in 3G broadcasting networks. Therefore, we propose a simulation and analysis framework for multimedia broadcasting service over wireless networks. With concrete modeling of wireless physical channel, network, and data processing on a client device, it enables the prediction of various interesting system parameters and perceived quality of multimedia streams to users. Different models of system and network components can be plugged easily in our simulation framework for further extensions. Using this framework, we analyze the processing performance for decoding scalable videos on mobile devices in CDMA2000 wireless networks.
Won Jong Jeon, Kyungtae Kang, Roy H. Campbell, Klara Nahrstedt
ICDCS1
2009 Real-time remote rendering of 3D video for mobile devices
abstract
At the convergence of computer vision, graphics, and multimedia, the emerging 3D video technology promises immersive experiences in a truly seamless environment. However, the requirements of huge network bandwidth and computing resources make it still a big challenge to render 3D video on mobile devices at real-time. In this paper, we present how remote rendering framework can be used to solve the problem. The differences between dynamic 3D video and static graphic models are analyzed. A general proxy-based framework is presented to render 3D video streams on the proxy and transmit the rendered scene to mobile devices over a wireless network. An image-based approach is proposed to enhance 3D interactivity and reduce the interaction delay. Experiments prove that the remote rendering framework can be effectively used for quality 3D video rendering on mobile devices in real time.
Shu Shi, Won Jong Jeon, Klara Nahrstedt, Roy H. Campbell
ACM Multimedia2
2006 QoS-aware Object Replication in Overlay Networks
abstract
Many emerging applications for peer to peer overlays may require nodes to satisfy strict timing deadlines to access a replica of a given object. This includes multimedia and hard realtime applications such as distributed gaming. We formulate the QoS-aware replication problem, the goal of which is to locate the minimum number of replicas to satisfy access time deadlines for all nodes while minimizing storage usage in the overlay. Existing replication schemes cannot be used to solve this problem since they are best-effort only. We show that finding a solution to the QoS-aware object replication in an arbitrary overlay topology is intractable (NP-complete). We then present simple centralized as well as decentralized heuristics for QoS-aware replication, and compare their performance experimentally. In addition, we investigate how these decentralized heuristics effectively works in a real network.
Won Jong Jeon, Indranil Gupta, Klara Nahrstedt
GLOBECOM1
2002 Peer-to-peer multimedia streaming and caching service
abstract
Reducing initial delay of playing time, delay jitter during playing time, and network bandwidth utilization is important for multimedia streaming service. In order to achieve these two goals, our peer-to-peer multimedia caching service exploits the proximity of set of clients and temporal and spatial locality of cached streams on the clients. Peer clients, which are fully connected together, not only receive multimedia streams from a server, but also send cached streams to peer clients like a proxy server upon its request. All information about the peer clients, and video segment they cache, quality of connections, are maintained by a cache service via the publish/subscribe protocols. This paper shows approaches for multimedia streaming, streaming scheduling, pre-fetching and switching streaming clients in the collaborative environment of peer-to-peer clients. Our simulation results show provisioning small initial delay and low jitter during playing time.
Won Jong Jeon, Klara Nahrstedt
ICME (2)1
2002 Robust Playout Mechanism for Internet Audio Applications
abstract
In Internet audio applications, delay and delay jitter affect mostly the applications' quality of service. Since packet delays are different and changing over time, the receiver needs to buffer some amount of packets before playout. Therefore, the amount of buffered packets and the timing of playout are very important for the performance of applications. We adopt an autoregressive (AR) model for estimation of packet delay and deploy a robust identification algorithm for adjustment of the parameters of the AR process. In our preliminary experiments, this robust algorithm leads to better performance when the noise is correlated and/or non-stationary, and also it is robust to model uncertainties.
Won Jong Jeon, Kyung-Joon Park, Klara Nahrstedt
LCN1