WO2019189988A1 - Html5 realtime player and realtime playback method using same - Google Patents

Html5 realtime player and realtime playback method using same Download PDF

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Publication number
WO2019189988A1
WO2019189988A1 PCT/KR2018/004999 KR2018004999W WO2019189988A1 WO 2019189988 A1 WO2019189988 A1 WO 2019189988A1 KR 2018004999 W KR2018004999 W KR 2018004999W WO 2019189988 A1 WO2019189988 A1 WO 2019189988A1
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data
length
web browser
time
media data
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PCT/KR2018/004999
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French (fr)
Korean (ko)
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강용일
배상규
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(주)디디오넷
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Publication of WO2019189988A1 publication Critical patent/WO2019189988A1/en

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    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/40Client devices specifically adapted for the reception of or interaction with content, e.g. set-top-box [STB]; Operations thereof
    • H04N21/43Processing of content or additional data, e.g. demultiplexing additional data from a digital video stream; Elementary client operations, e.g. monitoring of home network or synchronising decoder's clock; Client middleware
    • H04N21/434Disassembling of a multiplex stream, e.g. demultiplexing audio and video streams, extraction of additional data from a video stream; Remultiplexing of multiplex streams; Extraction or processing of SI; Disassembling of packetised elementary stream
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/40Client devices specifically adapted for the reception of or interaction with content, e.g. set-top-box [STB]; Operations thereof
    • H04N21/43Processing of content or additional data, e.g. demultiplexing additional data from a digital video stream; Elementary client operations, e.g. monitoring of home network or synchronising decoder's clock; Client middleware
    • H04N21/435Processing of additional data, e.g. decrypting of additional data, reconstructing software from modules extracted from the transport stream
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/40Client devices specifically adapted for the reception of or interaction with content, e.g. set-top-box [STB]; Operations thereof
    • H04N21/43Processing of content or additional data, e.g. demultiplexing additional data from a digital video stream; Elementary client operations, e.g. monitoring of home network or synchronising decoder's clock; Client middleware
    • H04N21/44Processing of video elementary streams, e.g. splicing a video clip retrieved from local storage with an incoming video stream, rendering scenes according to MPEG-4 scene graphs
    • H04N21/4402Processing of video elementary streams, e.g. splicing a video clip retrieved from local storage with an incoming video stream, rendering scenes according to MPEG-4 scene graphs involving reformatting operations of video signals for household redistribution, storage or real-time display
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/40Client devices specifically adapted for the reception of or interaction with content, e.g. set-top-box [STB]; Operations thereof
    • H04N21/43Processing of content or additional data, e.g. demultiplexing additional data from a digital video stream; Elementary client operations, e.g. monitoring of home network or synchronising decoder's clock; Client middleware
    • H04N21/443OS processes, e.g. booting an STB, implementing a Java virtual machine in an STB or power management in an STB
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/40Client devices specifically adapted for the reception of or interaction with content, e.g. set-top-box [STB]; Operations thereof
    • H04N21/47End-user applications
    • H04N21/478Supplemental services, e.g. displaying phone caller identification, shopping application
    • H04N21/4782Web browsing, e.g. WebTV
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/80Generation or processing of content or additional data by content creator independently of the distribution process; Content per se
    • H04N21/81Monomedia components thereof

Definitions

  • the present invention relates to an HTML5 real time player and a real time playback method using the same, and to an HTML5 real time player capable of reducing a playback delay time and a real time playback method using the same.
  • the current HTML5 real-time player uses DASH or HLS, a standard streaming protocol that supports HTTP-based streaming.
  • DASH is an HTTP-based adaptive multimedia streaming protocol standardized by MPEG
  • HLS represents an HTTP-based streaming protocol proposed by Apple.
  • the streaming server transmits a segmented file (Segemented TS or Segmented mp4) which segmented the media data by about 2 seconds to the player.
  • the player can start playing the media data after receiving about three segmented files from the streaming server.
  • the second unit is the shortest unit, and the unit below it causes a large decrease in reproduction quality.
  • HTML5 real-time player is not used in CCTV that requires fast real-time monitoring.
  • An object of the present invention is to provide an HTML5 real time player capable of minimizing a playback delay time and a real time playback method using the same.
  • an HTML5 real-time player equipped with a web browser, including: a requesting unit for requesting playback of media data to a streaming server, a receiving unit for receiving the media data in which playback meta information is inserted from the streaming server in units of streams, and the reception unit.
  • a buffer for accumulating the stored media data, and a conversion unit for converting the data of the T1 length into a segmented MP4 format in real time whenever the media data is accumulated in the buffer in a first time (T1) length unit;
  • a transmission unit for transmitting the converted T1 length data to the web browser through a standard API, and when the amount of the transmitted data meets the second time T2 length, the codec embedded in the web browser is operated.
  • An HTML5 real time player including a playback unit for starting playback of the T2 length data is provided.
  • the playback unit may play the data of the T2 length by operating the codec whenever the amount of data transmitted to the web browser satisfies the T2 length.
  • the T2 may be an N multiple of the T1 (N is an integer of 2 or more).
  • the T1 ranges from 0.5 seconds to 1 second
  • the T2 ranges from 2 seconds to 3 seconds.
  • MSE Media Source Extensions
  • the playback delay time of the media data may be generated by the length of the T2.
  • the present invention provides a method of real-time playback of an HTML5 real-time player equipped with a web browser, the method comprising: requesting playback of media data from a streaming server, and converting the media data into which the playback metadata is inserted from the streaming server on a stream basis.
  • T1 length segmented MP4 Segmented Real time conversion to MP4
  • the real-time reproduction method may further include reproducing the data of the T2 length by operating the codec whenever the amount of data transmitted to the web browser satisfies the T2 length.
  • the media data requested by the streaming server is directly divided by the player in 0.5 to 1 second unit, converted into segmented MP4, and the converted data is accumulated and reproduced for 2 to 3 seconds on a web browser, thereby, about 2 to Only a 3 second playback delay occurs, and data can be stably streamed without being disconnected from the streaming server.
  • FIG. 1 is a diagram illustrating an HTML5 real time playback system according to an embodiment of the present invention.
  • FIG. 2 is a diagram showing the configuration of the player shown in FIG.
  • FIG. 3 is a diagram for explaining a real-time playback method using the player shown in FIG. 2.
  • FIG. 4 is a diagram comparing network usage of the system of FIG. 1 and the conventional system.
  • the HTML5 real time playback system includes a streaming server 100 and a player 200.
  • the streaming server 100 and the player 200 are connected through a wired or wireless network.
  • the player 200 may refer to a general user terminal including a smart phone, a PDA, a desktop, a pad (PAD), a notebook, and the like, and a web browser supporting HTML5 is installed.
  • the player 200 may be implemented in a form included in or embedded in the user terminal.
  • the streaming server 100 When the streaming server 100 receives a request for playing media data such as video and audio from the player 200, the streaming server 100 transmits the requested media data in units of streams in real time.
  • the streaming server 100 attaches the play meta information to the front of the media data and sends it.
  • the reproduction meta information may include at least one of TimeStamp (Time Stamp), Payload Size (Payload Size), Data Type (Data Type such as Video / Audio), and Counter (Counter Information).
  • the time stamp may indicate time information on which data is scattered on the reproduction screen
  • the counter information may indicate information that counts a situation in which a break occurs in case the data reproduction is stopped and retransmission is required.
  • the streaming server 100 delivers the media data to the player 200
  • the streaming server 100 continuously delivers the media data.
  • the streaming server 100 does not transmit the media data in units of segments as in the HTTP-based protocol (HLS or DASH), but in units of streams.
  • the process of connecting, requesting, sending and terminating must be repeated in order to reproduce data.
  • the player 200 may perform only one request to the streaming server 100, and the streaming server 100 may continue to send only the request after the request.
  • the streaming server 100 continuously transmits the media data in units of streams after receiving the request for playing the media data from the player 200. Accordingly, the player 200 continuously receives data from the streaming server 100 after requesting data once, and processes and reproduces the received data in real time.
  • FIG. 2 is a diagram illustrating a configuration of a player illustrated in FIG. 1
  • FIG. 3 is a diagram illustrating a real-time reproduction method using the player illustrated in FIG. 2.
  • the player 200 includes a request unit 210, a receiver 220, a buffer 230, a converter 240, a transfer unit 250, and a playback unit 260. .
  • the request unit 210 requests the streaming server 100 to play media data (S310).
  • the requesting unit 210 receives (selects) a playback button for media data such as audio and video provided by an application (YouTube, Naver Player, Melon Player, etc.) accessed through a web browser. You can request a regeneration through it.
  • a playback button for media data such as audio and video provided by an application (YouTube, Naver Player, Melon Player, etc.) accessed through a web browser. You can request a regeneration through it.
  • the streaming server 100 inserts play meta information in front of the media data and sends the stream in real time in units of streams. Accordingly, the receiver 220 receives the media data in which the play metadata is inserted from the streaming server 100 in units of streams (S320).
  • the buffer 230 accumulates the received media data according to time (S330).
  • the buffer 230 may collect and accumulate the received media data stream in units of a first time T1 length, and may immediately transfer the accumulated T1 length data to the converter 240.
  • the buffer 230 may continue to repeat the above operation until the transmission of the media data as temporary storage is terminated. That is, the buffer 230 may transfer the corresponding data to the converter 240 whenever the T1 length data is stored and repeat the operation of emptying the data.
  • the conversion unit 240 converts the data of the T1 length into a segmented MP4 format in real time (S340).
  • the conversion unit 240 converts the data of the length T1 into segmented MP4 at one time.
  • T1 may be in a range of 0.5 seconds to 1 second (0.5s ⁇ T1 ⁇ 1s).
  • the embodiment of the present invention does not divide the media data in the server 100, but rather divides the media data by the unit of 0.5 to 1 second in the player 200.
  • the player 200 may collect the received media data stream into the buffer 230 in units of 0.5 to 1 seconds and then convert the data in units of 0.5 to 1 seconds into a segmented MP4 in real time.
  • the transmission unit 250 transmits the data of the length T1 converted into the segmented MP4 in the conversion unit 240 to the web browser through the standard API (S350).
  • the standard API may be Media Source Extensions (MSE) which is a JavaScript API for HTML5.
  • MSEs are typically mounted on web browsers.
  • the web browser means a conventional web browser and may be installed as a kind of application in the player 200.
  • the reproduction unit 260 starts the reproduction of the data of the length T2 by operating the codec Codec embedded in the web browser (S360).
  • T2 corresponds to N multiples of T1 (N is an integer of 2 or more). Further, T2 may range from 2 seconds to 3 seconds longer than T1 (2s ⁇ T2 ⁇ 3s).
  • the playback delay time of the media data is generated by the length of T2 described above.
  • the playback unit 260 sequentially delivers four 0.5-second segmented MP4 conversion data to a web browser and delivers it to the web browser for two seconds.
  • the playback unit 260 executes the codec to start the playback of the data. .
  • a playback delay of about T2 (2 to 3 seconds) occurs from the time point after the playback request is made by the player 200, and data can be reproduced thereafter without interruption. If T2 occurs about 2 seconds, it can be seen that the delay time is reduced by 1/3 compared to 6 seconds in the conventional system.
  • the data when the T2 amount of data is delivered to the web browser, the data is started to be reproduced. After that, the data can be reproduced without interruption by repeating the same operation in the player 200.
  • the playback unit 260 reproduces the data of the length T2 by operating the codec in the web browser whenever the amount of data delivered to the web browser satisfies the length T2 (S370).
  • the playback unit 260 plays back the data by operating the codec, whereby the data can be played back without interruption.
  • FIG. 4 is a diagram comparing network usage of the system of FIG. 1 and the conventional system.
  • the conventional system uses a method of directly dividing media data from the server 100 and has a structure in which a request and reply of data are continuously repeated between the server 100 and the player 200. In addition, a reproduction delay time of about 6 seconds occurs.
  • the playback delay time is significantly reduced than before, and since only one data request is performed after one data request, network usage and traffic can be reduced and network overuse can be prevented.

Abstract

The present invention relates to an HTML5 realtime player. According to the present invention, an HTML5 realtime player having a web browser installed comprises: a request unit for requesting, to a streaming server, a playback of media data; a reception unit for receiving, from the streaming server, in streaming units, the media data to which playback metadata is inputted; a buffer for accumulating the received media data; a conversion unit for converting T1 length of data into a segmented MP4 format in realtime each time the media data is accumulated in the buffer by the length of T1; a transmission unit for transmitting the converted T1 length of data to a web browser via a standard API; and a playback unit for starting the playback of T2 length of data by operating a codec embedded in the web browser, if the amount of transmitted data reaches the length of T2. According to the present invention, only around 2-3 seconds of playback delay occurs, as the media data is divided into 0.5-1 second units directly by the player, converted into segmented MP4, accumulated on the web browser by 2-3 second amounts, and then played.

Description

HTML5 실시간 재생기 및 그것을 이용한 실시간 재생 방법HTML5 Real Time Player and Real Time Playback Method Using It
본 발명은 HTML5 실시간 재생기 및 그것을 이용한 실시간 재생 방법에 관한 것으로서, 재생 딜레이 시간을 줄일 수 있는 HTML5 실시간 재생기 및 그것을 이용한 실시간 재생 방법에 관한 것이다.The present invention relates to an HTML5 real time player and a real time playback method using the same, and to an HTML5 real time player capable of reducing a playback delay time and a real time playback method using the same.
현재의 HTML5 실시간 재생기는 HTTP 기반의 스트리밍을 지원하는 표준 스트리밍 프로토콜인 DASH 또는 HLS를 이용한다. DASH는 엠펙(MPEG)에서 표준화한 HTTP 기반의 적응형 멀티미디어 스트리밍 프로토콜이고, HLS는 애플(Apple)에서 제안한 HTTP 기반의 스트리밍 프로토콜을 나타낸다.The current HTML5 real-time player uses DASH or HLS, a standard streaming protocol that supports HTTP-based streaming. DASH is an HTTP-based adaptive multimedia streaming protocol standardized by MPEG, and HLS represents an HTTP-based streaming protocol proposed by Apple.
이들 프로토콜은 요청 및 응답(Request & reply) 방식으로 구동되며, 요청 및 응답이 시간에 따라 계속하여 반복되는 구조를 가진다. 스트리밍 서버는 미디어 데이터를 약 2초 단위로 세그먼트화한 세그먼트화 파일(Segemented TS 또는 Segmented mp4)을 재생기로 전송한다. These protocols are driven in a request & reply manner, and have a structure in which requests and responses are repeated continuously over time. The streaming server transmits a segmented file (Segemented TS or Segmented mp4) which segmented the media data by about 2 seconds to the player.
여기서, 재생기는 스트리밍 서버로부터 세그먼트화 파일을 3개 정도 전송받은 이후부터 미디어 데이터 재생을 시작할 수 있게 된다. 하지만, 세그먼트화 파일은 아무리 짧게 만들어도 2초가 가장 짧은 단위이며, 그 이하의 단위는 재생 품질의 저하가 크게 발생하게 된다.Here, the player can start playing the media data after receiving about three segmented files from the streaming server. However, no matter how short the segmentation file is, the second unit is the shortest unit, and the unit below it causes a large decrease in reproduction quality.
또한, 재생기에서 2초 단위의 파일을 3개 받는 데까지 6초가 소요되는데, 이는 재생 요청 이후 6초의 딜레이가 있은 후부터 데이터의 재생이 시작됨을 의미한다. 이러한 딜레이 문제로 인해 HTML5 실시간 재생기는 실시간 빠른 감시가 필요한 CCTV에서는 사용되지 못하고 있는 실정이다. In addition, it takes 6 seconds to receive 3 files of 2 seconds in the player, which means that the data starts to be played after a 6 second delay after the playback request. Due to this delay problem, HTML5 real-time player is not used in CCTV that requires fast real-time monitoring.
본 발명의 배경이 되는 기술은 한국공개특허 제-2016-0036924호(2016.04.05 공개)에 개시되어 있다.The background technology of the present invention is disclosed in Korean Patent Laid-Open No. 2016-0036924 (published on April 5, 2016).
본 발명은 재생 딜레이 시간을 최소화할 수 있는 HTML5 실시간 재생기 및 그것을 이용한 실시간 재생 방법을 제공하는데 목적이 있다.An object of the present invention is to provide an HTML5 real time player capable of minimizing a playback delay time and a real time playback method using the same.
본 발명은, 웹 브라우저가 설치된 HTML5 실시간 재생기에 있어서, 스트리밍 서버로 미디어 데이터의 재생을 요청하는 요청부, 상기 스트리밍 서버로부터 재생 매타 정보가 삽입된 상기 미디어 데이터를 스트림 단위로 수신하는 수신부, 상기 수신된 미디어 데이터를 축적하는 버퍼, 상기 버퍼에 상기 미디어 데이터가 제1 시간(T1) 길이 단위로 축적될 때마다, 상기 T1 길이의 데이터를 세그먼트화 MP4(Segmented MP4) 형식으로 실시간 변환하는 변환부, 상기 변환된 T1 길이의 데이터를 표준 API를 통해 상기 웹 브라우저로 전달하는 전달부, 및 상기 전달된 데이터의 분량이 제2 시간(T2) 길이를 충족하면, 상기 웹 브라우저에 내장된 코덱을 작동시켜 상기 T2 길이의 데이터의 재생을 시작하는 재생부를 포함하는 HTML5 실시간 재생기를 제공한다.According to an aspect of the present invention, there is provided an HTML5 real-time player equipped with a web browser, including: a requesting unit for requesting playback of media data to a streaming server, a receiving unit for receiving the media data in which playback meta information is inserted from the streaming server in units of streams, and the reception unit. A buffer for accumulating the stored media data, and a conversion unit for converting the data of the T1 length into a segmented MP4 format in real time whenever the media data is accumulated in the buffer in a first time (T1) length unit; A transmission unit for transmitting the converted T1 length data to the web browser through a standard API, and when the amount of the transmitted data meets the second time T2 length, the codec embedded in the web browser is operated. An HTML5 real time player including a playback unit for starting playback of the T2 length data is provided.
또한, 상기 재생부는, 상기 웹 브라우저로 전달되는 데이터의 분량이 상기 T2 길이를 충족할 때마다, 상기 코덱을 작동시켜 상기 T2 길이의 데이터를 재생할 수 있다.The playback unit may play the data of the T2 length by operating the codec whenever the amount of data transmitted to the web browser satisfies the T2 length.
또한, 상기 T2는 상기 T1의 N 배수(N은 2 이상의 정수)일 수 있다.In addition, the T2 may be an N multiple of the T1 (N is an integer of 2 or more).
또한, 상기 T1은 0.5초 내지 1초 범위이고, 상기 T2는 2초 내지 3초 범위일 수 있다.In addition, the T1 ranges from 0.5 seconds to 1 second, and the T2 ranges from 2 seconds to 3 seconds.
또한, 상기 표준 API는, HTML5용 자바스크립트 API에 해당하는 MSE(Media Source Extensions)이며, 상기 MSE는 상기 웹 브라우저에 탑재될 수 있다.In addition, the standard API is Media Source Extensions (MSE) corresponding to a JavaScript API for HTML5, and the MSE may be mounted in the web browser.
또한, 상기 미디어 데이터의 재생 딜레이 시간은 상기 T2 길이만큼 발생될 수 있다.In addition, the playback delay time of the media data may be generated by the length of the T2.
그리고, 본 발명은, 웹 브라우저가 설치된 HTML5 실시간 재생기의 실시간 재생 방법에 있어서, 스트리밍 서버로 미디어 데이터의 재생을 요청하는 단계와, 상기 스트리밍 서버로부터 재생 매타 정보가 삽입된 상기 미디어 데이터를 스트림 단위로 수신하는 단계와, 상기 수신된 미디어 데이터를 버퍼에 축적하는 단계와, 상기 버퍼에 상기 미디어 데이터가 제1 시간(T1) 길이 단위로 축적될 때마다, 상기 T1 길이의 데이터를 세그먼트화 MP4(Segmented MP4) 형식으로 실시간 변환하는 단계와, 상기 변환된 T1 길이의 데이터를 표준 API를 통해 상기 웹 브라우저로 전달하는 단계, 및 상기 전달된 데이터의 분량이 제2 시간(T2) 길이를 충족하면, 상기 웹 브라우저에 내장된 코덱을 작동시켜 상기 T2 길이의 데이터의 재생을 시작하는 단계를 포함하는 실시간 재생 방법을 제공한다.The present invention provides a method of real-time playback of an HTML5 real-time player equipped with a web browser, the method comprising: requesting playback of media data from a streaming server, and converting the media data into which the playback metadata is inserted from the streaming server on a stream basis. Receiving, accumulating the received media data in the buffer, and each time the media data is stored in the buffer in the unit of the first time (T1) length unit, the data of the T1 length segmented MP4 (Segmented Real time conversion to MP4) format, transferring the converted T1 length data to the web browser through a standard API, and if the amount of the transferred data meets the second time T2 length, Operating a codec embedded in a web browser to start playback of the T2 length data. The ball.
또한, 상기 실시간 재생 방법은, 상기 웹 브라우저로 전달되는 데이터의 분량이 상기 T2 길이를 충족할 때마다, 상기 코덱을 작동시켜 상기 T2 길이의 데이터를 재생하는 단계를 더 포함할 수 있다.The real-time reproduction method may further include reproducing the data of the T2 length by operating the codec whenever the amount of data transmitted to the web browser satisfies the T2 length.
본 발명에 따르면, 스트리밍 서버로 재생 요청한 미디어 데이터를 재생기에서 직접 0.5~1초 단위로 분할하여 Segmented MP4로 변환하고 변환한 데이터를 웹 브라우저 상에서 2~3초 분량씩 축적하여 재생함으로써, 약 2~3초의 재생 딜레이 만이 발생함은 물론, 스트리밍 서버와 접속이 끊어지지 않은 상태에서 데이터를 안정적으로 스트리밍받을 수 있다.According to the present invention, the media data requested by the streaming server is directly divided by the player in 0.5 to 1 second unit, converted into segmented MP4, and the converted data is accumulated and reproduced for 2 to 3 seconds on a web browser, thereby, about 2 to Only a 3 second playback delay occurs, and data can be stably streamed without being disconnected from the streaming server.
도 1은 본 발명의 실시예에 따른 HTML5 실시간 재생 시스템을 설명하는 도면이다.1 is a diagram illustrating an HTML5 real time playback system according to an embodiment of the present invention.
도 2는 도 1에 도시된 재생기의 구성을 나타낸 도면이다.FIG. 2 is a diagram showing the configuration of the player shown in FIG.
도 3은 도 2에 도시된 재생기를 이용한 실시간 재생 방법을 설명하는 도면이다.FIG. 3 is a diagram for explaining a real-time playback method using the player shown in FIG. 2.
도 4는 도 1의 시스템과 종래 시스템의 네트워크 사용량을 비교한 도면이다. 4 is a diagram comparing network usage of the system of FIG. 1 and the conventional system.
그러면 첨부한 도면을 참고로 하여 본 발명의 실시 예에 대하여 본 발명이 속하는 기술 분야에서 통상의 지식을 가진 자가 용이하게 실시할 수 있도록 상세히 설명한다.DETAILED DESCRIPTION Hereinafter, exemplary embodiments of the present disclosure will be described in detail with reference to the accompanying drawings so that those skilled in the art may easily implement the present disclosure.
도 1은 본 발명의 실시예에 따른 HTML5 실시간 재생 시스템을 설명하는 도면이다. 도 1에 나타낸 것과 같이, HTML5 실시간 재생 시스템은 스트리밍 서버(100) 및 재생기(200)를 포함한다.1 is a diagram illustrating an HTML5 real time playback system according to an embodiment of the present invention. As shown in FIG. 1, the HTML5 real time playback system includes a streaming server 100 and a player 200.
스트리밍 서버(100)와 재생기(200) 유무선 네트워크를 통하여 연결되어진다.The streaming server 100 and the player 200 are connected through a wired or wireless network.
재생기(200)는 스마트폰, PDA, 데스크탑, 패드(PAD), 노트북 등을 포함하는 통상의 사용자 단말기를 의미할 수 있으며, HTML5를 지원하는 웹 브라우저(Web Browser)가 설치된다. 여기서 물론, 재생기(200)는 사용자 단말기에 포함되거나 내장되는 형태로 구현될 수도 있다. The player 200 may refer to a general user terminal including a smart phone, a PDA, a desktop, a pad (PAD), a notebook, and the like, and a web browser supporting HTML5 is installed. Here, of course, the player 200 may be implemented in a form included in or embedded in the user terminal.
스트리밍 서버(100)는 재생기(200)로부터 비디오, 오디오 등과 같은 미디어 데이터의 재생 요청(request)이 수신되면, 요청된 미디어 데이터를 스트림(stream) 단위로 실시간 전송한다.When the streaming server 100 receives a request for playing media data such as video and audio from the player 200, the streaming server 100 transmits the requested media data in units of streams in real time.
스트리밍 서버(100)는 미디어 데이터의 앞 부분에 재생 메타(meta) 정보를 함께 붙여 전송(send)한다. 여기서, 재생 메타 정보는 TimeStamp(타임 스탬프), Payload Size(페이로드 크기; 데이터 양),Data type(비디오/오디오 등 데이터 타입),Counter(카운터 정보) 중 적어도 하나의 정보를 포함할 수 있다. The streaming server 100 attaches the play meta information to the front of the media data and sends it. In this case, the reproduction meta information may include at least one of TimeStamp (Time Stamp), Payload Size (Payload Size), Data Type (Data Type such as Video / Audio), and Counter (Counter Information).
일반적으로 타임 스탬프는 데이터가 재생 화면 상에 뿌려지는 시간 정보를 나타내고 카운터 정보는 데이터 재생이 끊겨 재전송이 필요한 경우를 대비하여 끊김이 발생한 상황을 카운트한 정보를 나타낼 수 있다. 물론, 상술한 재생 메타 정보는 기 공지된 것에 해당하므로 상세한 설명은 생략한다.In general, the time stamp may indicate time information on which data is scattered on the reproduction screen, and the counter information may indicate information that counts a situation in which a break occurs in case the data reproduction is stopped and retransmission is required. Of course, since the above-described reproduction meta information corresponds to a known one, a detailed description thereof will be omitted.
스트리밍 서버(100)는 미디어 데이터를 재생기(200)로 전달할 때 끊김없이 계속하여 전달하게 된다. 이때, 스트리밍 서버(100)는 HTTP 기반의 프로토콜(HLS 또는 DASH)에서처럼 미디어 데이터를 세그먼트(segment) 단위로 전송하지 않고, 스트림 단위로 전송한다.When the streaming server 100 delivers the media data to the player 200, the streaming server 100 continuously delivers the media data. At this time, the streaming server 100 does not transmit the media data in units of segments as in the HTTP-based protocol (HLS or DASH), but in units of streams.
HTTP 프로토콜의 경우, 데이터 재생을 위해, 접속,요청(request),전송(send) 및 종료의 과정을 계속하여 반복해야 한다. 이와 달리, 본 발명의 실시예에서 재생기(200)는 스트리밍 서버(100)로 한 번의 요청(request)만 수행하고, 요청 이후부터 스트리밍 서버(100)는 계속하여 전송(send)만 수행하면 된다. In the case of the HTTP protocol, the process of connecting, requesting, sending and terminating must be repeated in order to reproduce data. In contrast, in the exemplary embodiment of the present invention, the player 200 may perform only one request to the streaming server 100, and the streaming server 100 may continue to send only the request after the request.
따라서, 스트리밍 서버(100)는 재생기(200)로부터 미디어 데이터의 재생을 요청받은 이후부터, 해당 미디어 데이터를 스트림 단위로 계속적으로 전송하게 된다. 이에 따라 재생기(200)는 데이터를 한번 요청한 이후부터는 스트리밍 서버(100)로부터 데이터를 계속하여 수신하면서, 수신한 데이터를 실시간 처리하고 재생한다.Therefore, the streaming server 100 continuously transmits the media data in units of streams after receiving the request for playing the media data from the player 200. Accordingly, the player 200 continuously receives data from the streaming server 100 after requesting data once, and processes and reproduces the received data in real time.
도 2는 도 1에 도시된 재생기의 구성을 나타낸 도면이고, 도 3은 도 2에 도시된 재생기를 이용한 실시간 재생 방법을 설명하는 도면이다.FIG. 2 is a diagram illustrating a configuration of a player illustrated in FIG. 1, and FIG. 3 is a diagram illustrating a real-time reproduction method using the player illustrated in FIG. 2.
도 2 및 도 3을 참조하면, 재생기(200)는 요청부(210), 수신부(220), 버퍼(230), 변환부(240), 전달부(250), 재생부(260)를 포함한다.2 and 3, the player 200 includes a request unit 210, a receiver 220, a buffer 230, a converter 240, a transfer unit 250, and a playback unit 260. .
먼저, 요청부(210)는 스트리밍 서버(100)로 미디어 데이터의 재생을 요청한다(S310). First, the request unit 210 requests the streaming server 100 to play media data (S310).
예를 들어, 요청부(210)는 웹 브라우저를 통해 접속한 응용 프로그램(유튜브, 네이버 플레이어, 멜론 플레이어 등)에서 제공하는 오디오, 동영상 등의 미디어 데이터에 대한 재생 버튼을 사용자로부터 클릭(선택)받는 것을 통해 재생을 요청할 수 있다.For example, the requesting unit 210 receives (selects) a playback button for media data such as audio and video provided by an application (YouTube, Naver Player, Melon Player, etc.) accessed through a web browser. You can request a regeneration through it.
스트리밍 서버(100)는 해당 미디어 데이터의 앞에 재생 메타 정보를 삽입하여 스트림 단위로 실시간 보낸다. 이에 따라, 수신부(220)는 스트리밍 서버(100)로부터 재생 매타 정보가 삽입된 미디어 데이터를 스트림 단위로 수신하게 된다(S320).The streaming server 100 inserts play meta information in front of the media data and sends the stream in real time in units of streams. Accordingly, the receiver 220 receives the media data in which the play metadata is inserted from the streaming server 100 in units of streams (S320).
버퍼(Buffer)(230)는 수신되는 미디어 데이터를 시간에 따라 축적한다(S330). 여기서, 버퍼(230)는 수신되는 미디어 데이터 스트림을 제1 시간(T1) 길이 단위로 모아 축적하며, 축적한 T1 길이의 데이터를 변환부(240)로 즉시 전달할 수 있다. The buffer 230 accumulates the received media data according to time (S330). Here, the buffer 230 may collect and accumulate the received media data stream in units of a first time T1 length, and may immediately transfer the accumulated T1 length data to the converter 240.
버퍼(230)는 임시 저장소로서 미디어 데이터의 전송이 종료될 때까지 상술한 동작을 계속하여 반복할 수 있다. 즉, 버퍼(230)는 T1 길이 분량의 데이터가 저장될 때마다 해당 데이터를 변환부(240)로 전달하는 동시에 데이터를 비우는 동작을 반복할 수 있다. The buffer 230 may continue to repeat the above operation until the transmission of the media data as temporary storage is terminated. That is, the buffer 230 may transfer the corresponding data to the converter 240 whenever the T1 length data is stored and repeat the operation of emptying the data.
변환부(240)는 버퍼(230) 상에 미디어 데이터가 T1 길이 단위로 축적될 때마다, T1 길이의 데이터를 세그먼트화 MP4(Segmented MP4) 형식으로 실시간 변환한다(S340). Whenever media data is accumulated in the T1 length unit on the buffer 230, the conversion unit 240 converts the data of the T1 length into a segmented MP4 format in real time (S340).
즉, 변환부(240)는 T1 길이 분량의 데이터를 한 번에 Segmented MP4로 변환한다. 여기서, T1은 0.5초 내지 1초 범위(0.5s ≤ T1 ≤ 1s)일 수 있다. That is, the conversion unit 240 converts the data of the length T1 into segmented MP4 at one time. Here, T1 may be in a range of 0.5 seconds to 1 second (0.5s ≦ T1 ≦ 1s).
이와 같이, 본 발명의 실시예는 미디어 데이터를 서버(100)에서 분할하지 않으며, 재생기(200) 내에서 직접 0.5~1초 단위로 분할하는 것을 알 수 있다. 또한, 재생기(200)는 수신되는 미디어 데이터 스트림을 0.5~1초 단위로 버퍼(230)에 모은 다음, 0.5~1초 단위의 데이터를 한 번에 Segmented MP4로 실시간 변환하는 것을 알 수 있다.As described above, the embodiment of the present invention does not divide the media data in the server 100, but rather divides the media data by the unit of 0.5 to 1 second in the player 200. In addition, the player 200 may collect the received media data stream into the buffer 230 in units of 0.5 to 1 seconds and then convert the data in units of 0.5 to 1 seconds into a segmented MP4 in real time.
다음, 전달부(250)는 변환부(240)에서 Segmented MP4로 변환된 T1 길이의 데이터를 표준 API를 통해 웹 브라우저로 전달한다(S350).Next, the transmission unit 250 transmits the data of the length T1 converted into the segmented MP4 in the conversion unit 240 to the web browser through the standard API (S350).
여기서, 표준 API는 HTML5용 자바스크립트 API인 MSE(Media Source Extensions)일 수 있다. 이러한 MSE는 일반적으로 웹 브라우저 상에 탑재된다. 웹 브라우저는 통상의 웹 브라우저를 의미하며 재생기(200) 내에 일종의 어플리케이션(application)으로 설치될 수 있다.Here, the standard API may be Media Source Extensions (MSE) which is a JavaScript API for HTML5. Such MSEs are typically mounted on web browsers. The web browser means a conventional web browser and may be installed as a kind of application in the player 200.
재생부(260)는 전달된 데이터의 분량이 제2 시간(T2) 길이를 충족하면, 웹 브라우저에 내장된 코덱(Codec)을 작동시켜 T2 길이의 데이터의 재생을 시작한다(S360). If the amount of the transmitted data satisfies the length of the second time T2, the reproduction unit 260 starts the reproduction of the data of the length T2 by operating the codec Codec embedded in the web browser (S360).
여기서, T2는 T1의 N 배수(N은 2 이상의 정수)에 해당한다. 또한, T2는 T1보다 긴 길이의 2초 내지 3초 범위(2s ≤ T2 ≤ 3s)일 수 있다.Here, T2 corresponds to N multiples of T1 (N is an integer of 2 or more). Further, T2 may range from 2 seconds to 3 seconds longer than T1 (2s ≦ T2 ≦ 3s).
본 발명의 실시예에서 미디어 데이터의 재생 딜레이 시간은 상술한 T2 길이만큼 발생하게 된다. 예를 들어, 재생부(260)는 0.5초 분량의 Segmented MP4 변환 데이터 4개가 순차로 웹 브라우저에 전달되어 2초 분량이 되면, 이를 코덱에 전달하고 코덱을 실행시켜 해당 데이터의 재생이 시작되도록 한다. In the embodiment of the present invention, the playback delay time of the media data is generated by the length of T2 described above. For example, the playback unit 260 sequentially delivers four 0.5-second segmented MP4 conversion data to a web browser and delivers it to the web browser for two seconds. The playback unit 260 executes the codec to start the playback of the data. .
이에 따르면, 재생기(200)에서 재생 요청한 시점 이후로부터 T2(2~3초) 정도의 재생 지연이 발생하게 되고, 이후부터는 데이터가 끊김 없이 재생될 수 있다. 만일, T2가 2초 정도 발생한 경우, 종래 시스템에서의 6초보다 1/3 만큼 지연 시간을 줄인 것을 알 수 있다.According to this, a playback delay of about T2 (2 to 3 seconds) occurs from the time point after the playback request is made by the player 200, and data can be reproduced thereafter without interruption. If T2 occurs about 2 seconds, it can be seen that the delay time is reduced by 1/3 compared to 6 seconds in the conventional system.
본 발명의 실시예는 T2 분량의 데이터가 웹 브라우저에 전달되면 데이터의 재생이 시작되고, 이후에는 재생기(200)에서 동일한 동작을 반복하는 것을 통해 데이터가 끊김 없이 재생될 수 있다. According to the exemplary embodiment of the present invention, when the T2 amount of data is delivered to the web browser, the data is started to be reproduced. After that, the data can be reproduced without interruption by repeating the same operation in the player 200.
즉, 재생부(260)는 웹 브라우저에 전달되는 데이터의 분량이 T2 길이를 충족할 때마다 웹 브라우저 내 코덱을 작동시켜 T2 길이의 데이터를 재생한다(S370). That is, the playback unit 260 reproduces the data of the length T2 by operating the codec in the web browser whenever the amount of data delivered to the web browser satisfies the length T2 (S370).
이와 같이, 재생부(260)는 T2 분량의 데이터가 웹 브라우저에 전달될 때마다, 코덱을 작동시켜 데이터를 재생하게 되며, 이를 통해 데이터가 끊김 없이 재생될 수 있다. As such, whenever the T2 amount of data is delivered to the web browser, the playback unit 260 plays back the data by operating the codec, whereby the data can be played back without interruption.
도 4는 도 1의 시스템과 종래 시스템의 네트워크 사용량을 비교한 도면이다. 4 is a diagram comparing network usage of the system of FIG. 1 and the conventional system.
종래 시스템은 서버(100)에서 미디어 데이터를 직접 분할하여 보내는 방식을 사용하며, 서버(100)와 재생기(200) 사이에 데이터의 요청 및 응답(Request & reply)이 계속적으로 반복되는 구조를 가진다. 또한, 6초 정도의 재생 지연 시간이 발생한다.The conventional system uses a method of directly dividing media data from the server 100 and has a structure in which a request and reply of data are continuously repeated between the server 100 and the player 200. In addition, a reproduction delay time of about 6 seconds occurs.
도 4를 참조하면, 본 발명의 시스템(실선)의 경우, 재생기(200)가 미디어 데이터를 한번 요청하면, 해당 미디어 데이터를 스트림 단위로 계속하여 스트리밍 서버(100)로부터 전송받기 때문에, 데이터 전송이 종료될 때까지 거의 일정한 네트워크 사용량을 나타내는 것을 알 수 있다.Referring to FIG. 4, in the case of the system (solid line) of the present invention, when the player 200 requests media data once, the media data is continuously transmitted from the streaming server 100 in units of streams. It can be seen that the network usage is almost constant until terminated.
하지만, 데이터의 요청 및 전송이 반복하여 발생하는 종래 시스템(점선)의 경우, 미디어 데이터를 요청하는 구간에서는 네트워크 사용량이 낮지만 미디어 데이터를 전송받는 구간에서는 네트워크 사용량이 급증하며, 이러한 현상은 데이터 전송이 완료될 때까지 반복되는 것을 알 수 있다.However, in a conventional system (dotted line) in which data requests and transmissions occur repeatedly, network usage is low in a section for requesting media data, but network usage is rapidly increasing in a section in which media data is received. It can be seen that it is repeated until this is completed.
이와 같이, 종래 시스템의 경우 데이터 요청 구간과 데이터 수신 구간이 시간에 따라 반복되는 구조이므로, 네트워크 사용량이 불규칙적이고 네트워크 과사용 구간이 반복적으로 발생한다.As described above, in the conventional system, since the data request section and the data reception section are repeated with time, the network usage is irregular and the network overuse section repeatedly occurs.
하지만 본 발명의 실시예의 경우, 기존보다 재생 딜레이 시간을 획기적으로 줄임은 물론, 한 번의 데이터 요청 이후부터는 데이터 수신만 수행하면 되므로 네트워크 사용량 및 트래픽을 줄이고 네트워크 과사용을 방지할 수 있다.However, in the exemplary embodiment of the present invention, the playback delay time is significantly reduced than before, and since only one data request is performed after one data request, network usage and traffic can be reduced and network overuse can be prevented.
이상과 같은 본 발명에 따르면, 스트리밍 서버로 재생 요청한 미디어 데이터를 재생기에서 직접 0.5~1초 단위로 분할하여 Segmented MP4로 변환하고 변환한 데이터를 웹 브라우저 상에서 2~3초 분량씩 축적하여 재생함으로써, 약 2~3초의 재생 딜레이 만이 발생함은 물론, 기존의 HTTP 프로토콜과는 다르게 스트리밍 서버와 접속이 끊어지지 않은 상태에서 데이터를 안정적으로 스트리밍받을 수 있다.According to the present invention as described above, by dividing the media data requested by the streaming server in the unit of 0.5 to 1 seconds directly from the player to convert to Segmented MP4 and by accumulating and playing the converted data in a web browser for 2 to 3 seconds, Only a delay of about 2-3 seconds of playback delay occurs, and unlike the existing HTTP protocol, data can be stably streamed without being disconnected from the streaming server.
본 발명은 도면에 도시된 실시 예를 참고로 설명되었으나 이는 예시적인 것에 불과하며, 본 기술 분야의 통상의 지식을 가진 자라면 이로부터 다양한 변형 및 균등한 다른 실시 예가 가능하다는 점을 이해할 것이다. 따라서, 본 발명의 진정한 기술적 보호 범위는 첨부된 특허청구범위의 기술적 사상에 의하여 정해져야 할 것이다.Although the present invention has been described with reference to the embodiments shown in the drawings, this is merely exemplary, and it will be understood by those skilled in the art that various modifications and equivalent other embodiments are possible. Therefore, the true technical protection scope of the present invention will be defined by the technical spirit of the appended claims.

Claims (12)

  1. 웹 브라우저가 설치된 HTML5 실시간 재생기에 있어서,In an HTML5 real-time player with a web browser,
    스트리밍 서버로 미디어 데이터의 재생을 요청하는 요청부;A request unit for requesting playback of the media data to the streaming server;
    상기 스트리밍 서버로부터 재생 매타 정보가 삽입된 상기 미디어 데이터를 스트림 단위로 수신하는 수신부;A receiving unit for receiving the media data into which the play meta information is inserted from the streaming server in units of streams;
    상기 수신된 미디어 데이터를 축적하는 버퍼;A buffer that accumulates the received media data;
    상기 버퍼에 상기 미디어 데이터가 제1 시간(T1) 길이 단위로 축적될 때마다, 상기 T1 길이의 데이터를 세그먼트화 MP4(Segmented MP4) 형식으로 실시간 변환하는 변환부;A conversion unit for converting the data of the T1 length into a segmented MP4 format in real time whenever the media data is accumulated in the buffer in a first time (T1) length unit;
    상기 변환된 T1 길이의 데이터를 표준 API를 통해 상기 웹 브라우저로 전달하는 전달부; 및A transmission unit for transmitting the converted T1 length data to the web browser through a standard API; And
    상기 전달된 데이터의 분량이 제2 시간(T2) 길이를 충족하면, 상기 웹 브라우저에 내장된 코덱을 작동시켜 상기 T2 길이의 데이터의 재생을 시작하는 재생부를 포함하는 HTML5 실시간 재생기.And a playback unit for starting the reproduction of the data of the T2 length by operating the codec embedded in the web browser when the amount of the transmitted data meets the second time (T2) length.
  2. 청구항 1에 있어서, The method according to claim 1,
    상기 재생부는,The regeneration unit,
    상기 웹 브라우저로 전달되는 데이터의 분량이 상기 T2 길이를 충족할 때마다, 상기 코덱을 작동시켜 상기 T2 길이의 데이터를 재생하는 HTML5 실시간 재생기.An HTML5 real time player for reproducing the data of the T2 length by operating the codec whenever the amount of data delivered to the web browser satisfies the T2 length.
  3. 청구항 1에 있어서,The method according to claim 1,
    상기 T2는 상기 T1의 N 배수(N은 2 이상의 정수)인 HTML5 실시간 재생기.T2 is an N multiple of T1 (N is an integer of 2 or more).
  4. 청구항 1에 있어서,The method according to claim 1,
    상기 T1은 0.5초 내지 1초 범위이고, 상기 T2는 2초 내지 3초 범위인 HTML5 실시간 재생기. The T1 ranges from 0.5 seconds to 1 second and the T2 ranges from 2 seconds to 3 seconds.
  5. 청구항 1에 있어서,The method according to claim 1,
    상기 표준 API는,The standard API is
    HTML5용 자바스크립트 API에 해당하는 MSE(Media Source Extensions)이며, 상기 MSE는 상기 웹 브라우저에 탑재된 HTML5 실시간 재생기. Media Source Extensions (MSE) corresponding to a JavaScript API for HTML5, wherein the MSE is an HTML5 real-time player mounted in the web browser.
  6. 청구항 1에 있어서,The method according to claim 1,
    상기 미디어 데이터의 재생 딜레이 시간은 상기 T2 길이만큼 발생되는 HTML5 실시간 재생기.The playback delay time of the media data is generated by the T2 length HTML5 real time player.
  7. 웹 브라우저가 설치된 HTML5 실시간 재생기의 실시간 재생 방법에 있어서,In the real-time playback method of the HTML5 real-time player with a web browser,
    스트리밍 서버로 미디어 데이터의 재생을 요청하는 단계;Requesting playback of media data to a streaming server;
    상기 스트리밍 서버로부터 재생 매타 정보가 삽입된 상기 미디어 데이터를 스트림 단위로 수신하는 단계;Receiving the media data inserted with reproduction meta information from the streaming server in units of streams;
    상기 수신된 미디어 데이터를 버퍼에 축적하는 단계;Accumulating the received media data in a buffer;
    상기 버퍼에 상기 미디어 데이터가 제1 시간(T1) 길이 단위로 축적될 때마다, 상기 T1 길이의 데이터를 세그먼트화 MP4(Segmented MP4) 형식으로 실시간 변환하는 단계;Whenever the media data is accumulated in the buffer in a first time (T1) length unit, converting the data of the T1 length into a segmented MP4 format in real time;
    상기 변환된 T1 길이의 데이터를 표준 API를 통해 상기 웹 브라우저로 전달하는 단계; 및Passing the converted T1 length data to the web browser through a standard API; And
    상기 전달된 데이터의 분량이 제2 시간(T2) 길이를 충족하면, 상기 웹 브라우저에 내장된 코덱을 작동시켜 상기 T2 길이의 데이터의 재생을 시작하는 단계를 포함하는 실시간 재생 방법.Starting the reproduction of the data of the length T2 by operating the codec embedded in the web browser if the amount of the transmitted data meets the length of the second time (T2).
  8. 청구항 7에 있어서,The method according to claim 7,
    상기 웹 브라우저로 전달되는 데이터의 분량이 상기 T2 길이를 충족할 때마다, 상기 코덱을 작동시켜 상기 T2 길이의 데이터를 재생하는 단계를 더 포함하는 실시간 재생 방법.Whenever the amount of data delivered to the web browser satisfies the T2 length, operating the codec to play the data of the T2 length.
  9. 청구항 7에 있어서,The method according to claim 7,
    상기 T2는 상기 T1의 N 배수(N은 2 이상의 정수)인 실시간 재생 방법.The T2 is a multiple of N (N is an integer of 2 or more) of the T1.
  10. 청구항 7에 있어서,The method according to claim 7,
    상기 T1은 0.5초 내지 1초 범위이고, 상기 T2는 2초 내지 3초 범위인 실시간 재생 방법.The T1 ranges from 0.5 second to 1 second, and the T2 ranges from 2 seconds to 3 seconds.
  11. 청구항 7에 있어서,The method according to claim 7,
    상기 표준 API는,The standard API is
    HTML5용 자바스크립트 API에 해당하는 MSE(Media Source Extensions)이며, 상기 MSE는 상기 웹 브라우저에 탑재된 실시간 재생 방법.Media Source Extensions (MSE) corresponding to a JavaScript API for HTML5, wherein the MSE is a real-time playback method mounted in the web browser.
  12. 청구항 7에 있어서,The method according to claim 7,
    상기 미디어 데이터의 재생 딜레이 시간은 상기 T2 길이만큼 발생되는 실시간 재생 방법.The playback delay time of the media data is generated by the length of the T2.
PCT/KR2018/004999 2018-03-30 2018-04-30 Html5 realtime player and realtime playback method using same WO2019189988A1 (en)

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