• Title/Summary/Keyword: Experience Video

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Machine Learning based Bandwidth Prediction for Dynamic Adaptive Streaming over HTTP

  • Yoo, Soyoung;Kim, Gyeongryeong;Kim, Minji;Kim, Yeonjin;Park, Soeun;Kim, Dongho
    • Journal of Advanced Information Technology and Convergence
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    • v.10 no.2
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    • pp.33-48
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    • 2020
  • By Digital Transformation, new technologies like ML (Machine Learning), Big Data, Cloud, VR/AR are being used to video streaming technology. We choose ML to provide optimal QoE (Quality of Experience) in various network conditions. In other words, ML helps DASH in providing non-stopping video streaming. In DASH, the source video is segmented into short duration chunks of 2-10 seconds, each of which is encoded at several different bitrate levels and resolutions. We built and compared the performances of five prototypes after applying five different machine learning algorithms to DASH. The prototype consists of a dash.js, a video processing server, web servers, data sets, and five machine learning models.

Proposed Assessment for Quality of Experience of Live IPTV in Home Environments

  • Jeong, Jongpil;Choi, Jae-Young
    • International journal of advanced smart convergence
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    • v.4 no.1
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    • pp.18-30
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    • 2015
  • As the speed of networks that subscribers can use has greatly increased, demand for high-quality broadcast content, such as from Internet Protocol Television (IPTV) and Video on Demand (VoD), is likewise increasing. Therefore, while broadcasters are increasing content and channels, they are striving to improve consumer quality of experience (QoE) to differentiate themselves from competitors, including by producing higher physical-quality content. Recently, subjective measurement methods have been internationally standardized as the most reliable approach for measuring and evaluating IPTV QoE. However, a majority of these methods are performed in experimental environments and are based on the extremely brief viewing period of approximately ten seconds using original reference videos. It is actually difficult to apply standard evaluation methods based on a ten-second viewing interval to assess real broadcast watching of IPTV or other services that involve a longer time (i.e., more than thirty minutes). In this paper, we therefore propose a method that accommodates actual viewing environments. Using the mean opinion score, we experimentally analyze the effects of evaluation interval changes under actual conditions in which IPTV service is provided. In addition, we propose improvements by applying the results into actual live broadcast IPTV service and by analyzing consumer service QoE.

Sensibility Evaluation of Internet Shoppers with the Sportswear Rustling Sounds (스포츠의류 마찰음 정보 제공에 따른 인터넷 구매자의 감성평가)

  • Baek, Gyeong-Rang;Jo, Gil-Su
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2009.05a
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    • pp.177-180
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    • 2009
  • This study investigates the perception of different fabrics by consumers when provided with a video clip with rustling sounds of the fabric. We utilized sportswear products that are currently on the market and evaluated the emotional response of internet shoppers by measuring the physiological and psychological responses. Three kinds of vapor-permeable water-repellent fabric were selected to generate video clips each containing the fabric rustling sound and images of exercise activities wearing the sportswear made of the respective fabric. The new experimental website contained the video clips and was compared with the original website which served as a control. 30 subjects, who had experience to buy clothing online, took part in the physiological and psychological response to the video clip. Electroen-cephalography (EEG) was used to measure the physiological response while the psychological response consisted of evaluating accurate perception of the fabric, satisfaction, and consumer interest. When we offered video clips with fabric's rustling sound on the website, subjects answered they could get more accurate and rapid information to decide to purchase the products than otherwise they do the shopping without such information. However, such rustling sounds somewhat annoy customers, as proved psychological and physiological response. Our study is a critical step in evaluating the consumer's emotional response to sportswear fabric which will promote selling frequency, reduce the return rate and aid development of new sportswear fabric further evolution of the industry.

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Queueing Theoretic Approach to Playout Buffer Model for HTTP Adaptive Streaming

  • Park, Jiwoo;Chung, Kwangsue
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.12 no.8
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    • pp.3856-3872
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    • 2018
  • HTTP-based adaptive streaming (HAS) has recently been widely deployed on the Internet. In the HAS system, a video content is encoded at multiple bitrates and the encoded video content is segmented into small parts of fixed durations. The HAS client requests a video segment and stores it in the playout buffer. The rate adaptation algorithm employed in HAS clients dynamically determines the video bitrate depending on the time-varying bandwidth. Many studies have shown that an efficient rate adaptation algorithm is critical to ensuring quality-of-experience in HAS systems. However, existing algorithms have problems estimating the network bandwidth because bandwidth estimation is performed on the client-side application stack. Without the help of transport layer protocols, it is difficult to achieve accurate bandwidth estimation due to the inherent segment-based transmission of the HAS. In this paper, we propose an alternative approach that utilizes the playout buffer occupancy rather than using bandwidth estimates obtained from the application layer. We start with a queueing analysis of the playout buffer. Then, we present a buffer-aware rate adaptation algorithm that is solely based on the mean buffer occupancy. Our simulation results show that compared to conventional algorithms, the proposed algorithm achieves very smooth video quality while delivering a similar average video bitrate.

Trainees Can Safely Learn Video-Assisted Thoracic Surgery Lobectomy despite Limited Experience in Open Lobectomy

  • Yu, Woo Sik;Lee, Chang Young;Lee, Seokkee;Kim, Do Jung;Chung, Kyung Young
    • Journal of Chest Surgery
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    • v.48 no.2
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    • pp.105-111
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    • 2015
  • Background: The aim of this study was to establish whether pulmonary lobectomy using video-assisted thoracic surgery (VATS) can be safely performed by trainees with limited experience with open lobectomy. Methods: Data were retrospectively collected from 251 patients who underwent VATS lobectomy at a single institution between October 2007 and April 2011. The surgical outcomes of the procedures that were performed by three trainee surgeons were compared to the outcomes of procedures performed by a surgeon who had performed more than 150 VATS lobectomies. The cumulative failure graph of each trainee was used for quality assessment and learning curve analysis. Results: The surgery time, estimated blood loss, final pathologic stage, thoracotomy conversion rate, chest tube duration, duration of hospital stay, complication rate, and mortality rate were comparable between the expert surgeon and each trainee. Cumulative failure graphs showed that the performance of each trainee was acceptable and that all trainees reached proficiency in performing VATS lobectomy after 40 cases. Conclusion: This study shows that trainees with limited experience with open lobectomy can safely learn to perform VATS lobectomy for the treatment of lung cancer under expert supervision without compromising outcomes.

TCP-aware Segment Scheduling Method for HTTP Adaptive Streaming (HTTP 적응적 스트리밍을 위한 TCP 인지형 세그먼트 스케줄링 기법)

  • Park, Jiwoo;Chung, Kwangsue
    • Journal of KIISE
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    • v.43 no.7
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    • pp.827-833
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    • 2016
  • HTTP Adaptive Streaming (HAS) is a technique that adapts its video quality to network conditions for providing Quality of Experience. In the HAS approach, a video content is encoded at multiple bitrates and the encoded video content is divided into several video segments. A HAS player estimates the network bandwidth and adjusts the video bitrate based on estimated bandwidth. However, the segment scheduler in the conventional HAS player requests video segments periodically without considering TCP. If the waiting duration for the next segment request is quite long, the TCP connection can be initialized and it restarts slow-start. Slow-start causes the reduction in TCP throughput and consequentially leads to low-quality video streaming. In this study, we propose a TCP-aware segment scheduling scheme to improve performance of HAS service. The proposed scheme adjusts request time for the next video request to prevent initialization of TCP connection and also considers the point of scheduling time. The simulation proves that our scheme improves the Quality of Service of the HAS service without buffer underflow issue.

An Experimental Study of Stereoscopic Image and Fatigue Effect for 3D Video Game: Linking Cerebral Physiologic Measure (3D게임의 입체영상효과와 피로도에 대한 실험연구: 뇌생리학 측정의 결합)

  • Jang, Han Jin;Noh, Ghee Young
    • Journal of Korea Game Society
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    • v.13 no.3
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    • pp.5-18
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    • 2013
  • This study analyzed the effect by comparing it with 2D game using playtest experimental treatment methodology to verify the video effect, materiality and fatigue effect of 3D video game. First, for the hypothesis to verify the difference of video experience of users for 3D and 2D games, visual clarity was rejected, but materiality, tangibility and presence hypotheses were all accepted. Second, it was shown that there was no difference in eye fatigue and physical fatigue in 3D and 2D games. It was different from results of existing research which claimed that fatigue occurred due to video distortion occurring in 3D video and fatigue inducing factors. Third, the results of measurement of changes in brain wave occurring in the course of playing 3D and 2D games showed that there was no difference in average amplitude of EEG alpha wave, but EEG beta wave occurred in higher amplitude. This study proved the cerebral physiological change and difference in the process of experience to use 3D video game by complementing the methodology in measurement in EEG brain wave in the traditional experimental method.

The Components of the Child-care Teachers' Professional Vision Through the Video-based Learning Community: Focusing on Selective Attention and Knowledge-based Reasoning (비디오 활용 학습공동체를 통해 나타난 보육교사의 전문적 시각의 구성 요소: 선택적 주의와 인지 기반 추론을 중심으로)

  • Kim, Soo Jung;Lee, Young Shin;Lee, Min Joo
    • Korean Journal of Child Education & Care
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    • v.19 no.1
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    • pp.27-43
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    • 2019
  • Objective: The purpose of this study is to investigate how the child care teachers experience about professional vision development through participating in video clubs with their peers while watching videos about their interactions with children in the classroom. Methods: We selected three child care teachers in a day care center in Seoul area and conducted the qualitative case study. Video clubs were designed to support the quality of teacher-child interaction by developing child-care teachers' professional vision. And the video clubs used the self-reflection process and cooperative self-reflection process as an important educational method. Results: Teachers were able to experience the change of attention in watching their interaction scene through the 4-time video club participation and to have opportunity for educational (knowledge based) reasoning. Particularly, through participation in the video club, the teacher could pay attention to teachers' intention, teachers' decision making process, and child's intention. In addition, through video club participation, the teachers experienced educational interpretation based on children's thinking and interest; and reasoning through reflective thinking about the results of teaching behavior. This change of professional vision was possible through mutual scaffolding through cooperative reflection among participating teachers. Conclusion/Implications: Based on the results of this study we discussed the importance of the professional vision development of the child care teachers and the effectiveness of the video club for supporting their professional vision development.

UHD Video Stitching Method for Enhanced User Experience (사용자 경험을 극대화한 UHD 영상 합성 기술)

  • Gankhuyag, Ganzorig;Hong, Eun Gi;Kim, Giyeol;Choe, Yoonsik
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.40 no.7
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    • pp.1387-1394
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    • 2015
  • Along with the development of network transmission technology, the IPTV market is growing in fast pace. Additionally the UHD resolution broadcasting system along with user experience (UX) that provides better service to user has attracted attention recently since there are not enough research has been done with differentiated the UX that can enhance the UX yet. Therefore we proposed a low complexity syntax level image stitching implementation technique that run with multi-view services, which makes possibility to view multiple channel or video contents on the screen at the same time. Simulation results have demonstrated the liability and effectiveness of the proposed algorithm by showing that capability of generating more than 80 frames per second by stitching four Full-HD size videos into UHD frame.

From Technology to Content: Research on the Development of VR Flow Experience

  • Sang, YuanZi;Kim, KiHong;Pan, Yang
    • International journal of advanced smart convergence
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    • v.11 no.3
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    • pp.93-101
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    • 2022
  • Immersion is a features of VR technology, and the most important condition for evaluating VR experience. With the improvement of VR technology, including the presentation accuracy of VR content, the degree of interaction is diversified, the user's immersion in VR equipment should not only be improved technically, but researched from the user's perception level. The paper defines two important factors, immersion and presence, in a participant's experience with a VR device. Although the current technology can already simulate the real environment information visually and audibly, the content of the VR environment is not enough for us to achieve a completely real experience. Based on the Flow theory of Csikszentmihalyi and the sensory immersion achieved by current technology, this paper proposes the key factors of how to achieve conscious immersion for users in VR media. We prove that immersion is an indicator of the true degree of sensory simulation of VR equipment and is the basis for the realization of flow experience. What really makes the participant feel a perfect experience is the content provided by the VR environment and gave participants a sense of presence, it is not limited to video or games. On the premise of the Multi-Sensory, Immersion, Interactivity and Imagination experience achieved by using virtual reality technology, combined with the content creation of flow theory, the interactive immersion achieved by users is an important method to realize the awareness immersion of VR equipment.