• 제목/요약/키워드: real-time broadcasting

검색결과 729건 처리시간 0.024초

오디오 워터마크를 이용한 실시간 방송동기화시스템의 구현 (The Implemetation of Real-time Broadcast Synchronizing System Using Audio Watermark)

  • 신동환;김종원
    • 대한전기학회논문지:시스템및제어부문D
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    • 제54권12호
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    • pp.716-722
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    • 2005
  • In this paper, we propose the audio watermarking algorithm based on the critical band of HAS(human auditory system) without audibly affecting the quality of the watermarked audio and implement the detecting algorithm on the BSS(broadcast synchronizing system) for testing the proposed algorithm. According to the audio quality test, the SNR(signal to noise ratio) of the watermarked audio objectively is 66dB above. In the robustness test, the proposed algorithm can detect the watermark more than $90\%$ from various compression(MP3, AAC), A/D and D/A conversions, sampling rate conversions and especially asynchronizing attacks. The BSS automatically switches the programs between the key station and the local station in broadcasting system. The result of reliability test of implemented system by using the real broadcasting audio has no false positive error during 30 days. Because of detecting once processing per 0.5 second, we can judge that the false positive error does not occur.

Real-Time Visual Production using Unity 3D

  • Lee, Dong-Min;Shin, Seung-Jung
    • International journal of advanced smart convergence
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    • 제7권4호
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    • pp.138-146
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    • 2018
  • Generally, the animation and image production process consists of three stages: Pre-Production, Main-Production, and Post-Production. Real-time video production is also made based on this configuration. On the premise of the increase of productivity by reducing the production time effectively in the main production stage that takes the most time, this study aims to summarize the process of producing videos, focusing on the concrete main production stage. To do this, we propose a method for creating a real-time image from the point of view of the general user using Unity 3D, one of the game engines. Also, this study utilizes the Cinemachine feature provided by Unity 3D, which is suitable for the implementation of the proposed module structure.

비디오 부가데이터 서비스를 위한 지상파 DMB 시스템 개발 (The Development of Terrestrial DMB System for Video Associated Data Services)

  • 김현순;경일수;김상훈;김만식
    • 방송공학회논문지
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    • 제11권4호
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    • pp.541-553
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    • 2006
  • 지상파 DMB (Digital Multimedia Broadcasting) 본 방송이 시작됨에 따라 고품질의 오디오, 비디오뿐만 아니라 부가 가치를 창출하기 위한 다양한 서비스 모델이 요구되고 있다. 본 논문은 이러한 서비스들 중 하나인 비디오 부가데이터 서비스를 위한 지상파 DMB 저작, 송출 시스템에 관한 것이다. 제안한 시스템은 국내 지상파 DMB 부가데이터 서비스 표준인 MPEG-4 BIFS(Binary Format for Scene) Core2D 장면서술 프로파일과 그래픽스 프로파일을 따른다. 본 시스템은 실시간 저작 수동 송출, 비실 시간 저작 자동 송출이라는 두 중요한 방송 요소를 제공하도록 설계되었으며, 양질의 콘텐츠를 효율적으로 제작하고 제작한 콘텐츠를 비디오 인코더와 연동하여 안정적으로 송출하는 데 중점을 두어 개발되었다. 제안한 시스템은 다양한 수신기와의 정합 실험을 통하여 그 성능을 입증하였으며, 추후 본 방송에 효율적으로 사용될 수 있을 것이다.

스마트폰에서 제공되는 실시간 방송서비스 규제방안에 관한 연구 - CJ 티빙서비스를 중심으로 (Studying a Regulation for Real-time Broadcasting Services in Smartphone - the Case of CJ's Tving Service)

  • 이치형;박성원
    • 인터넷정보학회논문지
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    • 제13권6호
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    • pp.25-32
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    • 2012
  • 스마트폰에서 제공되는 방송서비스에 대해 지상파 혹은 케이블 수준의 규제를 적용해야 한다는 입장과 별도의 규제가 필요하지 않다는 입장이 대립하고 있다. 본 연구는 CJ 티빙서비스를 중심으로 스마트폰에서 제공되는 방송서비스에 대해 규제 방안을 제안하는 것이 목적이다. 연구를 위해 방송 및 콘텐츠 기업, 규제기관, 정책연구소, 컨설팅기업 간부급 14명으로 구성된 전문가 인터뷰를 실시했다. 인터뷰 분석 결과 스마트폰 방송서비스는 콘텐츠 형식으로 보면 방송의 형태를 띠고 있지만 당분간 규제가 필요 없다는 것이 공통적인 의견이다. 근거로 규제의 실효성이 낮고, 대부분의 콘텐츠가 이미 다른 플랫폼에서 검증 받았으며, 서비스의 사회적 영향력이 아직 미약하기 때문이다. 따라서 당분간 스마트폰 방송서비스는 인터넷과 같이 자율규제가 적합하며, 현행법에서 전기통신사업법의 부가통신사업으로 분류하는 것이 타당하다고 결론 내렸다.

실물옵션이론을 이용한 전파자원 회수 및 재배치 정책 모형화에 관한 연구

  • 전일환;이정동;정종욱
    • 기술경영경제학회:학술대회논문집
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    • 기술경영경제학회 2005년도 제26회 동계학술발표회 논문집
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    • pp.124-139
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    • 2005
  • In the early stage, the radio communication industry was widely accepted as a monopoly industry, so it has been controled and managed by government. But the advanced technology in Information and Technology industry has led constant increase of demand and dramatic change of communication market. Furthermore it is expected that frequency resource is to be short by market change due to wire-wireless integration. That is why the effort to utilize and manage limited frequency resource efficiently is being executed around the world. Not only newly developing and allocating the spectrum but also reallocating the existing spectrum important are, since transforming inefficiently used existing spectrum to new service can increase producer's surplus and social welfare. The economic approach to valuate the spectrum and spectrum usage right is necessary different from the traditional cost based approach, and through this approach I expect active transaction of spectrum. In this paper the real option methodology is used for valuation of spectrum, considering spectrum user's option right based on future revenue. In detail, the matter of withdrawing and reallocating the existing analog radio broadcasting spectrum is evaluated in this paper, The digitalization of a broadcasting service is widely spreaded around the world in terms of technology and service utility, and analog TV broadcasting has already been decided to be transformed to digital TV broadcasting. It was planned to convert analog radio broadcasting to DAB service before adopting DMB service, but nowadays this issue is not on the table anymore. However if the increasing demand of digital voice and broadcasting service is considered, this kind of research to valuate a spectrum is needed urgently. The result of this research shows that when the redeployment of spectrum is done, social welfare will increases. The point of the reallocation time and value are suggested by the monte carlo simulation through ROVM. In this paper, I use real option to valuate the spectrum and provide the point of the reallocation time and reasonable guideline, and moreover, the suitable information of this paper is expected to reduce risk and loss in policy practice.

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지상파 UHD 방송 MMT/ROUTE기반 브로드밴드 콘텐츠 삽입 기술 (Broadband Content Insertion Technology based on Terrestrial UHD Broadcasting MMT/ROUTE)

  • 김두환;이동관;김규헌
    • 방송공학회논문지
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    • 제24권2호
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    • pp.329-340
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    • 2019
  • 최근 국내 지상파 UHD(Ultra-High Definition) 방송과 같은 고품질 AV(Audio-Video) 서비스가 증가하면서 그에 맞춰 방송 기술도 진화하게 되면서 방송 표준 또한 새롭게 정의하게 되었다. 또한, 네트워크 기술이 발달함에 따라, 콘텐츠가 해당 나라뿐 아니라 세계적으로 소비되고 있다. 그에 맞춰 국가 및 지역적 환경 등에 맞춰 적합한 콘텐츠를 제공하는 방안인 콘텐츠 삽입 기술이 필요할 것으로 보인다. 본 논문은 지상파 UHD 방송의 전송 표준 DASH(Dynamic Adaptive Streaming over HTTP)/ROUTE(Real time Object delivery Over Unidirectional Transport) 및 MMT(MPEG Media Transport)를 기반으로 방송망과 통신망의 이종 망 환경 하에 ATSC (Advanced Television Systems Committee) 3.0 Event Signaling 표준을 활용한 콘텐츠 삽입 서비스 시스템 모델 및 동기화 방안을 제안한다. 또한, 해당 서비스가 방송 표준을 만족하는 환경에서 동작함을 검증한다.

IPTV 개념을 이용한 학내 디지털 방송시스템 및 통합관리 시스템 연구 - 학교 통합방송시스템 운용소프트웨어 연구- (A study on the Broadcasting Systems and Digital Convergence Systems Based on the IPTV Concepts in the Educational Environment)

  • 신현택;이동훈;이덕진;현득창
    • 한국산업융합학회 논문집
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    • 제14권4호
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    • pp.135-142
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    • 2011
  • Convergence between telecom and broadcasting is today a worldwide phenomenon. Diverse services like VoD, mobile broadcasting, IPTV and interactive services have already made their market debut or are currently being commercialized. Regulatory systems are also being revised to appropriately regulate this new breed of services. We propose the new model of educational broadcasting system using the internet network, it is not different conventional coaxial cable methods. Especially, we design the multicast method of the network using the limited channel and resource, propose the method of intercommunication in the school between the broadcasting system and database system.

A Human Mobility Model in Shipyards

  • Duong, Dat Van Anh;Yoon, Seokhoon
    • International Journal of Internet, Broadcasting and Communication
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    • 제12권4호
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    • pp.93-101
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    • 2020
  • Shipyards are potential environments for using IoT services, sensor networks, and delay tolerant networks. Simulations of those services and networks strongly rely on human mobility models. Results obtained with an unrealistic model may not reflect the true performance of applications, protocols, and algorithms in a shipyard. A lot of synthetic models for human movements have been studied but most of them are generic and focus on the daily movements of humans on city scales. Nevertheless, workers in shipyards have unique movement characteristics such as movement speed, pause time, and attractions places. For instance, workers usually move to some places, where they work, and rarely move to other places in the factory. Movement characteristics of workers not only depend on workers but also on tasks, which they do. For instance, workers, who paint ships, have similar movement speed and pause time. Hence, in this paper, human movements in shipyards are studied. We propose a new human mobility model called the human mobility mode in shipyards (MIS). In MIS, workers are classified into multiple types. Movement characteristics of a worker are similar to other workers in the same type. Based on the visiting probability, workers have some places, where they frequently visits, and some places, where they rarely visit. We analyze real mobility traces and studie to achieve human movement characteristics from real traces. The results show that MIS provides a well-match to the movement characteristic from real traces.

MQTT 기반 IoT 홈 시스템 구현 (Implementation of IoT Home System based on MQTT)

  • 김우조;최진구
    • 한국인터넷방송통신학회논문지
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    • 제20권1호
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    • pp.231-237
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    • 2020
  • 본 논문에서는 가정에서의 환경 모니터링을 기반으로 하여 홈 IoT 시스템을 구현하였다. 구현한 시스템에서는 각종 센서들로부터 데이터들을 실시간으로 수집하고 서버로 전송하였다. 이들 데이터들의 기반으로 홈의 디바이스들을 자동 또는 수동으로 제어하는 것을 구현하였다. MQTT 프로토콜을 사용하여 토픽에 따라 실시간으로 받아들이는 센서들의 데이터의 값과 그 변화를 볼 수 있었다. 브로커(Broker)를 통해 실시간으로 받아지는 각 토픽별 데이터를 토대로 자동으로 환경을 제어하는 시스템의 구현하고 시험을 통하여 동작을 확인하였다. 이런 시스템은 향후 실시간으로 데이터를 추적 및 모니터링이 필요한 헬스케어, 산업용 IoT, 화재 예방 등에 유용하게 응용될 것이라 기대된다.

Implementation of AR Remote Rendering Techniques for Real-time Volumetric 3D Video

  • Lee, Daehyeon;Lee, Munyong;Lee, Sang-ha;Lee, Jaehyun;Kwon, Soonchul
    • International Journal of Internet, Broadcasting and Communication
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    • 제12권2호
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    • pp.90-97
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    • 2020
  • Recently, with the growth of mixed reality industrial infrastructure, relevant convergence research has been proposed. For real-time mixed reality services such as remote video conferencing, the research on real-time acquisition-process-transfer methods is required. This paper aims to implement an AR remote rendering method of volumetric 3D video data. We have proposed and implemented two modules; one, the parsing module of the volumetric 3D video to a game engine, and two, the server rendering module. The result of the experiment showed that the volumetric 3D video sequence data of about 15 MB was compressed by 6-7%. The remote module was streamed at 27 fps at a 1200 by 1200 resolution. The results of this paper are expected to be applied to an AR cloud service.