• Title/Summary/Keyword: streaming media

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Reproduction based Multi-Contents Distribution Platform

  • Lee, Byung-Duck;Lee, Keun-Ho;Han, Seong-Soo;Jeong, Chang-Sung
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.15 no.2
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    • pp.695-712
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    • 2021
  • As the use of smart devices is being increased rapidly by the development of internet and IT technology, the contents production and utilization rate are showing higher increase, too. In addition, the type of contents also shows very diverse forms such as education, game, video, UCC, etc. In the meantime, the contents are reproduced in diverse forms by reprocessing the original contents, and they are being serviced through the contents service platform. Therefore, the platform to make the contents reprocessing easy and fast is needed. As the diverse contents distribution channels such as YouTube, SNS, App Service, etc, easier contents distribution platform is needed, and the development of the relevant area is expected. In addition, as the selective consumption of the contents having easy accessibility through diverse smart devices is distinguished, the demand for the platform and service that can identify the contents consumption propensity by individual is being increased. Therefore, in this study, to vitalize the online contents distribution, the contents reproduction and publishing platform, was designed and materialized, which can reproduce and distribute the contents based on the real-time contents editing technology in URL unit and the consumer propensity analysis technology using the data management-based broadcasting contents distribution metadata technology and the edited image contents streaming technology. In addition, in the results of comparing with other platforms through the experiment, the performance superiority of the suggested platform was verified. If the suggested platform is applied to the areas of education, broadcasting, press, etc, the multi-media contents can be reproduced and distributed easily, through which the vitalization of contents-related industry is expected.

Video Highlight Prediction Using Multiple Time-Interval Information of Chat and Audio (채팅과 오디오의 다중 시구간 정보를 이용한 영상의 하이라이트 예측)

  • Kim, Eunyul;Lee, Gyemin
    • Journal of Broadcast Engineering
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    • v.24 no.4
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    • pp.553-563
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    • 2019
  • As the number of videos uploaded on live streaming platforms rapidly increases, the demand for providing highlight videos is increasing to promote viewer experiences. In this paper, we present novel methods for predicting highlights using chat logs and audio data in videos. The proposed models employ bi-directional LSTMs to understand the contextual flow of a video. We also propose to use the features over various time-intervals to understand the mid-to-long term flows. The proposed Our methods are demonstrated on e-Sports and baseball videos collected from personal broadcasting platforms such as Twitch and Kakao TV. The results show that the information from multiple time-intervals is useful in predicting video highlights.

Deep Learning Music genre automatic classification voting system using Softmax (소프트맥스를 이용한 딥러닝 음악장르 자동구분 투표 시스템)

  • Bae, June;Kim, Jangyoung
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.23 no.1
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    • pp.27-32
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    • 2019
  • Research that implements the classification process through Deep Learning algorithm, one of the outstanding human abilities, includes a unimodal model, a multi-modal model, and a multi-modal method using music videos. In this study, the results were better by suggesting a system to analyze each song's spectrum into short samples and vote for the results. Among Deep Learning algorithms, CNN showed superior performance in the category of music genre compared to RNN, and improved performance when CNN and RNN were applied together. The system of voting for each CNN result by Deep Learning a short sample of music showed better results than the previous model and the model with Softmax layer added to the model performed best. The need for the explosive growth of digital media and the automatic classification of music genres in numerous streaming services is increasing. Future research will need to reduce the proportion of undifferentiated songs and develop algorithms for the last category classification of undivided songs.

Study of Capturing Real-Time 360 VR 3D Game Video for 360 VR E-Sports Broadcast (360 VR E-Sports 중계를 위한 실시간 360 VR 3D Stereo 게임 영상 획득에 관한 연구)

  • Kim, Hyun Wook;Lee, Jun Suk;Yang, Sung Hyun
    • Journal of Broadcast Engineering
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    • v.23 no.6
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    • pp.876-885
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    • 2018
  • Although e-sports broadcasting market based on VR(Virtual Reality) is growing in these days, technology development for securing market competitiveness is quite inadequate in Korea. Global companies such as SLIVER and Facebook already developed and are trying to commercialize 360 VR broadcasting technology which is able to broadcast e-sports in 4K 30FPS VR video. However, 2D video is too poor to use for 360 VR video in that it brings less immersive experience and dizziness and has low resolution in the scene. this paper, we not only proposed and implemented virtual camera technology which is able to capture in-game space as 360 video with 4K 3D by 60FPS for e-sports VR broadcasting but also verified feasibleness of obtaining stereo 360 video up to 4K/60FPS by conducting experiment after setting up virtual camera in sample games from game engine and commercial games.

Development of a Model for Winner Prediction in TV Audition Program Using Machine Learning Method: Focusing on Program (머신러닝을 활용한 TV 오디션 프로그램의 우승자 예측 모형 개발: 프로듀스X 101 프로그램을 중심으로)

  • Gwak, Juyoung;Yoon, Hyun Shik
    • Knowledge Management Research
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    • v.20 no.3
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    • pp.155-171
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    • 2019
  • In the entertainment industry which has great uncertainty, it is essential to predict public preference first. Thanks to various mass media channels such as cable TV and internet-based streaming services, the reality audition program has been getting big attention every day and it is being used as a new window to new entertainers' debut. This phenomenon means that it is changing from a closed selection process to an open selection process, which delegates selection rights to the public. This is characterized by the popularity of the public being reflected in the selection process. Therefore, this study aims to implement a machine learning model which predicts the winner of , which has recently been popular in South Korea. By doing so, this study is to extend the research method in the cultural industry and to suggest practical implications. We collected the data of winners from the 1st, 2nd, and 3rd seasons of the Produce 101 and implemented the predictive model through the machine learning method with the accumulated data. We tried to develop the best predictive model that can predict winners of by using four machine learning methods such as Random Forest, Decision Tree, Support Vector Machine (SVM), and Neural Network. This study found that the audience voting and the amount of internet news articles on each participant were the main variables for predicting the winner and extended the discussion by analyzing the precision of prediction.

Network Analysis of Keywords Related to Korean Nurse: Focusing on YouTube Video Titles (국내 간호사 관련 동영상 키워드의 네트워크 분석: 유튜브 동영상 제목을 중심으로)

  • Lee, Dongkyun;Lee, Youngjin;Lee, Bogyeong;Kim, Sujin;Park, Haejin;Bae, Sun Hyoung
    • Journal of Korean Academic Society of Home Health Care Nursing
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    • v.29 no.3
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    • pp.278-287
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    • 2022
  • Purpose: To analyze Korean nurse-related channels and video titles on YouTube, the world's largest online video sharing and social media platform, to clarify public opinion and image of nurses. We seek utilization strategies and measures through current status analysis. Methods: Data is collected by crawling video information related to Korean nurses, and correlation is analyzed with frequent word analysis and keyword network analysis. Results: Through the YouTube algorithm, 2,273 videos of 'Nurse' were analyzed in order of recent views, relevance, and rating, and 2,912 videos searched for with the keyword 'Nurse + Hospital, COVID-19, Awareness, University, National Examination' were analyzed. Numerous videos were uploaded, and nursing work that was uploaded in the form of a vlog recorded a high number of views. Conclusion: We could see if the YouTube video shows images of nurses. It has been confirmed that various information is being exchanged rather than information just for promotional purposes.

P2P-based divisional data transmission system for live media streaming service (라이브 미디어 스트리밍 서비스를 위한 P2P기반 데이터 분할 전송 시스템)

  • Sun Choi;Heasun Byun;Meejeong Lee
    • Proceedings of the Korea Information Processing Society Conference
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    • 2008.11a
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    • pp.1348-1351
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    • 2008
  • 최근 인터넷 사용자들의 요구는 멀티미디어로 집중되고 있으며 그중 라이브 미디어 스트리밍 서비스에 대한 요구가 증가하고 있다. 라이브 서비스에서는 적절한 시간에 사용자에게 데이터가 도착하는 것이 중요하다. 따라서 라이브의 시간적절성을 충족시켜 줄 효율적이고 신속한 데이터 전달구조와 전송기법이 요구된다. 이에 본 논문에서는 트리와 메시 구조를 혼합한 하이브리드 방식으로 네트워크 자원을 효율적으로 사용하면서 빠른 데이터 전송으로 라이브의 시간적절성을 충족시킬 수 있는 데이터 분할 전송 방식의 P2P(Peer-to-Peer) 오버레이 구조를 제안한다. 제안하는 ToG(Tree of Groups)는 n개의 피어들이 메시로 그룹을 형성하고, 그렇게 형성된 그룹들이 트리를 이루는 구조이다. ToG에서 그룹 내의 각 피어들은 상위그룹의 피어 한 개와 부모-자식으로 연결되어 있어서 그룹 사이에 여러 개의 연결이 존재하게 된다. 따라서 그룹 내에서 어느 한 피어가 그룹을 빠져 나가더라도 상위그룹과의 여러 연결에 의해서 서비스 지속성을 보장 할 수 있다. ToG는 그룹단위로 트리가 형성되기 때문에 피어의 개수가 같을 때 피어단위로 트리를 형성하는 구조보다 트리의 깊이가 줄어든다. 그에 따라 말단에 있는 피어들에게까지 빠른 시간에 데이터가 전달 될 수 있다. ToG의 데이터 전달은 소스로부터 세그먼트가 일정한 값 n으로 나뉘어져 각 피어들에게 전달된다. 세그먼트 조각은 소스로부터 나뉘어져 전송 될 때 책임적으로 전달해야할 피어와 전달 순서가 정해져있고, 데이터 전송 스케줄링을 위한 버퍼 맵 교환은 필요하지 않다.

Impact of consumer-oriented OTT service value on OTT platform selection through consumer perception (소비자 중심의 OTT 서비스 가치가 소비자 인식을 통해 OTT 플랫폼 선택에 미치는 영향)

  • Lee, Sin-Bok;Noh, Hyeyoung
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.3
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    • pp.851-860
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    • 2024
  • This study analyzes the impact of online streaming services, particularly Over The Top (OTT) services, on consumer media consumption patterns in the digital age. It examines how consumer-centric service values affect OTT platform choice, consumer satisfaction, and brand loyalty, focusing on various factors such as content diversity, ease of use, affordability, brand awareness, and personalized services. The findings reveal that content diversity, ease of use, and affordability are significant factors positively influencing consumer satisfaction and brand loyalty, thereby motivating OTT platform selection. Contrary to expectations, personalized services did not have a significant impact. This research provides critical insights for OTT service providers to enhance consumer-centric values and develop competitive service strategies.

The Construction of QoS Integration Platform for Real-time Negotiation and Adaptation Stream Service in Distributed Object Computing Environments (분산 객체 컴퓨팅 환경에서 실시간 협약 및 적응 스트림 서비스를 위한 QoS 통합 플랫폼의 구축)

  • Jun, Byung-Taek;Kim, Myung-Hee;Joo, Su-Chong
    • The Transactions of the Korea Information Processing Society
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    • v.7 no.11S
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    • pp.3651-3667
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    • 2000
  • Recently, in the distributed multimedia environments based on internet, as radical growing technologies, the most of researchers focus on both streaming technology and distributed object thchnology, Specially, the studies which are tried to integrate the streaming services on the distributed object technology have been progressing. These technologies are applied to various stream service mamgements and protocols. However, the stream service management mexlels which are being proposed by the existing researches are insufficient for suporting the QoS of stream services. Besides, the existing models have the problems that cannot support the extensibility and the reusability, when the QoS-reiatedfunctions are being developed as a sub-module which is suited on the specific-purpose application services. For solving these problems, in this paper. we suggested a QoS Integrated platform which can extend and reuse using the distributed object technologies, and guarantee the QoS of the stream services. A structure of platform we suggested consists of three components such as User Control Module(UCM), QoS Management Module(QoSM) and Stream Object. Stream Object has Send/Receive operations for transmitting the RTP packets over TCP/IP. User Control ModuleI(UCM) controls Stream Objects via the COREA service objects. QoS Management Modulel(QoSM) has the functions which maintain the QoS of stream service between the UCMs in client and server. As QoS control methexlologies, procedures of resource monitoring, negotiation, and resource adaptation are executed via the interactions among these comiXments mentioned above. For constmcting this QoS integrated platform, we first implemented the modules mentioned above independently, and then, used IDL for defining interfaces among these mexlules so that can support platform independence, interoperability and portability base on COREA. This platform is constructed using OrbixWeb 3.1c following CORBA specification on Solaris 2.5/2.7, Java language, Java, Java Media Framework API 2.0, Mini-SQL1.0.16 and multimedia equipments. As results for verifying this platform functionally, we showed executing results of each module we mentioned above, and a numerical data obtained from QoS control procedures on client and server's GUI, while stream service is executing on our platform.

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The narrative features of as seen through digital culture (<이제부터 제리타임 It's Jerry Time!>을 통해 본 디지털 문화 속 웹 애니메이션의 서사적 특징)

  • Kim, YoungOk
    • Cartoon and Animation Studies
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    • s.34
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    • pp.23-43
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    • 2014
  • The development of the Internet in the 21st century had made a variety of cross-cultural environment so that animations also have evolved with new features to Web-Animation. In Korea, the web-based flash animation leap forward to the animation Utopia in the early 2000's, but did not last long. The web-based animations should attract audience's attention not only with it's minimum streaming capacity but also with showing it's best qualities as well, Therefore, the stimulating narrative strategies were mandatories for web-animation in 2000's. The absence of in-depth research on media, poor revenue structure, and the emergence of mobile games and e-learning industries made the web-animation become just a one-time/one-consumable content. There were no subsequent generation of korean web-animation ever since. In this study, I want to introduce and analyze the american web animation series, (2005) as a new type of web-animation in current digital culture, In particular, I want to discuss how this web animation appeal to the audience with its narrative strategies through using some aspect of the internet culture which's differentiated from traditional media based cultures. This research could suggest diverse narrative strategies for the future web-animation with new vision. Moreover, This also allows to look at latest web-animation trends and its new experiments.