11,357 research outputs found

    Application of augmented reality and robotic technology in broadcasting: A survey

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    As an innovation technique, Augmented Reality (AR) has been gradually deployed in the broadcast, videography and cinematography industries. Virtual graphics generated by AR are dynamic and overlap on the surface of the environment so that the original appearance can be greatly enhanced in comparison with traditional broadcasting. In addition, AR enables broadcasters to interact with augmented virtual 3D models on a broadcasting scene in order to enhance the performance of broadcasting. Recently, advanced robotic technologies have been deployed in a camera shooting system to create a robotic cameraman so that the performance of AR broadcasting could be further improved, which is highlighted in the paper

    Towards Broadcasting Linear Content over 5G Network

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    Today's society relies heavily on linear television systems with planned programs, which are also a crucial form of communication. Broadcast of liner content is evolving, driven particularly by the evolution of end users’ devices, it is has changed from a small number of linear radio and TV channels to a comprehensive and distinctive offer that is available across a variety of various distribution platforms. Broadcasting linear content over 5G networks involves delivering scheduled, real-time content such as live TV broadcasts, radio programs, or streaming events to a large number of users simultaneously. While 5G networks offer significant advantages in terms of capacity, speed, and latency, there are specific considerations when it comes to broadcasting linear content. hassle cellular networks offering the discontinues services, have been predominantly built on a unicast bidirectional communication paradigm for many years, offering its end customers a variety of services. In this paper, we examine the future 3rd Generation Partnership Project (3GPP) 5G Multicast and Broadcast Services (MBS) standards as well as some of its constraints. We also outline the most recent standardization efforts aimed at bringing non-3GPP broadcast networks into the 5G system, along with the suggestions we have made to standards bodies

    Towards Broadcasting Linear Content over 5G Network

    Get PDF
    Today's society relies heavily on linear television systems with planned programs, which are also a crucial form of communication. Broadcast of liner content is evolving, driven particularly by the evolution of end users’ devices, it is has changed from a small number of linear radio and TV channels to a comprehensive and distinctive offer that is available across a variety of various distribution platforms. Broadcasting linear content over 5G networks involves delivering scheduled, real-time content such as live TV broadcasts, radio programs, or streaming events to a large number of users simultaneously. While 5G networks offer significant advantages in terms of capacity, speed, and latency, there are specific considerations when it comes to broadcasting linear content. hassle cellular networks offering the discontinues services, have been predominantly built on a unicast bidirectional communication paradigm for many years, offering its end customers a variety of services. In this paper, we examine the future 3rd Generation Partnership Project (3GPP) 5G Multicast and Broadcast Services (MBS) standards as well as some of its constraints. We also outline the most recent standardization efforts aimed at bringing non-3GPP broadcast networks into the 5G system, along with the suggestions we have made to standards bodies

    The Uses and Gratifications of Streaming Live Linear Sports Networks Online

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    The streaming of live sports television channels online is changing how sports fans access live sports T.V. content. This new technology is becoming a greater challenge to traditional cable/satellite television services as Americans continue to cancel their cable services for new online streaming options. DirecTV Now, SlingTV, PlayStation Vue, YouTube TV, among others, are offering sports fans access to the most popular live national and regional sports T.V. networks online via live streaming, allowing them to bypass traditional cable. These new services provide subscribers’ access to their favorite channels anywhere and on any mobile, internet connected device. The purpose of this study was to explore the gratifications that are obtained by sports fans from using online live streaming for sports content. With online live streaming from over-the-top (OTT) services becoming a growing alternative to cable, this study wanted to examine the gratifications obtained from using these services and if the gratifications obtained are similar or different from gratifications obtained from previous television and internet research. The uses and gratifications theory was the theoretical framework for this study. A survey was commenced online using the Amazon M Turk platform (N = 300) to obtain data for this study. The results showed there is a significant relationship between viewer’s intentions and their use of online live streaming for sports content. Other variables examined including the convenience of use, viewing costs, perceived enjoyment, social benefits, and viewing quality may all affect their use of online streaming once the participant has decided to use these services. Other findings showed that the television/Smart T.V. is still the main source for viewing televised sport content. In addition, the results showed the most popular televised sports are also the most popular online with the NFL, NBA, MLB, and college football, all ranking as the most streamed sports. This study included a wide range of participants’ demographics, showing there is an interest in streaming sports among a variety of demographics

    Towards Broadcasting Linear Content Over 5G Network

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    Today's society heavily relies on linear television systems featuring planned programs, which serve as a vital means of communication. The evolution of broadcasting linear content is notably driven by advancements in end users' devices. This transition has expanded it from a limited range of linear radio and TV channels to a comprehensive and distinctive array. This selection is accessible across diverse distribution network types. Among these networks, the prominence of the 5G network stands out as a notable platform for media and transmissions. Transmitting linear content over 5G networks involves efficiently delivering scheduled, real-time content to a large number of users simultaneously. This content encompasses live TV broadcasts, radio programs, and streaming events. While 5G networks offer significant advantages in capacity, speed, and latency, it's essential to consider specific factors when it comes to broadcasting linear content. Traditionally, cellular networks, designed for continuous service, have predominantly followed a unicast bidirectional communication paradigm for numerous years, providing a range of services to customers. This paper employs a research methodology to examine the future 3rd Generation Partnership Project (3GPP) 5G Multicast and Broadcast Services (MBS) standards, along with their constraints. Our approach includes a comprehensive literature review, technical specification analysis, and comparison of different broadcasting technologies within the 5G framework. By employing this research methodology, we gain a holistic understanding of the evolving landscape of broadcasting linear content over 5G networks. This contributes to the body of knowledge in this field and informs future advancements in broadcast technologies within the 5G ecosystem

    The Big Picture on Small Screens Delivering Acceptable Video Quality in Mobile TV

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    Mobile TV viewers can change the viewing distance and (on some devices) scale the picture to their preferred viewing ratio, trading off size for angular resolution. We investigated optimal trade-offs between size and resolution through a series of studies. Participants selected their preferred size and rated the acceptability of the visual experience on a 200ppi device at a 4: 3 aspect ratio. They preferred viewing ratios similar to living room TV setups regardless of the much lower resolution: at a minimum 14 pixels per degree. While traveling on trains people required videos with a height larger than 35mm

    The sweet spot: How people trade off size and definition on mobile devices

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    Mobile TV can deliver up-to-date content to users on the move. But it is currently unclear how to best adapt higher resolution TV content. In this paper, we describe a laboratory study with 35 participants who watched short clips of different content and shot types on a 200ppi PDA display at a resolution of either 120x90 or 168x128. Participants selected their preferred size and rated the acceptability of the visual experience. The preferred viewing ratio depended on the resolution and had to be at least 9.8H. The minimal angular resolution people required and which limited the up-scaling factor was 14 pixels per degree. Extreme long shots were best when depicted actors were at least 0.7° high. A second study researched the ecological validity of previous lab results by comparing them to results from the field. Image size yielded more value for users in the field than was apparent from lab results. In conclusion, current prediction models based on preferred viewing distances for TV and large displays do not predict viewing preferences on mobile devices. Our results will help to further the understanding of multimedia perception and service designers to deliver both economically viable and enjoyable experiences

    Sports in Digital Era

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    The thesis's primary purpose is to demonstrate the growth of the digital era on the sports industry for awareness and better management. Moreover, it aims to explain the digital technology revolution and its effect on physical activities and sports. The paper presents a social analysis of sports regarding the effects of the IV Industrial Revolution, driven by an unprecedented level of development in materials sciences, digital technology, and biology. The future views on the evolution of the sports industry and options for the sports manager in the phase of digital transition are illustrated. The conclusion summarizes the implications and represents the direction of the sports industry.O objetivo desta tese é demonstrar o crescimento da era digital na indrústia desportiva para a consciencialização e uma melhor gestão. Além disso, visa explicar a revolução tecnológica digital e a sua influência na atividade física e desporto. O documento apresenta uma análise social do desporto em relação aos efeitos da IV Revolução Industrial, impulsionada pelo sem precedente nível de desenvolvimento nas ciências materiais, tecnologia digital e biologia. O futuro da evolução da indústria do desporto e as opções dos gestores desportivos na fase de transição do digital. A conclusão resume as implicações e reflete a direção da indústria do desporto
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