• Title/Summary/Keyword: Streaming platforms

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A Study of a Hierarchical Grade-based Contents Forwarding Scheme for CCN Real-time Streaming Service (CCN 실시간 스트리밍 서비스를 위한 계층별 차등기반의 데이터 전송 기법 연구)

  • Kim, Taehwan;Kwon, Taewook
    • Journal of KIISE
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    • v.44 no.11
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    • pp.1219-1230
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    • 2017
  • Real-time streaming services over the Internet have increased with the explosive growth of the various mobile platforms, with a focus on smart phones, and the demand for them is growing. In addition, the bandwidth occupied by the streaming services over the Internet had already surpassed 50% in 2010. Because of the shortage of network bandwidth for multimedia services traffic, restrictions on quality and capacity will become more and more serious. CCN is a future Internet architecture that improves how existing host-based Internet architecture handles content-oriented structure, but it is designed for the transmission of general contents and is not suitable for transmitting real-time streaming contents. In this paper, we focus on the inefficient aspects of CCN and propose a hierarchical grade-based scheme for real-time service for a more efficient environment in real-time streaming services. Experiments have shown better performance in terms of bandwidth, network load, and reliability.

A PRACTICAL LOOK AT MONTE CARLO VARIANCE REDUCTION METHODS IN RADIATION SHIELDING

  • Olsher Richard H.
    • Nuclear Engineering and Technology
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    • v.38 no.3
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    • pp.225-230
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    • 2006
  • With the advent of inexpensive computing power over the past two decades, applications of Monte Carlo radiation transport techniques have proliferated dramatically. At Los Alamos, the Monte Carlo codes MCNP5 and MCNPX are used routinely on personal computer platforms for radiation shielding analysis and dosimetry calculations. These codes feature a rich palette of variance reduction (VR) techniques. The motivation of VR is to exchange user efficiency for computational efficiency. It has been said that a few hours of user time often reduces computational time by several orders of magnitude. Unfortunately, user time can stretch into the many hours as most VR techniques require significant user experience and intervention for proper optimization. It is the purpose of this paper to outline VR strategies, tested in practice, optimized for several common radiation shielding tasks, with the hope of reducing user setup time for similar problems. A strategy is defined in this context to mean a collection of MCNP radiation transport physics options and VR techniques that work synergistically to optimize a particular shielding task. Examples are offered in the areas of source definition, skyshine, streaming, and transmission.

Research on the Development of North American Movie Industry in 2018 (2018년 북미영화산업 발전 연구)

  • Peng, Bo
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.6
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    • pp.15-24
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    • 2019
  • Hollywood traditional movie companies are continuously challenged by new-type companies represented by the streaming content platforms. Based on the latest market statistics, and with a multidimensional approach involving the production, distribution, projection and overseas market, etc, this paper analyzes the changes and development of North American movie industry in its process of coping with the globalization and digitalization of media in 2018, and summarizes the effective measures for Hollywood mainstream movie companies to adjust their own structures and operation mechanism to maintain their development in the environment of new media consumption.

The Effects of Live Commerce's IT Affordance on Interactivity, Immersion, and Purchase Intention (라이브 커머스의 IT 어포던스가 상호작용성과 몰입감, 구매 의도에 미치는 영향)

  • Joo, Eunsin
    • The Journal of the Korea Contents Association
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    • v.22 no.2
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    • pp.734-751
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    • 2022
  • Live streaming is becoming increasingly popular as it is distributed through various platforms around the world. In particular, after the outbreak of the COVID-19, it has shown unprecedented growth in the domestic e-commerce sector. Building a theoretical model from the perspective of IT affordance, this study aims to examine how live streaming affordance influences users' purchase intentions through perceived interactivity and immersion. An online survey was conducted among South Koreans who had experience using live streaming commerce. Our results show that IT affordance, such as visibility, metavoicing, guidance shopping, had positive effects on purchase intentions through the serial mediation effects of perceived interactivity and immersion. Our study highlights the importance of understanding theoretical and practical implications of IT affordance for live streaming commerce.

The Influence of Key Opinion Consumers on Purchase Intention in Live Streaming Commerce

  • Cong-Ying Sun;Jin-Yan Tian
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.6
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    • pp.211-221
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    • 2024
  • Live streaming commerce has emerged as an innovative e-commerce model. This study, based on the Elaboration Likelihood Model (ELM), aims to explore the impact of Key Opinion Consumers' (KOCs) attributes in live streaming commerce on purchase intentions on short video platforms. A survey was conducted with 411 consumers, and data analysis and hypothesis testing were performed using SPSS 24.0 and AMOS 23.0 software. Research has found that differences in consumers' information processing abilities lead to different pathway selections. Central route factors such as recommendation consistency, product involvement, and professionalism, as well as peripheral route factors such as recommendation timeliness, all have significant positive effects on consumers' purchase intention. However, visual cues in the peripheral route do not have a significant impact. This study aims to provide theoretical support and practical guidance for the development of the live streaming commerce industry, and to help companies adjust their promotion strategies based on differences in consumer information processing, thereby improving purchase conversion rates.

A Study on the Experiential Response of Short-Form Video Users

  • Lim, Dong Kyun
    • International journal of advanced smart convergence
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    • v.10 no.4
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    • pp.273-277
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    • 2021
  • As society gradually enters a virtual, non-face-to-face society, the use of online content is increasing as well. In particular, as smartphones are thoroughly established in our daily life, the platforms of webtoons, mobile broadcasting, and education are shifting from personal computers to smartphones. Recently, the development of the Over-The-Top media service (OTT service) enabled streaming services of various media contents through the internet and activation of IPTV. Therefore, the rapid increase of popularity of short-form content is a natural phenomenon with smartphone platforms with fast, improvised, and endless communication. Lately, TikTok became the favored platform with prosumers, defined as people who are both producers and consumers. In this study, I studied the experiential response of YouTube and TikTok users as representative examples of a short-form content platform developed after the 2000s, the flourishing years of digital content with a length of 30 seconds.

An Experimental Analysis of Linux TCP Variants for Video Streaming in LTE-based Mobile DaaS Environments (LTE 기반 모바일 DaaS 환경에서 비디오 스트리밍을 위한 Linux TCP 구현물의 실험적 성능 분석)

  • Seong, Chaemin;Hong, Seongjun;Lim, Kyungshik;Kim, Dae Won;Kim, Seongwoon
    • IEMEK Journal of Embedded Systems and Applications
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    • v.10 no.4
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    • pp.241-255
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    • 2015
  • Recent network environment has been rapidly evolved to cloud computing environment based on the development of the Internet technologies. Furthermore there is an increasing demand on mobile cloud computing due to explosive growth of smart devices and wide deployment of LTE-based cellular networks. Thus mobile Desktop-as-a-Service(DaaS) could be a pervasive service for nomadic users. In addition, video streaming traffic is currently more than two-thirds of mobile traffic and ever increasing. All such trends enable that video streaming in mobile DaaS could be an important concern for mobile cloud computing. It should be noted that the performance of the Transmission Control Protocol(TCP) on cloud host servers greatly affects Quality of Service(QoS) of video streams for mobile users. With widely deployed Linux server platforms for cloud computing, in this paper, we conduct an experimental analysis of the twelve Linux TCP variants in mobile DaaS environments. The results of our experiments show that the TCP Illinois outperforms the other TCP variants in terms of wide range of packet loss rate and propagation delay over LTE-based wireless links between cloud servers and mobile devices, even though TCP CUBIC is usually used in default in the current Linux systems.

Legal Study and Legislative Suggestions about Donation by Minors on Live Streaming Platforms - Focusing on protection of the counterparty - (인터넷 개인방송 플랫폼상 미성년자 후원행위에 대한 법적 고찰 및 입법론적 개선방안 - 미성년자의 상대방 보호 필요성을 중심으로 -)

  • Kil, Gi-Beom;Kim, Chang-Hyeon;Lee, Min-Jae;Yoo, Ha-Yeon
    • The Journal of the Korea Contents Association
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    • v.22 no.1
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    • pp.292-309
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    • 2022
  • Recently, with the development of interactive communication system, demands for video live streaming service has increased. Live streamers generate revenues from donations, but existing laws are inadequate to handle these donations. Problems arise when minors donate because they have the right of revocation. In the case of donations that request benefits in return, legal characteristics and results are different from unilateral donations. If minors exercise their right of revocation, live streamers must pay back without getting proper compensation for their services. In this paper, we detect the characteristics of bilateral contract in live streaming donation, indicate the harms that live streamers can get, examine precedents and donation processes focusing on cases when minors can not exercise the right of revocation due to deception, and propose revisions that can protect the streamers without invading minors' rights. Through academically identifying ambiguous legal situations and presenting dispute prevention procedures, this paper can bring positive impacts on the online industry.

An Empirical Study on the User Experience Model of Music Streaming Service (음악 스트리밍 서비스 사용자 경험 모델에 관한 실증 연구)

  • Lee, Jeonga;Kim, Hyung Jin;Lee, Ho Geun
    • Informatization Policy
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    • v.30 no.3
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    • pp.92-121
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    • 2023
  • As music streaming services (MSS) involve various interactions with users during the music consumption process, it is important to understand the user experience and manage the service accordingly. This study developed a user experience model for MSS by theoretically linking the quality characteristics considered important by music service users with the structure of user experience. PLS analysis was then performed using survey data to test the model. As a result, functionality (search, browsing, and personalized recommendation), UI usability, content quality (currentness, sufficiency, relevance), and monetary cost were found to be key experience factors that determine the experience consequence, i.e., user satisfaction. In addition, in a supplementary analysis comparing domestic and global services, differences in user experience were found between the two groups in terms of functionality and content quality. The user experience model of MSS proposed in this study serves as a new foundation for theory-based research in this field and provides meaningful implications for the competitive landscape among music streaming service platforms and for their competitive strategies.

A Study of Analyzing Live Streaming OTT Service Data: Focused on Youtube Game Broadcasting (실시간 OTT 서비스 데이터 분석: 유투브 게임방송 사례)

  • Choe, Minji;Yong, Hye-Ryeon;Hwang, Hyun-Seok
    • Journal of Korea Game Society
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    • v.16 no.2
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    • pp.61-74
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    • 2016
  • As e-Sports evolves, a variety of industries grow together. Game broadcastings contribute to spread video game culture through various media platforms. Hence people start to perceive e-sports as a genre of sports and the demand on real-time game broadcasting increases. The global game broadcasting channels based on OTT(Over-The-Top) service also increase rapidly. In this paper we understand the status of streaming service and watching attitude of global game broadcasting. We also provide practical suggestions along with analysis results.