• Title/Summary/Keyword: Online Streaming

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Model for Mobile Online Video viewed on Samsung Galaxy Note 5

  • Pal, Debajyoti;Vanijja, Vajirasak
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.11 no.11
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    • pp.5392-5418
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    • 2017
  • The primary aim of this paper is to propose a non-linear regression based technique for mapping different network Quality of Service (QoS) factors to an integrated end-user Quality of Experience (QoE) or Mean Opinion Score (MOS) value for an online video streaming service on a mobile phone. We use six network QoS factors for finding out the user QoE. The contribution of this paper is threefold. First, we investigate the impact of the network QoS factors on the perceived video quality. Next, we perform an individual mapping of the significant network QoS parameters obtained in stage 1 to the user QoE based upon a non-linear regression method. The optimal QoS to QoE mapping function is chosen based upon a decision variable. In the final stage, we evaluate the integrated QoE of the system by taking the combined effect of all the QoS factors considered. Extensive subjective tests comprising of over 50 people across a wide variety of video contents encoded with H.265/HEVC and VP9 codec have been conducted in order to gather the actual MOS data for the purpose of QoS to QoE mapping. Our proposed hybrid model has been validated against unseen data and reveals good prediction accuracy.

A Study on the Cultural and Creative Industry in the COVID-19 Era (코로나 시대의 국내외 문화예술산업 현황과 정책 탐색 연구)

  • Lee, Sunghoon
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.4
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    • pp.567-573
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    • 2020
  • The COVID-19 outbreak had a substantial impact on our lives. Social distancing policies are especially causing severe concern for the cultural and creative industries across the globe. Most performing arts festivals and other venues are being canceled due to COVID-19 fears and social distancing measures. Instead, many individual artists and organizations attempt to deliver their arts online using ICT and live streaming. The actions of the Government in responding to the COVID-19 crisis also provide financial support toward freelance artists and creators, and company. Finally, future directions and areas that need further support are described.

Interrogating the Role of Libraries in the Fight against COVID-19 Pandemic: The Nigerian Perspective

  • Adigun, Ganiyu Ojo;Okuonghae, Omorodion;Mamudu, Philomina Abieyuwa;Suleiman, Idris;Haliru, Ramatu Abdulrasheed
    • International Journal of Knowledge Content Development & Technology
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    • v.10 no.4
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    • pp.47-64
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    • 2020
  • The study investigated the role of libraries in curtailing the spread of COVID-19 pandemic in Nigeria. Six research objectives were raised to guide the conduct of the study. The survey type of the descriptive research design was employed. The population of the study comprised of 139 selected librarians in Nigeria. The complete enumerative sampling technique was adopted to study the entire 139 librarians. The instrument for data collection was an online survey questionnaire designed by the researchers using SurveyMonkey and administered to the respondents via the Nigerian Library Association (NLA) WhatsApp group and the NLA Google group. The data collected were analyzed using descriptive statistics. The study revealed that among the services delivered by Nigerian libraries amidst the global pandemic are COVID-19 awareness and sensitization creation, provision of digital contents to patron, organizing online streaming programs and connecting patrons/citizens to accurate and reliable data on COVID-19 cases around the world. The study further revealed that these services are delivered frequently despite the low level of Nigerian libraries' preparedness for global pandemic. The study concluded that, Nigerian libraries, through their services, are potent weapon for promoting positive change, development, orientation, and re-orientation in the society. By creating COVID-19 awareness/sensitization (especially in rural areas), libraries are able to contribute significantly to the fight against the pandemic.

Less than Attractiveness of e-Sports Games for Female Audience - Journalism

  • Oleksandr, Petryk;Natalia, Sydorenko;Anastasia, Volobuieva
    • International Journal of Computer Science & Network Security
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    • v.22 no.2
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    • pp.57-62
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    • 2022
  • The attractiveness of e-sports games1 and the way it is spread has changed in recent years. Instead of conventional approaches, such as advertising campaigns or televised events, spectators are increasingly drawn to online platforms, which offer more opportunities for communication. Besides live streaming services like Twitch. tv, where spectators can watch matches in real-time or via recorded videos, social media platforms like Facebook and Twitter are now adding e-sports related content to their networks [1]. Especially the combination of live streams on Twitch, Twitter, and Facebook opens many possibilities regarding how information is shared. This might be an efficient way of spreading attractiveness among female audiences. This paper focuses on the attractiveness of e-sports events in general for females. It has been hypothesized that there are certain factors that influence this attractiveness. Studying past research papers and online resources, three factors were identified: The players' behavior and charisma, the impact of social media as well as videogames themselves. It is found that females are attracted to e-sport games because they allow them to engage more in the game compared to other videogames. This is because there are no time constraints that require players to accomplish certain tasks within a specific time frame. As such, female gamers can choose how much effort they want to put into the game depending on their personal preferences.

An Interactive e-HealthCare Framework Utilizing Online Hierarchical Clustering Method (온라인 계층적 군집화 기법을 활용한 양방향 헬스케어 프레임워크)

  • Musa, Ibrahim Musa Ishag;Jung, Sukho;Shin, DongMun;Yi, Gyeong Min;Lee, Dong Gyu;Sohn, Gyoyong;Ryu, Keun Ho
    • Proceedings of the Korea Information Processing Society Conference
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    • 2009.04a
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    • pp.399-400
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    • 2009
  • As a part of the era of human centric applications people started to care about their well being utilizing any possible mean. This paper proposes a framework for real time on-body sensor health-care system, addresses the current issues in such systems, and utilizes an enhanced online divisive agglomerative clustering algorithm (EODAC); an algorithm that builds a top-down tree-like structure of clusters that evolves with streaming data to rationally cluster on-body sensor data and give accurate diagnoses remotely, guaranteeing high performance, and scalability. Furthermore it does not depend on the number of data points.

Preliminary Investigation on Student Perspectives and Satisfaction with Distance Education in the Metaverse World: Focusing on the Use of ifland App (메타버스를 활용한 원격교육 인식 및 만족도 사전조사: 이프랜드(ifland) 앱 사용을 중심으로)

  • Hwang, Yohan
    • The Journal of the Korea Contents Association
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    • v.22 no.3
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    • pp.121-133
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    • 2022
  • The main purpose of this paper is to examine the efficacy and future potential of a newly-emerging concept of a metaverse in online education environment. In order to achieve this goal, this paper showcases various scenes that happened in the metaverse classes using the ifland app. Through an in-depth analysis of theoretical grounds and preliminary survey findings of 32 university students, this study suggests that as students in a metaverse space are engaged in the interactive learning process and environment with an avatar that projects oneself, it can be an effective educational platform coming from the benefits of gamification and edutainment. In addition, a metaverse space provides existential encounters and hands-on experiences, which in turn increases the level of 3D learning immersion. It may overcome the shortcomings of online live streaming platforms such as Zoom or Webex that provide 2D experiences. Based on the findings, this paper further suggests a blueprint for online education suitable for the transition to a digital society.

Music summarization using visual information of music and clustering method

  • Kim, Sang-Ho;Ji, Mi-Kyong;Kim, Hoi-Rin
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.400-405
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    • 2006
  • In this paper, we present effective methods for music summarization which summarize music automatically. It could be used for sample music of on-line digital music provider or some music retrieval technology. When summarizing music, we use different two methods according to music length. First method is for finding sabi or chorus part of music which can be regarded as the most important part of music and the second method is for extracting several parts which are in different structure or have different mood in the music. Our proposed music summarization system is better than conventional system when structure of target music is explicit. The proposed method could generate just one important segment of music or several segments which have different mood in the music. Thus, this scheme will be effective for summarizing music in several applications such as online music streaming service and sample music for Tcommerce.

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A Study on the Experiential Response of Short-Form Video Users

  • Lim, Dong Kyun
    • International journal of advanced smart convergence
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    • v.10 no.4
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    • pp.273-277
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    • 2021
  • As society gradually enters a virtual, non-face-to-face society, the use of online content is increasing as well. In particular, as smartphones are thoroughly established in our daily life, the platforms of webtoons, mobile broadcasting, and education are shifting from personal computers to smartphones. Recently, the development of the Over-The-Top media service (OTT service) enabled streaming services of various media contents through the internet and activation of IPTV. Therefore, the rapid increase of popularity of short-form content is a natural phenomenon with smartphone platforms with fast, improvised, and endless communication. Lately, TikTok became the favored platform with prosumers, defined as people who are both producers and consumers. In this study, I studied the experiential response of YouTube and TikTok users as representative examples of a short-form content platform developed after the 2000s, the flourishing years of digital content with a length of 30 seconds.

The Design and Implementation of Internet Broadcasting Move Picture Solution apply to FlashVideo (FlashVideo를 적용한 인터넷 방송 동영상 솔루션의 설계 및 구현)

  • Kwon, O-Byung;Kim, Kyeong-Su
    • Journal of Digital Convergence
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    • v.10 no.6
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    • pp.241-246
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    • 2012
  • In this paper, we apply the next generation Internet Broadcasting Move Picture solution, FlashVideo has been designed and implemented. Currently being broadcast in the field to compress HD video in real time, as well as live Internet VOD services are available through the online system, the Internet LIVE broadcast and VOD service easy to operate and UCC services that support the solution. VOD video cameras and in real time using H264 CORECODEC to compress MPEC4, WMV, and real-time video streaming on the Internet, and phone system that supports the first, real-time recording of camera images featured nation's first real-time encoder system (Real time encoder system) is, Web and smart environment suitable for supporting the latest CORECODEC technology and software products. Second, the video can be played in MP4 player and customize your chat, and customizing is a possible two-way Internet Broadcasting System. Third, CMS (Contents Management System) feature video contents and course management contents in real time via the Android phone and iPhone streaming service is available.

The Design and Implementation of Internet Broadcasting Solution applied to FLV (FLV를 적용한 인터넷 방송 솔루션의 설계 및 구현)

  • Kwon, O-Byoung;Shin, Hyun-Cheul
    • Convergence Security Journal
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    • v.12 no.3
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    • pp.93-97
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    • 2012
  • In this paper, we apply the next generation Internet TV solution, FLV has been designed and implemented. Currently being broadcast in the field to compress HD video in real time, as well as live Internet VOD services are available through the online system, the Internet LIVE broadcast and VOD service easy to operate and UCC services that support the solution. VOD video cameras and in real time using H264 CORECODEC to compress MPEC4, WMV, and real-time video streaming on the Internet, and phone system that supports the first, real-time recording of camera images featured nation's first real-time encoder system (Real time encoder system) is, Web and smart environment suitable for supporting the latest CORECODEC technology and software products. Second, the video can be played in MP4 player and customize your chat, and Custer (customizing) is a possible two-way Internet Broadcasting System. Third, CMS (Contents Management System) feature video content and course management content in real time via the Android phone and iPhone streaming service is available.