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e-Sports Live: e-Sports Relay Broadcasting on Demand

机译:电子竞技直播:电子竞技点播转播

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摘要

Electronic Sports (e-Sports) is computer and video games played as competitive sports over the Internet and a local area network, and are provided to users through a TV relay broadcasting system and the Internet due to tremendous popularity of the e-Sports recently. The main drawback of the previous e-Sports relay is to broadcast the e-Sports selected by the provider without viewers' intention, and thus the viewers can not watch desired information. Accordingly, this paper proposes a message-based semi-interactive relay broadcasting system called e-Sports Live over the Internet. The proposed system captures all regions of playing a game, and transfers the regions to a client's viewer. The client can watch desired information by selecting a slice of all regions. However, transferring continually all regions to the client over the Internet leads to a high-traffic due to high-capacity of data. To reduce the traffic, the system transfers all messages occurred in the game such as movements of characters instead of transferring continually all areas, based on resources repetitively used in game such as the whole map and game characters, and the resources are repetitively transferred to the client's viewer in an initial stage. Consequently, the proposed system can reduce the traffic over the Internet by transferring only message, and can perform a semi-interaction by watching desire information, as the client's viewer receives all areas occurred in the game based on resources repetitively used in the game and messages. Now, our system can not apply to TV relay broadcasting, as it does not have buffers for resources, but may be utilized for a variety of fields of interactive TV.
机译:电子体育(e-Sport)是作为互联网和局域网上的竞技体育而玩的计算机和视频游戏,并且由于最近电子体育的广泛普及,电子体育通过电视中继广播系统和互联网提供给用户。先前的电子竞技转播的主要缺点是在没有观看者意图的情况下广播提供商选择的电子竞技,因此观看者无法观看期望的信息。因此,本文提出了一种基于消息的半交互式中继广播系统,称为Internet上的电子竞技直播。所提出的系统捕获了玩游戏的所有区域,并将这些区域转移给客户的观众。客户可以通过选择所有区域的一部分来观看所需的信息。但是,由于数据的高容量,将所有区域连续地通过Internet传输到客户端会导致流量增加。为了减少流量,系统会根据游戏中重复使用的资源(例如整个地图和游戏角色),转移游戏中发生的所有消息(例如角色移动),而不是连续转移所有区域,并将这些资源重复转移到游戏中。初期的客户观看者。因此,当客户的观众根据游戏中反复使用的资源和消息而接收到游戏中发生的所有区域时,所提出的系统可以通过仅传输消息来减少Internet上的流量,并且可以通过观看期望信息来执行半交互。 。现在,我们的系统不能用于电视中继广播,因为它没有资源缓冲,但是可以用于交互式电视的各种领域。

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