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Promoting Mental Well-Being for Audiences in a Live-Streaming Game by Highlight-Based Bullet Comments.

Junjie H. XuYulin CaiZhou FangPujana Paliyawan
Published in: GCCE (2021)
Keyphrases
  • live streaming
  • peer to peer
  • streaming video
  • next generation networks
  • behavior analysis
  • limited bandwidth
  • real time
  • image sequences
  • quality degradation