• Title/Summary/Keyword: Interactive personal broadcasting

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Management of Interactive Contents for Digital Broadcasting: Proper Use of Personal Video Recorder (디지털 방송의 양방향 콘텐츠 관리: 개인형 비디오 레코더를 중심으로)

  • Oh, Jong-Sir
    • The Journal of the Korea Contents Association
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    • v.7 no.3
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    • pp.87-92
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    • 2007
  • This paper describes the personal video recorder-based approach to realise enhanced services for interactive programmes on digital television. So far it is very difficult that most of interactive programmes included the vast quantities of contents, whatsoever it is data-broadcasting or HD-ready, are broadcasted on digital television via the current set-top box. Furthermore it was not possible to envisage until IPTV has been appeared. Even though IPTV makes possible for streaming the interactive services via high-speed broadband, it is not easy to receive the tremendous contents with interactivity through the current set-top box in a single effort. In this paper it suggests the effective solution to resolve the download dilemma for providing the interactive services on digital television by employing the set-top box fitted with the personal video recorder.

Implementation of Video Object Segmentation System for Interactive Personal Broadcasting Service (양방향 개인방송 서비스를 위한 동영상 객체분할 시스템의 구현)

  • Yu, Hong-Yeon;Jun, Do-Young;Kim, Min-Sung;Hong, Sung-Hoon
    • Proceedings of the KIEE Conference
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    • 2007.04a
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    • pp.17-19
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    • 2007
  • This paper describe an interactive video object segmentation tool which can be used to generate MPEG-4 video object planes for multimedia broadcasting and enables content based functionalities. In order to apply these functionalities, each frame of video sequence should be represented in terms of video objects. Semiautomatic segmentation can be thought of as a user-assisted segmentation technique. A user can initially mark objects of interest around the real object boundaries. Then the user-guided and selected objects are continuously separated from the unselected areas though time evolution in the image sequences. We proposed method shows very promising result and this encourages the development of object based video editing system.

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Interactive Data Acquisition System based on Hand Tracking to evaluate Children's Cognitive Abilities

  • Ekaterina, Ten;Lee, Suk-Ho
    • International Journal of Internet, Broadcasting and Communication
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    • v.14 no.3
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    • pp.108-114
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    • 2022
  • Autism (ASD) is a mental disorder characterized by a pronounced deficit in personal, social, speech, and other aspects of development and communication skills. Since autism is a complex developmental disorder that requires a lot of effort to recognize, this research was conducted to develop an interactive data Acquisition System and detect the first signs of ASD in children. The proposed system presents several variants of the tasks in an entertaining form, using hand tracking. Hand tracking is used to attract children's attention and interest them more to achieve more accurate results. The creation of the system is based on such libraries as OpenCV, PyGame, TensorFlow, and Mediapipe. The ultimate goal of the paper is to obtain data on the disease of autism in children for use in further diagnosis by medical experts.

An Analysis of the Preference Type of Internet Personal Game Broadcasting in China - focused on Player-Unknown's Battlegrounds Streaming (중국의 1인 게임 방송의 선호 유형 분석 - 배틀그라운드 1인 게임 방송을 중심으로)

  • Seo, Ryung;Kihl, Taesuk
    • Journal of the Korean Society for Computer Game
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    • v.31 no.4
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    • pp.81-89
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    • 2018
  • The purpose of this study is to classify the types of internet personal game broadcasting in China and to examine viewers' preferences type of it. By targeting top 100 creators of Player-Unknown's Battleground streaming as a personal game broadcaster with over 100,000 followers, the game types were classified based on the purpose and characteristic of game broadcasting such as game play, entertainment, and audience participation. As a result, the type of internet personal game broadcasting in China was classified into progamer type, cooperative playing type, storytelling type, and reciprocal entertainment type. The progamer type was 38% and it was the highest proportion of Player-Unknown's Battlegrounds streaming. Next came storytelling type, cooperative playing type and reciprocal entertainment type with 25%, 19% and 18% respectively. In sum, progamer type and storytelling type which shows relatively low real - time communication with audiences accounted for a high percentage of 63%. This implies that the characteristics of the broadcast media focused on 'showing' have influenced the production and planning of personal game broad casting. The interactive characteristics of the platform of personal game broad casting can be expected to gradually change the conventional customs of broadcasting media.

Analysis on PVR Service as a Supplementary Function of Interactive Service: Based on Satellite Broadcasting Subscribers (양방향기능의 보완으로서 PVR(Personal Video Recorder)서비스 분석: 위성방송사례를 중심으로)

  • Kim, Mira;Kim, Jongha Bell
    • The Journal of the Korea Contents Association
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    • v.13 no.11
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    • pp.1-10
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    • 2013
  • With the help of information technology, PVR has been evaluated as an innovative device that brings epochal changes for program selection and convenience of receivers with the convergence between broadcasting and telecommunication. Satellite broadcasters introduced PVR service to strengthen its interactive function. This study analyzed PVR user behavior and how it changed the existing TV viewing behavior through satellite subscribers. The results revealed that PVR subscribers mainly used it for time shifting like VCR use. FUrthermore, heavy PVR users watched TV more than on average and enjoyed a divers genre of programs. This study provides scholarly implication for PVR using behavior and its effects and its useful information for contents and marketing strategy to help PVR service popularization.

Development of a Scalable Clustering A/V Server for the Internet Personal-Live Broadcasting (인터넷 개인 생방송을 위한 Scalable Clustering A/V Server 개발)

  • Lee, Sang-Moon;Kang, Sin-Jun;Min, Byung-Seok;Kim, Hag-Bae;Park, Jin-Bae
    • The KIPS Transactions:PartC
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    • v.9C no.1
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    • pp.107-114
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    • 2002
  • In these days, rapid advances of the computer system and the high speed network have made the multimedia services popularized among various applications and services in the internet. Internet live broadcasting, a part of multimedia services, makes it possible to provide not only existing broadcasting services including audio and video but also interactive communications which also expand application scopes by freeing from both temporal and spatial limitation. In the Paper, an interned Personal-live broadcasting server system is developed by allowing individual users to actively create or join live-broadcasting services with such basic multimedia devices as a PC camera and a sound card. As the number of broadcasters and participants increases, concurrent multiple channels are established and groups are to be expanded. The system should also guarantee High Availability (HA) for continuous services even in the presence of partial failure of the cluster. Furthermore, a transmission mode switching is supported to consider network environments in the user system.

Intelligence E- Learning System (지능형 E-러닝 시스템)

  • Hong, You-Sik;Kim, Cheon-Shik;Yoon, Eun-Jun;Jung, Chang-Duk
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.10 no.1
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    • pp.137-144
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    • 2010
  • Cyber lectures have been popular with students as they are more accessible. In this thesis we also created a personal identification confirmation system with RFID as it is quite difficult to confirm who is taking a lecture. In the process of developing the confirmation system, an algorithm enabling real-time identification confirmation, as well as interactive virtual questioning system, was also developed. After the computer simulation test we proved the duplex on-line lecturing system is more effective than the current one-way cyber lecturing system which does not take into consideration students with less/no degree of understanding.

Study on the Optimization of DMB Image Contents Production Method (DMB 영상콘텐츠 제작기법의 최적화에 대한 연구)

  • Lim, Pyung-Jong;Kim, Jong-Seo;Kwak, Hoon-Sung
    • Journal of Digital Contents Society
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    • v.9 no.3
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    • pp.399-412
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    • 2008
  • The 21st century has been changed into a knowledge-oriented society, which means our society is more dependent on information and moves toward information. The mixing of broadcasting and co mmunication prevails and it makes possible a new type of broadcasting service. Depending on that, a broadcasting is being changed into a consumer-oriented service to satisfy the demands of consum ers in a new media age. It makes us attain to the personal media age to be possible interactive com munication unlike existing one-way transmission. As a result, new complex media are commercialize d and the instance is DMB. DMB is said 'my own TV' or 'TV in my own hands'. But it has limit t o retransmit existing broadcast programs. So hereafter, DMB broadcasting must be produced with co ntents suited its properties out of retransmitting existing contents. It is necessary to analyze exactly properties and service fields of DMB media to make an establish production direction of contents for DMB. This paper intends to suggest overall optimized image-contents production direction including appropriate program developments, a proper running time, visual expressions such as a camera angle and walking etc... DMB contents suited with its properties will give more familiarities to DMB users. Besides, DMB is expected to be a new culture watching broadcasting.

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High Speed Face and Eye Detection Algorithm for Personal 3D Broadcasting Devices with User Interactive Function (사용자 인터페이스 기능의 개인용 3D 방송단말을 위한 얼굴 및 눈인식 알고리즘의 고속 검출 방법)

  • Song, Hyok;Kwak, Soo-Yeong;Bae, Jin-Woo;Choi, Byeong-Ho
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2011.07a
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    • pp.428-429
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    • 2011
  • 3D 디스플레이 장치는 디스플레이 장치의 시점 수에 따라 다시점 디스플레이 장치 및 스테레오 디스플레이 장치로 구분할 수 있다. 스테레오 디스플레이 장치는 좌우 두 개의 영상을 디스플레이 방식에 따라 영상포맷을 변경하여 디스플레이에 보여지고 다시점 디스플레이는 두 개 이상의 영상 데이터를 포함하는 것으로 구분할 수 있다. 영상의 화질문제로 인하여 최근 3DTV는 스테레오 방식을 사용하고 있으며 대기업에서 양산하고 있는 기술이다. 스테레오 방식에서는 개인용 단말의 경우 사용자의 위치 및 눈의 위치에 따라 깊이감을 달리 보여주는 장치가 개발되고 있어 이에 대한 연구를 진행하였다. 이와같은 기술의 흐름에 맞춰 3D 디스플레이 장치를 위한 눈 추적 알고리즘을 구현하였다. 본 논문에는 카메라에서 입력되는 영상에서 얼굴영역을 Haar training 방법을 통하여 추출하였으며 PCA 방법을 통하여 눈 영역을 추출하였다. 알고리즘의 복잡도로 인하여 연산량을 줄이기 위하여 Downsampling 방법을 활용하여 연산량을 약 26% 감소시켰다. 본 연구 결과를 통하여 얼굴 및 눈 추적 알고리즘 구현시 최적화를 위하여 필요한 프로세스를 예측할 수 있다.

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Implementation of Untouched Interactive Digital Signage Control using Kinect (키넥트를 사용한 터치 없는 디지털 사이니지 제어기의 구현)

  • Kim, Jiyoung;Lee, Youngkyung;Baek, Wookjin;An, Beongku
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.14 no.4
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    • pp.127-132
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    • 2014
  • In this paper, we propose a digital signage method that can control the contents of the screen and download the desired files to individual smart terminal with no touch of digital signage screen by using Kinect. The main features and contributions of the proposed method are as follows. First, can solve the problems such as the risk of bacterial infection, not cleanliness on the screen as well as maximize advertising effectiveness. Second, can support bi-directional communications with computer while we touch only wanted advertisements. The performance evaluation shows the effectiveness of the proposed method. Especially, we can see that the proposed system operates through the recognition of user's actions when the cursor is within the scope of a certain coordinate and the file transfer time to download information is different depending on the PC performance and the version of personal smart device.