PnP (Plug-and-Play) ; 플러그 앤 플레이

PnP[플러그앤 플레이 또는 피앤피]는 새로운 장치를 컴퓨터에 집어 넣었을 때, 컴퓨터가 그 장치를 자동으로 인식할 수 있는 능력을 주는 표준이다. 사용자는 컴퓨터에게 새로운 주변장치가 추가되었음을 알려줄 필요가 없다. 이러한 새로운 능력이 있기 전에는, 전통적으로 운영체계는 추가 장치의 부착내역을 포함하여 사용자에 의해 정의된 기계장치 구성 내역을 가지고 있어야 했다. 마이크로소프트가 플러그-앤-플레이를 윈도우95 운영체계를 판매하기 위한 홍보전략으로 삼았다. (이와 비슷한 능력이 매킨토시컴퓨터에는 이미 오래 전에 있었다).


UPnP (universal plug and play) ; 범용 플러그 앤 플레이

UPnP는 PC주변장치, 지능형 가전제품, 무선 장비 등과 같은 장치들을 네트웍에 접속시켰을 때, 인터넷과 웹 프로토콜을 사용하여 서로를 자동으로 인식할 수 있도록 해주는 표준이다. UPnP를 이용하면, 사용자가 어떤 장치를 네트웍에 추가하면 그 장치는 스스로 구성을 완료하며, TCP/IP 주소를 받고, 다른 장치들에게 자신의 존재를 알리기 위해 인터넷 HTTP에 기반을 둔 발견 프로토콜을 사용하게 된다. 예를 들어, 현재 네트웍에 접속되어 있는 카메라와 프린터가 있고 그 프린터를 통해 사진을 출력하려고 할 때, 카메라의 단추를 누르면 카메라가 "발견 요청" 신호를 네트웍에 보냄으로써 이용 가능한 프린터가 네트웍 상에 있는지 찾도록 할 수 있다. 그러면 그 신호를 받은 프린터는 자신의 위치를 URL의 형태로 카메라에게 응답하게 된다.

카메라와 프린터는 공용의 언어로 XML을 사용하거나, 또는 프로토콜 협상을 통해 어떤 방식으로 의사소통을 할 것인지를 정할 수 있게 된다. 의사소통을 위한 공용언어가 결정되면, 카메라는 프린터를 제어하고 선택된 사진을 출력할 수 있게 된다. 마이크로소프트와 그밖에 UPnP를 후원하는 28개 회사들은 UPnP가 소켓에 전구를 꼽는 것만큼이나 쉽게 어떤 장치나 가전제품들을 가정이나 회사의 데이터 네트웍에 쉽게 추가할 수 있게 되기를 희망하고 있다.


출처 - http://www.terms.co.kr/






Universal Plug and Play (UPnP) is a set of networking protocols that permits networked devices, such as personal computers, printers, Internet gateways, Wi-Fi access points and mobile devices to seamlessly discover each other's presence on the network and establish functional network services for data sharing, communications, and entertainment. UPnP is intended primarily for residential networks without enterprise-class devices.

The UPnP technology is promoted by the UPnP Forum. The UPnP Forum is a computer industry initiative to enable simple and robust connectivity to stand-alone devices and personal computers from many different vendors. The Forum consists of over eight hundred vendors involved in everything from consumer electronics to network computing.

The concept of UPnP is an extension of plug-and-play, a technology for dynamically attaching devices directly to a computer, although UPnP is not directly related to the earlier plug-and-play technology. UPnP devices are "plug-and-play" in that when connected to a network they automatically establish working configurations with other devices.

Overview[edit]

The UPnP architecture allows device-to-device networking of personal computers, networked home appliancesconsumer electronics devices and wireless devices. It is a distributed, open architecture protocol based on established standards such as the Internet Protocol Suite (TCP/IP), HTTPXML, and SOAP. UPnP control points are devices which use UPnP protocols to control UPnP devices.[1]

The UPnP architecture supports zero configuration networking. A UPnP compatible device from any vendor can dynamically join a network, obtain an IP address, announce its name, convey its capabilities upon request, and learn about the presence and capabilities of other devices. Dynamic Host Configuration Protocol (DHCP) and Domain Name System (DNS) servers are optional and are only used if they are available on the network. Devices can disconnect from the network automatically without leaving state information.

UPnP was published as a 73-part international standard, ISO/IEC 29341, in December, 2008.[2][3][4]

Other UPnP features include:

Media and device independence
UPnP technology can run on many media that support IP including EthernetFireWire, IR (IrDA), home wiring (G.hn) and RF (BluetoothWi-Fi). No special device driver support is necessary; common network protocols are used instead.
User interface (UI) Control
UPnP architecture enables devices to present a user interface through a web browser (see Presentation below).
Operating system and programming language independence
Any operating system and any programming language can be used to build UPnP products. UPnP does not specify or constrain the design of an API for applications running on control points; OS vendors may create APIs that suit their customer's needs.[clarification needed]
Programmatic control
UPnP architecture also enables conventional application programmatic control.[clarification needed]
Extensibility
Each UPnP product can have device-specific services layered on top of the basic architecture. In addition to combining services defined by UPnP Forum in various ways, vendors can define their own device and service types, and can extend standard devices and services with vendor-defined actions, state variables, data structure elements, and variable values.

Protocol[edit]

UPnP uses HTTP over UDP (known as HTTPU and HTTPMU for unicast and multicast). UPnP uses UDP due to its lower overhead in not requiring confirmation of received data and retransmission of corrupt packets. As streaming media is time sensitive this has proven a good compromise, even though HTTPU and HTTPMU are specified only in an Internet-Draft that expired in 2001.[5]

UPnP uses UDP port 1900 and TCP port 2869.[6]

Addressing[edit]

The foundation for UPnP networking is IP addressing. Each device must implement a DHCP client and search for a DHCP server when the device is first connected to the network. If no DHCP server is available, the device must assign itself an address. The process by which a UPnP device assigns itself an address is known within the UPnP Device Architecture as AutoIP. In UPnP Device Architecture Version 1.0,[7] AutoIP is defined within the specification itself; in UPnP Device Architecture Version 1.1,[8] AutoIP references IETF RFC 3927.[9] If during the DHCP transaction, the device obtains a domain name, for example, through a DNS server or via DNS forwarding, the device should use that name in subsequent network operations; otherwise, the device should use its IP address.

Discovery[edit]

Once a device has established an IP address, the next step in UPnP networking is discovery. The UPnP discovery protocol is known as the Simple Service Discovery Protocol (SSDP). When a device is added to the network, SSDP allows that device to advertise its services to control points on the network. Similarly, when a control point is added to the network, SSDP allows that control point to search for devices of interest on the network. The fundamental exchange in both cases is a discovery message containing a few essential specifics about the device or one of its services, for example, its type, identifier, and a pointer to more detailed information.

Description[edit]

After a control point has discovered a device, the control point still knows very little about the device. For the control point to learn more about the device and its capabilities, or to interact with the device, the control point must retrieve the device's description from the URL provided by the device in the discovery message. The UPnP description for a device is expressed in XML and includes vendor-specific manufacturer information like the model name and number, serial number, manufacturer name, URLs to vendor-specific web sites, etc. The description also includes a list of any embedded devices or services, as well as URLs for control, eventing, and presentation. For each service, the description includes a list of the commands, or actions, to which the service responds, and parameters, or arguments, for each action; the description for a service also includes a list of variables; these variables model the state of the service at run time, and are described in terms of their data type, range, and event characteristics.

Control[edit]

Having retrieved a description of the device, the control point can send actions to a device's service. To do this, a control point sends a suitable control message to the control URL for the service (provided in the device description). Control messages are also expressed in XML using the Simple Object Access Protocol (SOAP). Much like function calls, the service returns any action-specific values in response to the control message. The effects of the action, if any, are modeled by changes in the variables that describe the run-time state of the service.

Event notification[edit]

An additional capability of UPnP networking is event notification, or eventing. The event notification protocol defined in the UPnP Device Architecture is known as General Event Notification Architecture (GENA). A UPnP description for a service includes a list of actions the service responds to and a list of variables that model the state of the service at run time. The service publishes updates when these variables change, and a control point may subscribe to receive this information. The service publishes updates by sending event messages. Event messages contain the names of one or more state variables and the current value of those variables. These messages are also expressed in XML. A special initial event message is sent when a control point first subscribes; this event message contains the names and values for all evented variables and allows the subscriber to initialize its model of the state of the service. To support scenarios with multiple control points, eventing is designed to keep all control points equally informed about the effects of any action. Therefore, all subscribers are sent all event messages, subscribers receive event messages for all "evented" variables that have changed, and event messages are sent no matter why the state variable changed (either in response to a requested action or because the state the service is modeling changed).

Presentation[edit]

The final step in UPnP networking is presentation. If a device has a URL for presentation, then the control point can retrieve a page from this URL, load the page into a web browser, and depending on the capabilities of the page, allow a user to control the device and/or view device status. The degree to which each of these can be accomplished depends on the specific capabilities of the presentation page and device.

UPnP AV standards[edit]

UPnP AV is an audio and video extension of UPnP. On 12 July 2006 the UPnP Forum announced the release of version 2 of the UPnP Audio and Video specifications,[10] with new MediaServer version 2.0 and MediaRenderer version 2.0 classes. These enhancements are created by adding capabilities to the MediaServer and MediaRenderer device classes that allow a higher level of interoperability between MediaServers and MediaRenderers from different manufacturers. Some of the early devices complying with these standards were marketed by Philips under the Streamium brand name.

The UPnP AV standards have been referenced in specifications published by other organizations including Digital Living Network Alliance Networked Device Interoperability Guidelines,[11] International Electrotechnical Commission IEC 62481-1,[12] and Cable Television Laboratories OpenCable Home Networking Protocol.[13]

UPnP AV components[edit]

Media server[edit]

UPnP AV media server is the UPnP-server ("master" device) that provides media library information and streams media-data (like audio/video/picture/files) to UPnP clients on the network. It is a computer system or a similar digital appliance that stores digital media, such as photographs, movies, or music and shares these with other devices.

UPnP AV media servers provide a service to UPnP AV client devices, so called control points, for browsing the media content of the server and request the media server to deliver a file to the control point for playback.

UPnP media servers are available for most operating systems and many hardware platforms. UPnP AV media servers can either be categorized as software-based or hardware-based. Software-based UPnP AV media servers can be run on a PC. Hardware-based UPnP AV media servers may run on any NAS devices or any specific hardware for delivering media, such as a DVR. As of May 2008, there were more software-based UPnP AV media servers than there were hardware-based servers.

Other components[edit]

  • UPnP MediaServer ControlPoint - which is the UPnP-client (a 'slave' device) that can auto-detect UPnP-servers on the network to browse and stream media/data-files from them.
  • UPnP MediaRenderer DCP - which is a 'slave' device that can render (play) content.
  • UPnP RenderingControl DCP - control MediaRenderer settings; volume, brightness, RGB, sharpness, and more.
  • UPnP Remote User Interface (RUI) client/server - which sends/receives control-commands between the UPnP-client and UPnP-server over network, (like record, schedule, play, pause, stop, etc.).
  • QoS (Quality of Service) - is an important (but not mandatory) service function for use with UPnP AV (Audio and Video). QoS (Quality of Service) refers to control mechanisms that can provide different priority to different users or data flows, or guarantee a certain level of performance to a data flow in accordance with requests from the application program. Since UPnP AV is mostly to deliver streaming media that is often near real-time or real-time audio/video data which it is critical to be delivered within a specific time or the stream is interrupted. QoS (Quality of Service) guarantees are especially important if the network capacity is limited, for example public networks, like the internet.
    • QoS (Quality of Service) for UPnP consist of Sink Device (client-side/front-end) and Source Device (server-side/back-end) service functions. With classes such as; Traffic Class that indicates the kind of traffic in the traffic stream, (for example, audio or video). Traffic Identifier (TID) which identifies data packets as belonging to a unique traffic stream. Traffic Specification (TSPEC) which contains a set of parameters that define the characteristics of the traffic stream, (for example operating requirement and scheduling). Traffic Stream (TS) which is a unidirectional flow of data that originates at a source device and terminates at one or more sink device(s).
  • Remote Access - defines methods for connecting UPnP device sets that are not in the same multicast domain.

NAT traversal[edit]

One solution for NAT traversal, called the Internet Gateway Device Protocol (IGD Protocol), is implemented via UPnP. Many routers and firewalls expose themselves as Internet Gateway Devices, allowing any local UPnP control point to perform a variety of actions, including retrieving the external IP address of the device, enumerate existing port mappings, and add or remove port mappings. By adding a port mapping, a UPnP controller behind the IGD can enable traversal of the IGD from an external address to an internal client.

Problems with UPnP[edit]

Lack of authentication[edit]

The UPnP protocol, as default, does not implement any authentication, so UPnP device implementations must implement their own authentication mechanisms, or implement the Device Security Service.[15] There also exists a non-standard solution called UPnP-UP (Universal Plug and Play - User Profile)[16][17] which proposes an extension to allow user authentication and authorization mechanisms for UPnP devices and applications. Unfortunately, many UPnP device implementations lack authentication mechanisms, and by default assume local systems and their users are completely trustworthy.[18][19]

Due to the lack of authentication mechanisms, routers and firewalls running the UPnP IGD protocol are vulnerable to attack. For example, Adobe Flash programs are capable of generating a specific type of HTTPrequest which allows a router implementing the UPnP IGD protocol to be controlled by a malicious web site when someone with a UPnP-enabled router simply visits that web site.[20] This only applies to the"firewall-hole-punching"-feature of UPnP; it does not apply when the IGD does not support UPnP or UPnP has been disabled on the IGD. Also, not all routers can have such things as DNS server settings altered by UPnP because much of the specification (including LAN Host Configuration) is optional for UPnP enabled routers.[21] As a result, some UPnP devices ship with UPnP turned off by default as a security measure.

Access from the Internet[edit]

In 2011, researcher Daniel Garcia developed a tool designed to exploit a flaw in some UPnP IGD device stacks that allow UPnP requests from the Internet.[22][23] The tool was made public at DEFCON 19 and allows portmapping requests to external IP addresses from the device and internal IP addresses behind the NAT. The problem is widely propagated around the world, with scans showing millions of vulnerable devices at a time.[24]

In January 2013 the security company Rapid7 in Boston reported[25] on a six-month research programme. A team scanned for signals from UPnP-enabled devices announcing their availability for internet connection. Some 6900 network-aware products from 1500 companies at 81 million IP-addresses responded to their requests. 80% of the devices are home routers, others include printers, webcams and surveillance cameras. Using the UPnP-protocol, many of those devices can be accessed and/or manipulated.

Future developments[edit]

UPnP continues to be actively developed. In the fall of 2008, the UPnP Forum ratified the successor to UPnP 1.0, UPnP 1.1.[26] See [27] for documents describing the published standard.

The DPWS standard was a candidate successor to UPnP, but UPnP 1.1 was selected by the Forum.

The UPnP Internet Gateway Device (IGD)[28] standard has a WANIPConnection service that contains a competing solution known as NAT-PMP, which is an IETF draft introduced by Apple Inc. in 2005. However, NAT-PMP is focused only on NAT traversal. Version 2 of IGD is currently under development.[29]

See also[edit]



출처 - http://en.wikipedia.org/wiki/Universal_Plug_and_Play#UPnP_AV_standards



Posted by linuxism
,


Digital Living Network Alliance
Dlna.svg
EstablishedJune 2003[1]
Founder(s)Sony
TypeNon-profit collaborative trade organization
Headquarters4000 Kruse Way Place, Bldg 2, Ste 250 Lake Oswego, Oregon USA
Region servedWorldwide
Membership225[2]
SloganConnect and Enjoy
Websitedlna.org



The Digital Living Network Alliance (DLNA) is a non-profit collaborative trade organization established by Sony in June 2003, that is responsible for defininginteroperability guidelines to enable sharing of digital media between multimedia devices.[3] These guidelines are built upon existing public standards, but the guidelines themselves are private (available for a fee). These guidelines specify a set of restricted ways of using the standards to achieve interoperability and include almost all freeaudio formats and the most common (free or otherwise) video formats, meaning that DLNA servers generally have to support transcoding in order to produce a useful service.[4]

DLNA uses Universal Plug and Play (UPnP) for media management, discovery and control.[5] UPnP defines the type of device that DLNA supports ("server", "renderer", "controller") and the mechanisms for accessing media over a network. The DLNA guidelines then apply a layer of restrictions over the types of media file format, encodings and resolutions that a device must support.

As of February 2013,[6] over 18,000 different device models have obtained "DLNA Certified" status, indicated by a logo on their packaging and confirming their interoperability with other devices.[7] It is estimated that more than 440 million DLNA-certified devices, from digital cameras to game consoles and TVs, have been installed in users' homes.[8]

History[edit]

Sony established the DLNA in June 2003 as the Digital Home Working Group, changing to its current name 12 months later, when the first set of guidelines for DLNA was published.[1] Home Networked Device Interoperability Guidelines v1.5 was published in March 2006 and expanded in October of the same year; the changes included the addition of two new product categories — printers, and mobile devices — as well as an "increase of DLNA Device Classes from two to twelve" and an increase in supported user scenarios related to the new product categories.[1]

Specification[edit]

The DLNA Certified Device Classes are separated as follows:[9]

Home Network Devices[edit]

  • Digital Media Server (DMS): store content and make it available to networked digital media players (DMP) and digital media renderers (DMR). Examples include PCs and network-attached storage (NAS) devices.
  • Digital Media Player (DMP): find content on digital media servers (DMS) and provide playback and rendering capabilities. Examples include TVs, stereos and home theaters, wireless monitors and game consoles.
  • Digital Media Renderer (DMR): play content as instructed by a digital media controller (DMC), which will find content from a digital media server (DMS). Examples include TVs, audio/video receivers, video displays and remote speakers for music. It is possible for a single device (e.g. TV, A/V receiver, etc.) to function both as a DMR (receives "pushed" content from DMS) and DMP ("pulls" content from DMS)
  • Digital Media Controller (DMC): find content on digital media servers (DMS) and instruct digital media renderers (DMR) to play the content. Content doesn't stream from or through the DMC. Examples include Internet tablets, Wi-Fi enabled digital cameras and smartphones.
  • Digital Media Printer (DMPr): provide printing services to the DLNA home network. Generally, digital media players (DMP) and digital media controllers (DMC) with print capability can print to DMPr. Examples include networked photo printers and networked all-in-one printers

Mobile Handheld Devices[edit]

  • Mobile Digital Media Server (M-DMS): store content and make it available to wired/wireless networked mobile digital media players (M-DMP), digital media renderers (DMR) and digital media printers (DMPr). Examples include mobile phones and portable music players.
  • Mobile Digital Media Player (M-DMP): find and play content on a digital media server (DMS) or mobile digital media server (M-DMS). Examples include mobile phones and mobile media tablets designed for viewing multimedia content.
  • Mobile Digital Media Uploader (M-DMU): send (upload) content to a digital media server (DMS) or mobile digital media server (M-DMS). Examples include digital cameras and mobile phones.
  • Mobile Digital Media Downloader (M-DMD): find and store (download) content from a digital media server (DMS) or mobile digital media server (M-DMS). Examples include portable music players and mobile phones.
  • Mobile Digital Media Controller (M-DMC): find content on a digital media server (DMS) or mobile digital media server (M-DMS) and send it to digital media renderers (DMR). Examples include personal digital assistants (PDAs) and mobile phones.

Home Infrastructure Devices[edit]

  • Mobile Network Connectivity Function (M-NCF): provide a bridge between mobile handheld device network connectivity and home network connectivity.
  • Media Interoperability Unit (MIU): provide content transformation between required media formats for home network and mobile handheld devices.

The specification uses Digital Transmission Content Protection|DTCP-IP as "link protection" for copyright-protected commercial content between one device to another.[1][10]

Member companies[edit]

As of June 2011, there are 26 promoter members and 199 contributor members. The promoter members are:[11]

ACCESSAT&T Labs, Awox,[12] BroadcomCableLabsCisco SystemsComcastDIRECTVDolby LaboratoriesDTSEricssonGoogleHewlett-PackardHTCHuaweiIntelLG ElectronicsMicrosoftNokia,PanasonicQualcommSamsung ElectronicsSony ElectronicsTechnicolor, and Verizon.

Apple is not a member. Apple uses its own proprietary Digital Audio Access Protocol instead of DLNA's UPnP protocols.

DLNA is run by a board of directors consisting of 9 members. There are 8 permanent representatives from the following companies: BroadcomIntelMicrosoftNokiaSamsung ElectronicsSony Electronics,Technicolor and one elected by the promoter members, AwoX.[12][13]

The board of directors oversees the activity of the four following committees:

  • Ecosystem Committee, planning the future development of DLNA guidelines
  • Compliance & Test Committee, overseeing the certification program and its evolutions
  • Marketing Committee, actively promoting DLNA worldwide
  • Technical Committee, writing the DLNA guidelines

Products supporting DLNA[edit]

DLNA-certified devices[edit]

There are over nine thousand products on the market that are DLNA Certified.[14] This includes TVs, DVD and Blu-ray players, games consoles, digital media players, photo frames, cameras, NAS devices, PCs, mobile handsets, and more.[15] “According to a study from ABI Research, nearly 200 million such products shipped in 2008; that number will rise to more than 300 million in 2012, and the growth curve accelerates even faster in the years that follow.”[16] Consumers can see if their product is certified by looking for a DLNA logo on the device or by verifying certification through the DLNA Product Search.[17]

Manufacturers can seek certification testing from a DLNA Accredited Independent Certification Vendor such as the UNH InterOperabiliy Laboratory,[18]Digital TV Labs,[19] or Testronic.[20]

DLNA technology components[edit]

As the past president of DLNA pointed out to the Register in March 2009:[21]

The vendors of software are allowed to claim that their software is a DLNA Technology Component if the software has gone through certification testing on a device and the device has been granted DLNA Certification. DLNA Technology Components are not marketed to the consumer but only to industry.

DLNA Interoperability Guidelines allow manufacturers to participate in the growing marketplace of networked devices and are separated into the below sections of key technology components.[22]

  • Network and Connectivity[23]
  • Device and Service Discovery and Control[24]
  • Media Format and Transport Model[25]
  • Media Management, Distribution and Control[26]
  • Digital Rights Management and Content Protection[27]
  • Manageability[28]

DLNA-certified software[edit]

In 2005,[29] DLNA began a Software Certification program in order to make it easier for consumers to share their digital media across a broader range of products. DLNA is certifying software that is sold directly to consumers through retailers, websites and mobile application stores. With DLNA Certified software, consumers can upgrade products from within their home networks that may not be DLNA Certified and bring them into their personal DLNA ecosystems. This helps in bringing content such as videos, photos and music stored on DLNA Certified devices to a larger selection of consumer electronics, mobile and PC products.[30]

DLNA-certified products[edit]

Some examples:[31]

  • AwoX mediaCTRL[32] is a commercial server. It is based on AwoX DLNA Technology component software development kits.[33]
  • CyberLink SoftDMA 2.[34] Appears to be just a DMP.
  • Nokia N9 shares multimedia including music, pictures or videos.
  • Samsung Galaxy S II shares multimedia including music, pictures or videos.
  • Samsung Galaxy S III mini shares multimedia including music, pictures or videos.
  • Sony Xperia acro S shares multimedia including music, pictures or videos.
  • Nero MediaHome 4 a commercial media server for Windows with realtime transcoding and live TV streaming functionality. Free trial version is available.
  • Sony PlayStation 3[35] is a DLNA Certified[36] DMP.

Servers[edit]

  • Asset UPnP/DLNA, Audio specific UPnP/DLNA server for Windows & Windows Home Server. Features album art, audio WAVE/LPCM transcoding from a huge range of audio codecs, ReplayGain support for streamed audio. Customizable browse tree.
  • CyberLink Media Server 2.[37] Appears to be just a DMS.
  • Jamcast,[38] a DLNA compliant media server for MS Windows that is capable of streaming any audio playing on the PC to DLNA devices.
  • JRiver Media Center,[39] DLNA media server for Windows or Mac. Also includes Renderer and Controller.
  • Mezzmo[40] is a feature-packed UPnP/DLNA media server with on-the-fly transcoding and media organizing features.
  • PlayOn from MediaMall.[41] Appears to be a DMS, also capable of serving streamed internet media such as Netflix, Hulu, Google YouTube, CNN, ESPN.
  • PS3 Media Server.[42] An open source (GPLv2) DLNA compliant UPnP Media Server for the Sony PS3, written in Java, with the purpose of streaming or transcoding any kind of media files, with minimum configuration.
  • Serviio[43] is a DLNA media server and works with any DLNA compliant device with the purpose of streaming or transcoding any kind of media files (TV, Sony PlayStation 3, etc.) and some other (MS Xbox 360). Frequently updated, has a good support community.
  • TwonkyMedia server runs on PC, Apple Mac, GNU/Linux and Android and enables media sharing of local and online media among a large variety of devices.
  • TVMOBiLi[44] – A shareware DLNA/UPnP Media Server for MS Windows, Apple Mac OS X and GNU/Linux. Appears to be just a DMS.
  • TVersity, a UPnP MediaServer with strong device support and on-the-fly transcoding.[45] Appears to be just a DMS.[46]
  • Wild Media Server (UPnP, DLNA, HTTP),[47] a media server for MS Windows, Wine (GNU/Linux), Wineskin (Apple Mac OS), individual device settings, transcoding, external and internal subtitles, restricted device access to folders, uploading files, Internet-Radio, Internet-Television, Digital Video Broadcasting (DVB), DMR-control and "Play To", Music (Visualization), Photo (Slideshow), support for 3D-subtitles, support for music fingerprints.
  • Coherence is a framework written in Python to enable applications access to digital living network resources. As a stand alone application it can act as a UPnP/DLNA media server, in combination with a supported client as a media renderer.
  • AllShare[48] (UPnP, DLNA), a Samsung branded media server for MS Windows. Clients are also available for mobile Android devices. Effective for streaming content over a local network to Samsung devices, notably televisions.
  • KooRaRoo Media[49] (UPnPDLNAHTTP), a multimedia organizer and a media server for Windows. On-the-fly transcoding, supports multiple video/audio streams in files, includes a DMS (server) and a DMC (controller) with "play to" functionality. Works with all DLNA-compatible devices.
  • Pixel Media Server[50] is a DLNA compliant Digital Media Server on Android platform. It makes your android Phone/Tablet to DLNA Media Server and publish your media contents (Image/Song/Video) from your Tablet/Phone to the DLNA home network.

See also[edit]



출처 - http://en.wikipedia.org/wiki/Digital_Living_Network_Alliance






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포토샵(Adobe Photoshop)과 페인터(Corel painter) 등은 윈도(Windows)를 떠나올 때 가장 아쉬운 프로그램들 중 하나였습니다. 

여지껏 손에 익어온 단축키와 기능들...거기다 원래 취미로 그림 그리는 것도 좋아해서, 더더욱 아쉬울 수 밖에 없었죠...


엎친 데 덮친 격으로 우분투에서 기본적으로 제공되는 이미지 편집 툴이 없는 것입니다.....(설치하면 되지만요...^^;;)


자, 이번엔 우분투에서 사용가능한 2D 그래픽 편집 툴을 모아봤습니다!!



1. 김프(Gimp)


오픈소스진영의 대표주자죠!!리눅스 뿐만 아니라 윈도, 맥(MacOS)에서도 사랑받는 프로그램 중 하나입니다.

우리나라에서 불법 복제 포토샵이 판치고 있을때 지조있는 그림매니아로부터 꾸준히 사랑 받아온 프로그램이기도 하고요.

제가 가장 즐겨쓰는 프로그램이기도 합니다.

초기에 레이어에 대한 개념이 포토샵과 좀 헷갈려서 애먹기는 했지만, 지금은 단축키도 많이 숙지해서 포토샵 부럽지 않습니다!!


현재 정식버전으로는 2.6, 개발버전으로는 2.7버전까지 나와있으며 올해 안으로 2.8버전 출시가 기대되고 있습니다.

하지만 개발인력의 부족과 'Google Summer Of Code 2011' 준비 등으로 다소 지연되고 있다고 합니다.



'컴덕후의 나만 모르던 IT이야기'와 'IT풍자웹툰'은 김프로 그려집니다!!^ㅡ^



다양한 설정 및 레이어의 활용이 가능하죠.



다양한 필터 기능까지 갖추고 있습니다!!



2.7버전 기준으로 기본 저장 포맷은 *.xcf, *.xcf.bz2, *.bz2, *.xcfbz2, *.xcf.gz, *.gz, *.xcfgz 등이 가능합니다.



또한 출력가능한 형식은 *.ora, *.png, *.pdf, *.ico, *.jpg, *.psd ....헥...나머지는 클릭해서 봐 주세요...ㅠㅠ



또한 열 수 있는 파일들도 듣보잡까지...-ㅅ-...


기존버전은 '우분투 소프트웨어 센터' 혹은 

$ sudo apt-get install gimp

위의 명령어를 통해 설치 할 수 있습니다.


개발버전(2.7.x)는

$ sudo add-apt-repository ppa:matthaeus123/mrw-gimp-svn
$ sudo apt-get update
$ sudo apt-get install

위의 명령어로 설치할 수 있습니다.



2. 마이 페인트(MyPaint)


오픈소스계의 페인터(Painter)라고 불려지는 프로그램입니다.

다양한 브러쉬(brush)와 타블렛(tablet)의 필압감지 설정이 맘에 듭니다.



레이어창은 기본적으로 보이지 않습니다. 따로 여셔야하고요.



타블렛의 압력을 설정할 수 있습니다.



다양한 효과의 브러시를 사용할 수 있습니다.



가장 맘에 드는 부분이라면 바로 자주쓰는 브러시 설정에 단축키를 정해서 쓸 수 있다는 거죠!!

이거 의외로 작업에 도움이 많이 됩니다.




기본적으로 저장 및 열기는 *.ora, *.png, *.jpg; *.jpeg 로 가능합니다.


개인적으로 아쉬운 점이 있다면 캔버스 크기를 조절하지 못한다는 점이죠...

그렇기때문에 막상 그리고 나면 크기가 거대해집니다...;;

*.ora로 저장하면 김프 2.7.x버전과 호환이 되니, 따로 활용하실 수 있습니다.


설치 : 우분투 소프트웨어 센터 이용 'mypaint'



3. 그놈 페인트 드로잉 에디터(Gnome Paint Drawing Editor)


윈도계열의 구형 그림판과 완전히 닮았습니다.

그 이상도 이하도 아니죠!!^^;;;



gnome-paint 로 검색하시면 나옵니다!!



선 두께 등을 조절하는 메뉴부터...어디 하나 다른게 없군요...



저장 가능한 포맷은 BMP, ICO, JPEG, PNG, TIFF 등 입니다.


설치 : 우분투 소프트웨어 센터 이용 'gnome-paint'로 검색



4. 컬러페인트(KolourPaint)


앞의 K는 KDE용이기 때문에 붙은거죠~. 하지만 우분투(유니티나 그놈에서도)에서도 지장없이 사용할 수 있습니다!!



기존의 윈도 그림판에 조금 더 기능이 추가된 모습입니다. 특히 Undo 기능이 돋보이네요.



저장은 RGB image, PGM image, PNG image 로 가능합니다.


설치 : 우분투 소프트웨어 센터 이용 'kolourpaint'로 검색하시면 됩니다.



5. 핀타(Pinta)


그림판과 김프의 중간단계 수준의 프로그램입니다.

레이어를 통한 편집이 가능하고요, 간단한 레벨 등의 조정과 효과도 적용할 수 있습니다.



김프에 비해선 부족하지만 그래도 다양한 효과를 줄 수 있습니다.



레벨이나, 밝기, 대조 등의 조정도 해줄 수 있습니다.



기본적으로 지원하는 포맷은 *.bmp, *.ico, *.jpg, *.jpeg, *.png, *.tga, *.tif, *.tiff, *.ora 등 입니다.


설치 : 우분투 소프트웨어 센터 이용 pinta 검색



6. 턱스 페인트(Tux Paint)


아래의 이미지 속의 글이 보이실 지 모르겠지만, 말 그대로 어린이를 위한 미술 프로그램입니다...^^;;

초등학교 저학년이나 미취학 아동을 두신 분께서는 설치해도 좋겠네요~^^;;;;;



친절한 펭귄이 해설을 해주는 기능이 있습니다!!^^



빨간색을 선택했다고 펭귄이 말해주는게 보이시나요??실제로는 영어로 말해준답니다...^^;;;;


설치 : 우분투 소프트웨어 센터 이용 'tux paint'검색



7. 케이툰(KToon)


애니메이션 제작용 프로그램입니다.

기존 이미지 편집 기능에 플래시(flash) 애니메이션처럼 만들 수 있는 기능을 갖추고 있습니다.




개인적으로 툴 적응이 힘들어서 제대로 설명해드리기가 힘들군요;;

다양한 기능이 있는 것은 확실합니다.



플래시처럼 타임라인이 표시됩니다!!



다양한 방식으로 저장이 가능합니다!!


설치 : 우분투 소프트웨어 센터 이용 'ktoon' 검색


8. Xara Xtreme

(한글로 소개해드리기 두려워서 그만...;;)


벡터(vector) 이미지 편집 툴입니다.

비슷한 프로그램으로 LibreOffice Draw와 OpenOffice Draw, 잉크스케이프(Inkscape) 등이 있죠.



벡터 이미지 쪽은 제대로 다룰 줄 몰라서...;;



기본적으로 *.xar; *.web 포맷으로 저장되고요...



다양한 포맷으로 내보낼(export) 수 있습니다.


설치 : 우분투 소프트웨어 센터 이용 'xara xtreme' 검색

기타 오픈오피스 드로우(OpenOffice draw), 리브레오피스 드로우(LibreOffice Draw)는 해당 오피스 설치시 자동 설치.

잉크스케이프(Inkscape)는 우분투 소프트웨어 센터 이용 'inkscape' 검색



출처 - http://deviantcj.tistory.com/214


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