• Title/Summary/Keyword: Live streaming

Search Result 161, Processing Time 0.026 seconds

An Integrated Prefetching/Caching Scheme for P2P Live Streaming (P2P 라이브 스트리밍 시스템을 위한 프리패칭/캐싱 통합 기법)

  • Kim, Taeyoung;Kim, Eunsam
    • The Journal of the Institute of Internet, Broadcasting and Communication
    • /
    • v.14 no.1
    • /
    • pp.69-76
    • /
    • 2014
  • In this paper, we propose a buffering scheme to improve the performance in P2P live streaming systems by adjusting the ratio of caching and prefetching portion of each peer. To this end, we assign all the peers into many groups depending on their playback periods. We then determine the ratio of caching and prefetching portion in each peer depending on its playback time position relative to those of other peers within the same group. In other words, as the playback position of a peer gets later, we increase the ratio of its caching portion. On the contrary, as the playback position of a peer gets eariler, we increase the ratio of its prefetching portion. This can significantly increase the degree of data duplication among peers that belong to each specific group. By simulation experiments, we show that our proposed an integrated prefetching/caching scheme can improve the performance considerably in terms of jitter ratio, initial playback delay and shared buffermap ratio when compared to the existing fixed portion buffering scheme.

A Study of Real-Time Video Streaming Data Service on the Linux Server (리눅스 서버를 이용한 동영상 데이터 실시간 스트리밍 서비스 연구)

  • Jang, Seung-Ju;Heo, Won-Yeong;Yoo, Hyun-Min;Lee, Chang-Hoon;Shin, Woo-Ho
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.17 no.4
    • /
    • pp.893-901
    • /
    • 2013
  • This paper suggests a method of developing live media streaming service through Linux server system on android system environment. The android application constructed in the experiment is able to record media while sending it to Linux server. Generated real time media data is send to linux server through Multipart Request class of Apache Tomcat server constructed on Linux system. Also in this research, by utilizing Android video player and media player class, development of android application structures was accomplished, which has methods of; playing live media stream data on video server, or playing live media stream data while saving stream data in cache. The structure and function of suggested system and application is confirmed by series of experiments.

Design and Implementation of an MPEG-2 AAC Format-based Audio Streaming System (MPEG-2 AAC 포맷 기반의 오디오 스트리밍 시스템 설계 및 구현)

  • 이승재;이승룡
    • The Journal of Korean Institute of Communications and Information Sciences
    • /
    • v.27 no.12C
    • /
    • pp.1251-1264
    • /
    • 2002
  • Currently, audio streaming services such as on-demand service and live service support only a limited number of clients. They also suffer from a lack of stability and degradation of service quality due to their inefficient use of network resources. Futhermore, since the streaming services usually do not consider dynamic services, they are very inconvenience to use. In order to resolve these drawbacks, we propose a novel audio streaming system based on MPEG-2 AAC file format which are facilitated with the network bandwidths efficiently. The proposed system supports QoS for audio streaming as well as guarantees a stability while streaming service is undergoing. Moreover, the system provides a dynamic interface which enables us to use the streaming service more easily and to manage streaming servers with convenient manner. On the contrary, most of the current available static interface streaming services are mainly depending only on a single fixed web page between client and server, which in consequence lead us to use unflexible static service environment. Our implementation results show the proposed system improves the performance compared to those of the currently existing systems that use MP3 file format. It also provides some benefits such as a stability of service and a easy to management of streaming servers.

A Study on the Effect of Service Quality and Product Characteristics on the Adoption Intention of New Brands in Taiwan's Influencer Live Streaming Platforms

  • Chiang, Hsin-Chieh;Lee, Hyoung-Ju;Yoon, Sung-Joon
    • Journal of the Korea Society of Computer and Information
    • /
    • v.27 no.4
    • /
    • pp.169-181
    • /
    • 2022
  • Currently, due to the activation of SNS live broadcasting, online services based on influencer live broadcasting are becoming a major consumption trend around the world. This study aims to verify the relationship between service quality, customer satisfaction, product characteristics, and acceptance intention for influencer broadcasting based on nfluencer broadcasting experiences in an Internet environment. This study conducted a survey of users who experienced live broadcasting on social media in Taiwan from June 29 to August 30, 2020, and a total of 253 copies were used for empirical analysis. The collected data were analyzed through SPSS 25.0. The results of the empirical analysis are summarized as follows. First, it was found that the service quality factors (reliability, tangibility, responsiveness, certainty, and empathy) of Taiwan's influencer live broadcast had a significant effect on live broadcast satisfaction. Second, it was found that the product characteristics of Taiwan's influencer live broadcasting had a significant effect on product satisfaction. Third, it was found that live broadcasting satisfaction and product satisfaction had a significant effect on the acceptance intention of new brands in Taiwan's influencer live broadcasting. This study will provide useful data for establishing efficient marketing strategies to improve live and product satisfaction and increase acceptance of new brands by identifying service quality factors and product characteristics of Taiwan's influencer Live Broadcasting.

How IT Affordance Influences Engagement in Live Commerce: An Empirical Analysis Focusing on Social Cues as Moderating Effect

  • Eunji Choi;SeongMin Jeon
    • Asia pacific journal of information systems
    • /
    • v.32 no.2
    • /
    • pp.327-353
    • /
    • 2022
  • With the development of technology and media and the pursuit of non-face-to-face due to the corona pandemic, the influence of live commerce, a real-time streaming shopping channel, is growing. Starting from China, the popularity of live commerce is growing all over the world, and it has become an interesting topic among many practitioners and researchers. However, compared to its popularity, there are few studies on live commerce. Therefore, we build a theoretical model in terms of IT affordance such as visibility, guidance shopping, trading, and meta-voicing and investigate how live commerce affects engagement with customers. We empirically measure 428 individuals who have used live commerce using survey data. In addition, we conduct four types of scenario experiments on whether social cues on exposures of other consumers, influence customer engagement. Our results show that trading affordance has the most significant effect. This shows that the live commerce platform may want to devise a program that helps make payment easier for users who prefer a quick and simple process. Our study contributes to the literature by presenting the importance of IT affordance for live commerce.

Implementation of P2P Streaming System Based on Locality and Delay (지역성과 지연시간 기반의 P2P 스트리밍 시스템 구현)

  • An, Sun-hee;Park, Seung-chul
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2009.10a
    • /
    • pp.116-119
    • /
    • 2009
  • In this paper, a P2P streaming system for community TV service which requires realtime interactions was designed and implemented. The proposed system constructs a short delay tree-based P2P network in order to effectively support various community TV services within end-to-end delay bounds. Because a community service based on conversation requires a short delay. The P2P network of this paper was constructed by using an algorithm which utilizes locality and delay information. The implemented P2P streaming system is composed of a Web server and a application, each of which was implemented using Asp.Net and C#.Net respectively.

  • PDF

A New Multimedia Service Transmit Method using IPv6 (IPv6를 이용한 새로운 멀티미디어 서비스 전달 방식)

  • Chang, Jeong-Uk;Kim, Ki-Bog;Lin, Chi-Ho
    • Proceedings of the IEEK Conference
    • /
    • 2005.11a
    • /
    • pp.1193-1196
    • /
    • 2005
  • In this paper, we presents a new multimedia service transmit method using IPv6. The IPv6 provides the address system of 128 bit and the address space which is infinite it provides. But it will not become the IPv4 and interchange not to be, it uses the DSTM Transition mechanism which will reach and the IPv4 center in the packet header the service type it will be able to support the service class of multi type (TOS) it secures the weak point of data transfer delay it puts a base in the IPv6. The efficiency of this proposed technique have been proven by MPEG-4 streaming video streaming of the IPv6 namely, 6Xtream embodied a order form/live streaming server and the client which it uses to be possible in base and real-time decoding method.

  • PDF

IMPLEMENTATION EXPERIMENT OF VTP BASED ADAPTIVE VIDEO BIT-RATE CONTROL OVER WIRELESS AD-HOC NETWORK

  • Ujikawa, Hirotaka;Katto, Jiro
    • Proceedings of the Korean Society of Broadcast Engineers Conference
    • /
    • 2009.01a
    • /
    • pp.668-672
    • /
    • 2009
  • In wireless ad-hoc network, knowing the available bandwidth of the time varying channel is imperative for live video streaming applications. This is because the available bandwidth is varying all the time and strictly limited against the large data size of video streaming. Additionally, adapting the encoding rate to the suitable bit-rate for the network, where an overlarge encoding rate induces congestion loss and playback delay, decreases the loss and delay. While some effective rate controlling methods have been proposed and simulated well like VTP (Video Transport Protocol) [1], implementing to cooperate with the encoder and tuning the parameters are still challenging works. In this paper, we show our result of the implementation experiment of VTP based encoding rate controlling method and then introduce some techniques of our parameter tuning for a video streaming application over wireless environment.

  • PDF

Real-Time Transcoding and Advanced Encryption for 360 CCTV Streaming

  • Le, Tuan Thanh;Jeong, JongBeom;Lee, Soonbin;Jang, Dongmin;Ryu, Il-Woong;Ryu, Eun-Seok
    • Proceedings of the Korean Society of Broadcast Engineers Conference
    • /
    • 2019.06a
    • /
    • pp.144-146
    • /
    • 2019
  • Recently, according to the rapid development of surveillance information, closed-circuit television (CCTV) has become an indispensable component in security systems. A lot of advanced technologies of encryption and compression are implementing to improve the performance and security levels of the CCTV system. Especially, 360 video CCTV streaming is promising for surveillance without blind areas. However, compared to previous systems, 360 CCTV requires large bandwidth and low latency. Therefore, it requires more efficiently effort to improve the CCTV system performance. In order to meet the demands of 360 CCTV streaming, transcoding is an essential process to enhance the current CCTV system. Moreover, encryption algorithm is also an important priority in security system. In this paper, we propose a real-time transcoding solution in combination with the ARIA and AES algorithms. Experimental results prove that the proposed method has achieved around 195% speed up transcoding compared to FFMPEG libx265 method. Furthermore, the proposed system can handle multiple transcoding sessions simultaneously at high performance for both live 360 CCTV system and existing CCTV system.

  • PDF

A 2-Tier Server Architecture for Real-time Multiple Rendering (실시간 다중 렌더링을 위한 이중 서버 구조)

  • Lim, Choong-Gyoo
    • Journal of Korea Game Society
    • /
    • v.12 no.4
    • /
    • pp.13-22
    • /
    • 2012
  • The wide-spread use of the broadband Internet service makes the cloud computing-based gaming service possible. A game program is executed on a cloud node and its live image is fed into a remote user's display device via video streaming. The user's input is immediately transmitted and applied to the game. The minimization of the time to process remote user's input and transmit the live image back to the user and thus satisfying the requirement of instant responsiveness for gaming makes it possible. However, the cost to build its servers can be very expensive to provide high quality 3D games because a general purpose graphics system that cloud nodes are likely to have for the service supports a single 3D application at a time. Thus, the server must have a technology of 'realtime multiple rendering' to execute multiple 3D games simultaneously. This paper proposes a new architecture of 2-tier servers of clouds nodes of which one group executes multiple games and the other produces game's live images. It also performs a few experimentations to prove the feasibility of the new architecture.