• Title/Summary/Keyword: Video conferencing platform

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Design of Metaverse for Two-Way Video Conferencing Platform Based on Virtual Reality

  • Yoon, Dongeon;Oh, Amsuk
    • Journal of information and communication convergence engineering
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    • v.20 no.3
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    • pp.189-194
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    • 2022
  • As non-face-to-face activities have become commonplace, online video conferencing platforms have become popular collaboration tools. However, existing video conferencing platforms have a structure in which one side unilaterally exchanges information, potentially increase the fatigue of meeting participants. In this study, we designed a video conferencing platform utilizing virtual reality (VR), a metaverse technology, to enable various interactions. A virtual conferencing space and realistic VR video conferencing content authoring tool support system were designed using Meta's Oculus Quest 2 hardware, the Unity engine, and 3D Max software. With the Photon software development kit, voice recognition was designed to perform automatic text translation with the Watson application programming interface, allowing the online video conferencing participants to communicate smoothly even if using different languages. It is expected that the proposed video conferencing platform will enable conference participants to interact and improve their work efficiency.

Trends in the Telepresence Technologies and Services Beyond 5G (5G를 향한 영상회의 기술 및 서비스 동향)

  • Lee, H.K.;Han, M.K.;Jang, J.H.
    • Electronics and Telecommunications Trends
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    • v.32 no.5
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    • pp.20-29
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    • 2017
  • In this paper, a video conferencing system, which has been attracting significant attention as an immersive telepresence service owing to the recent emergence of 5G networks, is described. We propose a service platform for Giga Media based video conferencing for 5G convergence services. The video conferencing service consists of a traditional structure that provides information exchange through the transmission of video and voice of remote participants using a Multipoint Control Unit (MCU), a browser-based video conferencing based on WebRTC, a multi-view point video conferencing, and holographic telepresence centered on mixed reality. The paper introduces the trends and detailed structures of various technologies used in the video conferencing system, and compares the video conferencing system technologies and video conferencing service characteristics for the integrated Giga Media platform.

Artifacts Analysis of GoToWebinar and GoToMeeting (화상 회의 애플리케이션 GoToWebinar 및 GoToMeeting 아티팩트 분석 )

  • Soojin Kang;Giyoon Kim;Yangsun Lee
    • Journal of Platform Technology
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    • v.11 no.1
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    • pp.11-22
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    • 2023
  • Various video conferencing and collaboration applications have emerged due to the global epidemic of new viral infections. In addition to real-time video conferencing, video conferencing applications provide features such as chat and file sharing on various platforms. Because various personal information is stored through functions such as chatting, file and screen sharing, these video conferencing applications are the major target of analysis from a digital forensic investigation. In the case of applications that provide cross-platform, the form of stored data is different depending on the platform. Therefore, to utilize data of video conferencing application for forensic investigation, preliminary research on artifacts stored by platform is required. In this paper, we used the video conferencing applications GoToWebinar and GoToMeeting and analyzed the artifacts generated. As a result, we list the main data from a digital forensic investigation. We identify data stored for each platform provided by GoToWebinar and GoToMeeting and organize artifacts that can estimate user behavior. Also, we classify the data that can be acquired according to the role and environment within the video conference.

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Design of an Automatic Summary System for Minutes Using Virtual Reality

  • Amsuk Oh
    • Journal of information and communication convergence engineering
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    • v.21 no.3
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    • pp.239-243
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    • 2023
  • Owing to the environment in which it has become difficult to face people, on-tact communication has been activated, and online video conferencing platforms have become indispensable collaboration tools. Although costs have dropped and productivity has improved, communication remains poor. Recently, various companies, including existing online videoconferencing companies, have attempted to solve communication problems by establishing a videoconferencing platform within the virtual reality (Virtual Reality) space. Although the VR videoconference platform has only improved upon the benefits of existing video conferences, the problem of manually summarizing minutes because there is no function to summarize minute documents still remains. Therefore, this study proposes a method for establishing a meeting minute summary system without applying cases to a VR videoconference platform. This study aims to solve the problem of communication difficulties by combining VR, a metaverse technology, with an existing online video conferencing platform.

Metaverse Platform to Improve Immersion of Online Video Conferencing System (온라인 화상 회의 시스템의 몰입 개선을 위한 메타버스 플랫폼)

  • Yoon, Dong-eon;Oh, Am-suk
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.05a
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    • pp.35-37
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    • 2022
  • Online video conferencing systems such as Zoom and Discord are mainly used for non-face-to-face work due to their good accessibility and lack restriction of space. However, most online video conferencing systems are difficult to interact in both directions, and problems such as difficulty in communication and lack of immersion are emerging in participants who use them. On the other hand, Metaverse, which has attracted attention with the development of spatial computing, enables smooth interaction like the real world in the three-dimensional virtual world by utilizing hearing, visual, and touch information. In this paper, we propose a method of utilizing the metaverse platform to improve the problem of lack of immersion in the existing online video conferencing system. Through the proposal method, platform users can share and check each other's work screens in a virtual space and exchange various data. In order to improve participants' of immersion, the environment and improvement plan of the metaverse platform were constructed and compared with the existing online video conferencing platform.

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A Study on the Perceived Value of Video Conferencing Platform: Focused on Heuristic-Systematic Model and Value-based Adoption Model (화상회의 플랫폼의 지각가치에 관한 연구: 휴리스틱-체계적 모델과 가치기반수용모델을 중심으로)

  • Tran, To-Diem-Hang;Kim, Min-Sook
    • Asia-Pacific Journal of Business
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    • v.12 no.2
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    • pp.205-222
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    • 2021
  • Purpose - Due to the Covic-19 pandemic, the perceived value of video conferencing platforms has been increased drastically. However, there is little guidance on how service providers can improve video conferencing platforms. The purpose of this study is to investigate the factors that influence the users' perceived value of video conferencing services based on the heuristic-systematic model and the value-based adoption model. Design/Methodology/Approach - In this paper, we theoretically explore the relationship of the antecedents of perceived value(credibility, expertise, attractiveness, economic feasibility, security, and interactivity) and its outcomes (perceived usefulness, perceived risk and perceived value). The outcomes of this research is a conceptualization of antecedents of perceived value supported by research hypothesis based on the existing literature. A total of 100 valid questionnaires were collected to empirically test the research model. Findings - The analysis results showed that credibility, economic feasibility, and interactivity positively influenced perceived usefulness. On the other hand, credibility, professionalism and interactivity negatively influenced perceived risk. Perceived usefulness positively affects perceived value and perceived risk has a negative effect on perceived value. The brand image as a moderating variable was found to decrease the effect of perceived risk on perceived value. Research Implications - The contribution of this study is significant for video conferencing providers as follows. First, a service provider can actively utilize influencers or referees with high credibility and expertise to maximize the perceived usefulness of users. Second, economic feasibility should be ensured in respect of users through various alliance discount strategies. Third, a video conferencing service company needs to build a positive brand image in order to increase users' perceived value.

Multi-Multicast Server for Video Conferencing on Information Super Highway (초고속 통신망에서 비디오 컨퍼런싱을 위한 다중 멀티캐스트 서버)

  • An, Sang-Jun;Lee, Seung-Ro;Han, Seon-Yeong
    • The Transactions of the Korea Information Processing Society
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    • v.3 no.7
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    • pp.1858-1867
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    • 1996
  • This paper describes a platform for video conferencing on Information Super Highway. In this paper we de-sign a Multi-Multicast Server(MCS) and the platform. The platform uses Multi-MultiCast Server for multitasking IP Multicast data on IP over ATM. Based on Multicast Address Resolution Server (AMRS) which was proposed in this paper the platform maps from D class IP addresses to ATM addresses. MARS handles a recovery in case of MCS down. This paper also presents a solving mechanism for handling botteneck by using the MCS.

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An Analysis of I/O System for Multimedia Hardware Platform (멀티미디어 하드웨어 플랫폼의 입출력 시스템 분석)

  • 정하재;김재훈;손승원;오창석
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.3 no.1
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    • pp.197-208
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    • 1999
  • In this paper, we proposed a multimedia hardware architecture for video-conferencing in view of the multimedia data flow. By simulating the architecture model, we analyzed the bottleneck of multimedia data flow, varying video size, frame rate, number of participants, and video data compression rate. To confirm the simulation results, we also implemented and tested the architecture that almost includes the analyzed requirements for video- conferencing. From the analysis of I/O system, we found the considerations in designing a multimedia I/O system.

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A design and implementation of the video conferencing system on the WWW (웹 기반의 화상회의 시스템의 설계 및 구현)

  • Kim, Sung-Jin;Park, Yong-Jin
    • Journal of the Korean Institute of Telematics and Electronics T
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    • v.36T no.4
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    • pp.123-132
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    • 1999
  • A video conferencing system provides sharing the conference environment for geographically dispersed computer users who use the audio and video information. But the conventional video conferencing systems have some problems which are dependent on specific software and/or hardware and bound the certain platform and network environment. Furthermore the participants must know the information about other participants before joining the conference session and they have to use the same video conferencing system. This paper describes design and implementation of the video conferencing system on the WWW to solve the mentioned problems. The conference applications are transmitted from a WWW server and executed in the participants Web browsers. The participant can carry out conference services by using only the web browser. The WWW server takes charge of conferencing management including the information related to the participants and provides supported conference tools such as whiteboard, chatting and multimedia controls. Therefore the participants can easily join the conference sessions and perform conference working regardless of network connection situations. We used the Java to implement the seamless session connections and interaction between the conference participants which are the most important when implementing the video conferencing system on the WWW and used the ActiveX technology about the audio and video controls to make it easy the hardware control.

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Implementation of Multi-user VR Video Conferencing Platform and Performance Evaluation (다중 사용자 대응 VR 화상 회의 플랫폼 구현 및 성능 비교)

  • Yoon, Dong-eon;Lim, Chang-seop;Oh, Am-suk
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.10a
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    • pp.31-32
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    • 2022
  • Commercialized game engines help develop content and support various platforms, but there are performance differences depending on the function. In this paper, a VR video conferencing platform corresponding to source multi-use was implemented, and the connection delay time according to the type of game server engine and the number of platform users was measured. As a result of the measurement, the latency was the lowest at 22.146 msec when using the Amazon GameLift engine and with 2 users, and the latency was the highest at 27.007 msec when using the ProudNet engine and with 10 users.

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