4,590 research outputs found

    Peer-to-peer multimedia streaming monitoring system

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    Audience reach of science on television in 10 European countries: an analysis of people-meter data

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    Beginning with a differentiation of science programmes into five different editorial concepts, this article explores the audience reach of science on television in 10 European countries with a special emphasis on young audiences aged between 14 and 29 years. In relation to the share of this age group in the entire population, science programmes in all countries reach a considerably smaller proportion of younger viewers. Specific preferences for science content on television do not seem to be relevant in explaining aggregated viewing behaviours especially of young audiences. Unlike all other segments, the young science viewer segment is almost intangible as an aggregated group, as a definable segment of a mass audience that can be targeted by science programme makers

    Relationships to Video Game Streamers: Examining Gratifications, Parasocial Relationships, Fandom, and Community Affiliation Online

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    Advances in media consumption and viewership have expanded the use of virtual communities such as streaming platforms (e.g., Twitch,tv, Azubu.tv, YouTube Gaming, AfreecaTV) and the ways individuals satisfy individual and social gratifications within these communities. Further, the connection viewers make with streamers as both fans and parasocially (i.e., a perceived friendship with media figure) has a number of implications for the communities that support them. This dissertation tested fandom and parasocial relationships (PSR) as mediators of the relationship between sense of community (SOC) and gratifications. Users of streaming platforms (N = 624) were surveyed regarding the gratifications they seek from streaming platforms, their fandom and PSR with their favorite streamer, and their sense of community on the site. Mediation analysis showed that PSR and fandom mediated the relationships between SOC and the gratifications of relaxing entertainment, expressive information sharing, and escapism. In other words, viewers for whom these gratifications were more salient reported higher PSR and fandom, and higher PSR and fandom predicted higher SOC. Unlike PSR, fandom mediated the relationship between SOC and the gratifications of cool and new trend and companionship. There are a number of theoretical and practical implications of PSR and fandom as they relate to gratifications and SOC. Specifically, the social nature of streaming platforms provide new opportunities for media consumers to satisfy individual and social gratifications. Additionally, the swings in popularity of microcelebrities on streaming platforms aligns well with traditional celebrity worship research (i.e., popularity dictates who receives special promotion). Streaming platforms provide opportunities for the building and maintenance of relationships comparable to previous research on streaming platforms. Ultimately, the streamer acts as the mechanism that enables to relationship between gratifications and SOC for stream viewers

    Cooperating broadcast and cellular conditional access system for digital television

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    This thesis was submitted for the degree of Doctor of Philosophy and awarded by Brunel University.The lack of interoperability between Payโ€TV service providers and a horizontally integrated business transaction model have compromised the competition in the Payโ€TV market. In addition, the lack of interactivity with customers has resulted in high churn rate and improper security measures have contributed into considerable business loss. These issues are the main cause of high operational costs and subscription fees in the Payโ€TV systems. This paper presents a novel endโ€toโ€end system architecture for Payโ€TV systems cooperating mobile and broadcasting technologies. It provides a costโ€effective, scalable, dynamic and secure access control mechanism supporting converged services and new business opportunities in Payโ€TV systems. It enhances interactivity, security and potentially reduces customer attrition and operational cost. In this platform, service providers can effectively interact with their customers, personalise their services and adopt appropriate security measures. It breaks up the rigid relationship between a viewer and setโ€top box as imposed by traditional conditional access systems, thus, a viewer can fully enjoy his entitlements via an arbitrary setโ€top box. Having thoroughly considered stateโ€ofโ€theโ€art technologies currently being used across the world, the thesis highlights novel use cases and presents the full design and implementation aspects of the system. The design section is enriched by providing possible security structures supported thereby. A business collaboration structure is proposed, followed by a reference model for implementing the system. Finally, the security architectures are analysed to propose the best architecture on the basis of security, complexity and setโ€top box production cost criteria

    Screen real estate ownership based mechanism for negotiating advertisement display

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    As popularity of online video grows, a number of models of advertising are emerging. It is typically the brokers โ€“ usually the operators of websites โ€“ who maintain the balance between content and advertising. Existing approaches focus primarily on personalizing advertisements for viewer segments, with minimal decision-making capacity for individual viewers. We take a resource ownership view on this problem. We view consumersโ€™ attention space, which can be abstracted as a display screen for an engaged viewer, as precious resource owned by the viewer. Viewers pay for the content they wish to view in dollars, as well as in terms of their attention. Specifically, advertisers may make partial payment for a viewerโ€™s content, in return for receiving the viewerโ€™s attention to their advertising. Our approach, named โ€œFlexAdSenseโ€, is based on CyberOrgs model, which encapsulates distributed owned resources for multi-agent computations. We build a market of viewersโ€™ attention space in which advertisers can trade, just as viewers can trade in a market of content. We have developed key mechanisms to give viewers flexible control over the display of advertisements in real time. Specific policies needed for automated negotiations can be plugged-in. This approach relaxes the exclusivity of the relationship between advertisers and brokers, and empowers viewers, enhancing their viewing experience. This thesis presents the rationale, design, implementation, and evaluation of FlexAdSense. Feature comparison with existing advertising mechanisms shows how FlexAdSense enables viewers to control with fine-grained flexibility. Experimental results demonstrate the scalability of the approach, as the number of viewers increases. A preliminary analysis of user overhead illustrates minimal attention overhead for viewers as they customize their policies

    ๋ฐ˜ํ•œ ๊ฐ์ •์—๋„ ๋ถˆ๊ตฌํ•˜๊ณ  ์ง€์†๋˜๋Š” ์ผ€์ดํŒ์˜ ์ธ๊ธฐ: ์ค‘๊ตญ๊ณผ ์ผ๋ณธ์„ ์ค‘์‹ฌ์œผ๋กœ

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    ํ•™์œ„๋…ผ๋ฌธ (์„์‚ฌ) -- ์„œ์šธ๋Œ€ํ•™๊ต ๋Œ€ํ•™์› : ๊ตญ์ œ๋Œ€ํ•™์› ๊ตญ์ œํ•™๊ณผ(๊ตญ์ œํ˜‘๋ ฅ์ „๊ณต), 2021. 2. ๋ฐ•์ฒ ํฌ.The Korean Wave has been a significant source of cultural soft power by winning the hearts of the foreign public. Hallyu has been most popular in China and Japan, with exports to these countries accounting for more than half of the total net exports of South Korean cultural content. However, anti-Korean sentiments are remarkably high in both China and Japan due to political, diplomatic, and historical conflicts. Anti-Korean sentiment has negatively influenced the sustainability of hallyu, as the export of dramas and movies has decreased. Nonetheless, despite anti-Korean sentiment, the popularity of K-pop continued to increase. Along with relative apoliticism, the core reason for this lies in the sense of connectedness. The nature of the music itself bonds listeners regardless of national borders. Technological development bypassed government control and improved access and connections between K-pop suppliers and consumers. The main supplier, the Korean entertainment industry, strategically managed K-pop with glocal familiarity and interactivity. Furthermore, the digital generation consumers joined together in participatory fandoms to share their collective interests. Altogether, these factors strengthened the connectedness of K-pop, which helped to sustain its popularity in Northeast Asia despite anti-Korean sentiment.20์„ธ๊ธฐ ๋ง ๋™๋ถ์•„์‹œ์•„๋กœ๋ถ€ํ„ฐ ๋ถˆ์–ด์˜จ ํ•œ๋ฅ˜ ์—ดํ’์œผ๋กœ ํ˜„์žฌ๊นŒ์ง€๋„ ์ค‘๊ตญ๊ณผ ์ผ๋ณธ์ด ํ•œ๊ตญ์˜ ์ตœ๋Œ€ ๋ฌธํ™” ์ฝ˜ํ…์ธ  ์ˆ˜์ถœ๊ตญ์ด๋‹ค. ๊ทธ๋Ÿฌ๋‚˜ ํ•œ๋ฅ˜์˜ ์ธ๊ธฐ์™€ ๋™์‹œ์— ์ •์น˜, ์™ธ๊ต, ์—ญ์‚ฌ์  ์—ญํ•™ ๊ด€๊ณ„๋กœ ์ค‘๊ตญ๊ณผ ์ผ๋ณธ์— ์ž๋ฆฌ ์žก์€ ๋ฐ˜ํ•œ ๊ฐ์ •์€ ํ•œ๋ฅ˜์˜ ์ง€์†๊ฐ€๋Šฅ์„ฑ์„ ๋ถˆ์•ˆ์ •ํ•˜๊ฒŒ ํ–ˆ๋‹ค. ์ด๋Š” ์ฝ˜ํ…์ธ ์˜ ํ•˜์œ„๋ถ„๋ฅ˜์— ๋”ฐ๋ผ ์ƒ์ดํ•œ ๊ฒฐ๊ณผ๊ฐ€ ๋‚˜ํƒ€๋‚˜๋Š”๋ฐ, ๋“œ๋ผ๋งˆ๋‚˜ ์˜ˆ๋Šฅ์„ ํฌํ•จํ•œ ๋ฐฉ์†ก ์ฝ˜ํ…์ธ ๋‚˜ ์˜ํ™”๋Š” ๋ฐ˜๋ณต์ ์œผ๋กœ ์ˆ˜์ถœ์•ก์ด ๊ธ‰๋ฝํ•˜๋Š” ํ˜„์ƒ์ด ๊ด€์ฐฐ๋œ๋‹ค. ๋ฐ˜๋ฉด์— ์Œ์•…์€ ์ด๋Ÿฌํ•œ ์ •์น˜๋‚˜ ์™ธ๊ต์  ์˜ํ–ฅ์„ ์ƒ๋Œ€์ ์œผ๋กœ ๋ฐ›์ง€ ์•Š๊ณ  ์ธ๊ธฐ๋ฅผ ์ง€์†์ ์œผ๋กœ ์œ ์ง€ํ•˜๋Š” ํ˜„์ƒ์„ ๋ณผ ์ˆ˜ ์žˆ๋‹ค. ๋จผ์ €, ์ผ€์ดํŒ์ด ๋ฐ˜ํ•œ ๊ฐ์ •์— ํฌ๊ฒŒ ์˜ํ–ฅ์„ ๋ฐ›์ง€ ์•Š๋Š” ์ด์œ ๋Š” ์ƒ๋Œ€์ ์œผ๋กœ ์ •์น˜์™€ ๋ฌด๊ด€ํ•˜๊ธฐ ๋•Œ๋ฌธ์ด๋‹ค. ๊ณต๊ธ‰ ์ธก๋ฉด์—์„œ ํ•œ๋ฅ˜๋Š” ํ•œ๊ตญ ์ •๋ถ€๊ฐ€ ์ด๋Œ์ง€ ์•Š์€ ์„ค๊ณ„๋˜์ง€ ์•Š์€ ์„ฑ๊ณต์ด์—ˆ๊ณ , ๋ฐ”ํ…€-์—…์œผ๋กœ ๋ฏผ๊ฐ„์˜ ์ฃผ๋„ํ•˜์— ์ด๋ฃจ์–ด์กŒ๋‹ค. ์ˆ˜์š” ์ธก๋ฉด์—์„œ ์ผ€์ดํŒ์€ ์ค‘๊ตญ๊ณผ ์ผ๋ณธ ์ •๋ถ€๋กœ๋ถ€ํ„ฐ ๊ทœ์ œ๋˜๊ธฐ ์–ด๋ ค์› ๊ณ , ์†Œ๋น„์ž๋“ค์€ ์ผ€์ดํŒ์„ ์ •์น˜์™€ ๋ฌด๊ด€ํ•œ ํ•˜์œ„๋ฌธํ™”์ด์ž ์—ฌ๊ฐ€๋กœ ์ฆ๊ฒผ๋‹ค. ๊ทธ๋Ÿฌ๋‚˜ ์ผ€์ดํŒ ์—ญ์‹œ ์ •์น˜์ ์ธ ์˜ํ–ฅ๋ ฅ์—์„œ ์™„์ „ํžˆ ๋ฐฐ์ œ๋  ์ˆ˜ ์—†๋‹ค. ๋”ฐ๋ผ์„œ ๋ณธ๊ณ ๋Š” ์ผ€์ดํŒ์˜ ์ง€์†์ ์ธ ์ƒ์Šน์„ธ๋ฅผ ์—ฐ๊ฒฐ์„ฑ (connectedness)์œผ๋กœ ๋ถ„์„ํ•˜๊ณ ์ž ํ•œ๋‹ค. ์Œ์•…์ด๋ผ๋Š” ๋ฌธํ™”์˜ˆ์ˆ ์€ ๊ฐ์ •์˜ ์†Œํ†ต์ด ๊ฐ€๋Šฅํ•˜์—ฌ ๊ณต๊ฐ์„ ํ˜•์„ฑํ•œ๋‹ค. ๊ธฐ์ˆ ์˜ ๋ฐœ์ „์€ ์‹œโ€ข๊ณต๊ฐ„์„ ๋„˜์–ด ์ผ€์ดํŒ ์ฝ˜ํ…์ธ ์— ๋Œ€ํ•œ ์ ‘๊ทผ์„ฑ์„ ํ–ฅ์ƒํ•ด์ฃผ์—ˆ๊ณ , ์†Œ์…œ ๋ฏธ๋””์–ด๋Š” ์Šคํƒ€์™€ ํŒฌ ์‚ฌ์ด์˜ ์ƒํ˜ธ์ž‘์šฉ์„ ์ด‰์ง„ํ–ˆ๋‹ค. ํ•œ๊ตญ ์—”ํ„ฐํ…Œ์ธ๋จผํŠธ๋Š” ์ฒด๊ณ„์ ์ธ ์ธ์žฌ ์–‘์„ฑ, ํ˜„์ง€ํ™” ์ „๋žต, ํŠธ๋žœ์Šค๋ฏธ๋””์–ด ์Šคํ† ๋ฆฌํ…”๋ง, ์†Œ์…œ ๋ฏธ๋””์–ด ๋งˆ์ผ€ํŒ…, ๋“ฑ์„ ํ†ตํ•ด ์ค‘๊ตญ๊ณผ ์ผ๋ณธ ์†Œ๋น„์ž๋“ค์—๊ฒŒ ์นœ๊ทผ๊ฐ์„ ํ˜•์„ฑํ–ˆ๋‹ค. ์ค‘๊ตญ๊ณผ ์ผ๋ณธ์˜ ๋””์ง€ํ„ธ ์„ธ๋Œ€๋กœ ์ด๋ฃจ์–ด์ง„ ํŒฌ๋ค์€ ์ •์ฒด์„ฑ์„ ํ•จ๊ป˜ ๊ณต์œ ํ•˜๋ฉฐ ๋‹จ๋‹จํ•œ ๊ฒฐ์†๋ ฅ์„ ์ด๋ฃจ์—ˆ๋‹ค. ์œ„์™€ ๊ฐ™์€ ์š”์ธ๋“ค๋กœ ์ธํ•ด ์ผ€์ดํŒ์€ ์™„๊ฐ•ํ•œ ์—ฐ๊ฒฐ์„ฑ์„ ๊ฐ€์งˆ ์ˆ˜ ์žˆ์—ˆ๊ณ  ์ด๋Š” ์ค‘๊ตญ๊ณผ ์ผ๋ณธ์—์„œ์˜ ๊ฐ•ํ•œ ๋ฐ˜ํ•œ ๊ฐ์ •์—๋„ ๋ถˆ๊ตฌํ•˜๊ณ  ์ผ€์ดํŒ์ด ์ง€์†ํ•ด์„œ ์„ฑ๊ณตํ•  ์ˆ˜ ์žˆ๋„๋ก ๊ธฐ์—ฌํ–ˆ๋‹ค. ๊ฒฐ๋ก ์ ์œผ๋กœ, ์ผ€์ดํŒ์ด ๋ฐ˜ํ•œ ๊ฐ์ •์—๋„ ๋ถˆ๊ตฌํ•˜๊ณ  ์ธ๊ธฐ๋ฅผ ์ง€์†ํ•  ์ˆ˜ ์žˆ์—ˆ๋˜ ์ด์œ ๋Š” ์Œ์•…์  ๋™๊ฐ, ๊ธฐ์ˆ  ๋„คํŠธ์›Œํ‚น, ์ „๋žต์  ๊ธ€๋กœ์ปฌ ์นœ๋ฐ€๊ฐ, ํŒฌ๋ค ์—ฐ๋Œ€์ด๊ณ , ์ด๋Š” ์—ฐ๊ฒฐ์„ฑ์œผ๋กœ ์‚ฌ๋ฃŒ๋  ์ˆ˜ ์žˆ๋‹ค.Abstract Chapter โ… . Introduction 1 Chapter โ…ก. The Ups and Downs of the Korean Wave 10 1. China 10 1-1. Ups: The Korean Wave (ๆต) 10 1-2. Downs: Anti-Korean Sentiment (ๅ) 14 1-3. Resilience of K-Pop 20 2. Japan 22 2-1. Ups: The Korean Wave (ใ‹ใ‚“ใ‚Šใ‚…ใ†) 22 2-2. Downs: Anti-Korean Sentiment (ใ‘ใ‚“ใ‹ใ‚“) 27 2-3. Resilience of K-Pop 31 Chapter โ…ข. Relative Apoliticism 32 1. K-Pop as Arts & Culture 32 2. Supply: Bottom-Up Hallyu 33 3. Demand: Subculture 36 4. Politics and K-Pop 38 Chapter โ…ฃ. K-Pop Connectedness 41 1. Music: Harmony of Understanding 41 2. Technological Development: Online Network 44 2-1. Digital Revolution 44 2-2. Social Media 46 3. K-Pop Supply 49 3-1. Institutional Analysis: K-Entertainment Industry 49 3-1-1. Total Management System 49 3-1-2. Glocalization 50 3-1-3. Transmedia Storytelling 53 3-1-4. Social Media Marketing 54 4. K-Pop Demand 57 4-1. User Analysis: Digital Generation 57 4-2. Fandom Unity 58 4-3. China 61 4-4. Japan 63 Chapter โ…ค. Conclusion 65 Bibliography 67 Appendix 92 ๋…ผ๋ฌธ์ดˆ๋ก 101Maste
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