• Title/Summary/Keyword: Contents Streamer

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Implementation of System for Emergency Alert Broadcasting Service in Local Area (지역 내에서 재난경보방송을 위한 시스템 구현)

  • Choi, Hyun-Ho;Lee, Hyung;Yoo, Kwan-Jong
    • The Journal of the Korea Contents Association
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    • v.13 no.8
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    • pp.20-27
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    • 2013
  • In this paper, we propose a system for an emergency alert broadcasting service that broadcast residents prompt alarms immediately after the disaster occurs in the private sector. The proposed system consists of a contents streamer, n contents distributor, and m television controller under the assumption that the public broadcasting system and the local area network have been already installed. Also, the goal of the system is to forcibly broadcast disaster information to the residents by streaming contents for alerts on their TV. The proposed system in this paper can be utilized in sharing of emergency information in the area as quickly as possible and various information of the area.

HD급과 3차원 영상 시연장치를 위한 DVD전송 직병렬 인터페이스 설계

  • 김선대;김정호
    • Proceedings of the Korea Contents Association Conference
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    • 2004.05a
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    • pp.365-371
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    • 2004
  • 디지털 기술의 급속한 발전으로 디지털 방송에 대한 여러 가지 요소기술과DTV가 곧 상용화 될 전망이다. 본 연구는 대용량 DVD 저장매체를 이용하여 3D 1-n급 방송 스트림을 송출하기 위한 시스템 설계에 관한 것이다. HD급 방송 스트림을 위한 HDD 및 여러 가지 저장매체를 통해 영상 데이터를 억세스를 하지만 데이터 보관방법상의 문제점과 디스크의 원리상 데이터 억세스를 균일하게 처리하지 못하여 발생하는 인터페이스 동기 불일치 등의 문제점이 있다. 그러므로 DVD 매체를 통한 저장방법 및 억세스의 균일함을 제공하고, 송출 출력을 2.4Mpds 인터페이스 고정시켜 응용 프로그램에서 미디어 정보를 MMIO DMA방식으로 버퍼링하므로써 스트림을 재생할 때 동기 등의 문제점을 해결하였으며, 또한 PCI 컨트롤러는 FPGA VHDR coding하여 PC의 3D-Streamer 응용 프로그램의 명령 신호로 제어를 한다. 이 명령에 따라 3D-Streamer는 3차원 입체영상적인 영상출력을 SMTPE-310M으로 출력하거나 8 DVB 모드로 출력을 하게 된다. 따라서 DVD 전송 직병렬 인터페이스로서 다른 셋톱 장치 및 스트림 전송 장치와 데이터 호환을 이루게 된다.

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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 Spatio-Temporal Density Measurement of NO Molecules in Pulsed Barrier Discharge Using Laser Induced Fluorescence (레이져 유기형광법을 이용한 펄스 배리어 방전 공간에서의 NO분자에 대한 시·공간적 밀도변화 측정)

  • Han, Sang-Bo
    • Journal of the Korean Institute of Illuminating and Electrical Installation Engineers
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    • v.24 no.5
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    • pp.160-168
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    • 2010
  • This paper tried to find out NO generation and removal mechanisms in the space of the atmospheric pulsed barrier discharge using laser induced fluorescence method, which is a very effective approach to the measurement of spatio-temporal density of specific molecules. The propagation velocity of the primary streamer reaches about $2.7{\times}10^6$[m/s] and the secondary streamer is produced in the vicinity of positive electrode after the primary streamer finished. In this work, pulse Nd:Yag and Dye lasers are used for generating the specific wavelength of 226[nm], which is possible to excite NO molecules into $A^2{\Sigma}^+{\rightarrow}X^2{\prod}$(0,0) and fluorescence signals as the transition of $A^2{\Sigma}^+{\leftarrow}X^2$(0,2) is measured. For the effective removal of NO molecules in the plasma discharge process, the lower oxygen contents are needed and the influence of secondary streamer for the reduction mechanism of NO molecules is important

A Study on subtitle synchronization calibration to enhance hearing-impaired persons' viewing convenience of e-sports contents or game streamer contents (청각장애인의 이스포츠 중계방송 및 게임 스트리머 콘텐츠 시청 편의성 증대를 위한 자막 동기화 보정 연구)

  • Shin, Dong-Hwan;Kim, Jeong-Soo;Kim, Chang-Won
    • Journal of Korea Game Society
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    • v.19 no.1
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    • pp.73-84
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    • 2019
  • This study is intended to suggest ways to improve the quality of the service of subtitles provided for the convenience of viewing for deaf people on e-sports broadcast content and game streamer content. Generally, subtitling files of broadcast content are manually written on air by stenographers, so a delay of 3 to 5 seconds is inevitable compared to the original content. Therefore, the present study proposed the formation of an automatic synchronization calibration system using speech recognition technology. In addition, a content application experiment using this system was conducted, and the final result confirmed that the time of synchronization error of subtitling data could be reduced to less than 1 second.

Design of Video Transmission System Connecting to Multiple Camera Modules (다중 카메라와 연동된 영상송신시스템 디자인)

  • Lee, Hyung
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2019.07a
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    • pp.95-96
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    • 2019
  • 본 논문에서는 연결된 다양한 인터페이스를 갖는 비디오 카메라들 중에서 선택된 카메라의 영상을 통신망을 통해 다양한 다수의 외부 수신장치들에게 해당 영상을 전송하고 연결관리를 하는 영상송신시스템을 제안한다. 제안하는 송신시스템은 외부 비디오 카메라들의 연결을 위한 컴포지트 인터페이스와 범용 USB 카메라를 위한 USB 인터페이스, 유무선 송수신 및 ARM 계열의 CPU 모듈, 그 외에 개발을 위한 몇몇 장치들을 연결할 수 있도록 구성된다. 통신망릉 통해 제안한 송신시스템에 접속된 외부 수신장치들은 개별 채널을 할당 받아 특정 카메라 모듈을 선택하여 해당 영상을 수신할 수 있으며, 제안하는 송신시스템은 이를 위해 연결된 다수의 외부 수신장치들과의 연결관리 및 해당 카메라 모듈의 영상을 송신관리 등과 같은 기능으로 구성된다.

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Implementation of Autonomous Speed-controlled Exploration Robot using Weather Information (날씨 정보를 이용한 자율 속도 제어 탐사로봇 구현)

  • Sang, Young-Kyun;Son, Seong-Dong;Lee, Jung-Moon;Kim, Dong-Hoi
    • Journal of Digital Contents Society
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    • v.19 no.5
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    • pp.1011-1019
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    • 2018
  • Existing exploration robot is able to control its speed using technologies such as the remote control and deep learning. However its speed control method using weather information has not been proposed. To overcome the problem of conventional methods without using the weather information which is an useful ordinary life information, this paper proposes a new speed control method of exploration robot using weather information gathered from RSS service which is offered without cost by the Meteorological Agency. The exploration robot implemented in this paper is controled by the remote control through the TCP/IP communication and provides real-time real spot figure gathered from its camera sensor within the range of WiFi. Additionally, according to the weather information from URL of the Meteorological Agency, the implemented exploration robot autonomously controls it speed. The correct performance of the proposed method is verified by the experimental measurement data of its speed according to the precipitation probability and wind speed in this paper.

A Study on the Streaming-Friendly Game Design and Suggestion of Game Planning Guidelines through the Analysis of Game Streaming (인터넷 게임 방송 분석을 통한 방송 친화적 게임 디자인 연구와 게임 기획 가이드라인 제시)

  • Kim, Young-Bum;Sohn, Kee-Hoon;Lee, Taek-Hee
    • The Journal of the Korea Contents Association
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    • v.21 no.2
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    • pp.538-547
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    • 2021
  • This study seeks to derive game design elements that turn out game streaming-friendly through the analysis of Internet game streaming. To this end, this study surveyed previous studies on the motivation of watching internet game broadcasting and simplified the motivations to 'Expertise' and 'Amusement', the goal that game streaming should aim for, and divided streamer's streaming types into 'Reviewer', 'Master', 'Entertainer' and 'Acrobat' by those two options. Based on the categories, this study analyzed game streaming videos of various genres and confirmed that both the number of videos and the number of views by the streaming type were the highest in the 'Acrobat' group. In addition, the analysis shows that and revealed different figures by the type although they belong to the similar genre. By comparing and analyzing the systems and content elements of the two games, this study identified 's advantages in three points-Fortune, Setup Time, Control View- and finally suggested some guidelines for streaming-friendly game planning.