• Title/Summary/Keyword: 교양 비디오

Search Result 10, Processing Time 0.025 seconds

The Abstraction Retrieval System of Cultural Videos using Scene Change Detection (장면전환검출을 이용한 교양비디오 개요 검색 시스템)

  • Kang Oh-Hyung;Lee Ji-Hyun;Rhee Yang-Won
    • The KIPS Transactions:PartB
    • /
    • v.12B no.7 s.103
    • /
    • pp.761-766
    • /
    • 2005
  • This paper proposes a video model for the implementation of the cultural video database system. We have utilized an efficient scene change detection method that segments cultural video into semantic units for efficient indexing and retrieval of video. Since video has a large volume and needs to be played for a longer time, it implies difficulty of viewing the entire video. To solve this Problem. the cultural video abstraction was made to save the time and widen the choices of video the video abstract is the summarization of scenes, which includes important events produced by setting up the abstraction rule.

Temporal Video Modeling of Cultural Video (교양비디오의 시간지원 비디오 모델링)

  • 강오형;이지현;고성현;김정은;오재철
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2004.05b
    • /
    • pp.439-442
    • /
    • 2004
  • Traditional database systems have been used models supported for the operations and relationships based on simple interval. video data models are required in order to provide supporting temporal paradigm, various object operations and temporal operations, efficient retrieval and browsing in video model. As video model is based on object-oriented paradigm, 1 present entire model structure for video data through the design of metadata which is used of logical schema of video, attribute and operation of object, and inheritance and annotation. by using temporal paradigm through the definition of time point and time interval in object-oriented based model, we tan use video information more efficiently by me variation.

  • PDF

Temporal_based Video Retrival System (시간기반 비디오 검색 시스템)

  • Lee, Ji-Hyun;Kang, Oh-Hyung;Na, Do-Won;Lee, Yang-Won
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • v.9 no.2
    • /
    • pp.631-634
    • /
    • 2005
  • Traditional database systems have been used models supported for the operations and relationships based on simple interval. video data models are required in order to provide supporting temporal paradigm, various object operations and temporal operations, efficient retrieval and browsing in video model. As video model is based on object-oriented paradigm, I present entire model structure for video data through the design of metadata which is used of logical schema of video, attribute and operation of object, and inheritance and annotation. by using temporal paradigm through the definition of time point and time interval in object-oriented based model, we can use video information more efficiently by time variation.

  • PDF

The Abstraction of Cultural Videos Using Similarity Measures (유사성 측정을 이용한 교양비디오의 개요 추출)

  • Lee, Ji-Hyun;Mun, Jong-Hwan;Jin, Song-Cheol;Rhee, Yang-Won
    • Annual Conference of KIPS
    • /
    • 2004.05a
    • /
    • pp.169-172
    • /
    • 2004
  • 키 프레임들의 컬러 정보 차이 값과 표준편차 차이 값을 이용한 유사성측정 방법을 기반으로 클러스터링을 이용하여 의미 있는 단위로 분할되어 색인화 된 비디오에서 중요 장면들을 추출하고 추출된 키프레임들을 대상으로 중간(middle)샷 개요 생성 규칙을 적용하여 요약된 형태의 비디오 개요를 추출하여 사용자들에게 제공함으로써 비디오 선택의 폭을 넓힐 수 있도록 제안하였다.

  • PDF

A Study on Youtube Video-Watching Activities and their Effects on Improving English Reading Comprehension Skills (유튜브 비디오 보기 활동이 영어 독해 능력 향상에 미치는 영향)

  • Kim, Na-Young
    • Journal of Digital Convergence
    • /
    • v.17 no.6
    • /
    • pp.1-9
    • /
    • 2019
  • In an effort to explore the effects of Youtube video-watching activities on Korean college students' English reading comprehension skills, 148 undergraduate students who enrolled in a General English class at a university in Korea participated in the present study. Participants were randomly classified into four groups - three experimental groups and one control group - according to when they watch videos: before class (n = 33), during class (n = 42), after class (n = 36), and none (n = 37). Over 16 weeks, the three experimental groups engaged in Youtube video-watching activities for about 10 minutes before, during, and after the class, while the control group did not. Pre- and post-tests were administered to confirm the effects of the use of Youtube videos on improving English reading comprehension skills. To compare the improvement between groups, a one-way ANOVA was also run. Major findings are as follows: First, participants in all the three experimental groups significantly improved their English reading comprehension skills, indicating the beneficial effects of Youtube video-watching activities. However, there was no statistically significant difference in the mean improvement between the groups. Based on this, limitations and suggestions for the future research are discussed at the end.

Improving Internet Ethics Understanding by Making Related UCCs (연관 UCC 제작으로 인터넷윤리 이해도 향상)

  • Kim, Jongwan;Kim, Hee-Jae
    • Journal of Korea Society of Industrial Information Systems
    • /
    • v.20 no.3
    • /
    • pp.1-9
    • /
    • 2015
  • Internet ethics is one of liberal arts courses in a college. We also have taught this subject for a number of years. In order to effectively communicate to students the internet ethics course, we gave some demonstration practice lectures by taking advantage of internet ethics related videos. Since the latest video presentation and its discussion were performed, it was helpful for students to recognize the internet ethical issues and concerns. However, simply video watching is short in the view of students' learning outcome improvement, since each student just watches the content passively in a class. Thus, we assign small student group consisting of 3 people make a video on internet ethics topic. This team project based class methodology is effective to each student who actively participates in the class and understands the concept which they directly make a video. We confirmed that classroom students' understanding for internet ethics has been increased by a survey of the class attendees.

The Scene Change Detection of Cultural Videos Using Hybrid Detecting Techniques (하이브리드 검출기법을 이용한 교양비디오의 장면 전환 검출)

  • Lee, Ji-Hyun;Jin, Song-Cheol;Mun, Jong-Hwan;Rhee, Yang-Won
    • Annual Conference of KIPS
    • /
    • 2004.05a
    • /
    • pp.165-168
    • /
    • 2004
  • 기존 장면 전환 검출 방법들은 대부분 특정 영역에 제한되어 사용할 수 있는 방법들이며, 많은 중요한 특징 정보들을 유실하여 장면 전환 검출에 효율적이지 못하였다. 또한 장면 전환 검출을 통하여 의미 정보를 추출하기가 어렵고, 카메라와 객체의 동작을 정확히 인식하지 못하기 때문에 하이브리드 장면전환 검출 기법을 적용하여 의미 있는 정보를 효율적으로 검출 하였다.

  • PDF

Design of High-Performance ME/MC IP for Video SoC (Video SoC를 위한 고성능 ME/MC IP의 설계)

  • Seo, Young-Ho;Choi, Hyun-Jun;Kim, Dong-Wook
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.12 no.9
    • /
    • pp.1605-1614
    • /
    • 2008
  • This paper proposed a new VLSI architecture of motion estimation (ME) and compensation (MC) for efficient video compression and implemented it to hardware. ME is generally calculated using SAD result. So we proposed a new arithmetic method for SAD. The proposed SAD calculation method increases arithmetic efficiency and decreases external memory usage. Finally it increases performance of ME/MC. The proposed ME/MC hardware was implemented to ASIC with TSMC 90nm HVT CMOS library. The implemented hardware occupies about 330K gates and stably operates the clock frequency of 143MHz.

Ball movements in various surface angles of uphill putting based on different ball positions (오르막 퍼팅 동작 시 볼의 위치가 퍼터와 볼의 움직임에 미치는 영향)

  • Ryu, Jong-Wook;Kim, Jai-Jeong
    • Journal of the Korean Applied Science and Technology
    • /
    • v.36 no.2
    • /
    • pp.448-455
    • /
    • 2019
  • This study aims to discover whether there are other factors, such as the ball position and address that will increase the percentage of holed putts from different angles of surface. In this study, we selected five male tour professional golfers that has been of 15 years or longer on the Korea Golf Association. As a research tool, after installing a video camera at an artificial site that's similar with the real green, and with the player's own putter, motion analysis was carried out using a Titleist V1x, which is commonly used by golfers. We use SPSS programs, significance level a=.05. According to the ball movement during the ball movement during the ball position putt by section, it is confirmed that the ball speed and angular velocity increase as the ball position changes from left to right. If the uphill putt, ball movement was found to be increased same change flat putt and There is no significance deviation. In this study, we investigate how the clubface and ball move during impact by varying the position of the address ball according to the slope during the ascent putt, which should increase the success rate among the various slopes. This study was conducted to present scientific data.

Brand Marketing through Transmedia Storytelling : Focusing on BTS's Branding Strategy (트랜스미디어 스토리텔링을 활용한 브랜드 마케팅 : 방탄소년단의 브랜딩 전략을 중심으로)

  • Lee, Min-Ha
    • Journal of Korea Entertainment Industry Association
    • /
    • v.13 no.3
    • /
    • pp.351-361
    • /
    • 2019
  • The objective of this article is to identify an alternative strategy for brand marketing through a case study of the Korean boy band BTS, which has recently seen a huge success in the global music scene. BTS has actively used transmedia storytelling as a tool to survive in the competitive music market. Transmedia storytelling refers to stories that are expanded across different media platforms, engaging audiences to explore from one medium to another to undergo multiple experiences. It gives audiences various ways of enjoying cultural content and participating in cultural content production through numerous media outlets. BTS has established and spread its fictional universe through albums, music videos, short films and webtoons, and has launched diverse projects where fans actively share, create, and play with their content. By inviting fans to actively participate in and interact with the BTS universe spreading through multiple media platforms, BTS can keep its fans engaged and energized. These activities have generated an emotional bond between BTS and their fans, which further leads to a worldwide fandom, based not on a producer-customer relationship but on mutual trust. The BTS case demonstrates the potential of transmedia storytelling as a useful benchmark to provide a positive brand experience for customers, which eventually enhances brand attachment and brand loyalty.