• Title/Summary/Keyword: TV networks

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A QoS-aware Time slot allocation Algorithm for Distributed MAC in UWB Wireless Personal Area Networks (UWB 분산 제어기반 WPAN MAC 에서 QoS를 고려한 시간 슬롯 할당 알고리즘의 제안)

  • Park, Ji-Seon;Hur, Kyeong;Eom, Doo-Seop
    • Proceedings of the IEEK Conference
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    • 2008.06a
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    • pp.263-264
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    • 2008
  • 고속 무선 PAN(Personal Area Networks)기술은 10m 이내의 짧은 거리에서 고속으로 대용량의 데이터를 전송하기 위한 기술로, 최근 무선 USB(Wireless Universal Serial Bus)나 HDTV(High Definition TV)와 같은 광대역 멀티미디어 응용 시장을 겨냥한 연구가 IEEE 802.15.3과 WiMedia를 중심으로 활발히 진행되고 있다. [1] 본 논문에서는 WiMedia Alliance에서 제안한 Distributed Medium Access Control (D-MAC)에서 다수 스트림의 QoS 요구를 만족시키는 신뢰성 있는 전송을 위해 데이터 시간 슬롯을 효율적으로 할당하는 알고리즘에 대해 연구하고자 한다.

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An Architecture for Home-Oriented IPTV Service Platform on Residential Gateway

  • Kim, Pyung Soo
    • Journal of Information Processing Systems
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    • v.9 no.3
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    • pp.425-434
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    • 2013
  • In order for end-users in home networks to receive opportunities for useful services that go beyond legacy Internet Protocol TV (IPTV) services, this paper proposes a service platform that resides on the residential gateway (RG) for interworking between the home network and IPTV. This proposed service platform is called the home-oriented IPTV service platform (HISP) on the RG (HISP-RG). The proposed HISP-RG provides open architecture and functionalities to enable 3rd party IPTV service providers to locally and directly deliver home-oriented IPTV services to end-users in home networks. The HISP-RG can be an "add-on" and not a "built-in" solution for the existing standard RG. This paper introduces several home-oriented IPTV services that can be executed and delivered locally through the HISP-RG. Then, the open architecture and functionalities of the HISP-RG are defined and their requirements are specified. Finally, use cases of the HISP-RG for home-oriented IPTV services are presented.

Hybrid Multicast and Segment-Based Caching for VoD Services in LTE Networks

  • Choi, Kwangjin;Choi, Seong Gon;Choi, Jun Kyun
    • ETRI Journal
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    • v.37 no.4
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    • pp.685-695
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    • 2015
  • This paper proposes a novel video delivery scheme that reduces the bandwidth consumption cost from a video server to terminals in Long-Term Evolution networks. This proposed scheme combines optimized hybrid multicast with a segment-based caching strategy for use in environments where the maximum number of multicast channels is limited. The optimized hybrid multicast, allocation of multicast channels, and cache allocation are determined on the basis of a video's request rate, the related video's length, and the variable cost per unit size of a segment belonging to the related video. Performance evaluation results show that the proposed scheme reduces a video's delivery costs. This work is applicable to on-demand TV services that feature asynchronous video content requests.

Virtual Direction Multicast: An Efficient Overlay Tree Construction Algorithm

  • Mercan, Suat;Yuksel, Murat
    • Journal of Communications and Networks
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    • v.18 no.3
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    • pp.446-459
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    • 2016
  • In this paper, we propose virtual direction multicast (VDM) for video multicast applications on peer-to-peer overlay networks. It locates the end hosts relative to each other based on a virtualized orientation scheme using real-time measurements. It builds multicast tree by connecting the nodes, which are estimated to be in the same virtual direction. By using the concept of directionality, we target to use minimal resources in the underlying network while satisfying users' quality expectations. We compare VDM against host multicast tree protocol.We simulated the protocol in a network simulator and implemented in PlanetLab. Results both from simulation and PlanetLab implementation show that our proposed technique exhibits good performance in terms of defined metrics.

IPTV Service Provider over FTTH (광가입자망을 통한 IPTV 서비스 제공)

  • Park In-Gyu
    • Journal of the Institute of Electronics Engineers of Korea TC
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    • v.43 no.5 s.347
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    • pp.7-16
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    • 2006
  • IPTV is referred to the service which provide integrated IPTV services for providing video, 10/100-Mbit/sec Internet, voice, video-on-demand (VOD), and other broadband applications including home security, video conferencing, and telemedicine. All services are integrated into an IP (Internet Protocol) architecture designed specifically for Gigabit Ethernet FTTH systems, HFC or xDLC. It is absolutely necessary that telecon operators provide IP video delivery platforms that enable service providers to transform their business. With their own products, they can better manage their existing services and generate new revenues from broadcast TV, movies on demand and multimedia. Triple-play is a combination of broadcast, telephony and broadband services offered through IPTV networks. With cable operators allowed to offer a triple-play bundle, the nation's telecom operators are beginning to get a little anxious. Cable operators assert that triple-play is a must-have and natural extension of the cable service bundle. The Korean Cable TV Association asserts that the triple-play model is of paramount importance to the cable industry's future growth. But the telecom sector considers itself unfairly disadvantaged, saying they cannot compete until regulatory issues are resolved. The start of web-based television in Korea may still be some time off with a confrontation between the nation's IT regulator and broadcasting sector over the service's legal boundaries shows no signs of being resolved my time soon. korea should be is the fastest-growing provider of IPTV solutions in the industry, with over worldwide customers.

Football match intelligent editing system based on deep learning

  • Wang, Bin;Shen, Wei;Chen, FanSheng;Zeng, Dan
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.13 no.10
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    • pp.5130-5143
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    • 2019
  • Football (soccer) is one of the most popular sports in the world. A huge number of people watch live football matches by TV or Internet. A football match takes 90 minutes, but viewers may only want to watch a few highlights to save their time. As far as we know, there is no such a product that can be put into use to achieve intelligent highlight extraction from live football matches. In this paper, we propose an intelligent editing system for live football matches. Our system can automatically extract a series of highlights, such as goal, shoot, corner kick, red yellow card and the appearance of star players, from the live stream of a football match. Our system has been integrated into live streaming platforms during the 2018 FIFA World Cup and performed fairly well.

Implementation and Performance Measurement of Personal Media Gateway for Applications over BcN Networks (BcN용 미디어 프로세서형 단말(PMG)의 구현 및 성능시험)

  • Jang, Seong-Hwan;Yang, Soo-Kyung;Cha, Young;Choi, Woo-Suk;Son, Seok-Bae;Kim, Jung-Joon
    • 한국정보통신설비학회:학술대회논문집
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    • 2005.08a
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    • pp.329-332
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    • 2005
  • In this paper, we describe implementation of personal media gateway (PMG) for applications over BcN networks. PMG is a TV based set-top terminal, which enables transmission of Full D1 high quality video and audio at the speed of maximum 2Mbps. It supports SIP protocol and QoS for the BcN networks. The hardware of the PMG consists of host module, audio/video codec processing module, DTMF module, and remote control I/O module. H.263 and MPEG4 software are implemented in DSP as codec for hi-directional communication and streaming, respectively. G.711 and Ogg-Vorbis are implemented as audio codec. We examined the quality of video using the Video Quality Test Equpment, which was developed by KT Convergence Lab. The experimental results show the video quality of MOS 4.1 and audio quality of MOS 4.3. We expect that PMG will be prospective business models, and create new customer value.

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The Relationship between Centrality and Winning Percentage in Competition Networks (경연 네트워크에서 중심성과 승률의 관계)

  • Seo, Il-Jung;Baik, Euiyoung;Cho, Jaehee
    • The Journal of the Korea Contents Association
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    • v.16 no.9
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    • pp.127-135
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    • 2016
  • We identified a competition network which has never been studied before and investigated the relationship between centrality of participants in singing competition and their winning percentage within the competition network. We collected competition data from 'Immortal Songs: Singing the Legend', which is a Korean television music competition program, and constructed a competition network. We calculated centrality and winning percentage and analyzed their relationship using correlation analysis, regression analysis, and visualization. There are four main findings in this research. First, a competition network is a scale-free network whose degree distribution follows a power law. Second, there is a logarithmic relationship between the count of competition and closeness. Third, winning percentage converges to approximately 60% for players who have participated in more than 20 competitions. Lastly, a strength of opponents affects approximately 23% of winning percentage for players with less than 20 competitions. The academic significance of this study is that we pioneered the definition of the competition network and applied social network analysis method. Another significant contribution of this paper is that we found explicit patterns between the centrality and winning percentage, suggesting ways to improve social relationship in competition network and to increase winning percentage.

Design of the Upstream Cable Modem for Symmetric Multimedia Services over HFC Networks (HFC망 기반 대칭형 멀티미디어 서비스를 위한 상향 채널 케이블 모뎀 설계)

  • Cho, Byung Hak
    • Journal of Broadcast Engineering
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    • v.10 no.3
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    • pp.401-412
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    • 2005
  • We propose and design the algorithms of symbol timing recovery, carrier recovery, and equalization for the receiver of S-DMT cable modem, which supports more channels and better symmetric mutimedia services over HFC network. We evaluate the performance of the concatenated entire receiving system of 16QAM, 64QAM in the mixed noise channel of AWGN, ISI and impulse. The result of evaluation shows those algorithms work correctly and designed S-DMT receiver has good performance. We also verify the designed system has excellent immunity against impulse noise channel of practical Cable TV networks by the result of simulation with the parameters of impulse internal $\varepsilon$ and noise power $\gamma^{k}$.

Novel Hybrid Content Synchronization Scheme for Augmented Broadcasting Services

  • Kim, Soonchoul;Choi, Bumsuk;Jeong, Youngho;Hong, Jinwoo;Kim, Kyuheon
    • ETRI Journal
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    • v.36 no.5
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    • pp.791-798
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    • 2014
  • As a new hybrid broadcasting service, augmented broadcasting shows enhanced broadcasting content on a large TV screen, while augmented reality (AR) on a mobile device augments additional graphical content onto an input image from the device's own camera to provide useful and convenient information for users. A one-sided broadcasting service using AR has already been attempted in virtual advertisements during sport broadcasts. However, because its augmentation is preprocessed before the video image is transmitted, the viewer at home may have no influence on this formation; and no interaction for the user is possible unless the viewer has a direct connection to the content provider. Augmented broadcasting technology enables viewers to watch mixed broadcasting content only when they want such service and to watch original broadcasting content when they do not. To realize an augmented broadcasting service, the most important issue is to resolve the hybrid content synchronization over heterogeneous broadcast and broadband networks. This paper proposes a novel hybrid content synchronization scheme for an augmented broadcasting service and presents its implementation and results in a terrestrial DTV environment.