• Title/Summary/Keyword: Video Platform

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Meta's Metaverse Platform Design in the Pre-launch and Ignition Life Stage

  • Song, Minzheong
    • International Journal of Internet, Broadcasting and Communication
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    • v.14 no.4
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    • pp.121-131
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    • 2022
  • We look at the initial stage of Meta (previous Facebook)'s new metaverse platform and investigate its platform design in pre-launch and ignition life stage. From the Rocket Model (RM)'s theoretical logic, the results reveal that Meta firstly focuses on investing in key content developers by acquiring virtual reality (VR), video, music content firms and offering production support platform of the augmented reality (AR) content, 'Spark AR' last three years (2019~2021) for attracting high-potential developers and users. In terms of three matching criteria, Meta develops an Artificial Intelligence (AI) powered translation software, partners with Microsoft (MS) for cloud computing and AI, and develops an AI platform for realistic avatar, MyoSuite. In 'connect' function, Meta curates the game concept submitted by game developers, welcomes other game and SNS based metaverse apps, and expands Horizon Worlds (HW) on VR devices to PCs and mobile devices. In 'transact' function, Meta offers 'HW Creator Funding' program for metaverse, launches the first commercialized Meta Avatar Store on Meta's conventional SNS and Messaging apps by inviting all fashion creators to design and sell clothing in this store. Mata also launches an initial test of non-fungible token (NFT) display on Instagram and expands it to Facebook in the US. Lastly, regarding optimization, especially in the face of recent data privacy issues that have adversely affected corporate key performance indicators (KPIs), Meta assures not to collect any new data and to make its privacy policy easier to understand and update its terms of service more user friendly.

The effect of Social Media Information Attributes on perceived Information usefulness and Customer Attitudes (소셜 미디어 정보속성이 정보유용성과 고객 태도에 미치는 영향 -정교화 가능성 모델(ELM)을 중심으로-)

  • Ryu, Soo-Hyung;Lee, So-young
    • Journal of Digital Convergence
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    • v.18 no.5
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    • pp.233-247
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    • 2020
  • The video content platform, which is a social media, is used as a means of producing various contents with high immersion, ease of use, and low production conditions. However, existing social media-related studies were insufficient to examine differences in existing information attributes despite the differences in platform types. Therefore, this study intends to examine the relationship between existing media and social media information attributes. The research model was analyzed by surveying 213 video content users. As a result of the research model analysis, information playability, information timeliness, and information provider reliability had a significant effect on information usefulness. However, information vividness, information accuracy, information neutrality, and professionalism of information providers did not have a significant effect. Through this study, the difference between video content and existing media or social media was found, and it was found that a reliable information provider should provide pleasant content at the right time. In addition, through the understanding of the information processing process of video content, which is a key player in the growth of social media, we believe that it will be very helpful in producing quality content.

Overview of H.264/AVC Scalable Extension (H.264/AVC-Scalable Extension의 표준화 연구동향과 알고리즘 분석)

  • Park Seong-ho;Kim Wonha;Han Woo-jin
    • Journal of Broadcast Engineering
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    • v.10 no.4 s.29
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    • pp.515-527
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    • 2005
  • A next-generation codec should be developed to be a scalable video codec(SVC) that not only maximizes the coding efficiency but also adaptively copes with the various communication devices and the variation of network environments. To meet these requirements, Joint Video Team (JVT) of ISO/IEC and ITU-T is standardizing H.264/AVC based SVC. In this paper, we introduce research directions and status on SVC standardization and also analyze techniques and algorithms adopted in the current SVC.

A design of session management for video conference services (개방형 통신망에서 화상 회의 서비스 세션 관리 설계)

  • 신영석
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.22 no.11
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    • pp.2498-2511
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    • 1997
  • Due to the recent advances in computer technologies and high-speed networks, telecommunication services and provision of multimedia services will be considered a new software architecture adapting networking infrastructure on information networking architecture. In this paper, the video conference services has been selected as a target service example because it is expected to become one of the most important services on the full service network. In fact, it can be viewed as the basis for providing telecommunication services such as video telephony and video conferencing. This paepr presents the prototyping of TINA(Telecommunication Information Networking Architecture) based desktop video conference system using the concepts of session management. The prototyping of deskop video conference system aims at assessing TINA concepts and refinement of the mapping between session graph and connection graph, and provides support of open service platform towards distribution and objected-orientation.

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Adaptive block tree structure for video coding

  • Baek, Aram;Gwon, Daehyeok;Son, Sohee;Lee, Jinho;Kang, Jung-Won;Kim, Hui Yong;Choi, Haechul
    • ETRI Journal
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    • v.43 no.2
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    • pp.313-323
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    • 2021
  • The Joint Video Exploration Team (JVET) has studied future video coding (FVC) technologies with a potential compression capacity that significantly exceeds that of the high-efficiency video coding (HEVC) standard. The joint exploration test model (JEM), a common platform for the exploration of FVC technologies in the JVET, employs quadtree plus binary tree block partitioning, which enhances the flexibility of coding unit partitioning. Despite significant improvement in coding efficiency for chrominance achieved by separating luminance and chrominance tree structures in I slices, this approach has intrinsic drawbacks that result in the redundancy of block partitioning data. In this paper, an adaptive tree structure correlating luminance and chrominance of single and dual trees is presented. Our proposed method resulted in an average reduction of -0.24% in the Y Bjontegaard Delta rate relative to the intracoding of JEM 6.0 common test conditions.

Client-based Digital Advanced Advertising (클라이언트 기반 광고 삽입 기술)

  • Ahn, Sung-Wook;Kim, Kwang-Hyuk;Hong, Gyung-Pyo
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2008.11a
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    • pp.145-148
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    • 2008
  • 방송에서의 광고의 비중이 높아짐에 따라 광고 수익을 극대화하기 위한 기술의 발전이 활발히 이루어지고 있다. 최근의 이러한 광고 관련 기술들을 일반적으로 Advanced Advertising 이라고 하며 그 중 시청자의 선호에 맞는 광고만을 시청자에게 제공하는 타깃광고(Targeted Advertising) 방식 등 수신기별로 특화된 광고를 제공하는 기술을 클라이언트 기반 광고 삽입 방식이라고 한다. 북미의 인터랙티브 케이블방송 규격인 OCAP(OpenCable Application Platform)은 OCAP DPI(Digital Program Insertion) 라는 명칭의 클라이언트 기반 광고 삽입 방식에 대한 북미 일부 지역에서의 시험 방송의 성공한 후 관련 규격을 OCAP1.1-I01 에 발표하기에 이르렀다. 조만간 상용화되면 OCAP DPI 를 통해 북미 케이블방송 사업자들의 광고 수익 향상에 기여할 것은 물론이고 시청자들의 만족도를 향상시킬 것이다. 이런 움직임은 케이블 진영뿐만 아니라 Open IPTV Forum, ATSC 등 IPTV 나 지상파 TV 진영에서도 이 기술에 대한 타당성 검증 및 표준화가 논의가 활발히 진행되고 있는 실정이다. 본 논문은 클라이언트 기반 광고 삽입 기술에 대해 OCAP DPI 를 구현한 경험을 바탕으로 그 원리 및 동작을 설명하고, DVR(Digital Video Recorder) 또는 PVR(Personal Video Recorder)의 주요 기능인 스토리지에 방송스트림을 저장하고 재생하는 기능을 이용하는 광고 삽입 방법에 대해 제안하며, Cable-IPTV Hybrid 의 웹 접근성을 이용하여 웹 서버에 저장되어 관리 및 운용되는 광고컨텐츠의 스트리밍을 통한 광고 삽입 방법에 대한 제안하고, 마지막으로 실제 이러한 광고 삽입 기술을 적용하는 데에 있어 발생되는 문제점들을 언급하고 그 해결에 대한 의견을 제시한다.

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The Design of Multi-media SoC Platform Based on Core-A Processor (Core-A 프로세서 기반의 멀티미디어 SoC 플랫폼 설계)

  • Xu, Xuelong;Xu, Jingzhe;Jung, Seungpyo;Park, Jusung
    • Journal of the Institute of Electronics and Information Engineers
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    • v.50 no.6
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    • pp.99-104
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    • 2013
  • Recently smart devices which combine traditional electronic devices and personal computers, such as smart phones and smart TV, have caught people's eyes from all over the world. A multi-media SoC platform which embeds not only a calculating processor but also an operating system could provide an user-customized environment of several types of communication methods to PC or Internet. In this paper, we describe a multi-functioning SoC platform with video, audio and other communicating protocols based on Core-A processor and AMBA buses. To verify the designed multi-media SoC platform, JPEG decoding and ADPCM encoding/decoding algorithms are applied on it and the final decoding results are confirmed by video monitors and audio speakers.

The Design and Implementation of AR Collaboration Service Platform for Technical Support in Industrial Sites (산업 현장의 기술 지원 AR 협업 서비스 플랫폼 설계 및 구현)

  • Han, Seongil;Lee, Daesik;You, Youngmo;Lee, Sangyoon
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.17 no.4
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    • pp.1-11
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    • 2021
  • In this paper, we explain the purpose of building a mobile app called "ARnetView" that can use the AR(augmented Reality)based calling function and AR based content creation function, and as well as an AR based data center that can share AR based video streaming and AR based contents on smartphones and tablet devices. For the AR(Augmented Reality) based data center implement, we have developed a mobile application and implemented a service system including an AR(augmented Reality) based calling function and AR based content production and AR based video streaming functions for real-time communication to connect a field technician and an expert so that the expert can see and discuss the situation in the field and technician and experts, they can draw digital annotation on mobile screen that accurately stick to 3D physical objects, allowing the expert to guide the technician step by step. In result, it provides a remote technical collaboration environment between field technician and expert. In addition, AR(Augmented Reality) collaboration service Platform was designed and implemented to increase work speed, efficiency, and utilization of advanced technicians, improve continuous productivity of equipment and facilities, maximize equipment and facility utilization, and strengthen industrial competitiveness. Therefore, through this, the AR collaboration service Platform can be applied to the industrial field, the medical field, and the entertainment/education field.

Watch One, Do One? A Systematic Review and Educational Analysis of YouTube Microsurgery Videos, and a Proposal for a Quality Assurance Checklist

  • Fernandez-Diaz, Oscar F.;Navia, Alfonso;Berner, Juan Enrique;Ahmad, Fateh;Guerra, Claudio;Ragbir, Maniram
    • Archives of Plastic Surgery
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    • v.49 no.5
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    • pp.668-675
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    • 2022
  • Background Educational resources on the internet are extensively used to obtainmedical information. YouTube is the most accessed video platform containing information to enhance the learning experience of medical professionals. This study systematically analyzed the educational value of microsurgery-related videos on this platform. Methods A systematic review was conducted on YouTube from April 18 to May 18, 2020, using the following terms: "microsurgery," "microsurgical," "microsurgical anastomosis," "free flap," and "free tissue transfer." The search was limited to the first 100 videos, and two independent reviewers screened for eligible entries and analyzed their educational value using validated scales, including a modified version of the DISCERN score (M-DISCERN), Journal of the American Medical Association (JAMAS) benchmark criteria, and the Global Quality Score (GQS). Evaluation of video popularity was also assessed with the video power index (VPI). Results Of 356 retrieved videos, 75 (21%) were considered eligible. The educational quality of videos was highly variable, and the mean global scores for the M-DISCERN, JAMAS, and GQS for our sample were consistent with medium to low quality. Conclusions A limited number of videos on YouTube for microsurgical education have high-educational quality. The majority scored low on the utilized criteria. Peer-reviewed resources seem to be a more reliable resource. Although the potential of YouTube should not be disregarded, videos should be carefully appraised before being usedas an educational resource.

An MPEG-4 Compliant Interactive Multimedia Streaming Platform Using Overlay Networks

  • Kim, Hyun-Cheol;Patrikakis, Charalampos Z.;Minogiannis, Nikos;Karamolegkos, Pantelis N.;Lambiris, Alex;Kim, Kyu-Heon
    • ETRI Journal
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    • v.28 no.4
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    • pp.411-424
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    • 2006
  • This paper presents a multimedia streaming platform for efficiently transmitting MPEG-4 content over IP networks. The platform includes an MPEG-4 compliant streaming server and client, supporting object-based representation of multimedia scenes, interactivity, and advanced encoding profiles defined by the ISO standard. For scalability purposes, we employ an application-layer multicast scheme for media transmission using overlay networks. The overlay network, governed by the central entity of the network distribution manager, is dynamically deployed according to a set of pre-defined criteria. The overlay network supports both broadcast delivery and video-on-demand content. The multimedia streaming platform is standards-compliant and utilizes widespread multimedia protocols such as MPEG-4, real-time transport protocol, real-time transport control protocol, and real-time streaming protocol. The design of the overlay network was architected with the goal of transparency to both the streaming server and the client. As a result, many commercial implementations that use industry-standard protocols can be plugged into the architecture relatively painlessly and can enjoy the benefits of the platform.

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