• Title/Summary/Keyword: N-Screen Service

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N-Screen Service and Development based on the Cloud Computing (클라우드 컴퓨팅 기반의 N-스크린 서비스의 현황과 발전방향)

  • Oh, Dong-Kyun;Kim, Dong Ho
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2011.07a
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    • pp.46-49
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    • 2011
  • 최근 진행되고 있는 미디어 융합 환경에서 가장 주목 받고 있는 서비스는 N-스크린 서비스라고 할 수 있다. N-Screen 서비스가 무선 환경뿐만 아니라 이동환경에서도 안정적으로 제공되기 위해서 필요한 핵심 요소기술은 클라우드 컴퓨팅 기술일 것이다. 최근에는 통신 사업자를 비롯한 가전 제조사, 인터넷 및 플랫폼 사업자들이 각자의 강점을 살려서 다양한 클라우드 컴퓨팅 기반의 N-스크린 서비스를 제공하기 시작했고 핵심 서비스로 발전시켜 나가고 있다. 본 논문에서는 클라우드 컴퓨팅과 N-스크린의 관계, 주요사업자들의 서비스 현황 및 발전에 필요한 기술적 요구사항에 대해 알아보겠다.

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A Mathematical Analysis of Automatic Balanced Placement of Icons in A Smartphone Launcher (스마트폰 런처에서 아이콘 자동 균형 배치의 수학적 분석)

  • Son, Kyung A;Eun, Seongbae
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.24 no.11
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    • pp.1457-1462
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    • 2020
  • There are dozens of applications on the smartphone. The service application that manages the loading, deletion, and deployment of these applications is called a smartphone launcher, and various launchers are used. Some of the existing launchers provide a function to automatically place icons by analyzing user application usage patterns. In this paper, we present a method of automatically arranging icons so that the icons are balanced on the smartphone screen. The usefulness of our method is illustrated by some exaples. In this case, it is proved that in an m × n screen layout with a height of m and a width of n, if n is an odd number, the entire screen can always be arranged in a balanced manner regardless of the n value by mathematical induction method.

Implementation of N-Screen Service Based on Windows Azure (Windows Azure 기반의 N-스크린 서비스 구현)

  • Lee, Won Joo;Lim, Heon-Yong;Kim, Chang Hyeon
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2012.07a
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    • pp.7-8
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    • 2012
  • 본 논문에서는 클라우드 플랫폼인 Windows Azure를 사용하여 N-스크린 서비스 구현 방법을 제안한다. 이 방법은 클라우드 컴퓨팅 환경에서 Map/Reduce 기법을 사용하여 대용량 동영상 콘텐츠를 분할하고, 인코딩한다. Windows Azure의 Web Role에서는 사용자가 요청한 인코딩 작업을 수신하고, Worker Role에서는 요청받은 인코딩 작업을 처리한다. Windows Azure의 많은 가상머신에 인스턴스를 할당하여 처리함으로써 인코딩 소요시간을 단축할 수 있다.

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A Proposal on Multi-transmission Mechanism of the Heterogeneous Network Environment for SMART Screen Services (스마트스크린 서비스를 위한 이기종네트워크 환경의 멀티전송 기술 제안)

  • Yoon, Soo-Young;Park, Chae-Min;Shin, Seung-Jung
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.14 no.3
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    • pp.99-104
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    • 2014
  • In this paper, the authors propose a multi-transmission mechanism of heterogeneous network environment which is applicable to the SMART screen services over wire and wireless convergence network. This paper presents study results including a SMART screen handover algorithm among multiple collaborative devices under wire and wireless convergence and heterogeneous network environment, and a service operation and management system and a NAS system providing SMART services of AV streaming and contents files. These validate implementation feasibility of a call processing engine for seamless SMART screen collaborative services, AV streaming services and SMART screen collaborative services supporting mobility management and multiple users/multiple streams.

A study on code decomposition method for multi-screen control and multi-screen based service application (N-스크린 서비스 제공을 위한 코드 분할 방식의 스크린 제어 방법에 관한 연구)

  • Park, Jong-Youl;Bae, Yu-Seok;Oh, Bong-Jin
    • Proceedings of the Korean Information Science Society Conference
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    • 2012.06d
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    • pp.433-435
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    • 2012
  • N-스크린 서비스는 하나의 서비스를 다양한 스크린에서 콘텐츠를 효과적으로 공유하기 위한 기술로 하나의 서비스 및 콘텐츠를 여러 개의 방식으로 제공하는 3-스크린 서비스와는 차별화된다. 가정 내의 모든 단말기기들이 네트워크로 연결되는 지금의 현실에서 다양한 기기들 사이에서 자연스럽게 연결되고 데이터를 쉽게 공유할 수 있는 연계 기술에 대한 기술 요구는 당연한 현상이다. UI/UX 관점에서 자연스러운 입/출력과 더불어 제어 프로그램의 단순화는 서비스 적용과 많은 응용 서비스 개발을 위해서 꼭 필요한 기술이다. 본 논문에서는 이러한 스크린간의 공유 서비스를 제공하기 위해서 다수의 스크린을 가지는 단말들이 하나의 프로그램이 수행하는 것과 같이 동작하기 위해서 하나의 프로그램을 분할하고 이를 실행하는 방법에 대해 연구하고 그 가능성을 제시 한다.

Analysis of Netflix and Hulu for Online Video Content Distributors' Business Model Comparison in N-Screen Era (N스크린 시대 온라인 비디오 콘텐츠 유통 비즈니스 모델 비교를 위한 넷플릭스(Netflix)와 훌루(Hulu) 연구)

  • Chung, Yoon-Kyung
    • The Journal of the Korea Contents Association
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    • v.14 no.5
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    • pp.30-43
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    • 2014
  • The number of online video content distributors are rapidly increasing in N-screen environment. The purpose of this study is to analyze the business model of these distributors, especially Netflix and Hulu. Basis on STOF model, environmental domain, service domain, organization domain and financial domain of each company are analyzed and compared. This study finds that each company's business model had distinct characters in earlier stage. Netflix offered online and offline service in low cost, while Hulu offered up-to-date TV contents without fees. However, two companies' business models are getting similar. The result of this study shows that highly competitive environment and increasing content budget affect two companies to adopt similar business model to survive.

User Centric Content Management System for Open IPTV Over SNS

  • Jeon, Seung Hyun;An, Sanghong;Yoon, Changwoo;Lee, Hyun-woo;Choi, Junkyun
    • Journal of Communications and Networks
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    • v.17 no.3
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    • pp.296-305
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    • 2015
  • Coupled schemes between service-oriented architecture (SOA) and Web 2.0 have recently been researched. Web-based content providers and telecommunications company (Telecom) based Internet protocol television (IPTV) providers have struggled against each other to accommodate more three-screen service subscribers. Since the advent of Web 2.0, more abundant reproduced content can be circulated. However, because according to increasing device's resolution and content formats IPTV providers transcode content in advance, network bandwidth, storage and operation costs for content management systems (CMSs) are wasted. In this paper, we present a user centric CMS for open IPTV, which integrates SOA and Web 2.0. Considering content popularity based on a Zipf-like distribution to solve these problems, we analyze the performance between the user centric CMS and the conventional Web syndication system for normalized costs. Based on the user centric CMS, we implement a social Web TV with device-aware function, which can aggregate, transcode, and deploy content over social networking service independently.

A Study on trend Analysis and Future Prospects of Cloud Game Industry - Focus on Device, Platform, Contents - (클라우드 게임산업 동향분석 및 전망에 관한 연구 - 디바이스, 플랫폼, 콘텐츠를 중심으로 -)

  • Doo, Ill Chul;Baek, Jae Yong;Shin, Hyun Wook
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.10 no.4
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    • pp.181-195
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    • 2014
  • The game Industry has been a major leader in business world with its size and volume in terms of profit and culture contents, and ever increasing at the moment. Cloud Game has appeared as a new, combined game format, playable on smart TV and smart phone with its upgraded storage size and fast spreading N-screen. This research studies the present reality of the cloud industry by focusing on three categories which are device type, Platform, and game contents consequently in order to determine the future prospect of cloud games. First, the cloud game business will thrive as devices such as smart TV and smart phone are used widely. Second, the cloud game industry will have a new era when OS systems of Platform are united effectively. Third, the previous platform holders will have to face new challenges brought up by cloud games' service providers. Forth, the gamer, developer, and service provider need each other in order to widen the spectrum of business in cloud game industry.