• Title/Summary/Keyword: Live Streaming

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Hierarchical QoS Architecture for Virtual Dancing Environment (분산 가상현실을 위한 계층적 QoS 지원 기법)

  • 김진용;원유집;김범은;박종일;박용진
    • Journal of KIISE:Computer Systems and Theory
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    • v.30 no.11
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    • pp.675-690
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    • 2003
  • In this paper, we present the virtual dancing studio for distributed virtual environment. In this system, geographically distributed user shares the virtual dancing hall and interacts with each other. The participating object can be a graphical avatar or a live video stream. It allows the coexistence of graphic objects and real images in the shared virtual space. One of the main technical challenges in developing the distributed virtual environment is to handle excessive network traffic. In an effort to effectively reduce the network traffic, we propose a scheme to adjust the QoS of each object with respect to the distance from the observer in the virtual space. The server maintains the QoS vector for each client's shared space and controls the packet traffic to individual clients based on its QoS vectors. We develop a proto-type virtual dancing environment. Java based development enables the client to be platform independent. The result of experiment shows that the adoption of hierarchical QoS management significantly reduces the overall network traffic.

Mobile Interactive Broadcasting Learning Solution Study on Development of Education (모바일 양방향 화상 교육시스템 개발에 관한 연구)

  • Kim, Tai-Dal;Lee, Byung-Kwon
    • Journal of Internet Computing and Services
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    • v.13 no.1
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    • pp.57-63
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    • 2012
  • Recently, Development of high-speed internet networks can be a real-time video conference system. SD-quality still images using the software codec system exists, and two-way system with mobile systems, but in most video only send and receive video system. In this study, HD web-cam using the two-way live broadcasts simultaneously in the education system and the mobile system has developed an audible system. In the study using the H.264 standard video compression techniques were applied to high-bandwidth compression technology, smart phones, to develop a streaming server for broadcasting were applied. Video sharing, document, web-sharing was made possible in real time. In addition, the private IP for WiFi zone, available anytime, anywhere that can be converted to a public IP technology, IP tunneling technology applied.

Development of a Forest Fire Tracking and GIS Mapping Base on Live Streaming (실시간 영상 기반 산불 추적 및 매핑기법 개발)

  • Cho, In-Je;Kim, Gyou-Beom;Park, Beom-Sun
    • Journal of Convergence for Information Technology
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    • v.10 no.10
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    • pp.123-127
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    • 2020
  • In order to obtain the overall fire line information of medium and large forest fires at night, the ground control system was developed to determine whether forest fires occurred through real-time video clips and to calculate the location of the forest fires determined using the location of drones, angle information of video cameras, and altitude information on the map to reduce the time required for regular video matches obtained after the completion of the mission. To verify the reliability of the developed function, the error distance of the aiming position information of the flight altitude star and the image camera was measured, and the location information within the reliable range was displayed on the map. As the function developed in this paper allows real-time identification of multiple locations of forest fires, it is expected that overall fire line information for the establishment of forest fire extinguishing measures will be obtained more quickly.

Perceived Usefulness and Risks and Behavioral Intentions of Mobile Fashion Apps -Focus Group Interviews with Chinese Students Studying in Korea- (모바일 패션 앱의 지각된 유용성과 위험 및 행동의도 -중국인 유학생 초점집단 면접 조사-)

  • Hong, Heesook;Sun, Yu;Lee, Seung-Eun
    • Journal of the Korean Society of Clothing and Textiles
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    • v.44 no.2
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    • pp.255-272
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    • 2020
  • This exploratory study investigated Chinese consumers' perceived usefulness and risks of fashion apps and identified reasons for continuance and discontinuance intentions. This study conducted focus group interviews with a convenience sample of 13 Chinese students majoring in fashion in Korea. Based on interviewee responses, this study identified five attributes leading the perceived usefulness of mobile fashion apps (ubiquity and convenience, multi-media information, personalization, interactivity between consumers, and immediateness) and sub elements related to the five attributes. Five types of perceived risk (privacy risk, security risk, product risk, loss of future opportunity, and time risk) were identified in relation to Chinese consumers' use of fashion apps. The important role of live streaming services was uniquely identified by Chinese fashion app users. Usefulness of location-based information provided by mobile fashion apps were differently perceived according to respondents' use purpose, and augmented reality services provided by the apps were related to entertainment rather than usefulness. This study provides meaningful insights into Chinese consumers' perceptions of fashion apps and important app attributes that influence their continuance and discontinuance intentions. The findings from this study lend preliminary implications for future researchers and fashion businesses interested in the Chinese app market.

Design of Machine Learning based Smart Service Abstraction Layer for Future Network Provisioning (미래 네트워크 제공을 위한 기계 학습 기반 스마트 서비스 추상화 계층 설계)

  • Vu, Duc Tiep;N., Gde Dharma;Kim, Kyungbaek;Choi, Deokjai
    • Proceedings of the Korea Information Processing Society Conference
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    • 2016.10a
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    • pp.114-116
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    • 2016
  • Recently, SDN and NFV technology have been developed actively and provide enormous flexibility of network provisioning. The future network services would generally involve many different types of services such as hologram games, social network live streaming videos and cloud-computing services, which have dynamic service requirements. To provision networks for future services dynamically and efficiently, SDN/NFV orchestrators must clearly understand the service requirements. Currently, network provisioning relies heavily on QoS parameters such as bandwidth, delay, jitter and throughput, and those parameters are necessary to describe the network requirements of a service. However it is often difficult for users to understand and use them proficiently. Therefore, in order to maintain interoperability and homogeneity, it is required to have a service abstraction layer between users and orchestrators. The service abstraction layer analyzes ambiguous user's requirements for the desired services, and this layer generates corresponding refined services requirements. In this paper, we present our initial effort to design a Smart Service Abstraction Layer (SmSAL) for future network architecture, which takes advantage of machine learning method to analyze ambiguous and abstracted user-friendly input parameters and generate corresponding network parameters of the desired service for better network provisioning. As an initial proof-of-concept implementation for providing viability of the proposed idea, we implemented SmSAL with a decision tree model created by learning process with previous service requests in order to generate network parameters related to various audio and video services, and showed that the parameters are generated successfully.

Video Highlight Prediction Using Multiple Time-Interval Information of Chat and Audio (채팅과 오디오의 다중 시구간 정보를 이용한 영상의 하이라이트 예측)

  • Kim, Eunyul;Lee, Gyemin
    • Journal of Broadcast Engineering
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    • v.24 no.4
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    • pp.553-563
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    • 2019
  • As the number of videos uploaded on live streaming platforms rapidly increases, the demand for providing highlight videos is increasing to promote viewer experiences. In this paper, we present novel methods for predicting highlights using chat logs and audio data in videos. The proposed models employ bi-directional LSTMs to understand the contextual flow of a video. We also propose to use the features over various time-intervals to understand the mid-to-long term flows. The proposed Our methods are demonstrated on e-Sports and baseball videos collected from personal broadcasting platforms such as Twitch and Kakao TV. The results show that the information from multiple time-intervals is useful in predicting video highlights.

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.

Preliminary Investigation on Student Perspectives and Satisfaction with Distance Education in the Metaverse World: Focusing on the Use of ifland App (메타버스를 활용한 원격교육 인식 및 만족도 사전조사: 이프랜드(ifland) 앱 사용을 중심으로)

  • Hwang, Yohan
    • The Journal of the Korea Contents Association
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    • v.22 no.3
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    • pp.121-133
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    • 2022
  • The main purpose of this paper is to examine the efficacy and future potential of a newly-emerging concept of a metaverse in online education environment. In order to achieve this goal, this paper showcases various scenes that happened in the metaverse classes using the ifland app. Through an in-depth analysis of theoretical grounds and preliminary survey findings of 32 university students, this study suggests that as students in a metaverse space are engaged in the interactive learning process and environment with an avatar that projects oneself, it can be an effective educational platform coming from the benefits of gamification and edutainment. In addition, a metaverse space provides existential encounters and hands-on experiences, which in turn increases the level of 3D learning immersion. It may overcome the shortcomings of online live streaming platforms such as Zoom or Webex that provide 2D experiences. Based on the findings, this paper further suggests a blueprint for online education suitable for the transition to a digital society.

Virtual Go to School (VG2S): University Support Course System with Physical Time and Space Restrictions in a Distance Learning Environment

  • Fujita, Koji
    • International Journal of Computer Science & Network Security
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    • v.21 no.12
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    • pp.137-142
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    • 2021
  • Distance learning universities provide online course content. The main methods of providing class contents are on-demand and live-streaming. This means that students are not restricted by time or space. The advantage is that students can take the course anytime and anywhere. Therefore, unlike commuting students, there is no commuting time to the campus, and there is no natural process required to take classes. However, despite this convenient situation, the attendance rate and graduation rate of distance learning universities tend to be lower than that of commuting universities. Although the course environment is not the only factor, students cannot obtain a bachelor's degree unless they fulfill the graduation requirements. In both commuter and distance learning universities, taking classes is an important factor in earning credits. There are fewer time and space constraints for distance learning students than for commuting students. It is also easy for distance learning students to take classes at their own timing. There should be more ease of learning than for students who commute to school with restrictions. However, it is easier to take a course at a commuter university that conducts face-to-face classes. I thought that the reason for this was that commuting to school was a part of the process of taking classes for commuting students. Commuting to school was thought to increase the willingness and motivation to take classes. Therefore, I thought that the inconvenient constraints might encourage students to take the course. In this research, I focused on the act of commuting to school by students. These situations are also applied to the distance learning environment. The students have physical time constraints. To achieve this goal, I will implement a course restriction method that aims to promote the willingness and attitude of students. Therefore, in this paper, I have implemented a virtual school system called "virtual go to school (VG2S)" that reflects the actual route to school.

P2P-based divisional data transmission system for live media streaming service (라이브 미디어 스트리밍 서비스를 위한 P2P기반 데이터 분할 전송 시스템)

  • Sun Choi;Heasun Byun;Meejeong Lee
    • Proceedings of the Korea Information Processing Society Conference
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    • 2008.11a
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    • pp.1348-1351
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    • 2008
  • 최근 인터넷 사용자들의 요구는 멀티미디어로 집중되고 있으며 그중 라이브 미디어 스트리밍 서비스에 대한 요구가 증가하고 있다. 라이브 서비스에서는 적절한 시간에 사용자에게 데이터가 도착하는 것이 중요하다. 따라서 라이브의 시간적절성을 충족시켜 줄 효율적이고 신속한 데이터 전달구조와 전송기법이 요구된다. 이에 본 논문에서는 트리와 메시 구조를 혼합한 하이브리드 방식으로 네트워크 자원을 효율적으로 사용하면서 빠른 데이터 전송으로 라이브의 시간적절성을 충족시킬 수 있는 데이터 분할 전송 방식의 P2P(Peer-to-Peer) 오버레이 구조를 제안한다. 제안하는 ToG(Tree of Groups)는 n개의 피어들이 메시로 그룹을 형성하고, 그렇게 형성된 그룹들이 트리를 이루는 구조이다. ToG에서 그룹 내의 각 피어들은 상위그룹의 피어 한 개와 부모-자식으로 연결되어 있어서 그룹 사이에 여러 개의 연결이 존재하게 된다. 따라서 그룹 내에서 어느 한 피어가 그룹을 빠져 나가더라도 상위그룹과의 여러 연결에 의해서 서비스 지속성을 보장 할 수 있다. ToG는 그룹단위로 트리가 형성되기 때문에 피어의 개수가 같을 때 피어단위로 트리를 형성하는 구조보다 트리의 깊이가 줄어든다. 그에 따라 말단에 있는 피어들에게까지 빠른 시간에 데이터가 전달 될 수 있다. ToG의 데이터 전달은 소스로부터 세그먼트가 일정한 값 n으로 나뉘어져 각 피어들에게 전달된다. 세그먼트 조각은 소스로부터 나뉘어져 전송 될 때 책임적으로 전달해야할 피어와 전달 순서가 정해져있고, 데이터 전송 스케줄링을 위한 버퍼 맵 교환은 필요하지 않다.