• Title/Summary/Keyword: Streaming Media

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Impact of consumer-oriented OTT service value on OTT platform selection through consumer perception (소비자 중심의 OTT 서비스 가치가 소비자 인식을 통해 OTT 플랫폼 선택에 미치는 영향)

  • Lee, Sin-Bok;Noh, Hyeyoung
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.3
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    • pp.851-860
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    • 2024
  • This study analyzes the impact of online streaming services, particularly Over The Top (OTT) services, on consumer media consumption patterns in the digital age. It examines how consumer-centric service values affect OTT platform choice, consumer satisfaction, and brand loyalty, focusing on various factors such as content diversity, ease of use, affordability, brand awareness, and personalized services. The findings reveal that content diversity, ease of use, and affordability are significant factors positively influencing consumer satisfaction and brand loyalty, thereby motivating OTT platform selection. Contrary to expectations, personalized services did not have a significant impact. This research provides critical insights for OTT service providers to enhance consumer-centric values and develop competitive service strategies.

The Construction of QoS Integration Platform for Real-time Negotiation and Adaptation Stream Service in Distributed Object Computing Environments (분산 객체 컴퓨팅 환경에서 실시간 협약 및 적응 스트림 서비스를 위한 QoS 통합 플랫폼의 구축)

  • Jun, Byung-Taek;Kim, Myung-Hee;Joo, Su-Chong
    • The Transactions of the Korea Information Processing Society
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    • v.7 no.11S
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    • pp.3651-3667
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    • 2000
  • Recently, in the distributed multimedia environments based on internet, as radical growing technologies, the most of researchers focus on both streaming technology and distributed object thchnology, Specially, the studies which are tried to integrate the streaming services on the distributed object technology have been progressing. These technologies are applied to various stream service mamgements and protocols. However, the stream service management mexlels which are being proposed by the existing researches are insufficient for suporting the QoS of stream services. Besides, the existing models have the problems that cannot support the extensibility and the reusability, when the QoS-reiatedfunctions are being developed as a sub-module which is suited on the specific-purpose application services. For solving these problems, in this paper. we suggested a QoS Integrated platform which can extend and reuse using the distributed object technologies, and guarantee the QoS of the stream services. A structure of platform we suggested consists of three components such as User Control Module(UCM), QoS Management Module(QoSM) and Stream Object. Stream Object has Send/Receive operations for transmitting the RTP packets over TCP/IP. User Control ModuleI(UCM) controls Stream Objects via the COREA service objects. QoS Management Modulel(QoSM) has the functions which maintain the QoS of stream service between the UCMs in client and server. As QoS control methexlologies, procedures of resource monitoring, negotiation, and resource adaptation are executed via the interactions among these comiXments mentioned above. For constmcting this QoS integrated platform, we first implemented the modules mentioned above independently, and then, used IDL for defining interfaces among these mexlules so that can support platform independence, interoperability and portability base on COREA. This platform is constructed using OrbixWeb 3.1c following CORBA specification on Solaris 2.5/2.7, Java language, Java, Java Media Framework API 2.0, Mini-SQL1.0.16 and multimedia equipments. As results for verifying this platform functionally, we showed executing results of each module we mentioned above, and a numerical data obtained from QoS control procedures on client and server's GUI, while stream service is executing on our platform.

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The narrative features of as seen through digital culture (<이제부터 제리타임 It's Jerry Time!>을 통해 본 디지털 문화 속 웹 애니메이션의 서사적 특징)

  • Kim, YoungOk
    • Cartoon and Animation Studies
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    • s.34
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    • pp.23-43
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    • 2014
  • The development of the Internet in the 21st century had made a variety of cross-cultural environment so that animations also have evolved with new features to Web-Animation. In Korea, the web-based flash animation leap forward to the animation Utopia in the early 2000's, but did not last long. The web-based animations should attract audience's attention not only with it's minimum streaming capacity but also with showing it's best qualities as well, Therefore, the stimulating narrative strategies were mandatories for web-animation in 2000's. The absence of in-depth research on media, poor revenue structure, and the emergence of mobile games and e-learning industries made the web-animation become just a one-time/one-consumable content. There were no subsequent generation of korean web-animation ever since. In this study, I want to introduce and analyze the american web animation series, (2005) as a new type of web-animation in current digital culture, In particular, I want to discuss how this web animation appeal to the audience with its narrative strategies through using some aspect of the internet culture which's differentiated from traditional media based cultures. This research could suggest diverse narrative strategies for the future web-animation with new vision. Moreover, This also allows to look at latest web-animation trends and its new experiments.

Design and Implementation of the Digital Photo Frame based on Ubiquitous (유비쿼터스 기반 전자액자의 설계 및 구현)

  • Lee, Joa-Hyoung;Park, Chong-Myung;Heo, Nan-Sook;Jo, Young-Tae;Kwon, Young-Wan;Han, Woo-Ram;Seon, Ju-Ho;Kim, Jong-Wook;Yoo, Jae-Wook;Lee, Kang-Hee;Jung, In-Bum
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.12 no.9
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    • pp.1703-1710
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    • 2008
  • As the performance of digital camera keeps going on, the digital camera becomes into wide use recently so that the number of digital images taken by digital camera is increased rapidly. Given the augmentation of digital images, the digital photo frame has appeared for storing and enjoying the digital image and receives attention as the price of digital frame becomes down. However, users with the existing digital frame only could display the digital images and stream media stored in local disk. In the paper, we design and implement a new digital photo frame baled on ubiquitous which could provide a more variety of service to the user. With the proposed digital photo frame, the user could obtain the environment information and the digital image from multimedia sensor network. The users also could enjoy the various stream media stored in the remote streaming server seamlessly. In addition, the user could update the digital image through the web site at anywhere.

A Study on Determinants of VR Video Content Popularity (VR 영상 조회수 결정요인 연구)

  • Soojeong Kim;Chanhee Kwak;Minhyung Lee;Junyeong Lee;Heeseok Lee
    • Information Systems Review
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    • v.22 no.2
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    • pp.25-41
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    • 2020
  • Along with the expectation about 5G network commercialization, interests in realistic and immersive media industries such as virtual reality (VR) are increasing. However, most of studies on VR still focus on video technologies instead of factors for popularity and consumption. Thus, the main objective of this research is to identify meaningful factors, which affect the view counts of VR videos and to provide business implications of the content strategies for VR video creators and service providers. Using a regression analysis with 700 VR videos, this study tries to find major factors that affect the view counts of VR videos. As a result, user assessment factors such as number of likes and sicknesses have a strong influence on the view counts. In addition, the result shows that both general information factors (video length and age) and content characteristic factors (series, one source multi use (OSMU), and category) are all influential factors. The findings suggest that it is necessary to support recommendation and curation based on user assessments for increasing popularity and diffusion of VR video streaming.

Analysis on the Viewing Intention of Mobile Personal Broadcasting by using Hedonic-Motivation System Adoption Model (모바일 개인방송 시청 요인 분석: HMSAM 모델을 중심으로)

  • Jae-Wan Lim;Byung-Ho Park
    • Information Systems Review
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    • v.18 no.4
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    • pp.89-106
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    • 2016
  • The latest movement in live video streaming service is mobile personal broadcasting (MPB), which refers to consumers accessing the service through social media with mobile devices, such as smartphones and tablet PCs. This service is possible through the advancements in mobile video technology and platforms. Features such as enhanced user interaction, personalization, and real-time broadcasting, combined with a greater variety of content, have led to the development of MPB. The increase in MPB users calls for research, including that on the hedonic motivational angle. This study aims to assess MPB users' intrinsic motives through the hedonic-motivation system adoption model (HMSAM) using seven factors: joy, temporal dissociation, escapism, focused immersion, perceived ease of use, perceived usefulness and intention to watch. Survey data collected from 154 samples were analyzed with statistical techniques, such as structural equation modeling. Results showed that time dissociation, escapism, and perceived ease of use have a positive relationship with heightened enjoyment. Joy significantly affects focused immersion and intention to watch. Escapism also had a statistically significant influence on focused immersion. This study contributes to the advancement of the MPB study under the HMSAM theoretical framework and offers practical suggestions to managers to enhance MPB content viewership.

Toward Cinema for All People -Barrier-free Films and Cultural Civil Rights ('더 많은' 모두를 위한 영화 -배리어프리 영상과 문화적 시민권)

  • Lee, Hwa-Jin
    • Journal of Popular Narrative
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    • v.25 no.4
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    • pp.263-288
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    • 2019
  • Barrier-free films enhance accessibility to audiovisual image contents by providing specific information on screen and through sound so that people with vision or hearing loss can receive the same amount of information as those without disabilities and immerse themselves in the audiovisual images. This study pays attention to barrier-free audiovisual contents in relation to the cultural civil rights of people with vision or hearing loss in South Korea. While institutional efforts have been made in the 2010s to improve the access to audiovisual media of people with vision or hearing loss, the goal of enabling people with vision or hearing loss to fully enjoy all audiovisual contents at a level equal to the non-disabled has not yet been realized. Amid the lingering conflict between disabled groups and multiplexes that has lasted years, the global video streaming service Netflix has aggressively threatened the dominance of local multiplexes with the launch of its Korean service. As Netflix, which is subject to U.S. regulations guaranteeing the rights of people with vision or hearing loss, has produced original dramas and movies involving Korean production teams, the cultural civil rights discourse of the disabled has transitioned to the issue of the rights of cultural consumers crossing national borders in the era of globalization. Changes in the media environment raise the issue of civil rights guarantees in which disabled people enjoy the right to simultaneously watch movies and comment on movies by participating in a common discourse, equally with non-disabled people. The "right to be part of the audience for Korean cinema" for Korean deaf people, which has long been neglected, should also be considered as a cultural civil right that crosses the boundaries of language, nation and disabilities. This essay examines the current issues surrounding the right to cultural entertainment of people with vision or hearing loss in South Korea in conjunction with the contemporary trend of rapid changes in the media environment and the global spread of the movement for cultural civil rights of people with disabilities, and suggests the need for visual culture studies to take a serious step toward disability studies.

Development of Video Work Manual for Rock-Drill Data In Fire Service (소방에서의 도상훈련 기초자료 영상화작업 매뉴얼 개발)

  • Cho, Jae-Kwan;Park, Hee-Jin;Hwang, Inn;Kwon, Hayrran
    • The Korean Journal of Emergency Medical Services
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    • v.6 no.1
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    • pp.103-128
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    • 2002
  • As a result of trying the various manufacturing methods considering the reality of manpower and equipments with this manual, the following standardized procedures and contents can be suggested. (1) Since tools presenting Rock-Drill data must formalize the order of explanation although explainers are different, it will be valid that it is configured by existing power point method rather than by web document type. Composition of contents are selected on the basis of defence card and survey and then 8 items including initial screen, peripheral conditions, mobilization route, general conditions, use and structure by floor, department of vehicle consideration in activities and end screen are included. (2) Making methods and cautions of data included and used in power point are as follows ; - It was most effective that objects of fire fighting and location of neighboring fire fighting water were expressed by electronic map and drawing of inner building was made by scanning it after paining general architecture drawing(plan by each floor) rather than using drawing tools of EXCEL program or CAD drawing. And it was helpful to simplify contents of architecture drawing to wall, stairs and gate in understanding them. - Photographing of video data should be taken to show available fire fighting facilities in fire, use of planned space and the whole inner structure of each floor from the inside of fire fighting buildings and to display play time between 10 sec. and 1 min, for obstacles to distance from adjacent buildings or passage of special vehicles and fire fighting water from the outside of the building. - File format of video data taken in this way is most suitable to use wmv(window media video) or asf(advanced streaming format) type in consideration of time required for export, screen quality, file capacity and play type in Rock-Drill through network. - Still screen(photo) is more effective to express the department of fire fighting vehicles or other equipments than using video. (3) In configuration work of power point, hyper link was used most and configured to see any part at any situation like web document and then uniformity of presentation order of power point was complemented. (4) In case of sales facilities with the area of $35.557m^2$, the time of 22 hours and 30 minutes for five days was taken with five persons. Therefore, when eight-hour works a day were calculated, the whole process of video work for Rock-Drill can be finished with three day works.

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Video Transmission Technique based on Deep Neural Networks for Optimizing Image Quality and Transmission Efficiency (영상 품질 및 전송효율 최적화를 위한 심층신경망 기반 영상전송기법)

  • Lee, Jong Man;Kim, Ki Hun;Park, Hyun;Choi, Jeung Won;Kim, Kyung Woo;Bae, Sung Ho
    • Journal of Broadcast Engineering
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    • v.25 no.4
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    • pp.609-619
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    • 2020
  • In accordance with a demand for high quality video streaming, it needs high data rate in limited bandwidth and more traffic congestion occurs. In particular, when providing real time video service, packet loss rate and bit error probability increase significantly. To solve these problems, a raptor code, which is one of FEC(Forward Error Correction) techniques, is pervasively used in the application layers as a method for improving real-time service quality. In this paper, we propose a method of determining image transmission parameters based on various deep neural networks to increase transmission efficiency at a similar level of image quality by using raptor codes. The proposed neural network uses the packet loss rate, video encoding rate and data rate as inputs, and outputs raptor FEC parameters and packet sizes. The results of the proposed method present that the throughput is 1.2% higher than that of the existing multimedia transmission technique by optimizing the transmission efficiency at a PSNR(Peak Signal-to-Noise Ratio) level similar to that of the existing technique.

WebRTC-Based Remote Collaborative Learning Platform (WebRTC 기반 원격 협업 학습 플랫폼 기술 연구)

  • Oh, Hyeontaek;Ahn, Sanghong;Yang, Jinhong;Choi, Jun Kyun
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.40 no.5
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    • pp.914-923
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    • 2015
  • Recently, as the number of smart devices (such as smart TV or Web based IPTV) increases, the way of digital broadcast contents is changed. This change leads that conventional broadcast media accepts Web platform and its services to provide more quality contents. Based on this change, in education field, education broadcasting also follows the trend. The traditional education broadcasting platforms, which just delivered the lecture in one-way, are utilized the Web technology to make interaction between teacher and student. Current education platforms, however, are insufficient to satisfy users' demands for two-way interactions. This paper proposes a new remote collaborative learning platform which able to provide high interactivity among users. Based on new functional requirements from original use case, the platform provides collaborative contents sharing and collaborative video streaming techniques by utilizing WebRTC (Web Real-Time Communication) technology. The implementation demonstrates the operability of proposed system.