• Title/Summary/Keyword: 영상물

Search Result 177, Processing Time 0.026 seconds

The Impact of Presence Experience on Resolution of Virtual Reality Device (가상현실 디바이스의 해상도가 수용자 프레즌스 경험에 미치는 영향)

  • So, Yo-Hwan
    • The Journal of the Korea Contents Association
    • /
    • v.19 no.7
    • /
    • pp.393-401
    • /
    • 2019
  • In this study, based on the general reasoning that the higher the resolution of the HMD, the greater the presence and immersion of the audience and the greater the presence experience, the difference in the presence experience according to the resolution of the virtual reality device is verified empirically Presence effect. To do this, 300 college students were included in the population, and VR simulations of the Oculus store were conducted using HMD and mobile devices with different resolutions (HD, FHD, WQHD) as stimuli. As a result, there was a significant difference in the presence experience of the audience according to the resolution of the mobile device attached to the virtual reality HMD, and the presence effect had a significant influence on the awakening. On the other hand, no significant influence was found in the effect of emotion. Therefore, we can prove a general reasoning hypothesis that the higher the resolution of the virtual reality device, the greater the presence experience of the audience. However, since the confounding effect and the impression are contradictory in the presence effect side, additional experiments research is required.

Design and Evaluation of Video Summarization Algorithm based on EEG Information (뇌파정보를 활용한 영상물 요약 알고리즘 설계와 평가)

  • Kim, Hyun-Hee;Kim, Yong-Ho
    • Journal of the Korean Society for Library and Information Science
    • /
    • v.52 no.4
    • /
    • pp.91-110
    • /
    • 2018
  • We proposed a video summarization algorithm based on an ERP (Event Related Potentials)-based topic relevance model, a MMR (Maximal Marginal Relevance), and discriminant analysis to generate a semantically meaningful video skim. We then conducted implicit and explicit evaluations to evaluate our proposed ERP/MMR-based method. The results showed that in the implicit and explicit evaluations, the average scores of the ERP / MMR methods were statistically higher than the average score of the SBD (Shot Boundary Detection) method used as a competitive baseline, respectively. However, there was no statistically significant difference between the average score of ERP/MMR (${\lambda}=0.6$) method and that of ERP/MMR (${\lambda}=1.0$) method in both assessments.

A Study on the Streaming-Friendly Game Design and Suggestion of Game Planning Guidelines through the Analysis of Game Streaming (인터넷 게임 방송 분석을 통한 방송 친화적 게임 디자인 연구와 게임 기획 가이드라인 제시)

  • Kim, Young-Bum;Sohn, Kee-Hoon;Lee, Taek-Hee
    • The Journal of the Korea Contents Association
    • /
    • v.21 no.2
    • /
    • pp.538-547
    • /
    • 2021
  • This study seeks to derive game design elements that turn out game streaming-friendly through the analysis of Internet game streaming. To this end, this study surveyed previous studies on the motivation of watching internet game broadcasting and simplified the motivations to 'Expertise' and 'Amusement', the goal that game streaming should aim for, and divided streamer's streaming types into 'Reviewer', 'Master', 'Entertainer' and 'Acrobat' by those two options. Based on the categories, this study analyzed game streaming videos of various genres and confirmed that both the number of videos and the number of views by the streaming type were the highest in the 'Acrobat' group. In addition, the analysis shows that and revealed different figures by the type although they belong to the similar genre. By comparing and analyzing the systems and content elements of the two games, this study identified 's advantages in three points-Fortune, Setup Time, Control View- and finally suggested some guidelines for streaming-friendly game planning.

Simulation of Fire Evacuation Induction System Using Smartphone Navigation Application

  • Shin, Dongmin;Jeon, Seongman;Lee, SungPil;Cho, Byungjun
    • Journal of the Korea Society of Computer and Information
    • /
    • v.25 no.12
    • /
    • pp.243-251
    • /
    • 2020
  • This study is intended to verify the efficiency of the information system by using the navigation application in case of fire. In the demonstration scenario simulation, it was assumed that a fire occurred 6th floor in Korea Institute of Industrial Design Promotion located in C city, K province. Eighty juniors students from K University's department of paramedics of science participated. As a result of the experiment, the demonstration simulation using the navigation application showed that the evacuation time was faster than the case of evacuation guidance in a fire situation. The need for a fire prevention system and fire prevention awareness before and after the implementation of the demonstration scenario simulation increased the need for a fire prevention system and fire prevention awareness score after the experiment.

A Discriminating Mechanism of Suspected Copyright Infringement Video with Strong Distortion Resistance (왜곡 저항력이 강한 저작권 침해 영상 저작물 판별 기법)

  • Yu, Ho-jei;Kim, Chan-hee;Chung, A-yun;Oh, Soo-hyun
    • Journal of the Korea Institute of Information Security & Cryptology
    • /
    • v.31 no.3
    • /
    • pp.387-400
    • /
    • 2021
  • The increase in number of streaming platforms and contents thereof, owing to an advancement of cloud environment, has triggered the rapid proliferation of illegally replicated contents as well as legal contents. This necessitates the development of technology capable of discriminating the copyright infringement of various contents. The Korea Copyright Protection Agency operates a video content demonstration system using AI, but it has limitations on distortions such as resolution changes. In this paper, we propose the powerful mechanism using skeleton, which is resistant against distorted video contents and capable of discriminating copyright infringement of platforms streaming illegal video contents. The proposed mechanism exploits the calculation of Hamming distance to the original video by converting collected data into binary ones for the efficient calculation. As a result of the experiment, the proposed mechanism have demonstrated the discrimination of illegally replicated video contents with an accuracy of 94.79% and average magnitude of 215KB.

The actual condition and improvement of audiovisual translation through analysis of subtitle in Netflix and YouTube: focusing on Korean translation. (Netflix와 Youtube 플랫폼 내의 영화 자막오역 분석을 통한 영상번역 실태와 개선점: 한국어 번역본을 중심으로.)

  • Oh, Kyunghan;Noh, Younghee
    • Journal of Digital Convergence
    • /
    • v.19 no.3
    • /
    • pp.25-35
    • /
    • 2021
  • We are able to watch international multimedia anytime and anywhere, if we have the devices to connect Internet. Netflix and Youtube are the most massive and the most visited streaming platforms in the world. So If audiences are not familiar with the exotic culture such as behaviors, contexts, sarcasm, history and the current issues, It would happen a consequence that they entirely have to rely on subtitles in order to get inform. This research hereby aims to compare Korean transcriptions of the same movies streamed by the two selected platforms(Netflix and Youtube). As a result, good translation is that translators should use appropriate omissions and detailed explanations in limited time and space so that audience can concentrate on the vedio. If translators study the work in depth and spend enough time working on it, the quality of translation will definitely increase. Finally, this study contributed to the revitalization of the video translation market, which is still in the past, through the misinterpretation of videos produced at a low unit price and with minimal time without guidelines for video translation.

Mediating effect of social support on the relationship between viewing sensational videos of idol stars and adolescent sexual openness (아이돌 스타를 촬영한 선정적인 영상물 시청과 청소년 성개방성과의 관계에서 사회적 지지의 매개효과)

  • Kim, Seok Hwan
    • The Journal of Korean Society for School & Community Health Education
    • /
    • v.23 no.4
    • /
    • pp.41-48
    • /
    • 2022
  • Objectives: This study aims to investigate the mediating effect of social support on the relationship between the viewing of sensational videos of idol stars through the mass media and the sexual openness of adolescents. Methods: This study used the 'Study on countermeasures against sexual commodification of adolescents through mass media in the smart era' conducted by the 'Korea Youth Policy Institute' in 2014 for the entire country as the main data. Variables consisted of socio-demographic characteristics of study subjects, video viewing, social support, and sexual openness. For data analysis, SPSS ver 23.0 program was used. Results: As a result of comparing the averages, male students (20.40) had higher sexual openness than female students (18.67), and high school students (20.27) had higher sexual openness than middle school students (18.05) at school level. By grade level, sexual openness increased from the first year of middle school (17.47) to the third year of high school (20.82) (p<0.001). In order to verify the mediating effect of video viewing on the effect of adolescent social support on sexual openness, 3-step mediated regression analysis and Sobel test were conducted. As a result, video viewing had a significant effect on sexual openness through social support (p<0.001). Conclusion: Rather than obscuring the environment of mass media unconditionally, creating an atmosphere according to the tendency of realistic social support and reinforcing emotional education will help prevent the adverse effects of reckless sexualization of adolescents.

Analysis of Nail-related YouTube Content -Focusing on Most-Viewed Videos - (네일 유튜브 콘텐츠 분석 - 조회 수 상위권(1~10위) 영상물을 중심으로 -)

  • Soo Zy Kim;Eun Sil Kim
    • Fashion & Textile Research Journal
    • /
    • v.26 no.3
    • /
    • pp.279-288
    • /
    • 2024
  • Fingernail-related content on YouTube is gaining popularity. This study aimed to present a new direction for nail content marketing and video production by identifying the current status of nail-related content on YouTube and factors affecting views. As for the research method, the study used the YouTube website, and the elements under analysis were classified into YouTuber characteristics (verbal characteristics, age group, gender, professional status, and celebrity status) and content characteristics (nail field, editing elements, and content). The results showed that standard language and terminology were generally used, and the proportion of YouTubers in their 30s was high. All nail-related content creators on YouTube were women, and they were found to be experts who worked as nail artists and nail content creators. As for the content characteristics, the proportion of art videos was high, and the video length was found mostly to be between 10 and 20 minutes. The editing elements included images, videos, and subtitles, and sound effects and background music were used frequently. Finally, it was found that the proportion of videos providing nail tips and know-how, product information, and procedures was high. This study identified factors that influence the number of views for nail videos. As a result, the study was able to present video production ideas for newcomers starting a nail-content YouTube channel, and this will be helpful in the development of nail content.

Prospects and Issues on the Expansion of AI Tech's Influence in Film Creation (AI 기술의 영상제작 분야 영향력 확대에 관한 전망과 쟁점)

  • Hanjin Lee;Minhee Kim;Juwon Yun
    • The Journal of the Institute of Internet, Broadcasting and Communication
    • /
    • v.24 no.4
    • /
    • pp.107-112
    • /
    • 2024
  • One More Pumpkin won the grand prize at the 2023 Dubai International AI Film Festival, and new possibilities were also opened through the International AI and Metaverse Film Festival (GAMFF), which was held for the first time in Korea. Generative works began to stand out in earnest, with 527 diverse works from 42 countries at home and abroad using AI and metaverse technology submitted to this contest. AI is being used in a variety of fields, including the creation and implementation of digital characters through combination with VFX, improving the efficiency of video production, and managing the overall video production process. This contributes to saving human and material resources required for production and significantly improving the quality of produced videos. However, generative AI also has ambiguity in copyright attribution, ethical issues inherent in the learned dataset, and technical limitations that fall short of the level of human emotion and creativity. Accordingly, this study suggests implications at the level of production, screening, and use, as generative AI may have an impact in more areas in the future.

Comparative Study on TV Public Advertising Content in Korea and China (한국과 중국의 TV공익광고 내용 비교 연구)

  • Cho, Woo Ri;Chung, Hae Won
    • The Journal of the Convergence on Culture Technology
    • /
    • v.10 no.5
    • /
    • pp.497-503
    • /
    • 2024
  • This paper makes a comparative analysis of themes, appeals, and aims of TV public service advertisements through 927 advertisements from China and South Korea. The study found that there is an obvious difference between China and Korea TV public service advertisements : (1) China TV public service advertisements pay more attention to public morals, while advertisements of South Korea focus on national fusion ; (2) In the way of appeal, different from China's rational demands, South Korea is based on emotional appeals ; (3) The aim of Chinese public service advertisements is for public but South Korea's target is for individuals. Thus, although both China and South Korea are Asian countries, their TV public service advertisements are obvious different. So it is necessary to analyze different situations of the two countries when China and South Korea focus on the same theme of publicity.