• Title/Summary/Keyword: Online Broadcasting

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Topic Expansion based on Infinite Vocabulary Online LDA Topic Model using Semantic Correlation Information (무한 사전 온라인 LDA 토픽 모델에서 의미적 연관성을 사용한 토픽 확장)

  • Kwak, Chang-Uk;Kim, Sun-Joong;Park, Seong-Bae;Kim, Kweon Yang
    • KIISE Transactions on Computing Practices
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    • v.22 no.9
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    • pp.461-466
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    • 2016
  • Topic expansion is an expansion method that reflects external data for improving quality of learned topic. The online learning topic model is not appropriate for topic expansion using external data, because it does not reflect unseen words to learned topic model. In this study, we proposed topic expansion method using infinite vocabulary online LDA. When unseen words appear in learning process, the proposed method allocates unseen word to topic after calculating semantic correlation between unseen word and each topic. To evaluate the proposed method, we compared with existing topic expansion method. The results indicated that the proposed method includes additional information that is not contained in broadcasting script by reflecting external documents. Also, the proposed method outperformed on coherence evaluation.

A Study on the Operation Plans for Seongnam Public Library Programs in the Post-COVID-19 Era (포스트 코로나 시대 성남시 도서관의 문화프로그램 운영 방안 연구)

  • Song, Min Sun
    • Journal of Convergence for Information Technology
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    • v.12 no.4
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    • pp.177-186
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    • 2022
  • The purpose of this study is to suggest operation plans for library programs in preparation for the post-COVID-19 by analyzing the current status of library programs before and after the outbreak of COVID-19 based on the data of the Seongnam public libraries on the Public Data Portal. So, based on 1,317 data collected through the data purification process for duplicates and errors in the files uploaded by Seongnam City, ①programs' subject & type, ②program target users, ③program operation types(online or offline), ④program operating time & number of days, ⑤characteristics of programs preferred by users etc. were analyzed. As results of the analysis, online programs were not operated at all before COVID-19, but online programs started to be operated in earnest after August 2020. Also, there were many experiential activity lectures for infants and elementary school students in 2019, but reading activity lectures for adults and elementary school students increased in 2020. There were many types of online lectures, such as real-time lectures using online video conferencing programs, YouTube video viewing & live broadcasting, and the use of Naver Band & Cafe.

Auto-Scrolling Prompter System using Speech Recognition Technology (음성인식 기반의 자동 프롬프터 시스템)

  • Kim Kil-Youn;Kim Jin-Woo
    • Proceedings of the KSPS conference
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    • 2006.05a
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    • pp.95-98
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    • 2006
  • A prompter software is used, behind the camera, to scroll the script for a TV narrator. So far it has been manually operated by an assistant, who scrolls the caption following narrator's speech. Automating this procedure using a speech recognition technology has been investigated in this project. The developed auto-scrolling software was tested in offline and online, which shows performance good enough to replace an existing prompter software. This paper describes the whole development process and concerns to be cared.

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Production of educational video contents in online market using VR (VR을 활용한 온라인 마켓에서의 교육영상콘텐츠 제작)

  • Ahn, In-Soo
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2017.07a
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    • pp.374-375
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    • 2017
  • As the distribution of image contents is activated, users can easily access image contents through various routes and media.In this paper, we propose a new virtual reality (VR) system, which is based on the development of IT technology, in order to prepare for the fourth industrial revolution era.We propose a method of producing educational video contents that combines maximized virtual reality.

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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
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    • v.27 no.4
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    • pp.169-181
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    • 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.

A Study on Uses and Gratifications to the Viewing of Famous Celebrities' Internet Personal Broadcasting: Focused on Chinese Viewers' Motivation and Satisfaction (유명 연예인 인터넷 개인 방송 시청에 대한 이용과 충족 연구: 중국 시청자의 시청동기와 시청만족도를 중심으로)

  • Xia, Pingping;Seo, Sangho
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.4
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    • pp.53-58
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    • 2020
  • Many stars are delivering various contents such as real time talks through Internet personal broadcasting to communicate with fans. For stars and entertainment companies that expect the effect of communicating with fans through Internet broadcasting, it can be said that it is important to grasp viewers' viewing motivation and satisfaction. Thus, we analyzed the viewing motivation and satisfaction of Chinese viewers' Internet personal broadcasting of famous celebrities based on the uses and gratifications approach. To this end, an online survey was conducted, and as a result, 'emotional motivation' and 'functional motivation' were found as Chinese viewers' motivation for viewing Internet personal broadcasting of famous celebrities. In addition, it was found that viewers' satisfaction increased as the viewers' 'emotional viewing motivation' increased. From the results of this study, it seems that a strategy of subdividing programs by reflecting the audience characteristics such as age and occupation is needed. It can be a way to expand the number of viewers and the intended broadcasting effect by designing and producing programs for personalized celebrity internet broadcasting by segmenting audiences.

Replication and Consistency Control in Hybrid Architectures for Multiplayer Online Games (멀티플레이어 온라인 게임을 위한 하이브리드 구조의 복제와 일관성 제어 기법)

  • Kim, Jin-Hwan
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.16 no.4
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    • pp.73-80
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    • 2016
  • Multiplayer Online Games(MOG) using the Internet are typically organized based on a CS(client-server) or P2P(peer-to-peer) architecture. We then propose a method that combines a P2P architecture with a CS architecture in order to utilize their advantages. Most MOGs use a primary-copy replication approach that provides strong consistency control over an object. For each object and character there exists an authoritative copy, called primary copy and all other copies are secondary copies or replicas. Any update to the object has to be first performed on the primary copy. In the proposed hybrid architecture, primary copies may reside on the server or be held by clients. In this architecture, load balancing between a server and clients can be achieved by reducing the number of objects maintained by the server. Games consist of various types of actions with different consistency requirements. A multi-level approach to game consistency is sensible as it provides the best trade-off between consistency and performance. The performance for the hybrid game architecture with the primary-copy model is evaluated through simulation experiments and analysis in this paper.

Home Screen Adaptive Next Generation Broadcasting Service using MSA-ABR (MSA-ABR을 이용한 홈 스크린 적응형 차세대 방송 서비스 연구)

  • Mariappan, Vinayagam;Lee, Minwoo;Lee, Seungyoun;Lee, Junghoon;Lee, Juyoung;Lim, Yunsik;Cha, Jaesang
    • Journal of Satellite, Information and Communications
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    • v.11 no.3
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    • pp.37-42
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    • 2016
  • In this paper, in today's highly complex video and broadcast operations, broadcasters are constantly challenged to reliably deliver low-latency, high-quality video to multiscreen audiences on-air and online. The Adaptive Bit Rate (ABR) protocols enable internet video to a wide range of multiscreen devices. However, video quality is often marginal and would prove unacceptable for valued linear broadcast content delivered to the Big Screen today. The Media information processing technology advances in ABR enables service providers to take control and offer quality managed linear video services to ALL screens in the home, including the Big Screen, with a single unified IP Video infrastructure. The New Multiscreen-Assisted ABR (MSA-ABR) delivery management system proposed using Cloud based multicast-assisted ABR for a broadcast facility that performs routing of contribution content and online publishing services within a virtual, centralized cloud infrastructure.

A Hybrid Cloud-P2P Architecture for Scalable Massively Multiplayer Online Games (확장가능한 대규모 멀티플레이어 온라인 게임을 위한 클라우드와 P2P 하이브리드 구조)

  • Kim, Jin-Hwan
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.20 no.3
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    • pp.73-81
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    • 2020
  • Today's massively multiplayer online games(MMOGs) can contain millions of synchronous players scattered across the world and participating with each other within a single shared game. The increase in the number of players in MMOGs has led to some issues with the demand of server which generates a significant increase in costs for the game industry and impacts to the quality of service offered to players. In dealing with a considerable scale of MMOGs, we propose a cloud computing and peer-to-peer(P2P) hybrid architecture in this paper. Given the two nearly independent functionalities of P2P and cloud architectures, we consider the possibility of fusing these two concepts and researching the application of the resultant amalgamation in MMOGs. With an efficient and effective provisioning of resources and mapping of load, the proposed hybrid architecture relieves a lot of computational power and network traffic, the load on the servers in the cloud while exploiting the capacity of the peers. The simulation results show that MMOGs based on the proposed hybrid architecture have better performance and lower traffic received compared with MMOGs based on traditional client-server system.

Analysis on Types of Cremation Usage in Ehaneul Funeral Information System through Online Reservation Service : Focused on the Public Cremation Facilities of Seoul Metropolitan City (온라인 예약서비스를 통한 e하늘장사정보시스템의 화장 이용 유형에 대한 분석 : 서울특별시 공설화장시설을 중심으로)

  • Choi, Jae-sil;Kim, Jeong-lae
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.18 no.2
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    • pp.133-139
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    • 2018
  • As the cremation usage in ehaneul funeral information system through online reservation service is showed to increase 50.7% that with use the case of from the 37,784corpse in 2011 to 56,945 corpse in 2017. With these increasing, Seoul Metropolitan City should implement the following policies in order to improve the operation of public cremation facilities. First, additional cremators should be built through smooth negotiations with local residents who live around the planned locations. Second, Seoul Metropolitan City should implement cooperative projects of building joint public cremation facilities with local governments of Gyeonggi-do that are adjacent to Seoul Metropolitan City. Third, decentralize demand of cremation through the establishment of cremation facilities exclusively for open tomb in Seoul Municipal Cemetery. Lastly, should take measures to control cremation demand by expanding differentiated operation of public cremation facilities' use hours for people who live in other regions except residents of Seoul Metropolitan City and by increasing cremation charges.