Production and dissemination path of new media film and television content based on 5G technology

IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Entertainment Computing Pub Date : 2024-07-31 DOI:10.1016/j.entcom.2024.100852
Beibei Zhang , Likang Shao
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Abstract

Using new media to enhance the visual and creative quality of cinema and television works may also give a new means for the general public to create and distribute these works, improving the ease of film and television production and distribution. This paper studies the production and dissemination paths of new media film and television content based on 5G technology and then uses neural networks to evaluate the effectiveness of the method and complete the following work: 1) To begin, we’ll discuss the current state of new media film and television production and distribution research both domestically and internationally. 2) The development approach of film and television production and dissemination under the new media environment is proposed. The basic principles of BPNN and PSO are introduced, and then the PSO-BP model is constructed. 3) Collect the experimental data set and then select the optimal parameters of the model through experiments. The experimental results obtained by inputting the test data into the model are compared with the actual values, and it is found that the error between the estimated value of the model and the exact value is tiny.

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基于 5G 技术的新媒体影视内容的制作和传播路径
利用新媒体提升影视作品的视觉和创作质量,也可以为普通大众创作和传播这些作品提供新的手段,提高影视制作和传播的便捷性。本文研究了基于5G技术的新媒体影视内容的生产和传播路径,然后利用神经网络对该方法的有效性进行评估,完成以下工作:1)首先讨论新媒体影视制作与传播的国内外研究现状。2)提出新媒体环境下影视制作与传播的发展思路。介绍了 BPNN 和 PSO 的基本原理,然后构建了 PSO-BP 模型。3) 收集实验数据集,然后通过实验选择模型的最优参数。将测试数据输入模型得到的实验结果与实际值进行比较,发现模型估计值与精确值的误差很小。
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来源期刊
Entertainment Computing
Entertainment Computing Computer Science-Human-Computer Interaction
CiteScore
5.90
自引率
7.10%
发文量
66
期刊介绍: Entertainment Computing publishes original, peer-reviewed research articles and serves as a forum for stimulating and disseminating innovative research ideas, emerging technologies, empirical investigations, state-of-the-art methods and tools in all aspects of digital entertainment, new media, entertainment computing, gaming, robotics, toys and applications among researchers, engineers, social scientists, artists and practitioners. Theoretical, technical, empirical, survey articles and case studies are all appropriate to the journal.
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