• Title/Summary/Keyword: Interactive broadcasting

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Implementation of Video Object Segmentation System for Interactive Personal Broadcasting Service (양방향 개인방송 서비스를 위한 동영상 객체분할 시스템의 구현)

  • Yu, Hong-Yeon;Jun, Do-Young;Kim, Min-Sung;Hong, Sung-Hoon
    • Proceedings of the KIEE Conference
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    • 2007.04a
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    • pp.17-19
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    • 2007
  • This paper describe an interactive video object segmentation tool which can be used to generate MPEG-4 video object planes for multimedia broadcasting and enables content based functionalities. In order to apply these functionalities, each frame of video sequence should be represented in terms of video objects. Semiautomatic segmentation can be thought of as a user-assisted segmentation technique. A user can initially mark objects of interest around the real object boundaries. Then the user-guided and selected objects are continuously separated from the unselected areas though time evolution in the image sequences. We proposed method shows very promising result and this encourages the development of object based video editing system.

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Integrated Service Platform for High Quality Interactive Multimedia Service, Digital Broadcasting, and Internet Services

  • Park, Taesang;Park, Young-Duk;Jaewooo-Yang
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 1998.06b
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    • pp.73-78
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    • 1998
  • Our platform introduced in this paper is based on DAVIC specifications which define high quality multimedia services with some extensions to provide user friendly and uniform interface to its users. We designed and implemented an integrated service platform for high quality interactive multimedia services, swithed digital broadcasting, and Internet services. The integration in terms of a service provider system, a delivery system, and a service user system is taken into account. Our research results in the development of integrated high quality interactive and digital broadcasting multimedia services with web-based common user interface and its experience will be feedback to the field trial service which will be launched from next year.

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T-DMB Hybrid Data Service Part 1: Hybrid BIFS Technology (T-DMB 하이브리드 데이터 서비스 Part 1: 하이브리드 BIFS 기술)

  • Lim, Young-Kwon;Kim, Kyu-Heon;Jeong, Je-Chang
    • Journal of Broadcast Engineering
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    • v.16 no.2
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    • pp.350-359
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    • 2011
  • Fast developments of broadcasting technologies since 1990s enabled not only High Definition Television service providing high quality audiovisual contents at home but also mobile broadcasting service providing audiovisual contents to high speed moving vehicle. Terrestrial Digital Multimedia Broadcasting (T-DMB) is one of the technologies developed for mobile broadcasting service, which has been successfully commercialized. One of the major technical breakthroughs achieved by T-DMB in addition to robust vehicular reception is an adoption of framework based on MPEG-4 System. It naturally enables integrated interactive data services by using Binary Format for Scene (BIFS) technology for scene description and representation of graphics object and Object Descriptor Framework representing multimedia service components as objects. T-DMB interactive data service has two fundamental limitations. Firstly, graphic data for interactive service should be always overlaid on top of a video not to be rendered out of it. Secondly, data for interactive service is only received by broadcasting channel. These limitations were considered as general in broadcasting systems. However, they are being considered as hard limitations for personalized data services using location information and user characteristics which are becoming widely used for data services of smart devices in these days. In this paper, the architecture of T-DMB hybrid data service is proposed which is utilizing broadcasting network, wireless internet and local storage for delivering BIFS data to overcome these limitations. This paper also presents hybrid BIFS technology to implement T-DMB hybrid data service while maintaining backward compatibility with legacy T-DMB players.

Usability Test for Interactive Television Programme : Skytouch Channel on Digital Satellite Platform (양방향 TV 프로그램의 사용성 평가:스카이터치 채널을 중심으로)

  • Oh, Jong-Sir
    • The Journal of the Korea Contents Association
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    • v.8 no.3
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    • pp.75-85
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    • 2008
  • Since the first interactive broadcasting of Skylife had been launched in S. Korean it has passed over 4 years. Subsequently the new digital broadcasting platforms, such as DMB, Mobile-TV, IPTV and so forth, are appearing between the keen rivalries. At the centre of diagram for new digital platforms there is positioned the interactivity. In order to cope with the limitation of contents on television, even Korean terrestrials have resolutely carried out interactive broadcasting as of 8th of June, 2006. Although the flamed competition of digital environment there are lacking in the public understanding and interests for interactive programmes on digital television. We can be analysed that it is difficult to acquire the viewer's satisfaction for guessability in spite of our governmental efforts. Here it presents the problematic results obtained by analysing both quantitative and qualitative data from the usability test for the current interactive programme in centre of the viewer.

Digital Broadcasting industry: Today & Tomorrow

  • Kim, Kook-Jin
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2002.05a
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    • pp.3-16
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    • 2002
  • .Service Industry good digital contents are few high cost of broadcasting right Satellite broadcasting will be dominant in many countries Interactive TV service will be an engine of digital broadcasting .DTVsets Industry Big Market is coming

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A 3D Audio Broadcasting Terminal for Interactive Broadcasting Services (대화형 방송을 위한 3차원 오디오 방송단말)

  • Park Gi Yoon;Lee Taejin;Kang Kyeongok;Hong Jinwoo
    • Journal of Broadcast Engineering
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    • v.10 no.1 s.26
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    • pp.22-30
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    • 2005
  • We implement an interactive 3D audio broadcasting terminal which synthesizes an audio scene according to the request of a user. Audio scene structure is described by the MPEG-4 AudioBIFS specifications. The user updates scene attributes and the terminal synthesizes the corresponding sound images in the 3D space. The terminal supports the MPEG-4 Audio top nodes and some visual nodes. Instead of using sensor nodes and route elements, we predefine node type-specific user interfaces to support BIFS commands for field replacement. We employ sound spatialization, directivity/shape modeling, and reverberation effects for 3D audio rendering and realistic feedback to user inputs. We also introduce a virtual concert program as an application scenario of the interactive broadcasting terminal.

Implementation of Self-expression Tool with Interactive Hangeul

  • Lim, Sooyeon
    • International Journal of Internet, Broadcasting and Communication
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    • v.10 no.4
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    • pp.43-49
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    • 2018
  • Modern people communicate in a digital space without being limited by physical space and time. On the internet, people's desire for self-expression is getting bigger, and the most common self-expression tool is characters. Characters are visual materials to express human thoughts and desires. This study is a method to positively express the viewer's self in an interactive Hangeul system. The proposed system produces new formative shapes and meanings of Hangeul through the process of deconstructing and reconstructing the characters. Immediate character transformations that are synchronized with the motion of the viewer act as a tool of self-expression by inducing the viewer's active interaction repeatedly. Therefore, the proposed interactive Hangeul is more than enough to be used as a new graphic tool beyond the text to be read, and it is highly likely to develop into cultural contents using it.

Memory Allocation in Mobile Multitasking Environments with Real-time Constraints

  • Hyokyung, Bahn
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.1
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    • pp.79-84
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    • 2023
  • Due to the rapid performance improvement of smartphones, multitasking on mobile platforms has become an essential feature. Unlike traditional desktop or server environments, mobile applications are mostly interactive jobs where response time is important, and some applications are classified as real-time jobs with deadlines. When interactive and real-time jobs run concurrently, memory allocation between multitasking applications is a challenging issue as they have different time requirements. In this paper, we study how to allocate memory space when real-time and interactive jobs are simultaneously executed in a smartphone to meet the multitasking requirements between heterogeneous jobs. Specifically, we analyze the memory size required to satisfy the constraints of real-time jobs and present a new model for allocating memory space between heterogeneous multitasking jobs. Trace-driven simulations show that the proposed model provides reasonable performance for interactive jobs while guaranteeing the requirement of real-time jobs.

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

  • Li Song-Lu;Cheong Won-Sik;Jae Yoo-Young;Cha Kyung-Ae
    • Journal of Broadcast Engineering
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    • v.11 no.3 s.32
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    • pp.363-378
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    • 2006
  • The Digital Multimedia Broadcasting(DMB) system is developed to offer high quality audio-visual multimedia contents to the mobile environment. The system adopts MPEG-4 standard for the main video, audio and other media format. It also adopts the MPEG-4 scene description for interactive multimedia contents. The animated and interactive contents can be actualized by BIFS(Binary Format for Scene), the binary format for scene description that refers to the spatio-temporal specifications and behaviors of the individual objects. As more interactive contents are, the scene description is also needed more high bitrate. However, the bandwidth for allocating meta data such as scene description is restrictive in mobile environment. On one hand, the DMB terminal starts demultiplexing content and decodes individual media by its own decoder. After decoding each media, rendering module presents each media stream according to the scene description. Thus the BIFS stream corresponding to the scene description should be decoded and parsed in advance of presenting media data. With these reason, the transmission delay of BIFS stream causes the delay of whole audio-visual scene presentation although the audio or video streams are encoded in very low bitrate. This paper presents the effective optimization technique for adapting BIFS stream into expected MPEG-2 TS bitrate without any bandwidth waste and avoiding the transmission delay of the initial scene description for interactive DMB contents.