• Title/Summary/Keyword: The same time Broadcast

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KBS 'Summter VR' directing analysis - Focusing on the long take technique (KBS '숨터 VR' 연출 분석 - 롱 테이크 기법을 중심으로)

  • Pyo, Man-seok;Choi, Yoon-hee;Lee, Seung-hyun;Kwon, Soon-chul
    • The Journal of the Convergence on Culture Technology
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    • v.4 no.3
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    • pp.149-158
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    • 2018
  • VR image content producers are now terrestrial broadcasters, movie studios, game companies, and VR content producers (productions). As the VR market begins to form, investment in VR image content production is also expanding. The terrestrial KBS 'Summter VR' has been produced steadily from 2016 to 2017. 2D and VR images were simultaneously broadcast. If we compare and analyze these two image data, we could get a meaningful presentation. In this paper, 'Summter VR' is analyzed by cutting the image by time. "Summter VR" was using a long take for an average of 30 seconds or more, and at the same time, it was choosing a beautiful place so as not to fall into the boredom of long take directing. Most of the images of 'SummterVR' were long take techniques using the mise en scene VR technique.

Olympic Advertisers Win Gold, Experience Stock Price Gains During and After the Games (오운선수작위엄고대언인영득금패(奥运选手作为广告代言人赢得金牌), 비새중화비새후적고표개격상양(比赛中和比赛后的股票价格上扬))

  • Tomovick, Chuck;Yelkur, Rama
    • Journal of Global Scholars of Marketing Science
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    • v.20 no.1
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    • pp.80-88
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    • 2010
  • There has been considerable research examining the relationship between stockholders equity and various marketing strategies. These include studies linking stock price performance to advertising, customer service metrics, new product introductions, research and development, celebrity endorsers, brand perception, brand extensions, brand evaluation, company name changes, and sports sponsorships. Another facet of marketing investments which has received heightened scrutiny for its purported influence on stockholder equity is television advertisement embedded within specific sporting events such as the Super Bowl. Research indicates that firms which advertise in Super Bowls experience stock price gains. Given this reported relationship between advertising investment and increased shareholder value, for both general and special events, it is surprising that relatively little research attention has been paid to investigating the relationship between advertising in the Olympic Games and its subsequent impact on stockholder equity. While attention has been directed at examining the effectiveness of sponsoring the Olympic Games, much less focus has been placed on the financial soundness of advertising during the telecasts of these Games. Notable exceptions to this include Peters (2008), Pfanner (2008), Saini (2008), and Keller Fay Group (2009). This paper presents a study of Olympic advertisers who ran TV ads on NBC in the American telecasts of the 2000, 2004, and 2008 Summer Olympic Games. Five hypothesis were tested: H1: The stock prices of firms which advertised on American telecasts of the 2008, 2004 and 2000 Olympics (referred to as O-Stocks), will outperform the S&P 500 during this same period of time (i.e., the Monday before the Games through to the Friday after the Games). H2: O-Stocks will outperform the S&P 500 during the medium term, that is, for the period of the Monday before the Games through to the end of each Olympic calendar year (December 31st of 2000, 2004, and 2008 respectively). H3: O-Stocks will outperform the S&P 500 in the longer term, that is, for the period of the Monday before the Games through to the midpoint of the following years (June 30th of 2001, 2005, and 2009 respectively). H4: There will be no difference in the performance of these O-Stocks vs. the S&P 500 in the Non-Olympic time control periods (i.e. three months earlier for each of the Olympic years). H5: The annual revenue of firms which advertised on American telecasts of the 2008, 2004 and 2000 Olympics will be higher for those years than the revenue for those same firms in the years preceding those three Olympics respectively. In this study, we recorded stock prices of those companies that advertised during the Olympics for the last three Summer Olympic Games (i.e. Beijing in 2008, Athens in 2004, and Sydney in 2000). We identified these advertisers using Google searches as well as with the help of the television network (i.e., NBC) that hosted the Games. NBC held the American broadcast rights to all three Olympic Games studied. We used Internet sources to verify the parent companies of the brands that were advertised each year. Stock prices of these parent companies were found using Yahoo! Finance. Only companies that were publicly held and traded were used in the study. We identified changes in Olympic advertisers' stock prices over the four-week period that included the Monday before through the Friday after the Games. In total, there were 117 advertisers of the Games on telecasts which were broadcast in the U.S. for 2008, 2004, and 2000 Olympics. Figure 1 provides a breakdown of those advertisers, by industry sector. Results indicate the stock of the firms that advertised (O-Stocks) out-performed the S&P 500 during the period of interest and under-performed the S&P 500 during the earlier control periods. These same O-Stocks also outperformed the S&P 500 from the start of these Games through to the end of each Olympic year, and for six months beyond that. Price pressure linkage, signaling theory, high involvement viewers, and corporate activation strategies are believed to contribute to these positive results. Implications for advertisers and researchers are discussed, as are study limitations and future research directions.

A Group Search-based Distributed Dynamic Channel Allocation Algorithm in Uplink Cellular System (상향링크 셀룰러 시스템에서 그룹 탐색 기반의 분산동적채널할당 방법)

  • Yoo, Doh-Kyoung;Kim, Dong-Hoi
    • Journal of Broadcast Engineering
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    • v.15 no.3
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    • pp.407-413
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    • 2010
  • In DCA (Dynamic Channel Allocation) scheme of uplink cellular system appling a frequency reuse factor of one, when a new call requests a channel, the new call will be blocked if its SINR (Carrier to Noise and Interference Ratio) is less than the required SINR or there is no available channel. The additional channel allocation for the blocked new call can be performed with channel borrowing in the adjacent cells. The channel borrowing causes the CCI (Co-Channel Interference), thus the SINR of the existing calls is deteriorated and the channel reallocation for the existing calls is required. As a result, the channel borrowing leads to a complex calculation so that it is a NP-hard problem. Therefore, to overcome the problem, we propose a novel Group Search-based DCA scheme which decreases the number of the blocked new calls and then reduces the number of the channel reallocation by the channel borrowing for the blocked new calls. The proposed scheme searches the all channels in a group of the adjacent cells and home cell at the same time in order to minimizes the number of the blocked new calls. The simulation results show that proposed Group Search-based DCA scheme provides better new call blocking probability and system throughput than the existing Single Search-based DCA scheme which searches only the channels in home cell.

Low-complexity Local Illuminance Compensation for Bi-prediction mode (양방향 예측 모드를 위한 저복잡도 LIC 방법 연구)

  • Choi, Han Sol;Byeon, Joo Hyung;Bang, Gun;Sim, Dong Gyu
    • Journal of Broadcast Engineering
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    • v.24 no.3
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    • pp.463-471
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    • 2019
  • This paper proposes a method for reducing the complexity of LIC (Local Illuminance Compensation) for bi-directional inter prediction. The LIC performs local illumination compensation using neighboring reconstruction samples of the current block and the reference block to improve the accuracy of the inter prediction. Since the weight and offset required for local illumination compensation are calculated at both sides of the encoder and decoder using the reconstructed samples, there is an advantage that the coding efficiency is improved without signaling any information. Since the weight and the offset are obtained in the encoding prediction step and the decoding step, encoder and decoder complexity are increased. This paper proposes two methods for low complexity LIC. The first method is a method of applying illumination compensation with offset only in bi-directional prediction, and the second is a method of applying LIC after weighted average step of reference block obtained by bidirectional prediction. To evaluate the performance of the proposed method, BD-rate is compared with BMS-2.0.1 using B, C, and D classes of MPEG standard experimental image under RA (Random Access) condition. Experimental results show that the proposed method reduces the average of 0.29%, 0.23%, 0.04% for Y, U, and V in terms of BD-rate performance compared to BMS-2.0.1 and encoding/decoding time is almost same. Although the BD-rate was lost, the calculation complexity of the LIC was greatly reduced as the multiplication operation was removed and the addition operation was halved in the LIC parameter derivation process.

A Fast Inter-layer Mode Decision Method inScalable Video Coding (공간적 스케일러블 비디오 부호화에서 계층간 모드 고속 결정 방법)

  • Lee, Bum-Shik;Hahm, Sang-Jin;Park, Chang-Seob;Park, Keun-Soo;Kim, Mun-Churl
    • Journal of Broadcast Engineering
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    • v.12 no.4
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    • pp.360-372
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    • 2007
  • We propose a fast inter-layer mode decision method by utilizing coding information of base layer upward its enhancement layer inscalable video coding (SVC), also called MPEG-4 part 10 Advanced Video Coding Amendment 3 or H.264 Scalable Extension (SE) which is being standardized. In this paper, when the motion vectors from the base layer have zero motion (0, 0) in inter-layer motion prediction or the Integer Transform coefficients of the residual between current MB and the motion compensated MB by the predicted motion vectors from the base layer are all zero, the block mode of the corresponding block to be encoded at the enhancement layer is determined to be the $16{\times}16$ mode. In addition, if the predicted mode of the MB to be encoded at the enhancement layer is not equal to the $16{\times}16$ mode, then the rate-distortion optimization is only performed on the reduced candidated modes which are same or smaller partitioned modes. Our proposed method exhibits the complexity reduction in encoding time up to 72%. Nevertheless, it shows negligible PSNR degradation and bit rate increase up to 0.25dB and 1.73%, respectively.

A Study on Improvement of the Human Posture Estimation Method for Performing Robots (공연로봇을 위한 인간자세 추정방법 개선에 관한 연구)

  • Park, Cheonyu;Park, Jaehun;Han, Jeakweon
    • Journal of Broadcast Engineering
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    • v.25 no.5
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    • pp.750-757
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    • 2020
  • One of the basic tasks for robots to interact with humans is to quickly and accurately grasp human behavior. Therefore, it is necessary to increase the accuracy of human pose recognition when the robot is estimating the human pose and to recognize it as quickly as possible. However, when the human pose is estimated using deep learning, which is a representative method of artificial intelligence technology, recognition accuracy and speed are not satisfied at the same time. Therefore, it is common to select one of a top-down method that has high inference accuracy or a bottom-up method that has high processing speed. In this paper, we propose two methods that complement the disadvantages while including both the advantages of the two methods mentioned above. The first is to perform parallel inference on the server using multi GPU, and the second is to mix bottom-up and One-class Classification. As a result of the experiment, both of the methods presented in this paper showed improvement in speed. If these two methods are applied to the entertainment robot, it is expected that a highly reliable interaction with the audience can be performed.

A Problematic Bubble Detection Algorithm for Conformal Coated PCB Using Convolutional Neural Networks (합성곱 신경망을 이용한 컨포멀 코팅 PCB에 발생한 문제성 기포 검출 알고리즘)

  • Lee, Dong Hee;Cho, SungRyung;Jung, Kyeong-Hoon;Kang, Dong Wook
    • Journal of Broadcast Engineering
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    • v.26 no.4
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    • pp.409-418
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    • 2021
  • Conformal coating is a technology that protects PCB(Printed Circuit Board) and minimizes PCB failures. Since the defects in the coating are linked to failure of the PCB, the coating surface is examined for air bubbles to satisfy the successful conditions of the conformal coating. In this paper, we propose an algorithm for detecting problematic bubbles in high-risk groups by applying image signal processing. The algorithm consists of finding candidates for problematic bubbles and verifying candidates. Bubbles do not appear in visible light images, but can be visually distinguished from UV(Ultra Violet) light sources. In particular the center of the problematic bubble is dark in brightness and the border is high in brightness. In the paper, these brightness characteristics are called valley and mountain features, and the areas where both characteristics appear at the same time are candidates for problematic bubbles. However, it is necessary to verify candidates because there may be candidates who are not bubbles. In the candidate verification phase, we used convolutional neural network models, and ResNet performed best compared to other models. The algorithms presented in this paper showed the performance of precision 0.805, recall 0.763, and f1-score 0.767, and these results show sufficient potential for bubble test automation.

A Modification of The Fuzzy Logic Based DASH Adaptation Algorithm for Performance Improvement (성능 향상을 위한 퍼지 논리 기반 DASH 알고리즘의 수정)

  • Kim, Hyun-Jun;Son, Ye-Seul;Kim, Joon-Tae
    • Journal of Broadcast Engineering
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    • v.22 no.5
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    • pp.618-631
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    • 2017
  • In this paper, we propose a modification of fuzzy logic based DASH adaptation algorithm(FDASH) for seamless media service in time-varying network conditions. The proposed algorithm selects more appropriate bit-rate for the next segment by the modification of the Fuzzy Logic Controller(FLC) and reduces the number of video bit-rate changes by applying Segment Bit-rate Filtering Module(SBFM). Also, we apply the Start Mechanism for clients not to watch the low quality videos in the very beginning stage of streaming service and add the Sleeping Mechanism to avoid any buffer overflow expected. Ultimately, we verified by using NS-3 Network Simulator that the proposed method shows better performance compared to FDASH. According to the experimental results, there is no buffer underflow/overflow within the limited buffer size, which is not guaranteed in FDASH on the other hand. Also, we confirmed that mFDASH has almost the same level of average video quality against FDASH and reduces about 50% of number of video bit-rate changes compared to FDASH in Point-to-Point network and Wi-Fi network.

New Implementation and Test Methodology for Single Lens Stereoscopic 3D Camera System (새로운 단일렌즈 양안식 입체영상 카메라의 구현과 테스트 방법)

  • Park, Sangil;Yoo, Sunggeun;Lee, Youngwha
    • Journal of Broadcast Engineering
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    • v.19 no.5
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    • pp.569-577
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    • 2014
  • From the year 2009, 3D Stereoscopic movies and TV have been spotlighted after the huge success of a movie called "AVATAR". Moreover, most of 3D movies & contents are created by mixing real-life shots & virtual animated pictures, such as "Robocop 3", "Transformer 4" as shown in 2014. However, the stereoscopic 3D video film shooting with a traditional stereoscopic rig camera system, takes much more time to set the rig system and adjust the system setting for proper film making which necessarily resulting in bigger cost. In fact, these problems have depreciated the success of Avatar as decreasing demand for 3D stereoscopic video shooting. In this paper, inherent problems of traditional stereoscopic rig camera system are analyzed, and as a solution for the problems, a novel implementations of single-lens optical stereoscopic 3D camera system is suggested. The new system can be implemented to a technology for separating two lights when even those lights passing through in the same optical axis. The system has advantages of adjusting the setting and taking video compared with traditional stereoscopic 3D rig systems. Furthermore, this system can acquire comfortable 3D stereoscopic video because of the good characteristics of geometrical errors. This paper will be discussed the single-lens stereoscopic 3D camera system using rolling shutters, it will be tested geometrical errors of this system. Lastly, other types of single lens stereoscopic 3D camera system are discussed to develop the promising future of this system.

The analysis of demand and supply in contents for platform differentiation (플랫폼 차별화를 위한 콘텐츠 수요와 공급량 분석)

  • Park, Sang-Eun;Choi, Seong-Jhin;Lee, Young-Ju
    • Journal of Broadcast Engineering
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    • v.14 no.6
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    • pp.783-795
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    • 2009
  • We analyze the demand and supply in contents for platform differentiation in this paper. The contents provided by new platforms such DMB, IPTV which are introduced by the digital techniques and broadband network are almost same, so it is definitely necessary to differentiate the broadcasting contents for the development of telecommunication industry. To forecast the contents demand needed for each media, we assume 3 scenarios such as maximum, medium and minimum demand for contents considering deregulation of media policy. Also, we include the expected number of channels according to the changeover of policies as a variable for scenario. To predict the supply of contents of each media, we analyze 3 scenarios according to operating rates of production facilities as 100%, 70%, 50% and first-run ratio/rerun ratio of both terrestrial broadcastings and major program providers. The result shows that in case of scenario A, new contents for 453,484 hours are required every year and maximum contents that can be produced in present production facilities are just for 72,852 hours even in condition of 100% operating rate. This means that the unbalance of demand and supply of contents is extremely big and implies that the policies of focusing only on the development of platform and network industry are inadequate. It is time to foster contents business for differentiation of multiplatforms.