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研究生: 楊晉復
Chin-Fu Yang
論文名稱: 互動遊戲置入直播串流服務系統之研究
A Study on Embedding Simple Interaction Games on Live Streaming System
指導教授: 戴文凱
Wen-Kei Tai
口試委員: 黃元欣
謝東儒
學位類別: 碩士
Master
系所名稱: 電資學院 - 資訊工程系
Department of Computer Science and Information Engineering
論文出版年: 2022
畢業學年度: 110
語文別: 中文
論文頁數: 51
中文關鍵詞: 直播伺服器架構互動遊戲
外文關鍵詞: live­-streaming, server architecture, interactive games
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  • 起初,觀眾只能在影音平台上觀看影片,但隨著網路媒體的蓬勃發展及各式各樣的
    直播平台興起,現在觀眾可即時觀看直播主的直播。而直播的內容從遊戲、電商到新聞
    皆有。在這眾多的直播平台中,觀眾只能透過聊天室與直播主進行互動,直播主也僅能
    透過聊天室裡查看觀眾的反應,若是留言過多,直播主並沒有辦法即時知道觀眾的正確
    反應。因此我們的目的為,建置一互動遊戲置入直播串流平台,提供直播主與觀眾有別
    以往的互動方式,增進直播主與觀眾間的情誼。
    在本論文中,我們將建置直播互動遊戲平台,提供直播主與觀眾除了聊天室以外的
    互動體驗。例如,預測類型的遊戲,直播主可以在直播的過程中詢問觀眾下一場遊戲的
    勝敗;問答題組遊戲,直播主事先準備好題組,讓觀眾在直播過程中答題。並提供點數
    機制給參與互動的觀眾,而觀眾為了獲得更多的點數也會更積極的參與遊戲。此外,我
    們也會提供同類遊戲參照 RESTful API 形式的 API 及 Database Schema 做為參考。最
    後會根據直播主、觀眾與開發者的關鍵績效指標,分析各平台的表現差異。
    最後本論文建置之直播互動遊戲平台,支援多個直播互動遊戲、提供點數機制,並
    且讓互動遊戲在不影響直播畫面的情況下,提供最好的觀看體驗,以及針對各項關鍵績
    效指標進行各平台的差異分析。


    At first, audiences can only watch videos on online video platforms. With the booming development of online media and the rise of various live­streaming platforms, audiences can now watch live videos from online streamers in real time. The content of
    live streaming ranges from games, E­commerce to news. Among these numerous livesteaming platforms, audiences can only interact with online streamers through chat rooms.
    Similarly, online streamers can only check audiences’ reactions through chat rooms, too.
    If there are lots of comments, online streamers can not know the audiences’ correct reactions immediately. Therefore, our purpose is to build an interactive system providing the different interaction and enhancing the friendship between online streamers and audiences.
    In this paper, we will set up an embedding simple interaction games on live­streaming
    system to provide an interactive experience between online streamers and audiences except for chat rooms. For example, online streamers can ask some predictive questions to audiences such as the win­loss ratio of the next game in live­streaming video. Besides, online streamers can also prepare questions in advance for audiences to answer during live­streaming. In order to motivate audiences to participate in the interaction, we provide points mechanism for them. Moreover, apis in the form of RESTFul API and Database Schema for similar games will also be provided. Finally, the performance difference of each platform will be analyzed according to the key performance indicators of the online streamers, audiences and developers.
    This paper not only builds an embedding simple interaction games on live­streaming
    system to support various games, points mechanism and provide the best viewing experience without affecting the live­streaming pictures, but also uses key performance indicators to analyze numerous platforms.

    教授推薦書 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . I 論文口試委員審定書 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . II 論文摘要 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . III Abstract . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . IV 誌謝 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . V 目錄 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . VI 圖目錄 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . IX 表目錄 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . XI 1 緒論 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 1.1 研究背景與動機 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 1.2 研究目標 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 1.3 研究方法概述 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 1.4 研究貢獻 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 1.5 本論文之章節架構 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 2 Related Work . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 2.1 Gamblification Themes in Extensions . . . . . . . . . . . . . . . . . . . 4 2.1.1 Gambling with Social Prize, not Monetary . . . . . . . . . . . . . 4 2.1.2 Predicting Winners and In­Game Events . . . . . . . . . . . . . . 9 2.1.3 Legal Components of Gambling Distributed Among Participants . 10 2.1.4 Gambling in Giveaways . . . . . . . . . . . . . . . . . . . . . . 11 2.1.5 Marketing and Advertising Practices in Legal Gambling . . . . . 12 3 研究方法 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 3.1 Key Performance Indicator . . . . . . . . . . . . . . . . . . . . . . . . . 15 3.1.1 直播主 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 3.1.2 觀眾 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16 3.1.3 遊戲開發 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16 3.2 平台架構設計 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 3.2.1 觀眾平台 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18 3.2.2 直播主平台 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18 3.2.3 平台伺服器 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18 3.2.4 MySQL . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18 3.2.5 Redis . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18 3.3 系統程式介面 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19 3.4 Database Schema . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23 3.5 系統詳細流程 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24 3.5.1 登入 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24 3.5.2 遊戲 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25 4 實驗結果與分析 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29 4.1 程式實作與實驗環境建立 . . . . . . . . . . . . . . . . . . . . . . . . . . 29 4.1.1 性能測試 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29 4.2 平台評比 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30 4.2.1 直播主 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30 4.2.2 觀眾 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33 4.2.3 遊戲開發 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35 5 結論與未來工作 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36 5.1 結論 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36 5.2 未來工作 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36 參考文獻 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37

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