• Title/Summary/Keyword: Broadcast convergence

Search Result 294, Processing Time 0.026 seconds

An asymmetric WDM-EPON structure for the convergence of broadcast and communication (방송통신 통합을 위한 비대칭 WDM-EPON 구조에 관한 연구)

  • Hur Jung;Koo Bon-Jeong;Park Youngil
    • Journal of Broadcast Engineering
    • /
    • v.10 no.2
    • /
    • pp.182-189
    • /
    • 2005
  • In this paper, an asymmetric WDM-EPON transmission scheme is proposed to be used in a high speed access network system, which is required to implement the convergence of broadcast and communication. WDM is used for downstream transmission from OLT to access nodes, satisfying wide bandwidth requirement for broadcasting and various multimedia services. And an EPON scheme, which is cheaper than WDM, is applied to upstream transmission where less bandwidth is required. A transmission test in physical layer was performed successfully and the results are provided. If ONUs are to be used in a home gateway, its protocol should be appropriate to its traffic pattern. Voice is sensitive to a time delay while data is not. A new dynamic bandwidth assignment protocol for PON system, which can cope with various types of data in access network is proposed and its performance is analysed. A maximum cycle time is specified to achieve the QoS of signals sensitive to time delay. And a minimum window is specified to prevent the downstream control signals from uprising. It is shown by simulation that the proposed EPON protocol can provide a better performance than previous ones.

Study of Capturing Real-Time 360 VR 3D Game Video for 360 VR E-Sports Broadcast (360 VR E-Sports 중계를 위한 실시간 360 VR 3D Stereo 게임 영상 획득에 관한 연구)

  • Kim, Hyun Wook;Lee, Jun Suk;Yang, Sung Hyun
    • Journal of Broadcast Engineering
    • /
    • v.23 no.6
    • /
    • pp.876-885
    • /
    • 2018
  • Although e-sports broadcasting market based on VR(Virtual Reality) is growing in these days, technology development for securing market competitiveness is quite inadequate in Korea. Global companies such as SLIVER and Facebook already developed and are trying to commercialize 360 VR broadcasting technology which is able to broadcast e-sports in 4K 30FPS VR video. However, 2D video is too poor to use for 360 VR video in that it brings less immersive experience and dizziness and has low resolution in the scene. this paper, we not only proposed and implemented virtual camera technology which is able to capture in-game space as 360 video with 4K 3D by 60FPS for e-sports VR broadcasting but also verified feasibleness of obtaining stereo 360 video up to 4K/60FPS by conducting experiment after setting up virtual camera in sample games from game engine and commercial games.

A Study on the integration of UGC in broadcast journalism: An evidence from Bangladesh (방송 저널리즘의 UGC 이용에 관한 연구: 방글라데시의 사례를 중심으로)

  • Saiful, Hoque;Park, Jaeyung
    • Journal of Digital Convergence
    • /
    • v.17 no.1
    • /
    • pp.301-311
    • /
    • 2019
  • Digital convergence put a huge challenges for broadcast media in terms of integrating user generated content (UGC). Keeping this in mind, objective of the study is to explore the factors that affecting UGC's integration in Broadcast channel from developing countries' perspective. We explored how and why UGC are appearing in Bangladeshi Television news. In-depth interview was used and news editorial level staffs were selected from leading Bangladeshi television channels. Findings suggest that, state interventions in crisis events and lack of experiences to handle crisis reporting played a crucial role to incorporate UGC in television news bulletins. One of the significant findings is that, mere traditional guidelines and work policy of the media houses will not be enough to handle user generated content as well as citizen's participation in news media. Thus, we recommend to formulate a comprehensive user generated content integration policy in the context of Bangladesh.

Design of Multiplexing System Supporting MPLP for Next-generation Convergence Broadcast Service (차세대 융합 방송 서비스를 위한 MPLP(Multiple Physical Layer Pipe)기법을 적용한 다중화 시스템 설계)

  • Woo, Yong-Je;Park, Kyung-Won;Jeon, Won-Gi;Paik, Jong-Ho;Kwon, Ki-Won
    • Proceedings of the Korean Society of Broadcast Engineers Conference
    • /
    • 2015.07a
    • /
    • pp.484-485
    • /
    • 2015
  • 세계적인 디지털 방송 전환과 더불어 방송 기술의 비약적인 발전은 HD(High Definition) 방송 시대를 넘어 UHD(Ultra High Definition) 방송 시대를 개막하였으며, UHD를 비롯한 다양한 차세대 방송 기술들이 개발되고 있다. 이러한 변화에 따라 차세대 방송 기술의 선점을 위한 유럽의 DVB 2.0, 미국의 ATSC 3.0, 일본의 ISDB-Tmm과 같은 최신의 방송 표준이 제정되 거나 제정을 준비하고 있다. 국내의 차세대 방송 원천 기술에 대한 연구 개발이 어느 때보다도 시급한 상황이다. 본 논문은 방송 통신 융합환경 하에서 초고화질 콘텐츠를 전송할 수 있도록 하는 차세대 융합방송 프로젝트의 일환으로 유럽의 차세대 디지털 방송 시스템에 적용된 MPLP 기법을 분석하고, 해당 기법을 적용하여 지상파 방송망을 통해서 HD 및 4K UHD 서비스를 다중화하여 변조시스템에 전송하는 다중화 시스템의 구조를 제안한다.

  • PDF

The Effect of Expected Perspective on the Role of Genre and Attitude toward Utilizing Genre in Broadcast Ad on the Liking of Broadcast Ad Genre (방송광고에서 장르의 역할에 대한 기대관점과 활용에 대한 태도가 방송광고 장르에 대한 호감도에 미치는 영향)

  • Kim, Chulho
    • Journal of Digital Convergence
    • /
    • v.12 no.12
    • /
    • pp.491-506
    • /
    • 2014
  • The purpose of this study is to examine the effect of expected perspective on the role of genre and attitude toward utilizing genre in broadcast ad on the liking of broadcast ad genre as appeal types of creativity. The results show that there is a significant correlation between macro-environmental expected perspective(MEEP) on the role of genre and a negative attitude toward utilizing genre in broadcast ad. A significant correlation between micro-practical expected perspective(MPEP) and a positive attitude was also found. Consumers with an integrated-situational expected perspective(ISEP) show a more significant relationship with the dual attitude. Consumes with a MPEP have a stronger liking on comparative ad and sex appeal ad, and consumers with an ISEP show a median liking. Consumers with positive attitude have a stronger liking on comparative ad and sex appeal ad, and consumers with a dual attitude show a median liking that is between the positive attitude-based consumers' and negative attitude-based consumers'.

An Investigation of the Factors Affecting Satisfaction with Cell Broadcast Service(CBS) -Focusing on Users in Incheon- (긴급재난문자 만족도에 영향을 미치는 요인 규명 -인천광역시 서비스 대상자를 중심으로-)

  • Park, Keon-Oh;Park, Jae-Young
    • Journal of Environmental Science International
    • /
    • v.33 no.3
    • /
    • pp.193-203
    • /
    • 2024
  • This study aims to determine the factors affecting the level of satisfaction with the Cell Broadcast Service (CBS) among citizens in Incheon. Partial least squares (PLS) regression, instead of multiple regression, was used for the analysis because it can solve multicollinearity and sample size issues. The analysis results are as follows: The factor with the greatest effect on satisfaction with CBS among Incheon citizens, was the elimination of redundancies (VIP=1.185). Therefore, local governments, government agencies, and public organizations must coordinate their ideas and collectively create guidelines to eliminate redundancies. The second most influential factor was the expansion in the broadcast medium from legal, institutional, and policy aspects (VIP=1.087). This is because differences in generation, age, gender, and personal characteristics were not considered. Therefore, it is necessary to devise a customized messaging tool through the expansion of broadcast media. The broadcast criteria of the legal, institutional, and policy perspectives comprised the third most influential factor, with a high VIP value of 1.053. Consequently, it is essential to devise a plan to avoid distributing unnecessary cell broadcast services, by establishing criteria for areas and sections, time, and the direct and indirect impact zones of a disaster. In the future, this study could be used as base data to develop policies, guidelines, and response measures for Incheon CBS. Given the lack of research on the diverse characteristics of each social class and the city traits of each region, and a lack of concrete empirical research on each factor, continuous and in-depth studies are required in the future.

The Effect of Live Broadcast of Fresh Food on Customer's Purchasing Intention

  • Young-Geun PARK;Dai-Hwan MIN;Hanjin LEE
    • The Journal of Industrial Distribution & Business
    • /
    • v.14 no.9
    • /
    • pp.31-39
    • /
    • 2023
  • Purpose: Social media's increasing adoption and the development of digital technology have completely changed how businesses interact with their clients. The current study is to examine the impact of live broadcasts on consumers' perceptions and actions across a range of fresh food goods. Research design, data and methodology: The scrutiny relies on the existing peer-reviewed literature, which may prevent a comprehensive evaluation of some recent advancements in the subject. Despite these caveats, the outcomes of this scrutiny are anticipated to contribute significantly to our understanding of the effect of live broadcast marketing on consumers' propensity to make purchases. Results: Previous literature review clearly states that 'Live Broadcast of Fresh Food' to attract relevant customers should be followed: (1) Increased Product Transparency and Trust, (2) Enhanced Customer Engagement, (3) Impact on Customer's Perception of Product Quality, and (4) sense of urgency and scarcity. Conclusions: All in all, the study's advice for firms in the food industry to improve their marketing efforts through live broadcasts have important practical ramifications. Promoting openness and trust in the production process and with the audience boosts a brand's reliability. Customers are more likely to participate and feel more connected to a brand.

A Study on the Visual Attention of Game Broadcast Real-time Review Using Eye Tracking: Focusing on Mobile Platform (아이트래킹을 활용한 개인 게임방송 실시간 댓글의 시각적 주의에 관한 연구: 모바일 플랫폼을 중심으로)

  • Yin, Shuo-Han;Wang, Jin-Nan;Hwang, Mi-Kyung;Lee, Sang-Ho
    • Journal of Digital Convergence
    • /
    • v.20 no.5
    • /
    • pp.733-739
    • /
    • 2022
  • The study investigated the users' functional requirement, degree of acceptance and preference of game broadcast real-time review .Secondly it comparatively analyzed the types and locations of game broadcast real-time review through eye tracking tech. The results show that users have high functional requirements and high acceptance for game broadcast real-time review but their preference has no significant correlation with the feature. Among the types of game broadcast real-time review the type with translucent text bubble took the highest visual attention. The above shows that the users' visual behavior has the tendency of special style. The visual attention analysis results of different types and locations of game broadcast real-time review in the study can play a guiding role in the interface design of real-time review feature in the future.

Redundancy operation method for a distributed public address system (분산형 전관방송 시스템의 이중화 운영 방법)

  • Ryu, Taeha;Kim, Seungcheon
    • Journal of the Korea Convergence Society
    • /
    • v.11 no.8
    • /
    • pp.47-53
    • /
    • 2020
  • In the case of a failure due to equipment deterioration in the public address system or a worker's mistake during construction, broadcasting becomes impossible. In this situation, we have designed a more advanced management broadcast system that can broadcast. The broadcasting service is operated using main broadcasting device, and local broadcasting device operates separately only in the local area. If the main broadcasting device becomes inoperable, the procedure for transferring the control activates the device with the local broadcasting devices based on data backed up by the main controller. This paper proposes an improved method of the conventional emergency broadcasting device duplication method. The existing method could not use the standby equipment in the normal state, but in the proposed method, the standby equipment can be used as local broadcasting equipment in usually. This method enables stable system operation while minimizing resource waste due to redundant configuration of expensive devices.

Development of a New Pedestrian Avoidance Algorithm considering a Social Distance for Social Robots (소셜로봇을 위한 사회적 거리를 고려한 새로운 보행자 회피 알고리즘 개발)

  • Yoo, Jooyoung;Kim, Daewon
    • Journal of Broadcast Engineering
    • /
    • v.25 no.5
    • /
    • pp.734-741
    • /
    • 2020
  • This article proposes a new pedestrian avoidance algorithm for social robots that coexist and communicate with humans and do not induce stress caused by invasion of psychological safety distance(Social Distance). To redefine the pedestrian model, pedestrians are clustered according to the pedestrian's gait characteristics(straightness, speed) and a social distance is defined for each pedestrian cluster. After modeling pedestrians(obstacles) with the social distances, integrated navigation algorithm is completed by applying the newly defined pedestrian model to commercial obstacle avoidance and path planning algorithms. To show the effectiveness of the proposed algorithm, two commercial obstacle avoidance & path planning algorithms(the Dynamic Window Approach (DWA) algorithm and the Timed Elastic Bands (TEB) algorithm) are used. Four cases were experimented in applying and non-applying the new pedestrian model, respectively. Simulation results show that the proposed algorithm can significantly reduce the stress index of pedestrians without loss of traveling time.