• Title/Summary/Keyword: Streaming content

Search Result 259, Processing Time 0.026 seconds

A study on the Backup Path of Overlay Multicast for QoS (QoS를 위한 오버레이 멀티캐스트의 복원경로에 관한 연구)

  • Kim, Hyen-Ki
    • Journal of Korea Society of Industrial Information Systems
    • /
    • v.14 no.4
    • /
    • pp.49-56
    • /
    • 2009
  • Recently, studies for effective multimedia contents delivery have been widely performed in the multimedia streaming area. Overlay multicast, which can be implemented in the application layer, is method to transmit multimedia content's effectively. The Overlay multicast method can implement multicast transmission without changing the physical layer, and it has the characteristic that the application method can be diversify according to the algorithm. This paper has proposed the backup path construction method of overlay multicast for stabilized multimedia contents transmission. The proposed method can construct a backup path with the minimum searching method for guaranteed QoS(Quality of Service) and in overlay multicast so a fast and simple backup path can be constructed.

Monitoring People's Emotions and Symptoms after COVID-19 Vaccine

  • Najwa N. Alshahrani;Sara N. Abduljaleel;Ghidaa A. Alnefaiy;Hanan S. Alshanbari
    • International Journal of Computer Science & Network Security
    • /
    • v.23 no.6
    • /
    • pp.202-206
    • /
    • 2023
  • Today, social media has become a vital tool. The world communicates and reaches the news and each other's opinions through social media accounts. Recently, considerable research has been done on analyzing social media due to its rich data content. At the same time, since the beginning of the COVID-19 pandemic, which has afflicted so many around the world, the search for a vaccine has been intense. There have been many studies analyzing people's feelings during a crisis. This study aims to understand people's opinions about available Coronavirus vaccines through a learning model that was developed for this purpose. The dataset was collected using Twitter's streaming Application Programming Interface (API) , then combined with another dataset that had already been collected. The final dataset was cleaned, then analyzed using Python. Polarity and subjectivity functions were used to obtain the results. The results showed that most people had positive opinions toward vaccines in general and toward the Pfizer one. Our study should help governments and decision-makers dispel people's fears and discover new symptoms linked to those listed by the World Health Organization.

Online Music Distribution Strategy to Develop the future Hallyu Music Industry

  • Woo-Jun JANG;Min-Ho CHANG
    • Journal of Distribution Science
    • /
    • v.22 no.6
    • /
    • pp.115-122
    • /
    • 2024
  • Purpose: The main aim of this study is to analyze and suggest new online music distribution models targeted to facilitate the development of the Korean Wave (Hallyu) music market in all locations of the world. This study is conducted through a close analysis of the prevailing distribution models, the unique challenges of the K-pop market, and the trends in new technologies. Research design, data and methodology: To address the issue of how the online music distribution market could be domesticated for the Korean music industry, a systematic review of the previous studies was conducted. The use of the PRISMA approach was followed so that an accurate and transparent method for choosing the studies is ensured. Results: According to the investigation of literature analysis, the online distribution strategy may consist of four key plannings as follows, 1. Leveraging Social Media and User-Generated Content Platforms, 2. Embracing Immersive and Interactive Experiences, 3. Fostering Direct-to-Fan Connections and Monetization, 4. Harnessing Artificial Intelligence and Big Data Analytics. Conclusions: Finally, collaboration and strategic partnerships will be vital. The Korean music companies should seek to cooperate with the technology companies, social media platforms, and the global music streaming services so that they can grow their market, acquire new technologies, and to better their online distribution strategies.

A Study on the Trend of Korean Pop Music Preference Through Digital Music Market (디지털 음악 시장을 통해 본 한국 대중가요 선호경향에 관한 연구)

  • Chung, Ji-Yun;Kim, Myoung-Jun
    • Journal of Digital Contents Society
    • /
    • v.18 no.6
    • /
    • pp.1025-1032
    • /
    • 2017
  • Recently the domestic popular song market has been growing mainly in digital sound sources. As a result of analyzing the top 100 music charts from 2012 to 2016 through digital sound sources and musical scores, the average annual BPM has fallen by 11.26 over five years. Every year, The style of music has diversified every year, and the proportion of Hip-hop has doubled from 8.5% in 2012 to 17.8% in 2015. Dance music and ballads have a high preference rate, but the relationship is inversely proportional. Singer composition was inversely proportional to the ratio of female solo to male group. Especially, the relationship between BPM and the Major/Minor key is that 81.42% for slow tempo songs is Major key and 53.85% for fast tempo songs is minor key. In the case of TV drama OST, the solo singer 's music was preferred, the music style was 80% pop and 20% ballad.

A Study on Activation of Online Performances Using Sac on Screen Project Analysis (Sac on Screen 사업 분석을 통한 온라인 공연 활성화 방안 연구)

  • Kim, Gyu-Jin;Na, Yun-Bin
    • The Journal of the Korea Contents Association
    • /
    • v.20 no.8
    • /
    • pp.114-127
    • /
    • 2020
  • The online performance market is increasing due to recent pandemic events. However, due to the short introduction time of domestic online performances, there is a lack of related prior studies or success stories. In addition, most of these projects are short-lived projects or poor profits, so it is necessary to study how to activate them. The Sac on Screen project, which has been in progress since 10 years ago, has its own imaging experience, and the screening works and screening venues are also diverse, so it is an object of study. In addition, since annual satisfaction surveys are conducted, the business was evaluated based on the voice of customers from the data of the past three years. Based on the analyzed results, a free and paid version of the business model canvas was drawn through a group of experts. As a result of this synthesis, the following major implications were drawn. First, expanding research on online performances, second, needing a sense of responsibility for quality management of content, third, increasing diversity in content selection, and fourth, enhancing the liveliness of online performances, Fifth, efforts are needed to attract private investment and develop value-added products.

A Study of Integrated Digital Signage Management System Implementation (Digital Signage 통합관리시스템 구축에 관한 연구)

  • Kang, Hee-Yong;Lee, Jina;Shin, Yong-Tae;Kim, Jong-Bae
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2014.10a
    • /
    • pp.82-85
    • /
    • 2014
  • With high speed communication network and supplement of high quality multimedia devices, large demand of multimedia service stimulates digital signing industry to step forward to new opportunities. But in order to provide competitive quality services, Integrated management system is required. Digital signs use technologies such as LCD, LED and Projection to display content such as digital images, video, streaming media, and information. Digital signs rely on a variety of hardware to deliver the contents. The components of a typical digital sign installation include one or more display screens, one or more media players, and a content management server for each player. To improve the existing high cost and less efficient management system, this paper suggest cost effective Integrated Digital Signage Management System with the results of analysis of existing system. Also this paper presents an actual implementation on entertainment company to evaluate the suitability, to prove the result of superior performance of proposed system.

  • PDF

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
    • /
    • v.10 no.3
    • /
    • pp.851-860
    • /
    • 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.

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
    • /
    • v.21 no.11
    • /
    • pp.375-388
    • /
    • 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.

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
    • /
    • v.22 no.2
    • /
    • pp.25-41
    • /
    • 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.

A Study on the Relationship between Camera and Subject for Visualization of Image - A Focus on the Status of Watch a Movie with Small Mobile Device - (영상의 시각화를 위한 카메라와 피사체의 상관관계 연구 - 스마트폰 사용자의 영상 시청 현황을 중심으로 -)

  • Ko, Hyun-Wook
    • Journal of Korea Entertainment Industry Association
    • /
    • v.13 no.5
    • /
    • pp.119-126
    • /
    • 2019
  • Watching movies is common on a big screen like a theater or on a big-screen TV. nowadays, small platform such as mobile devices is increasing rapidly for watch a movie. These changes are deeply related to the advent of Internet-based video streaming services such as OTT. OTT's development has provided in free video viewing system without using the set-top box is free from the limitations of time and space. Leading the market is Netflix[1], which started its business with Internet-based DVD rental service. Netflix, which is growing in tandem with the mobile market, had 193.26[2] million members as of the end of 2018. Other OTT participating companies include content-based Pooq, TVing, platform-based Olleh TV Mobile, Oksusu and LTE video portal. The size of such new growth projects has grown gradually, with 25.4 percent of all smartphone users currently watching video content with small mobile devices. Therefore, de-largeization, it is thought that visual language is needed for viewing small mobile devices that are capable of OTT services. To this end, this paper will identify the problem in viewing popular video content with small mobile devices and Survey and study its impact on viewers using the questionnaire.