• Title/Summary/Keyword: Streaming Video

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A Comparative Analysis of OTT Service Reviews Before and After the Onset of the Pandemic Using Text Mining Technique: Focusing on the Emotion-Focused Coping and Nostalgia (텍스트 마이닝을 활용한 코로나 19 전후 온라인 동영상 서비스(OTT) 리뷰 비교분석 연구 - 정서 중심 대처와 노스탤지어를 중심으로)

  • Ko, Minjeong;Lee, Sangwon
    • The Journal of the Korea Contents Association
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    • v.21 no.11
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    • pp.375-388
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    • 2021
  • This study aims to contribute to the understanding of consumer behavior during the COVID-19 by comparing blog reviews of an over-the-top (OTT) online video service from before and during the pandemic. We anticipate that the COVID-19 outbreak prompts the use of the OTT service as part of an emotion-focused coping strategy derived from the loss of personal control and the subsequent avoidance motivation. We also posit that a strong yearning for life before COVID-19 will increase interest in the content that fulfills a need for nostalgia. Our analysis of Netflix reviews provides empirical evidence of the effects of an emotion-focused coping strategy and nostalgia on OTT service usage. First, the titles of the reviews posted during COVID-19 indicate that consumers were less likely to mention OTT services other than Netflix, more interested in domestic content, and used OTT services as an avoidance-denial strategy. Second, the blog content demonstrates that while pre-COVID reviews tend to focus on the practical benefits of OTT services, those posted during the pandemic focus on mood, emotions, and dialogue. In addition, interest in comedy and romance genres increased during COVID-19. Third, we identified a greater preference for realistic or everyday content that depicted the pre-pandemic era. This is the first empirical study to investigate the effects of COVID-19 on video streaming usage in Korea. In addition, this research contributes to the field of marketing by expanding our understanding of online video service users during COVID-19 and identifies practical implications for OTT services in the midst of a pandemic.

Home Network Observation System Using Activate Pattern Analysis of User and Multimedia Streaming (사용자의 행동 패턴 분석과 멀티미디어 스트리밍 기술을 이용한 홈 네트워크 감시 시스템)

  • Oh Dong-Yeol;Oh Hae-Seok;Sung Kyung-Sang
    • Journal of Korea Multimedia Society
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    • v.8 no.9
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    • pp.1258-1268
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    • 2005
  • While the concept of Home Network is laying by and its interests are increasing by means of digitalizing of the information communication infrastructure, many efforts are in progress toward convenient lives. Moreover, as information household appliances which have a junction of connecting to the network are appearing over the past a few years, the demands against intellectual Home Services are increasing. In this paper, by being based upon Multimedia which is an essential factor for developing of various application services on ubiquitous computing environments, we suggest a simplified application model that could apply the information to the automated processing system after studying user's behavior patterns using authentication and access control for identity certification of users. In addition, we compared captured video images in the fixed range by pixel unit through some time and checked disorder of them. And that made safe of user certification as adopting self-developed certification method which was used 'Hash' algorism through salt function of 12 byte. In order to show the usefulness of this proposed model, we did some testing by emulator for control of information after construction for Intellectual Multimedia Server, which ubiquitous network is available on as a scheme so as to check out developed applications. According to experimental results, it is very reasonable to believe that we could extend various multimedia applications in our daily lives.

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Implementation of a Mesh Router Supporting Multi-path Routing based on IEEE 802.11s (다중 경로 라우팅을 지원하는 IEEE 802.11s기반 메쉬 라우터 구현)

  • Kim, Jeong-Soo;Chung, Sang-Hwa;Choi, Hee-Jin
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.36 no.12A
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    • pp.950-958
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    • 2011
  • This paper focuses in the implementation of mesh router supporting multi-path routing based on IEEE 802.11s. In HWMP of IEEE 802.11s, the single path routing just was defined. So, in this work, we implemented not only the single path routing defined in IEEE 802.11s, but also a multipath routing based on AOMDV which extended the standard. A multi-channel multi-interface technology that can transmit and receive simultaneously and lower bandwidth reduction caused by interferences than a single-channel single-interface was implemented in our mesh router. We also developed an outdoor test bed with the mesh routers. The bandwidth of the mesh router and a real-time video streaming service were verified using the test bed. And, the single path and multipath routing algorithms are also compared. In this test bed, The average TCP bandwidth was 23.77 Mbps and the latency was 2.4 ms in five hops. The test bed could service real-time streaming with an average jitter of 0.547 ms in five hops. The mesh router that used the multipath routing path reduced the path recovery time by 12.73% on average.

P2P-based Group Communication Management Using Smart Mobile Device (스마트 이동 단말을 이용한 P2P 기반 그룹 통신 관리)

  • Chun, Seung-Man;Park, Jong-Tae
    • Journal of the Institute of Electronics and Information Engineers
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    • v.49 no.9
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    • pp.18-26
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    • 2012
  • As the performance of the next-generation broadband wireless networks is dramatically enhanced, various services (i.e., education, video conferencing, online games, etc.) have been provided to users through a smart mobile platform. Since those services are usually provided by using the centralized architecture, it is difficult for a lot of users to provide the scalable communication service with regard to traffic management. To solve these problems, we have proposed an architecture of P2P-based group communication management scheme using smart mobile device. More specifically, we design the group management protocol and algorithm for the group member management and the traffic management. By using these methods, the mobile multimedia streaming service can be provided with scalability. In order to verify the performance of the proposed scheme, we have mathematically analyzed the performance in terms of the average transmission delay and bandwidth utilization.

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.

Hierarchical QoS Architecture for Virtual Dancing Environment (분산 가상현실을 위한 계층적 QoS 지원 기법)

  • 김진용;원유집;김범은;박종일;박용진
    • Journal of KIISE:Computer Systems and Theory
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    • v.30 no.11
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    • pp.675-690
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    • 2003
  • In this paper, we present the virtual dancing studio for distributed virtual environment. In this system, geographically distributed user shares the virtual dancing hall and interacts with each other. The participating object can be a graphical avatar or a live video stream. It allows the coexistence of graphic objects and real images in the shared virtual space. One of the main technical challenges in developing the distributed virtual environment is to handle excessive network traffic. In an effort to effectively reduce the network traffic, we propose a scheme to adjust the QoS of each object with respect to the distance from the observer in the virtual space. The server maintains the QoS vector for each client's shared space and controls the packet traffic to individual clients based on its QoS vectors. We develop a proto-type virtual dancing environment. Java based development enables the client to be platform independent. The result of experiment shows that the adoption of hierarchical QoS management significantly reduces the overall network traffic.

Dynamic Buffer Allocation for Seamless IPTV Service Considering Handover Time and Jitter (이동망에서 IPTV 서비스 제공 시 핸드오버 시간과 지터를 고려한 동적 버퍼 할당 기법)

  • Oh, Jun-Seok;Lee, Ji-Hyun;Lim, Kyung-Shik
    • The KIPS Transactions:PartC
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    • v.15C no.5
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    • pp.391-398
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    • 2008
  • To provide IPTV service over mobile networks, the mechanism that reduce packet loss and interrupt of multimedia service during the handover should be supported. Especially, buffering based mechanism is preferable for supporting IPTV services in the way of preserving streaming service using stored data and recovering non-received data after handover. But previous research doesn't consider the buffer allocation for applying various environments which can change handover time or end to end delay of relay node. This paper propose DBAHAJ mechanism that optimize buffer size of mobile nodes and relay node for supporting seamless IPTV service over mobile environments. Mobile node determines buffer size by checking handover time and maximum difference of sequence to keep playing video data. And multicast agent recovers packet loss during the handover by sending buffered data. By these two procedure, node supports seamless IPTV service on mobile networks. We confirm performance of this mechanism on NS-2 simulator.

Child-to-school Vehicle Safety Accident Prevention System Utilizing Video and PIR Sensor (영상 및 인체 감지 센서를 활용한 어린이 통학 차량 안전사고 방지 시스템)

  • Park, Sang-Soo;Park, Hyun-Gyu;Park, Sung-Chul;Jeon, Moon-Pyo;Lee, Boong-Joo
    • The Journal of the Korea institute of electronic communication sciences
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    • v.14 no.6
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    • pp.1019-1024
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    • 2019
  • In this paper, we plan to design and manufacture a new sleeping child check system using image and PIR sensors. Therefore, it plans to implement a system that can prevent in-vehicle accidents that can occur due to presence of human and certain temperature inside the vehicle by collecting data from PIR sensors and temperature sensors with the main control device based on Arduino. In addition, the values of sensors can be linked with Bluetooth communication or Wi-Fi communication to send information to the mobile phone, and the sensor values can be printed by texting on the screen. It also plans to use raspberry pie and camera modules to build a display and smartphone streaming service inside the vehicle. Through this, the objective of this study is to prevent safety accidents in school vehicles by making experiments and research in this paper recognize 100% inside the vehicle with the quantitative goal of PIR sensors.

Design and Implementation of A Mobile-based Demonstration System 'Smart Demo' (모바일 기반 시연 시스템 '스마트 데모'의 설계 및 구현)

  • Lim, Choong-Gyoo
    • The Journal of the Korea Contents Association
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    • v.11 no.12
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    • pp.1-11
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    • 2011
  • An application's demonstration takes much time because there are a number of interactions involved. When a demonstration is indeed necessary, a separate session of demonstration is commonly carried out besides a presentation. If one can control the application wirelessly using mobile devices, he can present his messages effectively by having a live self-paced demonstration. This method of demonstration has not been possible to implement due to the limitations on performance and/or screen size of feature phones. Lately commercialized smartphones, however, are equipped with better performance and various features so that they can be utilized to implement the new demonstration method. With these smartphones, one can view the application images right on mobile devices to control applications directly. This paper describes the issues of design and implementation of a mobile-based demonstration system, 'Smart Demo'.

Autonomous Battle Tank Detection and Aiming Point Search Using Imagery (영상정보에 기초한 전차 자율탐지 및 조준점탐색 연구)

  • Kim, Jong-Hwan;Jung, Chi-Jung;Heo, Mira
    • Journal of the Korea Society for Simulation
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    • v.27 no.2
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    • pp.1-10
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    • 2018
  • This paper presents an autonomous detection and aiming point computation of a battle tank by using RGB images. Maximally stable extremal regions algorithm was implemented to find features of the tank, which are matched with images extracted from streaming video to figure out the region of interest where the tank is present. The median filter was applied to remove noises in the region of interest and decrease camouflage effects of the tank. For the tank segmentation, k-mean clustering was used to autonomously distinguish the tank from its background. Also, both erosion and dilation algorithms of morphology techniques were applied to extract the tank shape without noises and generate the binary image with 1 for the tank and 0 for the background. After that, Sobel's edge detection was used to measure the outline of the tank by which the aiming point at the center of the tank was calculated. For performance measurement, accuracy, precision, recall, and F-measure were analyzed by confusion matrix, resulting in 91.6%, 90.4%, 85.8%, and 88.1%, respectively.