• Title/Summary/Keyword: P2P Streaming Service

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Asynchronous Traffic Multi-Hop Transmission Scheme for N-Screen Services in Indoor and Ship Area Networks (선박 및 실내 N-스크린 서비스를 위한 비동기 트래픽 멀티홉 전송 기술)

  • Hur, Kyeong;Lee, Seong Ro
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.40 no.5
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    • pp.950-956
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    • 2015
  • In this paper, a WiMedia Distributed-MAC (D-MAC) protocol is adopted for development of a seamless N-screen wireless service in Indoor and Ship Area Networks. Furthermore, to provide the OSMU (One Source Multi Use) N-screen service through P2P streaming in the seamless D-MAC protocol, a ATMT (Asynchronous Traffic Multi-hop Transmission) technology is proposed and analyzed. In this system, a WiMedia ATMT D-MAC bridge transmits control and managing information to various sensors and instruments, from a central integrated ship area network station. For this technology, a time slot allocation scheme for WiMedia asynchronous traffic and a multi-hop resource reservation scheme are combined to evaluate the performance of each scheme. From simulation results, the proposed ATMT scheme enhances performances in viewpoints of N-screen asynchronous data latency and throughput, compared to the conventional WiMedia D-MAC system.

P2P-based divisional data transmission system for live media streaming service (라이브 미디어 스트리밍 서비스를 위한 P2P기반 데이터 분할 전송 시스템)

  • Sun Choi;Heasun Byun;Meejeong Lee
    • Proceedings of the Korea Information Processing Society Conference
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    • 2008.11a
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    • pp.1348-1351
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    • 2008
  • 최근 인터넷 사용자들의 요구는 멀티미디어로 집중되고 있으며 그중 라이브 미디어 스트리밍 서비스에 대한 요구가 증가하고 있다. 라이브 서비스에서는 적절한 시간에 사용자에게 데이터가 도착하는 것이 중요하다. 따라서 라이브의 시간적절성을 충족시켜 줄 효율적이고 신속한 데이터 전달구조와 전송기법이 요구된다. 이에 본 논문에서는 트리와 메시 구조를 혼합한 하이브리드 방식으로 네트워크 자원을 효율적으로 사용하면서 빠른 데이터 전송으로 라이브의 시간적절성을 충족시킬 수 있는 데이터 분할 전송 방식의 P2P(Peer-to-Peer) 오버레이 구조를 제안한다. 제안하는 ToG(Tree of Groups)는 n개의 피어들이 메시로 그룹을 형성하고, 그렇게 형성된 그룹들이 트리를 이루는 구조이다. ToG에서 그룹 내의 각 피어들은 상위그룹의 피어 한 개와 부모-자식으로 연결되어 있어서 그룹 사이에 여러 개의 연결이 존재하게 된다. 따라서 그룹 내에서 어느 한 피어가 그룹을 빠져 나가더라도 상위그룹과의 여러 연결에 의해서 서비스 지속성을 보장 할 수 있다. ToG는 그룹단위로 트리가 형성되기 때문에 피어의 개수가 같을 때 피어단위로 트리를 형성하는 구조보다 트리의 깊이가 줄어든다. 그에 따라 말단에 있는 피어들에게까지 빠른 시간에 데이터가 전달 될 수 있다. ToG의 데이터 전달은 소스로부터 세그먼트가 일정한 값 n으로 나뉘어져 각 피어들에게 전달된다. 세그먼트 조각은 소스로부터 나뉘어져 전송 될 때 책임적으로 전달해야할 피어와 전달 순서가 정해져있고, 데이터 전송 스케줄링을 위한 버퍼 맵 교환은 필요하지 않다.

Research on e-book Market Activation Factor in the viewpoint of CPND Eco-system : Focused in the Publisher AHP (CPND 생태계 관점의 전자책 시장 활성화 요인 연구 : 출판사 실무자 AHP를 중심으로)

  • Kwon, Hyeog-In;Na, Yun-Bin
    • Journal of Digital Convergence
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    • v.13 no.4
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    • pp.51-59
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    • 2015
  • In this study, we derived key factors required for the activation of the domestic e-book market and evaluated its importance. Specifically, we derived key evaluation items of C-P-N-D ecosystem perspective through literature review. In addition, we analyzed the implications by evaluating the importance depending on AHP after derived items were modified and classified together with the publisher working group. As the results of analysis, experts considered price(0.785), quality(0.149) and service(0.066) as the important items among three items derived as the primary upper class. A total of 23 factors were derived as the secondary lower class. The importance depending on C-P-N-D areas is as follows: contents(0.43), platform(0.35), device(0.11) and network(0.05). Among the entire sub-factors, three items such as 'distribution of profits with platform', 'profitability of product costs of contents' and 'appropriate rental price of contents and streaming service' showed significantly higher importance than that of other 20 items.

A Study for Factors Influencing the Usage Increase and Decrease of Mobile Data Service: Based on The Two Factor Theory (모바일 데이터 서비스 사용량 증감에 영향을 미치는 요인들에 관한 연구: 이요인 이론(Two Factor Theory)을 바탕으로)

  • Lee, Sang-Hoon;Kim, Il-Kyung;Lee, Ho-Geun;Park, Hyun-Jee
    • Asia pacific journal of information systems
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    • v.17 no.2
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    • pp.97-122
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    • 2007
  • Conventional networking and telecommunications infrastructure characterized by wires, fixed location, and inflexibility is giving way to mobile technologies. Numerous research reports point to the ultimate domination of wireless communication. With the increasing prevalence of advanced cell-phones, various mobile data services (hereafter MDS) are gaining popularity. Although cellular networks were originally introduced for voice communications, statistics indicate that data services are replacing the matured voice service as the growth engine for telecom service providers. For example, SK Telecom, the Korea's largest mobile service provider, reported that 25.6% of revenue and 28.5% of profit came from MDS in 2006 and the share is growing. Statistics also indicate that, in 2006, the average revenue per user (ARPU) for voice didn't change but MDS grew seven percents from the previous year, further highlighting its growth potential. MDS is defined "as an assortment of digital data services that can be accessed using a mobile device over a wide geographic area." A variety of MDS have been deployed, with a few reaching the status of killer applications. Many of them need to access the Internet through the cellular-phone infrastructure. In the past, when the cellular network didn't have acceptable bandwidth for data services, SMS (short messaging service) dominated MDS. Now, Internet-ready, next-generation cell-phones are driving rich digital data services into the fabric of everyday life, These include news on various topics, Internet search, mapping and location-based information, mobile banking and gaming, downloading (i.e., screen savers), multimedia streaming, and various communication services (i.e., email, short messaging, messenger, and chaffing). The huge economic stake MDS has on its stakeholders warrants focused research to understand associated dynamics behind its adoption. Lyytinen and Yoo(2002) pointed out the limitation of traditional adoption models in explaining the rapid diffusion of innovations such as P2P or mobile services. Also, despite the increasing popularity of MDS, unexpected drop in its usage is observed among some people. Intrigued by these observations, an exploratory study was conducted to examine decision factors of MDS usage. Data analysis revealed that the increase and decrease of MDS use was influenced by different forces. The findings of the exploratory study triggered our confirmatory research effort to validate the uni-directionality of studied factors in affecting MDS usage. This differs from extant studies of IS/IT adoption that are largely grounded on the assumption of bi-directionality of explanatory variables in determining the level of dependent variables (i.e., user satisfaction, service usage). The research goal is, therefore, to examine if increase and decrease in the usage of MDS are explained by two separate groups of variables pertaining to information quality and system quality. For this, we investigate following research questions: (1) Does the information quality of MDS increase service usage?; (2) Does the system quality of MDS decrease service usage?; and (3) Does user motivation for subscribing MDS moderate the effect information and system quality have on service usage? The research questions and subsequent analysis are grounded on the two factor theory pioneered by Hertzberg et al(1959). To answer the research questions, in the first, an exploratory study based on 378 survey responses was conducted to learn about important decision factors of MDS usage. It revealed discrepancy between the influencing forces of usage increase and those of usage decrease. Based on the findings from the exploratory study and the two-factor theory, we postulated information quality as the motivator and system quality as the de-motivator (or hygiene) of MDS. Then, a confirmative study was undertaken on their respective role in encouraging and discouraging the usage of mobile data service.

Characteristics and Comparison of Popular Channels on Internet Game Broadcasting: Focus on Twitch TV (인터넷 게임 방송에서 나타나는 인기 채널의 특징과 비교: Twitch TV를 중심으로)

  • Han, Sukhee
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.16 no.4
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    • pp.7-14
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    • 2016
  • This study analyzes popular channels of America's Twitch TV that centers on video game among several Internet broadcasting services. Afreeca TV de facto monopolizes the Internet broadcasting industry in South Korea; however, Twitch TV is popular around the globe and tries to expand business in Korea. Specifically, this study collects data of popular domestic/international channels on every Friday 9:00 p.m. 20 times, and examines differences of between those channels: 1) the number of the audience(users) 2) the frequency of games 3) the genre of games 4) nationality of games. Internet broadcasting streaming service does not have a concept of ratings, but it could be categorized as popular based on users connecting the channels. Thus, this study studies characteristics of Twitch TV, and further discusses the future of the Internet broadcasting.