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Abstract: Development and implementation of a cloud-based production method for eSports live streams [DE]
Julian Wyen, Development and implementation of a cloud-based production method for eSports live streams, Hochschule Düsseldorf, Bachelor thesis, 09.08.2023.
This scholarly article explores the possibilities of livestreaming eSport
competitions using a more flexible, cost-effective, and cloud-based production
method. Compared to professional productions that require a large amount of
technical equipment and staff, semi-professional broadcasts are often performed
by volunteer commentators from their home studio. The limited equipment of the
producers, especially in terms of computing power and peripherals, affects the
quality of such broadcasts. In addition, there is a lack of flexibility to switch
between different video signals and provide viewers with detailed insights into
the play of individual players. However, through the use of software solutions
such as NDI (Network Device Interface) and protocols such as SRT (Secure Reliable
Transport), as well as modern cloud-based approaches, there is an opportunity to
perform cross-site productions with improved functionality. This work presents a
concept where a virtual machine serves as a receiver and streamer for video and
audio signals, with computing power provided externally in a cloud data center.
The concept is tested using an application example with the Düsseldorf League of
Legends team in the Uniliga eSports competition. The results allow conclusions
to be drawn about similar application possibilities and answer questions about
the integration of players’ hardware and software, the synchronization of signals
and the attractiveness for viewers. Finally, a production with the new method is
carried out and evaluated by means of a survey of experts, other eSports
spectators and laymen in order to evaluate the added value and usefulness
of this method.
Keywords:
Livestream, eSport, Cloud Computing, NDI, SRT, OBS, League of Legends
Supervisor:
Prof. Jens Herder, Dr. Eng./Univ. of Tsukuba
Prof. Dr.-Ing. Thomas Bonse
Location:
The research took place at the Virtual Sets and Virtual Environments Laboratory.
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