• 제목/요약/키워드: Experience Video

검색결과 516건 처리시간 0.027초

원격로봇학습과 원격화상학습에 대한 아동 반응 비교 (Is a Robot better than Video for Initiating Remote Social Connections among Children?)

  • 김누리;한정혜
    • 제어로봇시스템학회논문지
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    • 제20권5호
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    • pp.513-519
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    • 2014
  • Videoconferencing technology is increasingly used in classrooms to introduce children to people from other countries and cultures in order to provide a wider learning experience. However, with traditional screen-based video conferencing technology, research has shown that it is easy for students to miss non-verbal cues that play a key role in developing human relationships. To investigate how children interact differently when their interactions are mediated through screen-based video communication versus robot-mediated communication, we conducted a study with elementary students in Korea, comparing the use of both technologies to introduce classroom students with peer-aged individuals in America. Our findings show that the children displayed more positive emotions during certain tasks and exhibited more interest and intimacy to remote participants in the context of robot-mediated communication than with video-mediated communication.

병원 간 전원 상황에서 이동통신망을 이용한 음성화상정보통신 애플리케이션의 유용성에 관한 연구 (A feasibility study of audio-video communication application using mobile telecommunication in inter-hospital transfer situations)

  • 정주;김태한;강샛별
    • 한국응급구조학회지
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    • 제23권1호
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    • pp.125-134
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    • 2019
  • Purpose: The aim of this study was to evaluate the usefulness of video communication with medical staff located at a remote location, through a communication application connected to a long term evolution (LTE) mobile communication network in a moving ambulance. Methods: In this study, we recruited patients who were transferred by mobile intensive care unit ambulance from one hospital to another. In the moving ambulance, the information of the patient was transferred to a physician using the application in real time. Recorded video files were evaluated by emergency physicians with experience in video direct medical control. Results: A total of 18 patients were evaluated, and the average score was 5.9 out of a possible 9. It was expected that applying the use of the technology to actual clinical sites would enable the sites to provide assistance. Conclusion: In this study, we confirmed the possibility of benefiting from the clinical field when using the video-audio communication application which is connected to the remote location in real time through the current LTE mobile communication network in the ambulance.

Enhanced pruning algorithm for improving visual quality in MPEG immersive video

  • Shin, Hong-Chang;Jeong, Jun-Young;Lee, Gwangsoon;Kakli, Muhammad Umer;Yun, Junyoung;Seo, Jeongil
    • ETRI Journal
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    • 제44권1호
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    • pp.73-84
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    • 2022
  • The moving picture experts group (MPEG) immersive video (MIV) technology has been actively developed and standardized to efficiently deliver immersive video to viewers in order for them to experience immersion and realism in various realistic and virtual environments. Such services are provided by MIV technology, which uses multiview videos as input. The pruning process, which is an important component of MIV technology, reduces interview redundancy in multiviews videos. The primary aim of the pruning process is to reduce the amount of data that available video codec must handle. In this study, two approaches are presented to improve the existing pruning algorithm. The first method determines the order in which images are pruned. The amount of overlapping region between the source views is then used to determine the pruning order. The second method considers global region-wise color similarity to minimize matching ambiguity when determining the pruning area. The proposed methods are evaluated under common test condition of MIV, and the results show that incorporating the proposed methods can improve both objective and subjective quality.

강화학습 기반 몰입형 영상 압축 성능 향상 기법 (Improving immersive video compression efficiency by reinforcement learning)

  • 김동신;오병태
    • 한국방송∙미디어공학회:학술대회논문집
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    • 한국방송∙미디어공학회 2021년도 추계학술대회
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    • pp.33-36
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    • 2021
  • 본 논문에서는 강화학습을 이용하여 몰입형 영상의 압축 효율을 향상시키는 기법을 제안한다. 몰입형 영상이란 3DOF+ 영상 혹은 Point Cloud 영상과 같이 사용자가 직접 체험할 수 있는 영상을 의미한다. 또한 몰입형 영상은 그 특성에 의해 방대한 양의 정보를 가지고 있다. 따라서 이를 압축하기 위한 압축 방법들이 연구되고 있으며, 일반적으로 3D 공간의 영상을 2D 공간으로 사영하는 방식을 사용한다. 하지만 이 과정에서 정보가 존재하지 않는 영역이 생성되며 이는 압축 효율 저하의 원인이 된다. 이러한 문제를 해결하기 위하여 영상의 특성을 반영할 수 있도록 강화학습을 통한 채우기 기법을 제안한다. 실험 결과 제안한 기법이 기존 기법에 비해 좋은 성능을 보임을 확인할 수 있다.

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What was the vSim for nursing practice experience?

  • Kim, Jungae
    • International Journal of Internet, Broadcasting and Communication
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    • 제12권3호
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    • pp.25-31
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    • 2020
  • The study is a phenomenological analysis of the video simulation clinical practice experience recently conducted on nursing students due to the outbreak of corona 19 worldwide. A total of eight students participated in the vSim class who understood the purpose of the study and wanted to participate voluntarily. The data collection conducted a total of three interviews until no new data was available, and the collection period was from June 22, 2020 to July 10, 2020. The collected data were analyzed with the Giorgi's Phenomenological Analysis Method. As a result of the study, three components and 13 semantic units were derived. vSim was difficult for students, but it was an interesting experience that made them feel like nurses, and it was an experience in which they were immersed in learning rather than face-to-face classes, and their skills improved.

영화 <1917>의 게임적 체험 연구 - 디지털 무빙 롱테이크 쇼트를 중심으로 (A Study on the Gaming Experience of the Movie <1917> - Focused on the Digital Moving Long Take Shot)

  • 유우현;정원식
    • 한국멀티미디어학회논문지
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    • 제25권2호
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    • pp.411-420
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    • 2022
  • Entering the digital cinema era, movies and games are remediating each other. The shots of digital movies are being transformed into realistic content through digital Moving long-take shots that transcend time and space and move smoothly. At this time, the digital Moving long take shot that continuously captures the space in all directions without an external screen induces a game experience. In addition, the camera that constantly accompanies the person enhances the sense of immersion in the game in a way similar to the point of view of the game. While various immersive device contents represented by VR, AR and XR are emerging, the advent of <1917> suggests significant implications for post-cinema in that it creates a game experience while maintaining the traditional screen environment and cinematic paradigm.

링크드 데이터를 이용한 인터랙티브 요리 비디오 질의 서비스 시스템 (An Interactive Cooking Video Query Service System with Linked Data)

  • 박우리;오경진;홍명덕;조근식
    • 지능정보연구
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    • 제20권3호
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    • pp.59-76
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    • 2014
  • 스마트 미디어 장치의 발달로 인하여 시공간적인 제약이 없이 비디오를 시청 가능한 환경이 제공됨에 따라 사용자의 시청행태가 수동적인 시청에서 능동적인 시청으로 계속해서 변화하고 있다. 사용자는 비디오를 시청하면서 비디오를 볼 뿐 아니라 관심 있는 내용에 대한 세부적인 정보를 검색한다. 그 결과 사용자와 미디어 장치간의 인터랙션이 주요 관심사로 등장하였다. 이러한 환경에서 사용자들은 일방적으로 정보를 제공해주는 것보다는 자신이 원하는 정보를 웹 검색을 통해 사용자 스스로 정보를 찾지 않고, 쉽고 빠르게 정보를 얻을 수 있는 방법의 필요성을 인식하게 되었으며 그에 따라 인터랙션을 직접 수행하는 것에 대한 요구가 증가하였다. 또한 많은 정보의 홍수 속에서 정확한 정보를 얻는 것이 중요한 이슈가 되었다. 이러한 사용자들의 요구사항을 만족시키기 위해 사용자 인터랙션 기능을 제공하고, 링크드 데이터를 적용한 시스템이 필요한 상황이다. 본 논문에서는 여러 분야 중에서 사람들이 가장 관심 있는 분야중 하나인 요리를 선택하여 문제점을 발견하고 개선하기 위한 방안을 살펴보았다. 요리는 사람들이 지속적인 관심을 갖는 분야이다. 레시피, 비디오, 텍스트와 같은 요리에 관련된 정보들이 끊임없이 증가하여 빅 데이터의 한 부분으로 발전하였지만 사용자와 요리 콘텐츠간의 인터랙션을 제공하는 방법과 기능이 부족하고, 정보가 부정확하다는 문제점을 가지고 있다. 사용자들은 쉽게 요리 비디오를 시청할 수 있지만 비디오는 단 방향으로만 정보를 제공하기 때문에 사용자들의 요구사항을 충족시키기 어렵고, 검색을 통해 정확한 정보를 얻는 것이 어렵다. 이러한 문제를 해결하기 위하여 본 논문에서는 요리 비디오 시청과 동시에 정보제공을 위한 UI(User Interface), UX(User Experience)를 통해 사용자의 편의성을 고려한 환경을 제시하고, 컨텍스트에 맞는 정확한 정보를 제공하기 위해 링크드 데이터를 이용하여 사용자와 비디오 간에 인터랙션을 위한 요리보조 서비스 시스템을 제안한다.

Educational Simulation Videos for Performing Resuscitative Endovascular Balloon Occlusion of the Aorta

  • Chang, Sung Wook;Kim, Dong Hun;Chang, Ye Rim
    • Journal of Trauma and Injury
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    • 제33권3호
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    • pp.140-143
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    • 2020
  • Resuscitative endovascular balloon occlusion of the aorta (REBOA) has been accepted as an adjunct procedure for non-compressible torso hemorrhage in patients with hemorrhagic shock. With appropriate indications, REBOA should be performed for resuscitation regardless of the physician's specialty. Despite its effectiveness in traumatized patients with hemorrhagic shock, performing REBOA has been challenging due to physicians' lack of experience. Even though training in endovascular skills is mandatory, many physicians cannot undergo sufficient training because of the limited number of endovascular simulation programs. Herein, we share simulation video clips, including those of a vascular circuit model for simulation; sheath preparation; long guidewire and balloon catheter preparation; ultrasound-guided arterial access; sheath insertion or upsizing; and balloon positioning, inflation, and migration. The aim of this study was to provide educational video clips to improve physicians' endovascular skills for REBOA.

국민학교 아동의 전자오락에 관한 실태조사 (A Survey Analysis of Elementary Children's Home Video Games)

  • 현온강;이홍숙
    • 아동학회지
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    • 제15권2호
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    • pp.55-68
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    • 1994
  • A survey analysis of home video games was carried out for 1,018 elementary school children. Children responded to a questionnaire consisting of sociodemographic variables, degree of game participation(frequency and mean time), control behavior(eg. resting during games, lightening interior), and physical symptoms(eg. eyestrain, headache, trembling, paralyses) during and/or after playing games. Statistical analysis was done by frequency, percentile, and chitest. The results showed that many children enjoyed video games frequently and played continually, that few children did control behavior during games. Main variables related to degree of game playing and control behavior were sex, game experience, parent's education, and mother's activity. In particular, the results implied that the level of physical symptoms during and/or after game differed by lighting factors.

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Single-Incision Video-Assisted Thoracoscopic Surgery for Benign Mediastinal Diseases: Experiences in Single Institution

  • Ahn, Hyo Yeong;Cho, Jeong Su;Kim, Yeong Dae;I, Hoseok;Lee, Jonggeun
    • Journal of Chest Surgery
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    • 제46권5호
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    • pp.388-390
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    • 2013
  • With advancement of the technique of video-assisted thoracic surgery (VATS), some surgeons have made great efforts to reduce the number of incisions in the conventional three- or four-port approach. Several studies on cases treated by single-incision VATS and their short-term outcomes were reported. Here, we present our experience with single-incision VATS for the treatment of benign mediastinal diseases.