• Title/Summary/Keyword: Media streaming

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Object Segment Grouping for Wireless Mobile Streaming Media Services (무선 모바일 스트리밍 미디어 서비스를 위한 객체 세그먼트 그룹화)

  • Lee, Chong-Deuk
    • Journal of Digital Convergence
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    • v.10 no.4
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    • pp.199-206
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    • 2012
  • Increment of mobile client's information request in wireless mobile networks requires a new method to manage and serve the streaming media object. This paper proposes a new object segment grouping method for enhancing the performance of streaming media services in wireless mobile networks. The proposed method performs the similarity metric for the partitioned object segments, and it process the disjunction, conjunction, and filtering for these metrics. This paper was to decided the partitioned group of object segments for these operation metrics, and it decided the performance of streaming media services. The simulation result showed that the proposed method has better performance in throughput, average startup latency, and cache hit ratio.

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.

Adaptive Streaming Media Service Based on Frame Priority Considering Battery Characteristics of Mobile Devices (이동단말기의 배터리 특성을 고려한 프레임 우선순위 기반 적응적 스트리밍 미디어 서비스)

  • Lee, Joa-Hyoung;Lim, Dong-Sun;Lim, Hwa-Jung;Jung, In-Bum
    • Journal of KIISE:Information Networking
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    • v.34 no.6
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    • pp.493-504
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    • 2007
  • With the advance and proliferation of computer and wireless network technology, it is common to access to network through the wireless network using mobile device. The ratio of using the streaming media out of many applications through the network is increasing not only in the wired network but also in the wireless network. The streaming media is much bigger than other contents and requires more network bandwidth to communicate and more computing resources to process. However the mobile devices have relatively poor computing resource and low network bandwidth. If the streaming media service is provided for mobile devices without any consideration about the network bandwidth and computing power, it is difficult for the client to get the service of high quality. Since especially mobile devices are supported with very limited energy capacity from the battery, the streaming media service should be adjusted to the varying energy state of mobile devices to ensure the complete playback of streaming media. In this paper, we propose a new method to guarantee the complete playback time of the streaming media for the mobile clients by dynamically controlling transmitted frame rate to the client according to the estimated available time of mobile device using battery model reflecting the characteristic of the battery. Since the proposed method controls the number of frames transmitting to the client according to the energy state of the mobile device, the complete playback time is guaranteed to mobile clients.

Design and implementation of MPEG-4 streaming system with prioritized adaptive transport (우선순위화에 기반한 적응형 전송 기능을 가진 MPEG-4 스트리밍 시스템의 설계 및 구현)

  • 박상훈;장혜영;권영우;김종원;유웅식;권오형
    • Proceedings of the IEEK Conference
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    • 2003.11a
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    • pp.95-98
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    • 2003
  • To provide high-quality media streaming service over the best-effort Internet, an efficient streaming system with a network-adaptive transport is essential. By adopting FEC-based adaptive transport and by matching it to the priority of media packets, in this paper, an enhanced MPEG-4 streaming system is implemented. The implemented adaptive transport can complement the existing MPEG-4 streaming server with components such as elementary stream provider, sync layer and DMIF layer. Sync layer packets of each MPEG-4 elementary stream are prioritized and then selectively dropped at the sender to match the currently available bandwidth. Also, with the proposed adaptive transport module, the level of FEC protection is dynamically adjusted based on the underlying network condition. With preliminary verification over the emulated network testbed, it is shown that the proposed implementation can mitigate the impact of network fluctuation and thus improve the quality of streaming.

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The Effect of Social Affordances in Social Live Streaming Service (소셜 라이브 스트리밍 서비스에서 소셜 어포던스의 영향)

  • Moon, Yunji
    • Journal of Information Technology Applications and Management
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    • v.27 no.6
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    • pp.31-51
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    • 2020
  • During the last decade, social live streaming service like Periscope, Ustream, and YouNow has developed from a niche market into a mainstream activity. In this media environment, social live streaming service has a tremendous impact on the social behaviors of users. Despite the rapid development, there are a lack of studies to make better understand the media environment changes through social live streaming service. This study adopted an affordances approach that leads us to identify six distinctive social affordances (visibility, accessibility, information sharing, social interaction, role-taking, interactive revenue) for user engagement in social live streaming service. Specifically, this study explores the impact of social affordances on perceived flow, followed by user engagement including passive and active engagement. Empirical data analysis with 258 questionnaires suggests that social affordances affected users' flow perception, and flow has an effect on active as well as passive engagement. Contrary to the expectation in a hypothesized research model, only the impact of accessibility on flow was rejected.

Design of Searchable Image Encryption System of Streaming Media based on Cloud Computing (클라우드 컴퓨팅 기반 스트리밍 미디어의 검색 가능 이미지 암호 시스템의 설계)

  • Cha, Byung-Rae;Kim, Dae-Kyu;Kim, Nam-Ho;Choi, Se-Ill;Kim, Jong-Won
    • The Journal of the Korea institute of electronic communication sciences
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    • v.7 no.4
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    • pp.811-819
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    • 2012
  • In this paper, we design searchable image encryption system to provide the privacy and authentication on streaming media based on cloud computing. The searchable encryption system is the matrix of searchable image encryption system by extending the streaming search from text search, the search of the streaming service is available, and supports personal privacy and authentication using encryption/decryption and CBIR technique. In simple simulation of post-cut and image keyword creation, we can verify the possibilities of the searchable image encryption system based on streaming service.

TCP-ROME: A Transport-Layer Parallel Streaming Protocol for Real-Time Online Multimedia Environments

  • Park, Ju-Won;Karrer, Roger P.;Kim, Jong-Won
    • Journal of Communications and Networks
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    • v.13 no.3
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    • pp.277-285
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    • 2011
  • Real-time multimedia streaming over the Internet is rapidly increasing with the popularity of user-created contents, Web 2.0 trends, and P2P (peer-to-peer) delivery support. While many homes today are broadband-enabled, the quality of experience (QoE) of a user is still limited due to frequent interruption of media playout. The vulnerability of TCP (transmission control protocol), the popular transport-layer protocol for streaming in practice, to the packet losses, retransmissions, and timeouts makes it hard to deliver a timely and persistent flow of packets for online multimedia contents. This paper presents TCP-real-time online multimedia environment (ROME), a novel transport-layer framework that allows the establishment and coordination of multiple many-to-one TCP connections. Between one client with multiple home addresses and multiple co-located or distributed servers, TCP-ROME increases the total throughput by aggregating the resources of multiple TCP connections. It also overcomes the bandwidth fluctuations of network bottlenecks by dynamically coordinating the streams of contents from multiple servers and by adapting the streaming rate of all connections to match the bandwidth requirement of the target video.

Link-layer Assisted Seamless Media Streaming over Mobile IP-enabled Wireless LAN (Mobile IP 지원 무선 랜 상에서 링크 계층의 지원을 통한 연속적인 미디어 스트리밍)

  • Lee, Chul-Ho;Lee, Dong-Wook;Kim, Jong-Won
    • Journal of KIISE:Computing Practices and Letters
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    • v.15 no.9
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    • pp.626-636
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    • 2009
  • In Mobile IP-enabled wireless LAN (WLAN), packet flows are corrupted due to the handoff of a mobile node (MN) at the link and network layers, which results in burst packet losses and can cause temporary buffer underflow in a streaming client at the MN. This transient behavior hurts time-sensitive streaming media applications severely. Among many suggestions to address this handoff problem, few studies are concerned with empirical issues regarding the practical validation of handoff options on the time-sensitive streaming media applications. In this paper, targeting seamless streaming over Mobile IP-enabled WLAN, we introduce a seamless media streaming framework that estimates accurate pre-buffering level to compensate the handoff latency. In addition, we propose a link-layer (L2) assisted seamless media streaming system as a preliminary version of this framework. The proposed system is designed to reduce the handoff latency and to overcome the playback disruption from an implementation viewpoint. A packet buffering and forwarding mechanism with L2 trigger is implemented to reduce the handoff latency and to eliminate burst packet losses generated during the handoff. A pre-buffering adjustment is also performed to compensate the handoff latency. The experimental results show that the proposed approach eliminates packet losses during the handoff and thus verify the feasibility of seamless media streaming over Mobile IP-enabled WLAN.

Re-Streaming Service of IP Camera Video through Wowza Media Server (Wowza Media Server를 이용한 IP 카메라 영상 리스트리밍 서비스)

  • Yun, Ho-Young;Ro, Kwang-Hyun
    • Proceedings of the KAIS Fall Conference
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    • 2011.12b
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    • pp.671-674
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    • 2011
  • 본 논문에서는 Wowza Media Server를 이용하여 IP Camera 영상을 스마트폰에 리스트리밍(Re-Streaming) 서비스하는 것을 연구하였다. 기존에 웹에 포함되어 있는 멀티미디어 파일은 서버로부터 다운로드받아 해당 파일을 실행시켰는데 이는 하드웨어 자원 문제와 다운로드 시간문제, 저장 공간을 필요로 하는 단점이 있었다. 이에 비해 스트리밍 서비스는 서버에서 실시간으로 전송되어 바로 재생이 가능하며 별도의 저장 공간을 필요로 하지 않기 때문에 스마트폰과 같은 제한적인 플랫폼에서 사용되기 적절한 서비스이다. IP Camera 영상을 스마트폰으로 스트리밍 하기위해서는 IP Camera의 영상을 Wowza Media Server로 실시간 스트리밍 한 뒤, Wowza Media Server가 이 영상을 다시 스트리밍서비스하는 리스트리밍(Re-Streaming)기법을 이용한다. 또한 VLC Player를 사용하여 IP Camera의 영상을 각기 다른 스마트폰 환경에 최적화된 영상으로 변환하여 스트리밍 서비스하였다. 이러한 IP Camera영상 스트리밍 서비스는 관공서, 공사장, 가게 등의 상황을 스마트폰으로 실시간 확인하고자 하는 수요를 만족시키기 위해 어플리케이션으로 개발되어 제공될 예정이다.

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A Study on the Effect of Characteristics of Online Streaming Course on Learning Satisfaction and Recommendation Intention (온라인 스트리밍 수업의 특성이 학습 만족도와 추천의도에 미치는 영향 분석 연구)

  • Zhu, LiuCun;Yang, HuiJun;Jiang, Xuejin;Hwang, HaSung
    • Journal of Internet Computing and Services
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    • v.23 no.5
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    • pp.59-68
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    • 2022
  • As real-time live streaming broadcasting and non-face-to-face classes are spreading in the Corona era, it is time to take academic interest in online streaming classes. In particular, it is important to clarify why users use online streaming classes. Therefore, this study proposes social presence, interest, convenience of use, and interactivity as characteristics of online streaming classes, and aims to verify how these characteristics affect learning satisfaction and furthermore, recommendation intention. As a result of conducting a survey on 338 Chinese collegestudents, it was found that interactivity, social presence, and interest had a positive effect on learning satisfaction, but the effect of ease did not appear. On the other hand, it was confirmed that learning satisfaction had a positive effect on the online streaming class recommendation intention.