• 제목/요약/키워드: Streaming content

검색결과 251건 처리시간 0.027초

Adaptive Rate Control Scheme for Streaming-based Content Sharing Service

  • Lee, Sunghee;Chung, Kwangsue
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제7권4호
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    • pp.784-799
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    • 2013
  • This paper presents an adaptive rate control scheme for streaming-based content sharing service. This scheme delivers multimedia contents from a user device to another device or seamlessly redirects streaming service across heterogeneous user devices. In the proposed scheme, a streaming server adjusts video quality level according to the network and client status. Our scheme is different from other rate control schemes, because the video quality at the server is decided not only based on the available bandwidth, but also based on the device characteristics and bandwidth requirement at the access network. We also propose a bandwidth estimation method to achieve more equitable bandwidth allocations among streaming flows competing for the same narrow link with different Round Trip Times (RTTs). Through the simulation, we prove that our scheme improves the network stability and the quality of streaming service by appropriately adjusting the quality of the video stream. The simulation results also demonstrate the ability of the proposed scheme in ensuring RTT-fairness while remaining throughput efficient.

멀티미디어 스트리밍 프레임워크에서 컨텐츠 관리자의 설계 및 구현 (Design and Implementation of a Content Manager in the Multimedia Steaming Framework)

  • 홍영래;김형일;이승룡;정병수;윤석환;정찬근
    • 한국정보처리학회논문지
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    • 제7권2S호
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    • pp.733-743
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    • 2000
  • This paper describes design and implementation of a content manager in the Integrated Steaming Framework Architecture (ISSA) that is proposed by the authors. The ISSA can provide an environment to develop multimedia streaming applications under heterogeneous distributed systems. The goal of ISSA is to extend the limitations of existing streaming systems. It can support diverse media formats and high level programming environment for streaming application developers. Moreover, it is independent from underlying networks and operating systems, and compatible with the global real-time multimedia database system(BeeHive) so that streaming media is efficiently retrieved, stored, and serviced. The role of a content manager is important in the ISSA environment since it manages an information of media that are provided by the server, and allow users to access media more easily by means of conveying that information to the streaming server, Web server, and client efficiently. The proposed content manager is not only to meed these requirements, but also to provide streaming information to media source and transport manager in order to be an efficient streaming. Furthermore, it supports database transaction processing by using the database connector.

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Relationship between Content Characteristics, Immersion, and Customer Purchase Intention in Live-streaming Commerce

  • Bir Bahadur TRIPURA;Jae-Hyeon KIM;Sung Eui CHO
    • 융합경영연구
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    • 제11권3호
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    • pp.67-79
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    • 2023
  • Purpose: This study examines the relationship between content characteristics and customer viewing and purchase intention in live-streaming commerce. Research design, data, and methodology: For this purpose, seven independent factors such as entertainment, artistry, storytelling, informativity, interactivity, reliability, and technicality are extracted based on previous literature. The viewing intention and purchase intention are adopted as dependent factors. The role of 'immersion' is investigated as a mediating factor between the independent and dependent factors. Results: The results showed that entertainment, artistry, technicality, and reliability significantly affected immersion, and immersion affected viewing intention and purchase intention. Immersion was found to play a mediating role between content characteristics and consumer viewing and purchase intention. Conclusions: The results indicate that the content characteristics not only attract customers but also affect their immersion, viewing intention, and purchase intention directly or indirectly in the live-streaming commerce sector.

실시간 방송 영상 콘텐츠 사례 연구 (A Case Study on Real-time Live Video Streaming Content)

  • 스위;정진헌
    • 디지털융복합연구
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    • 제19권4호
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    • pp.251-257
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    • 2021
  • 뉴 미디어의 발전으로 인해 사람들의 정보 습득 방식에 커다란 변화가 생기고 있다. 글이나 사진보다 콘텐츠 내용을 더 입체적인 전달할 수 있는 영상콘텐츠 활용이 그 변화다. 2016년 이후 실시간 라이브 방송 콘텐츠는 제공자와 사용자 모두 증가하는 추세이다. 본 논문은 Youtube Live 또는 DouyuTV를 플렛폼으로 하는 개인의 실시간 라이브 방송 콘텐츠를 연구 대상으로 하였다. 개인의 실시간 라이브 방송 사례에 수록된 디지털화된 정보 내용의 특징 또는 필요성을 분석하였다. 2020년에 코로나19로 인한 온라인 생활의 변화는 실시간 라이브 방송을 더 다양한 분야로 확대될 수 있음을 보여주었다. 디지털 첨단기술을 용합한 실시간 라이브 방송은 내용적인 측면 뿐만 아니라 영상콘텐츠를 소비하는 대중들의 영상 소비 문화에도 다양성을 제공하여 더 많은 사회적 가치를 만들 것으로 예측된다. 그러므로 향후 실시간 라이브 방송콘텐츠의 사회적 책임에 관한 심도 있는 연구가 필요하다고 생각한다.

IEEE 802.11e U-APSD 환경에서 에너지 효율 향상을 위한 적응적인 스트리밍 시스템 (Adaptive Streaming System for Improving Energy Efficiency over IEEE 802.11e U-APSD)

  • 이성희;정광수
    • 한국정보과학회논문지:컴퓨팅의 실제 및 레터
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    • 제16권11호
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    • pp.1066-1070
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    • 2010
  • 무선 네트워크 환경에서 단말기의 에너지 효율은 멀티미디어 스트리밍 서비스의 연속적인 이용을 위한 중요한 고려사항이다. 본 논문에서는 멀티미디어 스트리밍 서비스를 이용하는 무선 단말기의 에너지 효율을 향상시키기 위해서 IEEE 802.11e의 U-APSD(Unscheduled Automatic Power Save Delivery) 환경에서 동작하는 스트리밍 시스템인 BACASS(Buffer-Aware and Content-Aware Streaming System)를 제안하였다. BACASS는 SVC로 인코딩된 영상을 이용하는 네트워크 인지형 스트리밍 시스템을 기반으로, PSNR(Peak Signal to Noise Ratio)과 클라이언트 버퍼 정보를 이용해서 U-APSD의 DP(Doze Period)를 유도함으로써 에너지 효율을 향상 시킨다. 시뮬레이션 결과를 통해서 제안하는 BACASS가 단말기의 에너지 효율을 향상시킴을 보였다.

Cloud-Based Gaming Service Platform Supporting Multiple Devices

  • Kim, Kyoung Ill;Bae, Su Young;Lee, Dong Chun;Cho, Chang Sik;Lee, Hun Joo;Lee, Kyu Chul
    • ETRI Journal
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    • 제35권6호
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    • pp.960-968
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    • 2013
  • To implement a cloud game service platform supporting multiple users and devices based on real-time streaming, there are many technical needs, including game screen and sound capturing, audio/video encoding in real time created by a high-performance server-generated game screen, and real-time streaming to client devices, such as low-cost PCs, smart devices, and set-top boxes. We therefore present a game service platform for the running and management of the game screen, as well as running the sound on the server, in which the captured and encoded game screen and sound separately provide client devices through real-time streaming. The proposed platform offers Web-based services that allow game play on smaller end devices without requiring the games to be installed locally.

오픈 소스를 활용한 비디오 커머스용 라이브 스트리밍 서버 구축 (Implementation of Live Streaming Server for Video Commerce using Open source projects)

  • 웅얜호홍풍;최종명
    • 한국콘텐츠학회:학술대회논문집
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    • 한국콘텐츠학회 2017년도 춘계 종합학술대회 논문집
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    • pp.405-406
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    • 2017
  • With the advance of ICT technology, E-Commerce is getting popular and used widely in daily life. Nowaday's commercial videos are also being used extensively to introduce commercial products to consumers. Most commercial companies are advertising their products on the internet with images and videos through online sharing sites. Putting pre-recorded videos online is easy, but it is difficult for sellers to interact with customers. Live Streaming is the transmission of digital content directly to the Internet in real time. Although there are many services available that provide live streaming on the internet, most are limited in the content they transmit. Building live streaming servers using open source projects will help users master the content which conveys to their customers. In this paper, we will consider implementation of Live Streaming Server for Video Commerce using Open Source.

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스트리밍 콘텐츠의 초유통을 위한 중계파일 설계 및 구현 (Design and Implementation of Relay File for Superdistribution of the Streaming Contents)

  • 김태민;양영규
    • 한국멀티미디어학회논문지
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    • 제12권7호
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    • pp.979-988
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    • 2009
  • 디지털 콘텐츠의 불법 복제와 저작권 침해는 디지털 콘텐츠의 산업의 발전을 저해하고 있다. 이러한 문제로 인해 다양한 DRM(Digital Rights Management) 시스템이 개발되고 있다. 그러나 초기 DRM 시스템은 콘텐츠의 사용 권리가 있는 사용자만이 해당 콘텐츠를 접근할 수 있기 때문에 사용자가 다른 사용자에게 콘텐츠를 재배포하는 것은 쉽지 않았다. 이러한 문제를 해결하기 위해 다운로드 큰텐츠에 국한되어 재배포를 위한 초유통 서비스 구조가 출현하였다. 하지만 스트리밍 콘텐츠는 사용자가 직접 스트리밍 서버에 접속하여 콘텐츠를 접근하기 때문에 초유통이 제한되었다. 본 논문에서는 스트리밍 콘텐츠의 초유통을 위한 스트리밍 서버와 사용자를 연결할 수 있는 중계파일을 제안하였다.

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다중 스트림을 이용한 객체기반 MPEG-4 컨텐트의 적응 기법 (Adaptation for Object-based MPEG-4 Content with Multiple Streams)

  • 차경애
    • 한국산업정보학회논문지
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    • 제11권3호
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    • pp.69-81
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    • 2006
  • In this paper, an adaptive algorithm is proposed in streaming MPEG-4 contents with fluctuating resource amount such as throughput of network conditions. In the area of adaptive streaming issue, a lot of researches have been made on how to represent encoded media(such as video) bitstream in scalable way. By contrast, MPEG-4 supports object-based multimedia content which is composed of various types of media streams such as audio, video, image and other graphical elements. Thus, it can be more effective to provide individual media streams in scalable way for streaming object-based content to heterogeneous environment. The proposed method provides the multiple media streams corresponding to an object with different qualities and bit rate in order to support object based scalability to the MPEG-4 content. In addition, an optimal selection of the multiple streams for each object to meet a given constraint is proposed. The selection process is adopted a multiple choice knapsack problem with multi-step selection for the MPEG-4 objects with different scalability levels. The proposed algorithm enforces the optimal selection process to maintain the perceptual qualities of more important objects at the best effort. The experimental results show that the set of selected media stream for presenting objects meets a current transmission condition with more high perceptual quality.

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A CDN-P2P Hybrid Architecture with Location/Content Awareness for Live Streaming Services

  • Nguyen, Kim-Thinh;Kim, Young-Han
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제5권11호
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    • pp.2143-2159
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    • 2011
  • The hybrid architecture of content delivery networks (CDN) and peer-to-peer overlay networks (P2P) is a promising technology enables effective real-time streaming services. It complements the advantages of quality control and reliability in a CDN, and the scalability of a P2P system. With real-time streaming services, however, high connection setup and media delivery latency are becoming the critical issues in deploying the CDN-P2P system. These issues result from biased peer selection without location awareness or content awareness, and can lead to significant service disruption. To reduce service disruption latency, we propose a group-based CDN-P2P hybrid architecture (iCDN-P2P) with a location/content-aware selection of peers. Specifically, a SuperPeer network makes a location-aware peer selection by employing a content addressable network (CAN) to distribute channel information. It also manages peers with content awareness, forming a group of peers with the same channel as the sub-overlay. Through a performance evaluation, we show that the proposed architecture outperforms the original CDN-P2P hybrid architecture in terms of connection setup delay and media delivery time.