• Title/Summary/Keyword: Game Broadcast

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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
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    • v.20 no.5
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    • pp.733-739
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    • 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.

The study for the analysis and implementation of Alternate Reality Game by media convergence (미디어 융합에 따른 대체현실게임의 분석 및 구축에 관한 연구)

  • Kim, Jae-Ha
    • Journal of Broadcast Engineering
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    • v.13 no.5
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    • pp.752-759
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    • 2008
  • The latest convergence of broadcasting and communication makes the boundary between medias be ambiguous. It pursues the new type of culture that the unspecified many participants seek the satisfaction for the same target in an realtime environment. ARG(Alternative Reality Game) is a new alternate real game created by media convergence and it processes the more realistic interactivity between users through ARS, SMS, BLOG, Cafe and Messages. This paper analyzes the implementation, design, and construction schemes of ARG in the side of the human thinking and media. We also propose the evolution and role of the broadcasting by combining broadcasting for the activation of ARG.

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
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    • v.23 no.6
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    • pp.876-885
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    • 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.

국내외 게임엔진 고찰

  • Kim Gyeong-Sik
    • Broadcasting and Media Magazine
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    • v.10 no.1
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    • pp.113-122
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    • 2005
  • There are several available commercial game engines and it becomes to develop games with game engines. In this paper. we investigated the features of those game engines with their advantages and disadvantages as well as considerations to make games with those engines. It will help developers as a reference to select the most efficient game engine.

Multiple GPU Scheduling for Improved Acquisition of Real-Time 360 VR Game Video (실시간 360 VR 스테레오 게임 영상 획득 성능 개선을 위한 다중 GPU 스케줄링에 관한 연구)

  • Lee, Junsuk;Paik, Joonki
    • Journal of Broadcast Engineering
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    • v.24 no.6
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    • pp.974-982
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    • 2019
  • Real-time 360 VR (Virtual Reality) stereo image acquisition technique based on game engine was proposed. However, GPU (Graphics Processing Unit) resource is not fully utilized due to bottlenecks. In this paper, we propose an improved GPU scheduling technique to solve the bottleneck of the existing technique and measure the performance of the proposed technique using the sample games of the commercial game engine. As a result, proposed technique showed an improvement of performance up to 70% and usage of GPU resources more evenly compared existing technique.

A Study on subtitle synchronization calibration to enhance hearing-impaired persons' viewing convenience of e-sports contents or game streamer contents (청각장애인의 이스포츠 중계방송 및 게임 스트리머 콘텐츠 시청 편의성 증대를 위한 자막 동기화 보정 연구)

  • Shin, Dong-Hwan;Kim, Jeong-Soo;Kim, Chang-Won
    • Journal of Korea Game Society
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    • v.19 no.1
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    • pp.73-84
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    • 2019
  • This study is intended to suggest ways to improve the quality of the service of subtitles provided for the convenience of viewing for deaf people on e-sports broadcast content and game streamer content. Generally, subtitling files of broadcast content are manually written on air by stenographers, so a delay of 3 to 5 seconds is inevitable compared to the original content. Therefore, the present study proposed the formation of an automatic synchronization calibration system using speech recognition technology. In addition, a content application experiment using this system was conducted, and the final result confirmed that the time of synchronization error of subtitling data could be reduced to less than 1 second.

The Structural Relationship among Viewing Motivation, Viewing Commitment, Reviewing Intention and Game Use Intention of e-Sports Competition Broadcasting

  • Kim, Seyun
    • International Journal of Internet, Broadcasting and Communication
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    • v.14 no.3
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    • pp.205-212
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    • 2022
  • The purpose of this study is to investigate the structural relationship between the viewing motivation, viewing commitment, re-audience intention, and game use intention of e-sports competition broadcast viewers. According to the purpose of the study, an online survey was conducted on 300 college students with experience watching broadcasting of e-sports competitions. After excluding inappropriate data from 8 out of 300 people, 292 people's data were used for final data processing. For data processing, the validity and reliability were verified using SPSS 26 and AMOS 23, and then the research hypothesis was verified. We has the results were shown as follows. First, it was found that entertainment, social intercourse and vicarious satisfaction had a positive effect on viewing commitment, but information has not significantly effect on viewing commitment. Second, it was found that viewing commitment had a positive effect on reviewing intention and game use intention. Third, it was found that reviewing intention had a positive effect on game use intention.

UNDERSTANDING BASEBALL GAME PROCESS FROM VIDEO BASED ON SIMILAR MOTION RETRIEVAL

  • Aoki, Kyota
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2009.01a
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    • pp.541-546
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    • 2009
  • There are many videos about sports. There is a large need for content based video retrievals. In sports videos, the motions and camera works have much information about shots and plays. This paper proposes the baseball game process understanding using the similar motion retrieval on videos. We can retrieve the similar motion parts based on motions shown in videos using the space-time images describing the motions. Using a finite state model of plays, we can decide the precise point of pitches from the pattern of estimated typical motions. From only the motions, we can decide the precise point of pitches. This paper describes the method and the experimental results.

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An Automatic Summarization System of Baseball Game Video Using the Caption Information (자막 정보를 이용한 야구경기 비디오의 자동요약 시스템)

  • 유기원;허영식
    • Journal of Broadcast Engineering
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    • v.7 no.2
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    • pp.107-113
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    • 2002
  • In this paper, we propose a method and a software system for automatic summarization of baseball game videos. The proposed system pursues fast execution and high accuracy of summarization. To satisfy the requirement, the detection of important events in baseball video is performed through DC-based shot boundary detection algorithm and simple caption recognition method. Furthermore, the proposed system supports a hierarchical description so that users can browse and navigate videos in several levels of summarization. In this paper, we propose a method and a software system for automatic summarization of baseball game videos. The proposed system pursues fast execution and high accuracy of summarization. To satisfy the requirement, the detection of important events in baseball video is performed through DC-based shot boundary detection algorithm and simple caption recognition method. Furthermore, the proposed system supports a hierarchical description so that users can browse and navigate videos in several levels of summarization.