• Title/Summary/Keyword: Game broadcasting

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A Research on Efficient Skeleton Retargeting Method Suitable for MetaHuman

  • Shijie Sun;Ki-Hong Kim;David-Junesok Lee
    • International Journal of Internet, Broadcasting and Communication
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    • v.16 no.1
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    • pp.47-54
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    • 2024
  • With the rapid development of 3D animation, MetaHuman is widely used in film production, game development and VR production as a virtual human creation platform.In the animation production of virtual humans, motion capture is usually used.Since different motion capture solutions use different skeletons for motion recording, when the skeleton level of recorded animation data is different from that of MetaHuman, the animation data recorded by motion capture cannot be directly used on MetaHuman. This requires Reorient the skeletons of both.This study explores an efficient skeleton reorientation method that can maintain the accuracy of animation data by reducing the number of bone chains.In the experiment, three skeleton structures, Rokoko, Mixamo and Xsens were used for efficient redirection experiments, to compare and analyze the adaptability of different skeleton structures to the MetaHuman skeleton, and to explore which skeleton structure has the highest compatibility with the MetaHuman skeleton.This research provides an efficient skeleton reorientation idea for the production team of 3D animated video content, which can significantly reduce time costs and improve work efficiency.

Factors Affecting eSports Audience Satisfaction - The case of League of Legends (e스포츠 관람만족에 영향을 미치는 요인 연구 - LoL을 중심으로)

  • Lee, Ji-Young;An, Jae-Woong;Lee, Sang-Woo
    • Journal of Korea Game Society
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    • v.14 no.3
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    • pp.35-46
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    • 2014
  • With the introduction of e-Sports, games have emerged as a new public culture. Also, it has had positive effects on related industries including game, contents, broadcasting, IT and more. Studies on eSports consumer behavior are required for the continuous vitalization of the eSports industry. However, there are insufficient studies on the psychological aspect of eSports consumers. This study aims to find the motivations for watching the League of Legends(LoL), which has opened a new paradigm of eSports. We also find the relationship between such viewing motivation and satisfaction. This study is expected to be the base of future studies on eSports consumer motivation and establish effective marketing strategies in the industry.

A Stability of P-persistent MAC Scheme for Periodic Safety Messages with a Bayesian Game Model (베이지안 게임모델을 적용한 P-persistent MAC 기반 주기적 안정 메시지 전송 방법)

  • Kwon, YongHo;Rhee, Byung Ho
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.38B no.7
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    • pp.543-552
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    • 2013
  • For the safety messages in IEEE 802.11p/WAVE vehicles network environment, strict periodic beacon broadcasting requires status advertisement to assist the driver for safety. In crowded networks where beacon message are broadcasted at a high number of frequencies by many vehicles, which used for beacon sending, will be congested by the wireless medium due to the contention-window based IEEE 802.11p MAC. To resolve the congestion, we consider a MAC scheme based on slotted p-persistent CSMA as a simple non-cooperative Bayesian game which involves payoffs reflecting the attempt probability. Then, we derive Bayesian Nash Equilibrium (BNE) in a closed form. Using the BNE, we propose new congestion control algorithm to improve the performance of the beacon rate under saturation condition in IEEE 802.11p/WAVE vehicular networks. This algorithm explicitly computes packet delivery probability as a function of contention window (CW) size and number of vehicles. The proposed algorithm is validated against numerical simulation results to demonstrate its stability.

Illuminance Distribution Analysis by Lighting Tower Position of o Soccer Stadium (축구 경기장의 조명타워 위치에 따른 조도분포 해석)

  • 김길영;최홍규;최병숙
    • Journal of the Korean Institute of Illuminating and Electrical Installation Engineers
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    • v.18 no.1
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    • pp.1-8
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    • 2004
  • Nowadays the soccer becomes one of the best spot lighting sports in the world Especially the 2002 Korea-Japan World Cup was deeply impressed on all the korean. One goal of illuminating engineering should be the design of lighting system that can provide consistently high task visibility regardless of where a task might be located within a working space. The television broadcasting on the soccer has been an important role in the media. The standard of FIFA(The Federation Internationale do Football Association) requires recommended illuminance levels for artificial lighting for a player, an audience, TV broadcasting, as well as everybody in the stadium. This paper has proposed an algerian to select the suboptimal lighting tower position for watching and TV broadcasting a soccer game within a pleasant environment and an optimum illuminance distribution. The position using the software Philip's Calculux was chosen based an the calculations of a horizontal illuminance, vertical illuminance, uniformity, glare, and so on by changing lighting tower positions.

A Study on the Systematic TV Drama Production System (방송드라마의 체계적 제작 시스템에 관한 연구)

  • Bae Jin-Ah
    • Journal of Game and Entertainment
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    • v.2 no.2
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    • pp.75-84
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    • 2006
  • In terms of creating widespread popularity and a high value added business, TV drama is recognized as an unrivaled entertainment content above any other TV program genres Although recently some broadcasting companies have been trying to set up a drama production system, it seems that a well-structured system has not been established, yet. This study analyses the practices and mechanisms of drama producing processes based on the in-depth interviews with the experts in the drama production fields in three major broadcasting companies. It is found that the Korean drama production system is 'a producer-director system' and that the strategies for the windowing effects are not systematically applied from the pre-production stage. For the broadcasting companies to strengthen the competitiveness through drama, the expert-producer system should be introduced, the production elements should be systematically managed, and the multi-use strategies should be effectively established.

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Current Status on UWV Live Broadcasting System Development for Trial Service at Pyeongchang Winter Olympic Game (평창동계올림픽 시범서비스를 위한 UWV 실황중계시스템 개발 현황)

  • Seo, Jeongil;Seok, Joo Myoung;Cho, Yongju;Kim, Hyun Cheol;Ahn, Sangwoo
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2017.06a
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    • pp.121-122
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    • 2017
  • 미래창조과학부는 우리나라 최고의 ICT 제품과 서비스를 활용하여 평창동계올림픽을 성공적으로 지원하고, 향후 주요 경기개최국과 해외시장에 수출전략을 품목화하여 올림픽의 부가가치를 창출함으로써 돈버는 올림픽을 완성하겠다는 계획하에 5G, IoT, UHD, VR, AI 5개 분야에 대한 시범서비스를 준비하고 있다. 한국전자통신연구원은 UHD급 초고화질 영상과 100도 이상의 시야각을 이용하여 현장감을 극대화하는 UWV(Ultra Wide Vision) 기술을 개발하고 있으며, 평창동계올림픽 기간 동안 UWV 상영관을 운영하여 기존의 TV나 영화와 차별화된 몰입감을 제공하는 초실감 미디어 서비스를 제공하고자 한다. 또한 방송서비스로의 적용가능성을 타진하기 위한 주요 올림픽 경기실황중계 시범서비스를 추진하고 있다.

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An implementation of additional information service for game personal broadcasting (게임 개인 방송의 부가적 정보 서비스 구현)

  • Song, Min jeong;Park, Mee ree;Park, Sang il
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2017.06a
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    • pp.205-206
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    • 2017
  • 최근 스마트폰의 사용이 보편화 되고 주요 소비층이 밀레니엄 세대가 됨에 따라 개인 방송이 큰 이슈로 떠오르고 있다. 개인 방송 서비스 중 최근 큰 인기를 끌고 있으며 많은 사용자를 확보하고 있는 것이 게임 방송 분야이다. 게임 방송을 진행하는 브로드캐스터는 스트리밍 영상과 채팅을 통해 시청자와 실시간으로 소통하며 방송을 진행한다. 하지만 시청자는 브로드캐스터의 목소리와 화면에만 의존할 뿐 다른 추가적인 정보 서비스를 제공받기에는 한계가 있다. 이에 본 논문은 OBS를 이용한 HTML5 기반, JQuery 웹소켓 프로토콜을 통해 개인 방송 플랫폼을 제작하였고 Socket.IO를 사용하여 실시간 채팅 서비스를 추가하였다. 방송을 송출하는 방송 진행자가 입력하는 키 값을 스트리밍 영상에 오버레이할 수 있게 됨으로써 시청자에게 게임 진행 정보를 전달할 수 있고 시청자는 이를 통해 방송 진행자의 게임 스킬을 습득할 수 있으며 몰입감을 높일 수 있는 서비스를 개발하였다.

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A Personal Videocasting System with Intelligent TV Browsing for a Practical Video Application Environment

  • Kim, Sang-Kyun;Jeong, Jin-Guk;Kim, Hyoung-Gook;Chung, Min-Gyo
    • ETRI Journal
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    • v.31 no.1
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    • pp.10-20
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    • 2009
  • In this paper, a video broadcasting system between a home-server-type device and a mobile device is proposed. The home-server-type device can automatically extract semantic information from video contents, such as news, a soccer match, and a baseball game. The indexing results are utilized to convert the original video contents to a digested or arranged format. From the mobile device, a user can make recording requests to the home-server-type devices and can then watch and navigate recorded video contents in a digested form. The novelty of this study is the actual implementation of the proposed system by combining the actual IT environment that is available with indexing algorithms. The implementation of the system is demonstrated along with experimental results of the automatic video indexing algorithms. The overall performance of the developed system is compared with existing state-of-the-art personal video recording products.

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Interactive VR film Storytelling in isolated space

  • Kim, Tae-Eun
    • International journal of advanced smart convergence
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    • v.9 no.1
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    • pp.163-171
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    • 2020
  • There are many differences in narrative delivery between common movies and Virtual Reality(VR) films due to their differences in the appreciation structure. In VR films, scene changes by cuts have hindered the immersion of the audience instead of promoting narrative delivery. There are a range of experiments on narratives and immersion to solve this issue in VR films. Floating Tent applies hand gestures and immersive effects found in game elements and does not disturb narrative delivery by setting proper spaces and employing a direction technique to enable the melting of narratives into the characteristics of the spaces. There are time limits to offsound and mission performance, and devices fit for apocalyptic spatial expressions are made through a program. One of measures for the increasingly growing interactive storytelling in VR films is effective immersion. In narrative delivery, it is important to consider spatial setting and immersion to enable active intervention into events for immersion rather than passive audience only supposed to watch characters' acting.

Estimation of gender and age using CNN-based face recognition algorithm

  • Lim, Sooyeon
    • International journal of advanced smart convergence
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    • v.9 no.2
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    • pp.203-211
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    • 2020
  • This study proposes a method for estimating gender and age that is robust to various external environment changes by applying deep learning-based learning. To improve the accuracy of the proposed algorithm, an improved CNN network structure and learning method are described, and the performance of the algorithm is also evaluated. In this study, in order to improve the learning method based on CNN composed of 6 layers of hidden layers, a network using GoogLeNet's inception module was constructed. As a result of the experiment, the age estimation accuracy of 5,328 images for the performance test of the age estimation method is about 85%, and the gender estimation accuracy is about 98%. It is expected that real-time age recognition will be possible beyond feature extraction of face images if studies on the construction of a larger data set, pre-processing methods, and various network structures and activation functions have been made to classify the age classes that are further subdivided according to age.