• 제목/요약/키워드: Interactive Video

검색결과 330건 처리시간 0.034초

Interactive Multimedia System on Cable TV

  • Chul, Juh-Sung;Kim, Kwang-Soo;Kim, Ho-Seop
    • 한국방송∙미디어공학회:학술대회논문집
    • /
    • 한국방송공학회 1996년도 Proceedings International Workshop on New Video Media Technology
    • /
    • pp.115-121
    • /
    • 1996
  • Interactive CATV system is under development to provide multimedia applications such as movies on demand, home shopping, etc. In addition to the conventional analog cable TV services. This system applies international standard DAVIC, ATM forum, DSM-CC etc. The system adopts modular architecture design approach so that the system can be adaptive to the fast moving technology wavefront. In this article, interactive CATV system and essential elements such as video server, delivery network and Set-Top-Box(STB) and related international standardization are introduced.

  • PDF

Interactive Multimedia Service Terminal for IMPRESS

  • Park, Jin-sang;Park, Jong-Hoon
    • 한국방송∙미디어공학회:학술대회논문집
    • /
    • 한국방송공학회 1997년도 Proceedings International Workshop on New Video Media Technology
    • /
    • pp.67-70
    • /
    • 1997
  • This Paper describes the system configuration and implementation method of an IMPRES (Interactive Multimedia exPRESS) terminal. The terminal is developed in the form of a PC add-on board that is called MINIBA (Media and Network Interface Board Assembly). IMPRESS is a communication service platform that support various interactive multimedia services. The main objectives of developing IMPRESS are to implement DAVIC compliant services platform to verify DAVIC specification and to support testing environment. Currently IMPRESS terminal provides MPEG-2 quality movies on demand, switched video broadcasting, and home-shopping service to the service user, based on the ATM network.

  • PDF

동적계획법을 이용한 다계층 VOD 망의 저장량 결정 (Storage Allocation in Multi-level VOD Network Using Dynamic Programming)

  • 김여근;조명래;김재윤
    • 산업공학
    • /
    • 제9권3호
    • /
    • pp.202-213
    • /
    • 1996
  • Video-on-demand is an interactive service that provides programs (movie, home shopping, etc.) to users connected to a network. This service will require high bandwidth network and video servers with a large amount of storage capacity. From the viewpoint of system analysis, there are optimization problems to be solved. In this paper, we present a dynamic programming method for allocating the storage for programs being served in a multi-level video-on-demand network. In the optimization of the network resource, we consider the three kinds of costs: installation cost for video servers, program storage cost, and transmission (or communication) cost. The factors related to the costs are investigated. An example is shown to illustrate the proposed method.

  • PDF

The Impact of Interactivity on Users' Acceptance of Online Streaming Video from the Perspective of Flow Theory

  • Ren Xingyu;Hyuksoo Kim
    • International journal of advanced smart convergence
    • /
    • 제13권3호
    • /
    • pp.18-30
    • /
    • 2024
  • With the recent popularity and technological development of online streaming video, interactive digital narrative (IDN hereafter) videos became one of the main formats for users. The current study proposed that the level of interactivity of IDN videos influences users' evaluation of the video. The concept of flow was introduced as a mediating variable between interactivity and the users' evaluation. Further, the type of IDN videos, users' familiarity with IDN videos and trust toward platforms were employed as moderating variables. Data from a survey verified the mediating role of flow, moderating role of users' familiarity and trust toward platforms. the type of IDN videos, users' familiarity with IDN videos and trust toward platforms. We have observed a significant moderating effect of users' trust toward the platform on users' evaluation resulting from flow experience. It is evident that the higher the level of users' trust towards the platform, the less pronounced the impact of flow experience on users' evaluation. Theoretical and managerial implications are discussed.

Comparative Interactivity Analysis in Multiview Video Coding Schemes

  • Yang, You;Dai, Qionghai;Jiang, Gangyi;Ho, Yo-Sung
    • ETRI Journal
    • /
    • 제32권4호
    • /
    • pp.566-576
    • /
    • 2010
  • In a multiview video system, interactivity is important for users and should be considered in the design of multiview video coding (MVC). In this paper, we present an interactivity evaluation model for MVC schemes by using both weighted random graph and Markov approaches. The main factors that affect both the interactivity and rate-distortion (RD) performances of MVC schemes are analyzed and discussed in detail. By taking these factors into consideration, a new MVC scheme is proposed for high interactivity and RD gains. Experimental results show that the proposed scheme has a significant interactivity gain with little coding loss, compared to the state-of-the-art benchmark. As an extension to RD performance analysis, the interactivity evaluation model can be used as a design tool of alternative schemes for a future interactive multiview video system.

스텝시켄서를 통한 융복합 영상시스템 연구 (A Study on Convergence Video System through Step Squencer)

  • 오승환
    • 디지털융복합연구
    • /
    • 제17권11호
    • /
    • pp.435-440
    • /
    • 2019
  • 최근 모바일 앱(App)에서는 점차 악기를 전혀 다루지 못하는 일반인을 대상으로 하는 연주 앱들이 다양하게 출시되고 있다. 스텝시켄서를 근간으로 하는 영상시스템을 개발하려는 것은 첫째, 사용자에게 부담 없이 연주하게 하며, 둘째, 다중 참여를 유도하고 셋째, 영상과 융합된 새로운 스텝시켄서를 개발 제시하고자 한다. 또한 다중 스텝시켄서 운용시 파생되는 싱크(Sync) 문제로 인해 파생되는 영상 동기화를 해결하기 위해 틴에이지 엔지니어링의 포켓 오퍼레이터를 사용하여 다중 연결된 스텝시켄서를 구현하였으며, 다중참여를 위해 미라웹을 통한 최종 영상시스템을 개발하였다. 연구 한계점으로는 포켓 오퍼레이터의 소프트웨어화와 다양한 피드백을 통해 연구를 지속, 보완하여 보다 완성된 영상시스템이 개발되기를 기대해 본다.

A Fast Vision-based Head Tracking Method for Interactive Stereoscopic Viewing

  • Putpuek, Narongsak;Chotikakamthorn, Nopporn
    • 제어로봇시스템학회:학술대회논문집
    • /
    • 제어로봇시스템학회 2004년도 ICCAS
    • /
    • pp.1102-1105
    • /
    • 2004
  • In this paper, the problem of a viewer's head tracking in a desktop-based interactive stereoscopic display system is considered. A fast and low-cost approach to the problem is important for such a computing environment. The system under consideration utilizes a shuttle glass for stereoscopic display. The proposed method makes use of an image taken from a single low-cost video camera. By using a simple feature extraction algorithm, the obtained points corresponding to the image of the user-worn shuttle glass are used to estimate the glass center, its local 'yaw' angle, as measured with respect to the glass center, and its global 'yaw' angle as measured with respect to the camera location. With these estimations, the stereoscopic image synthetic program utilizes those values to interactively adjust the two-view stereoscopic image pair as displayed on a computer screen. The adjustment is carried out such that the so-obtained stereoscopic picture, when viewed from a current user position, provides a close-to-real perspective and depth perception. However, because the algorithm and device used are designed for fast computation, the estimation is typically not precise enough to provide a flicker-free interactive viewing. An error concealment method is thus proposed to alleviate the problem. This concealment method should be sufficient for applications that do not require a high degree of visual realism and interaction.

  • PDF

인터랙티브 영상을 이용한 프로모션 앱 제작 연구 (A study on Promotional App Development Using an Interactive Movie)

  • 유왕윤
    • 한국콘텐츠학회논문지
    • /
    • 제14권10호
    • /
    • pp.429-437
    • /
    • 2014
  • 기존 ATL 마케팅의 한계를 극복하고 타깃 연령층과 라이프스타일의 변화에 대응하기 위하여 인터랙티브 영상을 이용하여 제품 프로모션 앱을 기획하였다. Customer Journey Map으로 고객의 니즈를 분석하여 스마트케어센터로 포지셔닝 한 프로모션 앱은 스마트 모바일의 미디어적 특성을 콘텐츠에 반영하여 재미, 정보, 관리의 3가지 카테고리로 콘텐츠를 구성하였다. 코믹하게 연출한 탈모 시뮬레이터로 바이럴을 유도하고, 전문의가 직접 설명하는 인터랙티브 영상으로 제품에 대한 정보와 신뢰를 확보할 수 있다. 또한, 매니지먼트 툴을 통해 고객들은 지속적으로 탈모를 관리할 수 있도록 하였으며, 기업은 제품에 대한 피드백과 함께 이벤트 프로모션 정보를 제공함으로써 마케팅 활동의 코어 툴로 활용되는 효과를 기대할 수 있다.

가상 인터렉티브 인플루언서의 현황과 발전 방안 (Interactive Influencer Status and Development Plan)

  • 박성원
    • Journal of Information Technology Applications and Management
    • /
    • 제29권1호
    • /
    • pp.59-70
    • /
    • 2022
  • Recently, in platforms such as YouTube and Instagram, virtual characters resembling human life become the main characters, produce various contents, breathe with the public, and create the era of virtual humans. For example, existing game characters appear as virtual characters with unique AUs, or AI characters created by reflecting the public's preferences are actively communicating with the public through advertisements and SNS activities. As the consumption of video content through smart devices increases significantly in the post-corona era, virtual influencers are being used as all-round entertainers because there is little risk of personality controversy or production cost. there is a trend In this study, we investigated the characteristics of the case of being active as an influencer among the activities of a virtual character, and how the interactive aspect of the influencer appears by identifying the current situation through major cases. Combining this, based on the analysis of the influence of virtual influencers, the parts that producers should recognize are derived, and the differentiated characteristics of interactive virtual influencers are summarized. In addition, the difficulties of virtual influencers were investigated and problems were identified, and for the development of the content industry, a more favorable method for interaction was presented and suggestions were made to secure inner sincerity.

대화형 T-DMB 컨텐츠의 효율적인 전송을 위한 장면기술정보 최적화 기법 (An Optimization Technique of Scene Description for Effective Transmission of Interactive T-DMB Contents)

  • 이송록;정원식;유영재;차경애
    • 방송공학회논문지
    • /
    • 제11권3호
    • /
    • pp.363-378
    • /
    • 2006
  • 디지털멀티미디어방송(Digital Multimedia Broadcasting, DMB)은 고품질의 방송 영상 및 부가 데이터를 이동 중인 차량 내에서나 모바일폰, PDA 등과 같은 휴대형 단말에서 수신할 수 있는 이동 멀티미디어 방송 서비스이다. 미디어 및 상호작용 정보의 인코딩 규격으로는 MPEG-4 표준을 사용하며, 대화형 컨텐츠의 사용자 상호작용 등의 정보는 장면기술정보인 MPEG-4 BIFS(Binary Format for Scene)에 의해서 이루어진다. 사용자와의 상호작용이 풍부하고 장면 구성이 복잡한 컨텐츠일수록 BIFS 데이터가 전송되기 위해서 요구되는 비트율도 증가한다. 그러나 이동 단말에 고품질의 비디오 및 오디오 데이터를 전송하는 DMB 환경에서는 BIFS 스트림의 전송율은 매우 제한적이다. 한편 사용자 단말기에서 DMB 컨텐츠를 재생하려면 비디오, 오디오 등 미디어 객체들을 디코딩하기 전에 장면 구성 정보인 BIFS 스트림을 디코딩 및 파싱하여야 한다. 그러므로 MPEG-4의 높은 미디어 압축율에도 불구하고 제한된 대역폭과 장면 구성 정보 등 부가 데이터 전송 및 디코딩으로 인한 지연이 발생될 수 있다. 따라서 방송 컨텐츠의 특성 상 사용자의 임의 접근 시에도 재생될 컨텐츠의 BIFS 데이터를 파싱하여 대기 시간을 최소화하도록 초기 장면 구성 정보를 효율적으로 전송해야 한다. 본 연구에서는 지상파 DMB 대화형 컨텐츠의 장면기술정보인 BIFS 스트림을 저전송율 환경에 적응된 형태로 전달하기 위해서, 장면기술정보를 최적화하는 기법을 제안한다.