• Title/Summary/Keyword: Streaming video system

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Subtitle Highlighting System for Video Streaming using Speech Interface STT (Speech to Text) (음성 인터페이스 STT(Speech to Text)를 활용한 동영상 스트리밍 자막 강조 시스템)

  • Lee, Kang-Chan;Cho, Dae-Soo
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2021.07a
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    • pp.567-568
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    • 2021
  • 자막은 자막을 볼 수 있는 모든 사람들의 정보전달, 의사소통을 할 수 있는 유용한 도구로 사용 되고 있지만 자막은 평범한 텍스트로 있어 자막에서 강조된 부분, 감정 등을 전달 할 수 없다는 단점을 가지고 있다. 그러므로 청각 장애인들은 해당 컨텐츠의 감정, 강조 되는 부분을 알 수 없어 대화의 숨은 의미가 다른 방향으로 이해 할 수 있다는 위험성을 가지고 있다. 본 논문에서는 음성을 텍스트로 변환하는 STT(Speech To Text)를 이용하여 동영상 스트리밍 서비스를 실시간으로 음성을 텍스트로 변환과 동시에 강조하는 부분까지 개발하여 청각장애인 입장에서 기존 자막보다 효율적인 시각적 효과를 주는 미디어 접근을 위한 동영상 스트리밍 자막 서비스를 개발하고자 한다.

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Peer-to-Peer Video-on-Demand with Distributed Cache

  • Ren, Jian-Ji;Lee, Jae-kee
    • Proceedings of the Korea Information Processing Society Conference
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    • 2007.11a
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    • pp.655-658
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    • 2007
  • It is difficult to provide a video on demand (VoD) service to a large number of users via the Internet. This is due to the characteristics of VoD, which require a large bandwidth for a long playing time. The Peer-to-Peer (P2P) concept is proposed to increase the scalability of the VoD service. Many studies have been undertaken to solve this problem. But its success is still quite limited technically, these research have been deployed in a rush, mostly based on practicality and instability. A system which uses a distributed VoD streaming scheme over P2P network is proposed to support media streaming.

Distributed Cache to Support Video-on-Demand Service over P2P Network

  • Ren, Jian-Ji;Lee, Jae-kee
    • Proceedings of the Korea Information Processing Society Conference
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    • 2007.05a
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    • pp.765-768
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    • 2007
  • P2P Video-on-Demand (VoD) is becoming a popular service in the Internet. The first deployments are already in place, and millions of customers worldwide are already using this new medium. But its success is still quite limited and technically, these researches have been deployed in a rush, mostly based on practicality and instability. This paper studies the advantages and potential problems of VoD in peer-to-peer (P2P) network, we propose a system which uses a distributed VoD streaming scheme over P2P network to support media streaming.

Web3.0 Video Streaming Platform from the Perspective of Technology, Tokenization & Decentralized Autonomous Organization

  • Song, Minzheong
    • International Journal of Internet, Broadcasting and Communication
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    • v.16 no.2
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    • pp.149-160
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    • 2024
  • For examining Web3.0 video streaming (VS) platforms in terms of the decentralized technology, tokenization and decentralized autonomous organization (DAO), we look at four platforms like DLive, DTube, Livepeer, and Theta Network (Theta). As a result, DLive which firstly partnered with Medianova for CDN and with Theta for peer to peer (P2P) network and migrates to Tron blockchain (BC), receives no commission from what creators earn, gives rewards to viewers by measuring engagement, and incentivizes participation by allowing 20% of donation & fees for funding development, 5% to BitTorrent Token (BTT) stakeholders (among these 5%, 20% to partners, 80% to other BTT stakeholders). DTube on its own lower-layer BC, Avalon, offers InterPlanetary File System (IPFS), gives 90% of the created value to creators or curators, and try to empower the community. Livepeer on Ethereum BC offers decentralized CDN, P2P, gives Livepeer Token (LPT) as incentive for network participants, and delegators can stake their LPT to orchestrators doing good. Theta on its native BC pulls streams from peering caching nodes, creates P2P network, gives Theta utility token, TFUEL for caching or relay nodes contributors, and allows Theta governance token, THETA as staking token. We contribute to the categorization of Web3.0 VS platforms: DLive and DTube reduce the risk of platform censorship, promote the diverse content, and allow the community to lead to more user-friendly environments. On the other hand, Livepeer and Theta provide new methods to stream content, but they have some differences. Whereas Livepeer focuses on the transcoding layer, Theta concentrates both on the video application layer and content delivery layer. It means, Theta tries to deliver value to all participants by enhancing network quality, reducing CDN cost, and rewarding users in utility tokens for the storage and bandwidth they provide.

A Fuzzy-based Dynamic Method for Efficient Sharing Bandwidth in Local Physical Network (로컬 물리적 네트워크에서 효율적인 대역폭 공유를 위한 퍼지 기반의 동적 방법)

  • Ma, Linh-Van;Park, Sanghyun;Jang, Jong-hyun;Park, Jaehyung;Kim, Jinsul
    • Journal of Digital Contents Society
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    • v.18 no.2
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    • pp.411-422
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    • 2017
  • Current policies for sharing bandwidth increase average throughput and improve utilization of the bandwidth in the local network. However, with these policies, a central administer, which is responsible for allocating bandwidth to each network flow, cannot allocate resources based on user characteristics. Thus, it leads to unfair bandwidth allocation because it does not guarantee services based on user characteristics. Therefore, we propose a novel negotiation method to share the bandwidth in a limited bandwidth network, in which, a user negotiates with other users to gain more resource. Ideally, we use a fuzzy system to infer and determine whether a device will request bandwidth or not based on the current usage of the given device. We conduct two experiments consisting of a video streaming simulation in OPNET and a real-time video streaming in WebRTC. The results of the experiment indicate that the proposed method can flexibly share the bandwidth utilization based on user's requirement in the network.

An Embedded System Design of Collusion Attack Prevention for Multimedia Content Protection on Ubiquitous Network Environment (유비쿼터스 네트워크 환경의 멀티미디어 콘텐츠 보호를 위한 공모공격 방지 임베디드 시스템 설계)

  • Rhee, Kang-Hyeon
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.47 no.1
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    • pp.15-21
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    • 2010
  • This paper proposes the multimedia fingerprinting code insertion algorithm when video content is distributed in P2P environment, and designs the collusion codebook SRP(Small RISC Processor) embedded system for the collusion attack prevention. In the implemented system, it is detecting the fingerprinting code inserted in the video content of the client user in which it requests an upload to the web server and in which if it is certified content then transmitted to the streaming server then the implemented system allowed to distribute in P2P network. On the contrary, if it detects the collusion code, than the implemented system blocks to transmit the video content to the streaming server and discontinues to distribute in P2P network. And also it traces the colluders who generate the collusion code and participates in the collusion attack. The collusion code of the averaging attack is generated with 10% of BIBD code v. Based on the generated collusion code, the codebook is designed. As a result, when the insert quantity of the fingerprinting code is 0.15% upper in bitplane 0~3 of the Y(luminance) element of I-frame at the video compression of ASF for a streaming service and MP4 for an offline offer of video content, the correlation coefficient of the inserted original code and the detected code is above 0.15. At the correlation coefficient is above 0.1 then the detection ratio of the collusion code is 38%, and is above 0.2 then the trace ratio of the colluder is 20%.

Network-Adaptive N-Screen Game System on Cloud Computing Environment (클라우드 컴퓨팅 환경에서의 네트워크 적응적 N-스크린 게임 시스템)

  • Ryu, Eun-Seok;Kang, Shin-Jin
    • Journal of Korea Game Society
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    • v.12 no.3
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    • pp.59-68
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    • 2012
  • This paper describes the design and implementation of a network-adaptive N-screen game system to be used in cloud computing. The system we are considering needs to generate game video in a cloud server and transmit the video to multiple game devices over an in-home wireless network via a home game server. It is difficult to support multiple screens which have different resolutions with a single bitstream of game video. Therefore, we developed a new network-adaptive game-video extraction and transmission method using (1) scalable video coding and (2) Raptor code techniques. The simulation, conducted with real game-video, verified the efficiency of the proposed video streaming system.

A Dynamic Frame-skipping Scheme for Transcoder Using the Prediction Period (예측주기를 이용한 동적 프레임 삭제 트랜스코딩 기법)

  • Kim Sung-Min;Kim Young-Ju;Park Seong-Ho
    • Journal of Korea Multimedia Society
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    • v.9 no.1
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    • pp.59-72
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    • 2006
  • The rapid growth of technology for network and terminal devices is able to service multimedia contents in mobile environments. But as the environment of networks and the performance of devices is varied, the same quality service is very difficult to be provided for user in internet and mobile environment. Therefore, multimedia streaming system must provide an adaptive service in considering network and device environment. Video transcoding techniques are the good solution that can provide video streaming service in various network environments adaptively. This paper proposes a dynamic frame-skipping transcoding scheme to provide adaptive streaming service in various network environments. This scheme uses the prediction period for transcoding. A proposed transcoding scheme can reduce time complexity through combination of prediction period and skipping period to control frame-skipping rate in encoder. In simulation results, the performance of proposed scheme is similar to the performance of a traditional dynamic frame-skipping scheme in PSNR value. But the performance of proposed scheme outperforms the performance of traditional scheme in time complexity.

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Design of MMT-based Broadcasting System for UHD Video Streaming over Heterogeneous Networks (이 기종 망에서의 UHD 비디오 전송을 위한 MMT 기반 방송 시스템 설계)

  • Sohn, YeJin;Cho, MinJu;Paik, JongHo
    • Journal of Broadcast Engineering
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    • v.20 no.1
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    • pp.16-25
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    • 2015
  • Even if the demands for ultra-high-quality multimedia contents are increasing, it is difficult to produce, encode, play and transport ultra-high-quality contents under the existing broadcasting environment. By the reason, various technologies for the UHD contents have been developed in order to satisfy the user's needs. In this paper, we propose a design methodology of a broadcasting system, which consists of two parts, for UHD services with two parts. At the transmit part of the proposed system can encode a video into several layered-bitstreams hierarchically, and then transport each bitstream over heterogeneous networks. The receiver part can play the received video by composing the separated bitstreams. The proposed system can adaptively provide both HD and UHD contents according to user's reception conditions by using the heterogeneous networks.

ViVa: Mobile Video Quality Enhancement System Based on Cloud Offloading (ViVa: 클라우드 오프로딩 기반의 모바일 영상 품질 향상)

  • Jo, Bokyun;Suh, Doug Young
    • Journal of Broadcast Engineering
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    • v.24 no.2
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    • pp.292-298
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    • 2019
  • In this paper, we show how to provide high quality image service using cloud server and image quality enhancement algorithm. In other words, based on the concept of ViVa (Video Value Addition) proposed in the paper, we propose an improved system compared to the existing streaming service by providing a high-quality video with the transmission bit rate and calculation amount necessary to serve low-quality images.