• Title/Summary/Keyword: broadcast content

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VR Image Shooting Considering Post-Production based Raw Format (원규격 기반 후반작업을 고려한 실사 VR 영상 촬영)

  • Kim, Chulhyun
    • Journal of Broadcast Engineering
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    • v.23 no.6
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    • pp.866-875
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    • 2018
  • With the popularity of VR content, actual image based VR 360-degree video production using various shooting devices has attracted attention in recent years. Requiring a lot of work, the existing VR content production was possible only at the level of the research institute, but the recent miniaturization of cameras has made the VR actual image shooting more common to the content creators. In this paper, we compare and study various VR contents distribute in today's context and analyze the strengths and weaknesses of robust actual image-based 360 video production in terms of cost. We are to point out the disadvantages that make it difficult for existing video shooting experts to use and suggest a solution for this. The experiment shooting proved that it can be operated more manually than action cam or integrated camera and 360-degree shooting on a raw format support camera is more suitable for film type post-production.

A Methodology to Estimate the Unit Price of User Contribution in P2P Streaming System - A Case Study

  • Kim, Jung-Hyun;Moon, Sean;Kim, Gun-Hee;Kim, Hee-Jung;Park, Sung-Choon
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2009.01a
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    • pp.376-380
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    • 2009
  • Peer-to-Peer content delivery technology recently begins to be used not only for file sharing applications such as eDonkey but also for every kind of content services. KBS, a broadcasting company in Korea, is aggressively driving to apply Peer-to-Peer technology to KBS's commercial internet video service but we found that there are two big huddles. First, end users may refuse to share their own resources for KBS's cost reduction using Peer-to-Peer content delivery technology. Second, it may cause that the number of free-riders increases and the efficiency of the overall system would fall. From commercial service provider's perspective, we have to avoid that end users have unfavorable impressions on the service and the usefulness of Peer-to-Peer technology decreases. In order to overcome these problems, we studied how to offer incentive to end users and how much incentive would be reasonable, and then applied the result to real service for verification.

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Content Packaging based on TV-Anytime for Personalized Content Services (맞춤형 콘텐츠 서비스를 위한 TV-Anytime 기반 콘텐츠 패키징)

  • Kang Jung Won;Lee Hee-Kyung;Kim Jae-Gon
    • Journal of Broadcast Engineering
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    • v.9 no.4 s.25
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    • pp.322-333
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    • 2004
  • In this paper, a package, that is a new type of contents providing new consumer experience under digital broadcasting environments. is introduced. To present various advantages of package that is in standardization process of TV-Anytime Phase-2, a service scenario for personalized educational content is proposed. Then, TV-Anytime Packaging technology to support the scenario is described. It is also shown that the personalized service that provides interactive and personalized consuming experience independent of the types of content and delivery channels is feasible by using TV-Anytime Packaging technology.

Design of Hot-spot generator for inserting content-based interactive advertising on DMB broadcasting

  • Park, Tae-Jin;Park, Se-Hyun;Lim, Soon-Bum;Choy, Yoon-Chul
    • Journal of Korea Multimedia Society
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    • v.11 no.12
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    • pp.1765-1774
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    • 2008
  • Due to recent increase of product placement(aka. PPL) in TV drama and entertainment program, the audience of these programs is exposed to the advertisement in the form of the props and backgrounds without discernment. Advancement in digital data broadcasting technology enabled advertisers to insert detailed information of the product or associated advertisement link into the content of the broadcast program as an interactive advertisement. With the interactive advertisement, the audience can focus on the content of the program and the advertiser can create an advertisement with a rich content through the interaction between the advertisement and the audience. It is possible because the interactive advertisement is dynamic advertisement behavior only activated by the audience's intention. In this research, we develop a Hot-spot generator to insert interactive advertisement in the DMB broadcast program. We also suggest dynamic Hot-spot generation technique that allows the Hot-spot object to follow not only the shape of the advertising object in the program, but also the movement of the object as the program progresses.

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Big Data Analysis of the Women Who Score Goal Sports Entertainment Program: Focusing on Text Mining and Semantic Network Analysis.

  • Hyun-Myung, Kim;Kyung-Won, Byun
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.1
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    • pp.222-230
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    • 2023
  • The purpose of this study is to provide basic data on sports entertainment programs by collecting data on unstructured data generated by Naver and Google for SBS entertainment program 'Women Who Score Goal', which began regular broadcast in June 2021, and analyzing public perceptions through data mining, semantic matrix, and CONCOR analysis. Data collection was conducted using Textom, and 27,911 cases of data accumulated for 16 months from June 16, 2021 to October 15, 2022. For the collected data, 80 key keywords related to 'Kick a Goal' were derived through simple frequency and TF-IDF analysis through data mining. Semantic network analysis was conducted to analyze the relationship between the top 80 keywords analyzed through this process. The centrality was derived through the UCINET 6.0 program using NetDraw of UCINET 6.0, understanding the characteristics of the network, and visualizing the connection relationship between keywords to express it clearly. CONCOR analysis was conducted to derive a cluster of words with similar characteristics based on the semantic network. As a result of the analysis, it was analyzed as a 'program' cluster related to the broadcast content of 'Kick a Goal' and a 'Soccer' cluster, a sports event of 'Kick a Goal'. In addition to the scenes about the game of the cast, it was analyzed as an 'Everyday Life' cluster about training and daily life, and a cluster about 'Broadcast Manipulation' that disappointed viewers with manipulation of the game content.

Color Image Retrieval Using Block-based Classification (블록단위 특성분류를 이용한 컬러영상 검색)

  • 류명분;우석훈;박동권;원치선
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 1996.06a
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    • pp.63-66
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    • 1996
  • In this paper, we propose a new content-based color image retrieval algorithm. The algorithm makes use of two features; colors as global features and block classification results as local features. More specifically, we obtain R, G, B color histograms and classify nonoverlapping small image blocks into texture, monotone, and various edges, then using these histograms and classification results were make a similarity measure. Experimental results show that retrieval rate of the proposed algorithm is higher than the previous method.

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System Architecture of Networked Digital Recorder for Digital TV Broadcasting Applied Services (서버형 디지털방송 응용서비스를 위한 네트워크 디지털 레코더 기술 개발)

  • Park, Byoung-Ha;Hong, Sung-Hye;Kim, Chan-Gyu;Hong, In-Hwa
    • Proceedings of the KIEE Conference
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    • 2004.11c
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    • pp.288-290
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    • 2004
  • Networked Digital Recorder(NDR) Platform is a system that owns contents jointly between tv viewers connected by the broadcast broadband convergence network. NDR suggests a new content distribution chain model that users can receive broadcast contents, share contents and sends contents by convergence network. This paper looks at the system requirements, service model and the overall system architecture of NDR platform.

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A Study on the Content-Based Video Information Indexing and Retrieval Using Closed Caption and Speech Recognition (캡션정보 및 음성인식을 이용한 내용기반 비디오 정보 색인 및 검색에 관한 연구)

  • 손종목;김진웅;배건성
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 1999.11b
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    • pp.141-145
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    • 1999
  • 뉴스나 드라마, 영화 등의 비디오에 대한 검색 시 일반 사용자의 요구에 가장 잘 부합되는 결과를 얻기 위해 비디오 데이터의 의미적 분석과 색인을 만드는 것이 필요하다. 일반적으로 음성신호가 비디오 데이터의 내용을 잘 나타내고 비디오와 동기가 이루어져 있으므로, 내용기반 검색을 위한 비디오 데이터 분할에 효율적으로 이용될 수 있다 본 논문에서는 캡션 정보가 주어지는 방송뉴스 프로그램을 대상으로 효율적인 검색, 색인을 위한 비디오 데이터의 분할에 음성인식기술을 적용하는 방법을 제안하고 그에 따른 실험결과를 제시한다.

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A Study on the Effects of Satellite Broadcasting System as an Organizational Communication Medium(focusing on banks) (조직커뮤니케이션 매체로서의 위성영상방송 효과 연구(은행권을 중심으로))

  • Kim, Hyoung-Kyoung
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2010.07a
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    • pp.310-311
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    • 2010
  • 현재 은행들은 종합금융서비스업(Total Financial Solution)인 금융그룹화 추진에 비 은행 사업 분야를 보완하여 금융 업무 대형화를 강화하고 있다. 이에 따라 대형화된 은행권에서는 계열사 간 커뮤니케이션 부재를 해결하고, 각기 다른 기업문화를 통합 할 수 있는 조직 내 커뮤니케이션 매체로 위성영상방송을 찾게 된다. 본 논문에서는 대형화된 은행 내 조직 커뮤니케이션 매체로서의 위성영상방송이 조직에 어떠한 효과를 미치는지 알아보았다.

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A study on the Workflow of Cinematography in a Stereoscopic Content (입체영상콘텐츠 촬영기술의 워크플로우에 관한 연구)

  • Choi, Yang-Hyun
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2009.11a
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    • pp.81-85
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    • 2009
  • 입체영상콘텐츠 촬영기술은 촬영현장에서 리그라는 특수장비를 이용해 입체영상기술을 관할하는 스태프인 스테레오그래퍼, 영상콘텐츠의 전반적인 촬영기술을 주관하는 촬영감독의 협업을 통해 진행된다. 그러나 현재 한국의 입체영상콘텐츠 제작은 태동기에 있고 워크플로우는 아직 정착되지 않은 상태다. 본 연구는 입체영상콘텐츠 제작 사례를 기초로 입체영상 습득과 관련된 스태프의 직능을 구체적으로 분석함과 동시에, 높은 품질의 입체영상콘텐츠를 습득하고, 시간과 비용 면에서 효율적인 워크플로우를 디자인하였다.

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