• Title/Summary/Keyword: Live Streaming

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Implementation of MPEG-DASH based Low-Latency Live 360 VR Tiled Video Streaming Server (MPEG-DASH 기반 저지연 라이브 360 VR 분할영상 스트리밍 서버 구현)

  • Kim, Hyun Wook;Choi, U Sung;Yang, Sung Hyun
    • Journal of Broadcast Engineering
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    • v.23 no.4
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    • pp.549-558
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    • 2018
  • We designed and implemented streaming server based on MEPG DASH, which is able to provide high quality video with low-latency live streaming service like 360 VR video on the existing cable network via low-spec media service devices such as IPTV and OTT(Over the Top) SettopBox. We also designed and applied management process which is cable of supporting services by cashing streaming video file(MPD, Segment Files) to reduce the server response delay time. Further more, we confimred that it is also able to provide high quality of tiled video streaming with over 50,000kbps bitrate and 8K@60P through the experiment.

Analysis and Improvement of MPEG-DASH-based Internet Live Broadcasting Services in Real-world Environments

  • Kim, Namgi;Lee, Byoung-Dai
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.13 no.5
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    • pp.2544-2557
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    • 2019
  • Adaptive bitrate streaming is a crucial element in the implementation of high-quality streaming of media content over the Internet. Dynamic adaptive streaming over HTTP (MPEG-DASH) has lately emerged as the de facto solution for over-the-top (OTT) video streaming services. In this paper, we perform macro-level analysis on a real-world MPEG-DASH-based Internet live broadcasting service to gain insight into its behavior throughout the end-to-end service-provision chain, from broadcasters to viewers. Based on this analysis, we propose methods to improve the quality-of-experience (QoE) of MPEG-DASH-based services, particularly with regard to reducing broadcasting delays between recording and viewing of videos, as well as synchronizing client terminals.

Factors Boosting Impulse Buying Behavior in Live-streaming Commerce - Roles of Para-social Interactions, Task Complexity and Perceived Amount of Information (라이브 커머스의 충동구매행동에 대한 영향 요인 - 의사사회적 상호작용, 과업 복잡성과 지각된 정보의 양을 중심으로 -)

  • Kim, Hyojung;Lee, Yuri;Park, Minjung
    • Fashion & Textile Research Journal
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    • v.23 no.1
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    • pp.70-83
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    • 2021
  • Live-streaming commerce is attracting attention as a noticeable trend in the retail industry. It is a new mobile shopping service platform developed by combining live streaming with e-commerce technologies. This study examined the impact of para-social interactions on consumer impulse buying behavior and investigated the impact through task complexity as well as perceived amount of information. To achieve this goal, 203 women using a mobile commerce participated in an online survey after experiencing beauty live-streaming commerce. The collected data were analyzed using SPSS 25.0, AMOS 23.0, and SPSS PROCESS Macro program. The results of the study revealed that para-social interactions negatively influenced task complexity, positively influenced perceived amounts of information, and positively influenced impulse buying behavior. In addition, impulse buying behavior was negatively influenced by task complexity versus positively that was influenced by perceived amounts of information. The impact of para-social interactions on impulse buying behavior is mediated by task complexity and perceived information. The findings of this study contribute to the theoretical extension of para-social interaction on impulse buying behavior in the context of live-streaming commerce. The implications of the findings suggest practical marketing strategies for digital media commerce retailers.

SonicStream: A Network Coding Based Live P2P Media Streaming System With Rich User Experiences

  • Chen, Xiaogang;Ren, Ning;Zhang, Xiaochen;Wang, Xin;Zhao, Jin
    • Journal of Communications and Networks
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    • v.10 no.4
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    • pp.430-436
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    • 2008
  • Recent studies have convinced that network coding can improve the performance of live media streaming in terms of startup delay, resilience to peer dynamics, as well as reduced bandwidth cost on dedicated streaming servers. However, there still exist some strategy drawbacks and neglected problems which need to be further researched. In addition to the commonly used evaluation parameters of the network and user experiences mentioned above, we focus on additional key factors, playback lag and switch lag, which have not been fully explored in previous work. In this paper, we present SonicStream, a novel and fully implemented live peer to peer (P2P) media streaming system with consideration of rich user experiences, including startup delay, playback continuity, playback lag, switch lag, etc. In pursuit of a further enhanced user experience, we revise traditional peer selection/data scheduling methods. Through a series of experimental evaluations and a cautious comparison with the latest similar work $R^2$, the superior performance of SonicStream has been preliminarily verified.

Implementation of Multi-Streaming System of Live Video of Drone (드론 라이브 영상의 다중 스트리밍 시스템 구현)

  • Hwang, Kitae;Kim, Jina;Choi, Yongseok;Kim, Joonhee;Kim, Hyungmin;Jung, Inhwan
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.18 no.1
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    • pp.143-149
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    • 2018
  • This paper presents an implementation of a streaming system which can forward live video stream to multiple users from a Phantom4, which is a drone made by DJI. We constructed the streaming server on Raspberry Pi 3 board for high mobility. Also We implemented the system so that the video stream can be played on any devices if the HTML5 standard web browser is utilized. We compiled C codes of FFmpeg open sources and installed in the Raspberry Pi3 as the streaming server and developed a Java application to execute as the integrated server that controls the other softwares on the streaming server. Also we developed an Android application which receives the live video stream from the drone and sends the streaming server continuously. The implemented system in this paper can successfully stream the live video on 24 frames per second at the resolution of 148x112 in considering the low hardware throughput of the streaming server.

The Study on the implementation of Portable Http Live Streaming Transmitter based the Embedded Linux (임베디드 리눅스 기반의 휴대용 Http 라이브 스트리밍 전송기 구현에 관한 연구)

  • Lee, Jea-Hee;Cho, Tae-Kyung
    • Journal of Digital Convergence
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    • v.13 no.11
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    • pp.141-148
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    • 2015
  • In this paper, for developing and implementing the HLS(Http Live Streaming) transmitter based embedded linux which is operated easily and cheap and lower power, portable in all networks and client environments compared to exist video live streaming transmitters. We design the developed HLS transmitter hardware using the Arm11 core and then porting the Embedded Linux OS(Operating System) and implementing the HLS protocol using the open source FFmpeg and Segmenter. For proving the performance of developed HLS transmitter, we make the testing environment for testing the performance of HLS transmitter including the notebook, iPhone, android Phone, Notebook and then analysis the received video in the client displayer. In this paper, we suggest the developed HLS transmitter performance data values higher than the Apple company's HLS recommended specification values and the picture of developed HLS transmitter operation in the testing environment. The application field of this paper result is that the man who works in the emergency situation take HLS and transmit the live emergency situation to the head quarter using this portable HLS.

The Effects of Live Commerce's IT Affordance on Interactivity, Immersion, and Purchase Intention (라이브 커머스의 IT 어포던스가 상호작용성과 몰입감, 구매 의도에 미치는 영향)

  • Joo, Eunsin
    • The Journal of the Korea Contents Association
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    • v.22 no.2
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    • pp.734-751
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    • 2022
  • Live streaming is becoming increasingly popular as it is distributed through various platforms around the world. In particular, after the outbreak of the COVID-19, it has shown unprecedented growth in the domestic e-commerce sector. Building a theoretical model from the perspective of IT affordance, this study aims to examine how live streaming affordance influences users' purchase intentions through perceived interactivity and immersion. An online survey was conducted among South Koreans who had experience using live streaming commerce. Our results show that IT affordance, such as visibility, metavoicing, guidance shopping, had positive effects on purchase intentions through the serial mediation effects of perceived interactivity and immersion. Our study highlights the importance of understanding theoretical and practical implications of IT affordance for live streaming commerce.

Legal Study and Legislative Suggestions about Donation by Minors on Live Streaming Platforms - Focusing on protection of the counterparty - (인터넷 개인방송 플랫폼상 미성년자 후원행위에 대한 법적 고찰 및 입법론적 개선방안 - 미성년자의 상대방 보호 필요성을 중심으로 -)

  • Kil, Gi-Beom;Kim, Chang-Hyeon;Lee, Min-Jae;Yoo, Ha-Yeon
    • The Journal of the Korea Contents Association
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    • v.22 no.1
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    • pp.292-309
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    • 2022
  • Recently, with the development of interactive communication system, demands for video live streaming service has increased. Live streamers generate revenues from donations, but existing laws are inadequate to handle these donations. Problems arise when minors donate because they have the right of revocation. In the case of donations that request benefits in return, legal characteristics and results are different from unilateral donations. If minors exercise their right of revocation, live streamers must pay back without getting proper compensation for their services. In this paper, we detect the characteristics of bilateral contract in live streaming donation, indicate the harms that live streamers can get, examine precedents and donation processes focusing on cases when minors can not exercise the right of revocation due to deception, and propose revisions that can protect the streamers without invading minors' rights. Through academically identifying ambiguous legal situations and presenting dispute prevention procedures, this paper can bring positive impacts on the online industry.

Low Cost Cloud-Assisted Peer to Peer Live Streaming

  • Alghazawy, Bahaa Aldeen;Fujita, Satoshi
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.10 no.4
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    • pp.1732-1750
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    • 2016
  • Recently, Peer-to-Peer (P2P) live streaming assisted by the cloud computing has attracted considerable attention to improve the reliability of the P2P such as the resilience to peer churn and the shortage of upload capacity. The cost of cloud-assistance is comprised of the number of requests issued to the cloud and the amount of data fetched from the cloud. In this paper, we propose three techniques to reduce the cost of such a cloud-assistance.More concretely, in the proposed method, 1) each peer which lost its parent in the overlay can find a new parent by referring to the information registered in the cloud, 2) several peers which proactively fetch chunks from the cloud are dynamically invested, and 3) the number of requests issued to the cloud is reduced by allowing peers to fetch a collection of chunks using a single request. The performance of the proposed method is evaluated by simulation. The simulation results indicate that it reduces the cost of conventional scheme by 46% while guaranteeing the quality of live streaming service.

The Distribution of Cosmetics Products, Brand Trust and Promotion Impact on Purchase Decision during Live Streaming

  • Indah PUSPITARINI;Ricardo INDRA;La MANI;Feby LARASATI;Adzra Athira ARIEF
    • Journal of Distribution Science
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    • v.22 no.7
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    • pp.1-11
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    • 2024
  • Purpose: Shopee, Indonesia's most frequently visited marketplace in November 2023, had 427.2 million visits. Supported by the live streaming feature, Shopee has become the most widely used online shopping platform, with an 83.4% market share in 2022. Several factors, such as brand trust and promotions, have significantly influenced Shopee's dominance and consumer purchasing decisions. This research aims to investigate the effect of cosmetic product distribution, brand trust, and promotions on purchasing decisions, considering gender and age as control variables. Research design, data and methodology: A quantitative approach using a survey research method was employed with a sample of 150 respondents, who were followers of the Shopee ESQA Cosmetics account, obtained through the Yamane formula. Data was collected via an online questionnaire. The data analysis technique used in this study was PLS-SEM with Smart PLS software. The results of this research indicate a significant effect of the distribution of cosmetics products, brand trust, promotions, gender, and age as control variables on the purchase decision variable. Conclusions: The distribution of cosmetic products, brand trust and promotions have a positive and significant impact on purchase decisions during live streaming on Shopee, and control variables (gender and age 36-45) have a positive and significant influence on purchase decisions.