• Title/Summary/Keyword: Broadcasting Contents

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A Research on Streaming Protocol for User-Created Contents in Digital Cable Broadcasting environment (디지털 케이블 방송 환경에서 개인 미디어를 위한 스트리밍 프로토콜 연구)

  • Kim, Seong-Won;Kim, Jung-Hwan;Si, Jang-Hyun;Jung, Moon-Ryul
    • Journal of the Institute of Electronics Engineers of Korea TC
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    • v.44 no.1
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    • pp.54-61
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    • 2007
  • In this paper, on-demand service streaming protocol for user-created contents in digital cable broadcasting environment is considered. In order to provide variety media contents service like UCC in digital cable broadcasting environment, the same service model as RVOD(Real Video on Demand) is required and the different interface for each broadcasting platform is needed in a current OCAP environment. Using return path based RTP, we separate existing VOD stream band into broadcasting and VOD stream band. In order to broaden On-demand service, consistent expansion of the infrastructure same as live broadcasting system is inefficient in the digital cable broadcasting environment. Using existing network protocol, the service which is insensitive to the infrastructure for VOD service becomes possible. Therefore we considered the analysis of the class of download available structure in the Set-Top-Box for RTP(Real-time Transport Protocol) and designing the decoding available streaming server for UCC transcoding and transmission in the receiver. Designing a efficient VOD service and system under the broadcasting environment gives a expansion of On-Demand service and more chance to upload and utilization of contents.

A Study on the Stabilization of Bit Rate and LTE for the TV DMNG Broadcasting

  • Jeong, Gyoung Youl
    • International Journal of Advanced Culture Technology
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    • v.6 no.4
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    • pp.266-274
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    • 2018
  • Securing field screens through LTE broadcasting is a very valuable technology in news production because of its locality and concurrency. TV has the advantage of being able to deliver news faster than newspapers and make live coverage on the scene of events and events. To maximize this, not only middle-end broadcasters but also existing broadcasting stations are taking an active role in broadcasting using LTE. However LTE broadcasting has yet to secure any conflicting values of broadcasting stability and securing high-definition. The key to solving this difficulty is the transmission rate of Bit Rate. This paper compares the Bit Rate transmission method, which is variable and fixed, to provide more on-site screens through LTE, and presents the Bit Rate adjustment method as a method of screen stabilization through experiment. Consequently, the most stable broadcast screen can be obtained when transmitting and connecting it to broadcasting in a variable 5M method.

A Study on Development of Backpack Journalism Using Digital Mobile News Gathering (무선통신망 중계방송(DMNG)을 이용한 '백팩 저널리즘' 발전방안 연구)

  • Jeong, Gyoung-Youl
    • The Journal of the Korea Contents Association
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    • v.17 no.10
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    • pp.334-342
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    • 2017
  • Due to the development of telecommunication technology, the relay broadcasting system is changing rapidly. The introduction of the wireless mobile communication relay (DMNG) method has enabled the one-man relay, which has resulted in absolute reductions in terms of equipment and manpower. However, it is a reality that the basic level of broadcasting such as broadcasting stability and image quality is becoming less complete. This paper analyzes wireless telecommunication relay equipment and broadcasting system called 'backpack', and discusses future development plan. To do this, we analyze the success and failure cases of backpack relay broadcasting and present concrete plans.

A Study on the Influence of Game Broadcasting Content Factors and Communicator Factors on Immersion and Viewing Intention : Focusing on e-sports game broadcasting contents (게임 방송 콘텐츠 요인과 커뮤니케이터 요인이 몰입 및 시청의도에 미치는 영향에 관한 연구 : e스포츠 게임 중계 방송 콘텐츠를 중심으로)

  • Kim, Yu Mi
    • Journal of Korea Game Society
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    • v.21 no.3
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    • pp.39-52
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    • 2021
  • This purpose of study is to investigate the influence of e-sports(electronic sports) broadcasting contents and communication factors on game broadcasting viewing intention, focusing on the immersion parameter. As a result of the analysis, it was found that 'creativity' among content elements such as 'entertainment', 'creativity' and 'informationality' has a great influence on immersion. Among the communicator factors, 'communication', 'professionality', and 'uniqueness' were found to have a positive effect on immersion. In addition, the sense of immersion had a great influence on the intention to watch the broadcast.

The Study of Signal Processing Performance using DiffServ in Mobile IPv6 Network Based on IEEE 802.11e (IEEE 802.11e기반 Mobile IPv6망에서 DiffServ를 이용한 신호처리 성능에 관한 연구)

  • Son, Sung-Chan;Cho, Kyung-Cheol;Cho, Byung-Hak
    • 한국정보통신설비학회:학술대회논문집
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    • 2005.08a
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    • pp.338-341
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    • 2005
  • Recently there are increasing needs for Internet and various kinds of contents. These traffics for various contents need more amount of data to provide high-quality information and require various QoS depending on the characteristics of contents. However, current Internet service supports BE (Best Effort) service only, therefore IntServ (Integrated Service) scheme and DiffSserv (Differentiated Service) scheme are represented to support QoS in IP layer. This paper describes new scheme that provides QoS taking into account the traffic characteristics over Mobile IPv6 network based on IEEE 802.11e by decreasing signal process time using traffic class of DiffServ and evaluates the performance through computer simulation.

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Development of User's Evaluation Criteria for VJ Broadcasting Program (VJ 방송프로그램의 수용자 평가척도 개발)

  • Lee, Jong-Tak
    • The Journal of the Korea Contents Association
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    • v.10 no.5
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    • pp.135-143
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    • 2010
  • As the broadcasting programs produced by VJ are increasing, every broadcasting company has doubts as to how their program evaluations derive the objective evaluation results and proposes their own tailored program evaluation methods considering the change of the production system. The proposed quality evaluation items represent a new model in terms of the perfectness of VJ broadcasting program production and are used as a way to revise the current evaluation methods of the broadcasting companies. To derive the items which help to find the problems of VJ broadcasting programs, 30 specialists, such as PDs, VJs, and professors, are chosen as a specialist group, and the first experiment is performed to select the evaluation items of VJ broadcasting programs. Based on the result of the degree of importance of the evaluation items, 9 VJ program evaluation items are made. Also, the second experiment is performed in order to verify the proposed evaluation criteria. As a result of the experiment, the reliability of the proposed evaluation method is .939, which is proved to be significant. The selection of the quality evaluation items considering only the VJ broadcasting programs turns out to be significant as a new quality evaluation criterion.

Method of scalable video application in the advanced T-DMB (지상파 DMB 고도화 망에서의 스케일러블 비디오 부호화 기술)

  • Jun, Dong-San;Kwak, Sang-Min;Lim, Hyung-Soo;Choi, Hae-Chul;Kim, Jae-Gon;Lim, Jong-Soo;Hong, Jin-Woo
    • Journal of the Institute of Electronics Engineers of Korea TC
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    • v.44 no.1
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    • pp.1-9
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    • 2007
  • Digital Multimedia Broadcasting is the next generation broadcasting service which enables various digital multimedia contents, i.e., audio and video, and data access for mobile users. However, due to the bandwidth limitation, the spatial resolution is limited to CIF(Common Interleaved Frame). The Advanced Terrestrial DMB (AT-DMB) secures additional bandwidth by adopting hierarchical modulation transmission technology and provides high data rate and quality for mobile multimedia broadcasting services with scalable video coding(SVC). This paper proposes scalable video coding technology for AT-DMB which enables high quality mobile multimedia broadcasting services that exceeds current DMB service's quality and contents capability.

The Implementation of Digital Broadcasting Content Copy Protection Manager in PVR (Personal Video Recording)

  • Lim Tae-Bum;Kim Yun-Sang;Lee Seok-Pil;Jung Jong-Jin
    • 한국정보통신설비학회:학술대회논문집
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    • 2006.08a
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    • pp.99-102
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    • 2006
  • This paper describes a article how to protect from illegal indiscriminate copy of digital broadcasting content using DRM and CCI. With the start of terrestrial / satellite digital broadcast and the preparation of Digital Cable broadcast, we can view HD digital contents through the various channel. Also we can record, play, redistribute digital contents in PVR. The protection of Digital Contents Right became of the important issue to protect CopyRight. In this paper, we implement a manager that prevents indiscriminate digital contents redistribution of the digital broadcast contents. For protection of Digital contents Right, we use BF(Broadcast Flag) and CCI (Copy Control Information) which we can control viewing or copy digital contents with.

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A Study on Practical Method to Enhancing the Creativity Effectiveness for Media Contents Education by Using Artificial Intelligence and Metaverse

  • Jong Bae, Ahn
    • International Journal of Internet, Broadcasting and Communication
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    • v.16 no.1
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    • pp.253-260
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    • 2024
  • We studied to aim for exploring practical approaches to enhance the effectiveness of creativity education by using artificial intelligence and the metaverse in the field of media contents. Recognizing the need for educational innovation to adapt to the accelerating changes driven by the advancements in artificial intelligence and the metaverse, and considering the increasing importance of fostering creativity as a key competitive advantage for future talents, we focused on research implementing creativity education in the media contents domain. To achieve this, we conducted this study during a semester-long media contents course utilizing artificial intelligence and the metaverse in real classroom setting. We involved in this study collecting feedback and opinions from students to investigate and identify effective strategies for enhancing the impact of creativity education. As a result, we proposed the utility of media contents class using artificial intelligence and the metaverse in enhancing students' creativity. By elucidating which teaching methods are most effective, we contributed to derive beneficial outcomes for media contents creative education.

Implementation of a Real Time Watermarking Hardware System for Copyright Protection of a Contents in Digital Broadcasting (디지털 방송에서 콘텐츠의 저작권 보호를 위한 실시간 워터마킹 하드웨어 시스템 구현)

  • Jeong, Yong-Jae;Kim, Jong-Nam;Moon, Kwang-Seok
    • The Journal of the Korea Contents Association
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    • v.9 no.9
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    • pp.51-59
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    • 2009
  • A watermarking for copyright protection of digital contents for broadcasting have to be made for a real-time system. In this paper, we propose a real-time video watermarking system which is hardware-based watermarking system of SD/HD (standard definition/high definition) video with the STRATIX FPGA device from ALTERA. There was little visual artifact due to watermarking in subjective quality evaluation between the original video and the watermarked one in our experiment. Embedded watermark was extracted after robustness testscalled natural video attacks such as A/D (analog/digital) conversion. Our implemented watermarking hardware system can be useful in movie production and broadcasting companies that requires real-time contents protection systems.