• Title/Summary/Keyword: multi-viewer platform

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Design of FPGA Camera Module with AVB based Multi-viewer for Bus-safety (AVB 기반의 버스안전용 멀티뷰어의 FPGA 카메라모듈 설계)

  • Kim, Dong-jin;Shin, Wan-soo;Park, Jong-bae;Kang, Min-goo
    • Journal of Internet Computing and Services
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    • v.17 no.4
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    • pp.11-17
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    • 2016
  • In this paper, we proposed a multi-viewer system with multiple HD cameras based AVB(Audio Video Bridge) ethernet cable using IP networking, and FPGA(Xilinx Zynq 702) for bus safety systems. This AVB (IEEE802.1BA) system can be designed for the low latency based on FPGA, and transmit real-time with HD video and audio signals in a vehicle network. The proposed multi-viewer platform can multiplex H.264 video signals from 4 wide-angle HD cameras with existed ethernet 1Gbps. and 2-wire 100Mbps cables. The design of Zynq 702 based low latency to H.264 AVC CODEC was proposed for the minimization of time-delay in the HD video transmission of car area network, too. And the performance of PSNR(Peak Signal-to-noise-ratio) was analyzed with the reference model JM for encoding and decoding results in H.264 AVC CODEC. These PSNR values can be confirmed according the theoretical and HW result from the signal of H.264 AVC CODEC based on Zynq 702 the multi-viewer with multiple cameras. As a result, proposed AVB multi-viewer platform with multiple cameras can be used for the surveillance of audio and video around a bus for the safety due to the low latency of H.264 AVC CODEC design.

A Data Broadcasting Service Design Guideline based on the Survey on Viewer's Modality of Using Data Broadcasting Services (데이터방송 서비스 이용행태에 대한 설문조사를 기반으로 한 데이터방송 서비스 기획 가이드라인)

  • Ko, Kwangil
    • Journal of Korea Game Society
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    • v.12 no.6
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    • pp.25-32
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    • 2012
  • Due to the development of the digital technology, the digital broadcasting is changing to a multi-entertainment platform that can operate data (broadcasting) services (such as games, weather information, and stock trading services) as well as traditional broadcasting contents. Most of the data services, however, failed to get satisfactory results because of the inconvenience in operating the services using a TV remote controller and the failure of gaining the viewer's interests in the competition with the broadcasting contents. The paper introduces a survey on the viewer's modality of using a data service and, based on the survey result, proposes a design guideline that makes a data service minimally interrupt a viewer watching a broadcasting content.

Group storytelling with multi-storyteller in single person media game contents on Youtube - focused on viewer-participating contents in channel (유튜브 1인 게임 방송의 집단 스토리텔링 -<대도서관 TV(buzzbean11)> 채널의 시청자 참여형 콘텐츠를 중심으로)

  • Kil, Hye-Bin;Kim, So-Young
    • Journal of Popular Narrative
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    • v.27 no.2
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    • pp.107-142
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    • 2021
  • Emergence of new media platform had changed relationship between the broadcaster and the viewer, which used to form 'performer-audience' structure. This research has focused on the transition of 'streamer-viewer' role in single-media broadcasting, such as Youtube or Twitch, and identify how they progress group storytelling as a team. Walter Benjam and Leslie Marmon Silko's notion of 'story and storyteller' and Erving Goffman's 'social role theory' was used to define participants' role in new media broadcasting. channel, on Youtube, was selected and analyzed as example case. The domain of 'front stage' was broadened in recorded contents comparing to live streaming. The audience of live streaming is included to the front stage during the expansion. The role of streamer, game participant, and live stream contents viewer is also adjusted during the change, which leads to group-creation of the contents. Streamer plays a role of main-storyteller and suggest identity of the community. Game participants work as sub-storyteller, filling in the blank space in game storytelling and making it sophisticated. They also perform based on community's identity, which streamer has built in advance. Lastly, live steam viewers are intermittent sub-storyteller, which seldom add up the narrative. Though, their main role is to preserve identity of game broadcasting community by reacting according to community's identity. As a result, the game broadcasting narrative is developed by combining and adding up pieces of story made in different level and role of participants. The research redefine the role of viewer and storytelling method in new media, especially in single-person broadcasting. Considering the rapid shift in recent media and contents, a new approach to the streamer-veiwer role and group storytelling of this research can be one of the new method to analyze contents produced in new media, such as Youtube.

A Study on Switching Intention of Broadcasting Service to MCN Service by Migration Theory (새로운 방송 서비스로의 이전 : 이주 이론을 통한 MCN으로 전환의도 연구)

  • Kim, Yonghee
    • The Journal of Industrial Distribution & Business
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    • v.10 no.1
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    • pp.59-67
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    • 2019
  • Purpose - The Millennial Generation, which grew in the wake of the spread of the Internet and rapid changes in the media environment, is rapidly moving from the traditional broadcasting environment to the Internet-broadcasting environment in terms of content acceptance. With the emergence of UGC (User-generated content), the change in the status of single-person content creators enables the growth of multi-channel networks (MCN), a new content-distribution platform and an agency concept for single creators. Youtube-based MCN produces multiple single star producers and casts and provides its own video series through Youtube. It is also emerging as a major M&A target for global media providers in terms of providing content to a wide range of consumers with the same interests and consumption characteristics. In addition, for the Millennials generation, which are part of their lives, MCN is becoming the most suitable media for TGIF (Twitter, Google, i-phone, Facebook). Accordingly, this study defines newly emerging MCNs and analyzes the factors for accepting MCN-produced content based on the push-pull-mooring (PPM) model. Research design, data, and methodology - An empirical analysis is performed through a questionnaire survey. For this purpose, 204 people who have experience of watching MCN were studied. Collected data is processed through analysis of a structural equation model using R to test the hypothesis. Results - For the MCN service to become an alternative to existing media, it is necessary to continuously promote cultural diversity and diversity of attempts that conventional media cannot provide. It is the attractiveness of the alternative that has the greatest influence on the intention to switch to a MCN service. When we look at MCN content so far, certain patterns such as game progress, introduction, food, and chat rooms have already appeared. We need to overcome this and develop a completely new conceptual content that we have never seen before. This requires a more generous viewer perception of the topics covered. For diversity, linguistic and verbal violence should be tolerant in common sense to provide a foundation for securing cultural diversity. Conclusions - In this study, we tried to develop a comprehensive approach to the substitution effect of MCN. In terms of academic achievement, the PPM model is used to enhance the utilization of media and broadcasting. Practical implications are to provide an analytical framework for verifying alternative or complementary effects when viewers switch to MCN.

About the Multi-layered Communication of Princess Pari on the Webtoon Platform of Daum -Focusing on Analysis of Narrative Structure and Comments (Daum 웹툰 <바리공주>를 통해 본 고전 기반 웹툰 콘텐츠의 다층적 대화 양상 -서사구조와 댓글 분석을 중심으로)

  • Choe, Key-Sook
    • Journal of Popular Narrative
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    • v.25 no.3
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    • pp.303-345
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    • 2019
  • This article analyzes the multi-layered communication in the Webtoon Princess Pari, released on the Daum portal site, created (written and illustrated) by Kim Naim, through analyzing the narrative structure and comments with the qualitative / quantitative methodology. The webtoon Princess Pari is structured in an omnibus style in which unit narratives are intermittently articulated, multi-lined, and interconnected. As integrated narratives which link with unitary narratives, Pari's growth story as a shaman and a romance narrative are structured. The classical original story of the shaman was used as a prehistory corresponding to the prequel of the webtoon through a preview, and the writer restructured the narrative to overcome the contradictions of the gender asymmetry and the patriarchal ideology of the original text. The viewer then creates a conversational space by giving critical and reflective comments. According to a statistical analysis conducted through sampling, the types of comments can be classified as follows: Appreciation and criticism of the contents ≫ Emotional response ≫ Intuitive overall review ≫ Knowledge and reflection ≫ Comments on comments. In the process of creation and acceptance of the Webtoon, a multi-layered dialogue between classical and modern, content and audience, acceptance and creation has been at play. In the creation dimension, the writer used a device to fill the gap of mythical symbols of the contents. At the level of the audience, they formed a culture of sharing information, knowledge, and reflection about tradition/folk/culture through comments. This corresponds to classical and modern dialogue through the webtoon. The viewers form a sympathetic bond, attempt hermeneutical coordination, supplement the information, and search for a balanced angle through controversial conversation. In addition, by commenting on attitudes, views, and perspective, the commentators showed a behavioral pattern corresponding to meta-criticism in literature. The viewers' comments acted as feedback on the creation of the webtoons, so that the creation and acceptance itself influenced the production of the content of the webtoon. The webtoon Princess Pari, which was based on Korean classical narrative, has been reorganized onto 'moving and dynamic' content, which leads to sense, thinking, criticism and reflection through the formation of various dialogues.