• Title/Summary/Keyword: Experience Video

Search Result 520, Processing Time 0.025 seconds

A Study on Google Classroom as a Tool for the Development of the Learning Model of College English

  • Lee, Jeong-Hwa;Cha, Kyung-Whan
    • International Journal of Contents
    • /
    • v.17 no.2
    • /
    • pp.65-76
    • /
    • 2021
  • The aim of this study was to explore the use of Google Classroom as a learning management system for College English. The study targeted 34 university students. They took part in various activities, such as writing reactions to video lectures, peer-editing essays, and recording video presentations, et cetera. For the study, a t-test was conducted to evaluate the English development of the students. The two essays that each student wrote were used as the data sources. The result (t=-5.854, p=.000) indicated an improvement in their English writing proficiency. In addition, a survey was conducted to gather students' feedback regarding their perceptions towards the course. The study covered five aspects of their experience: Google Classroom, language development, Quizlet, classroom experience, and essay-writing experience. From the results, students indicated a positive response to the program. The use of Google Classroom in an online learning setting accomplishes two things; it helped the students in the development of their English proficiency, and provided activities that students find interesting, which in turn stimulates their self-learning spirit.

A "GAP-Model" based Framework for Online VVoIP QoE Measurement

  • Calyam, Prasad;Ekici, Eylem;Lee, Chang-Gun;Haffner, Mark;Howes, Nathan
    • Journal of Communications and Networks
    • /
    • v.9 no.4
    • /
    • pp.446-456
    • /
    • 2007
  • Increased access to broadband networks has led to a fast-growing demand for voice and video over IP(VVoIP) applications such as Internet telephony(VoIP), videoconferencing, and IP television(IPTV). For pro-active troubleshooting of VVoIP performance bottlenecks that manifest to end-users as performance impairments such as video frame freezing and voice dropouts, network operators cannot rely on actual end-users to report their subjective quality of experience(QoE). Hence, automated and objective techniques that provide real-time or online VVoIP QoE estimates are vital. Objective techniques developed to-date estimate VVoIP QoE by performing frame-to-frame peak-signal-to-noise ratio(PSNR) comparisons of the original video sequence and the reconstructed video sequence obtained from the sender-side and receiver-side, respectively. Since processing such video sequences is time consuming and computationally intensive, existing objective techniques cannot provide online VVoIP QoE. In this paper, we present a novel framework that can provide online estimates of VVoIP QoE on network paths without end-user involvement and without requiring any video sequences. The framework features the "GAP-model", which is an offline model of QoE expressed as a function of measurable network factors such as bandwidth, delay, jitter, and loss. Using the GAP-model, our online framework can produce VVoIP QoE estimates in terms of "Good", "Acceptable", or "Poor"(GAP) grades of perceptual quality solely from the online measured network conditions.

Telepresence in Video Game Streaming: Understanding Viewers' Perception of Personal Internet Broadcasting

  • Kyubin Cho;Choong C. Lee;Haejung Yun
    • Asia pacific journal of information systems
    • /
    • v.32 no.3
    • /
    • pp.684-705
    • /
    • 2022
  • A new trend has been emerging in recent years, with video game live streaming becoming a meeting ground for gamers, as well as a marketing strategy for game developers. In line with this trend, the emergence of the "Let's Play" culture has significantly changed the manner in which people enjoyed video games. In order to academically explore this new experience, this study seeks to answer the following research questions: (1) Does engaging in video game streaming offer the same feeling as playing the game? (2) If so, what are the factors that affect the feeling of telepresence from viewers' perspective? and (3) How does the feeling of telepresence affect viewers' learning experience of the streamed game? We generated and empirically tested a comprehensive research model based on the telepresence and consumer learning theories. The research findings revealed that the authenticity and pleasantness of the streamer and the interaction of viewers positively affect telepresence, which in turn is positively associated with the gained knowledge and a positive attitude toward the streamed game. Based on the research findings, various practical implications are discussed for game developers as well as platform providers.

Visual-Attention-Aware Progressive RoI Trick Mode Streaming in Interactive Panoramic Video Service

  • Seok, Joo Myoung;Lee, Yonghun
    • ETRI Journal
    • /
    • v.36 no.2
    • /
    • pp.253-263
    • /
    • 2014
  • In the near future, traditional narrow and fixed viewpoint video services will be replaced by high-quality panorama video services. This paper proposes a visual-attention-aware progressive region of interest (RoI) trick mode streaming service (VA-PRTS) that prioritizes video data to transmit according to the visual attention and transmits prioritized video data progressively. VA-PRTS enables the receiver to speed up the time to display without degrading the perceptual quality. For the proposed VA-PRTS, this paper defines a cutoff visual attention metric algorithm to determine the quality of the encoded video slice based on the capability of visual attention and the progressive streaming method based on the priority of RoI video data. Compared to conventional methods, VA-PRTS increases the bitrate saving by over 57% and decreases the interactive delay by over 66%, while maintaining a level of perceptual video quality. The experiment results show that the proposed VA-PRTS improves the quality of the viewer experience for interactive panoramic video streaming services. The development results show that the VA-PRTS has highly practical real-field feasibility.

Hybrid No-Reference Video Quality Assessment Focusing on Codec Effects

  • Liu, Xingang;Chen, Min;Wan, Tang;Yu, Chen
    • KSII Transactions on Internet and Information Systems (TIIS)
    • /
    • v.5 no.3
    • /
    • pp.592-606
    • /
    • 2011
  • Currently, the development of multimedia communication has progressed so rapidly that the video program service has become a requirement for ordinary customers. The quality of experience (QoE) for the visual signal is of the fundamental importance for numerous image and video processing applications, where the goal of video quality assessment (VQA) is to automatically measure the quality of the visual signal in agreement with the human judgment of the video quality. Considering the codec effect to the video quality, in this paper an efficient non-reference (NR) VQA algorithm is proposed which estimates the video quality (VQ) only by utilizing the distorted video signal at the destination. The VQA feature vectors (FVs) which have high relationships with the subjective quality of the distorted video are investigated, and a hybrid NR VQA (HNRVQA) function is established by considering the multiple FVs. The simulation results, testing on the SDTV programming provided by VCEG Phase I, show that the proposed algorithm can represent the VQ accurately, and it can be used to replace the subjective VQA to measure the quality of the video signal automatically at the destinations.

Exploring the Factors of Serendipity in Online Video Environment (온라인 동영상 환경에서의 세렌디피티 요인에 관한 탐색)

  • Baek, Sodam;Lee, Wonyoung;Chae, Anbyeong;Hwang, Eunyoung;Kim, Sungwoo
    • Journal of the HCI Society of Korea
    • /
    • v.12 no.3
    • /
    • pp.25-33
    • /
    • 2017
  • Current video service market doesn't satisfy the users' needs who want to find new and interesting contents despite the vast amount of contents. Now it is continuously necessary to Study on technology and using experience is continuously required in online video service area to stimulate the watching motivation efficiently with such as recommendation or promotion. One of efficient ways of increasing the using motivation is to give the users pleasure when they use the services. This study focused on 'unexpected funny finding' as a strategy of providing pleasure of using. It was believed that it could increase the pleasure of using the service, if serendipity, which means unexpected pleasure, accidental finding such as finding a beautiful $caf{\acute{e}}$ or meeting a friend at a certain place unexpectedly, is applied. This study defines the serendipity as 'contents that give unexpected pleasure' at the online video environment. First it theoretically extracted the various characteristics of serendipity through reading many books. Next it verified the other concept of serendipity through the diary of users' survey to additionally extract the characteristics of serendipity at video environment that are hard to find in books. It formed estimation items for the characteristics of the extracted serendipity and tested them in youtube to confirm the characteristics of serendipity being found in video service and observe potential factors that make it. As a result if verified and confirmed four factors that cause serendipity at video environment. This study could be used as basic data to understand the concept of serendipity. It has an academic meaning in the point that it could be a useful reference for the future study that analyzes the role or effect of serendipity at IT area including online video service.

Capacity aware Scalable Video Coding in P2P on Demand Streaming Systems

  • Xing, Changyou;Chen, Ming;Hu, Chao
    • KSII Transactions on Internet and Information Systems (TIIS)
    • /
    • v.7 no.9
    • /
    • pp.2268-2283
    • /
    • 2013
  • Scalable video coding can handle peer heterogeneity of P2P streaming applications, but there is still a lack of comprehensive studies on how to use it to improve video playback quality. In this paper we propose a capacity aware scalable video coding mechanism for P2P on demand streaming system. The proposed mechanism includes capacity based neighbor selection, adaptive data scheduling and streaming layer adjustment, and can enable each peer to select appropriate streaming layers and acquire streaming chunks with proper sequence, along with choosing specific peers to provide them. Simulation results show that the presented mechanism can decrease the system's startup and playback delay, and increase the video playback quality as well as playback continuity, and thus it provides a better quality of experience for users.

A study on the Digital Video control system for train simulator (철도차량 시뮬레이션의 디지털 영상제어 시스템 연구)

  • Kim, Bong-Taek;Choi, Sung
    • Proceedings of the KSR Conference
    • /
    • 1999.11a
    • /
    • pp.259-266
    • /
    • 1999
  • A study on the static type train simulator will include the training of new drives requires that the environment of the cab, controls placement, etc. must highly realistic so that driver can readily transfer his training experience to the real world. The simulator computer sends video disc speed command to a Video PC processor. A video switcher select the output of the on-line player. This selection is done with loss of vertical synchronization, meaning the picture will not noticeable roll or jump as the simulation mover from disc to disc. The video image quality remain contestant through the simulated speed range from zero to 100km/h. Flicker is avoided in the scene by the use of a TBC(Time Base Corrector) which causes the display of one video field at a time. Thus, no interfield jitter is present when the scene is stopped.

  • PDF

User-created multi-view video generation with portable camera in mobile environment (모바일 환경의 이동형 카메라를 이용한 사용자 저작 다시점 동영상의 제안)

  • Sung, Bo Kyung;Park, Jun Hyoung;Yeo, Ji Hye;Ko, Il Ju
    • Journal of Korea Society of Digital Industry and Information Management
    • /
    • v.8 no.1
    • /
    • pp.157-170
    • /
    • 2012
  • Recently, user-created video shows high increasing in production and consumption. Among these, videos records an identical subject in limited space with multi-view are coming out. Occurring main reason of this kind of video is popularization of portable camera and mobile web environment. Multi-view has studied in visually representation technique fields for point of view. Definition of multi-view has been expanded and applied to various contents authoring lately. To make user-created videos into multi-view contents can be a kind of suggestion as a user experience for new form of video consumption. In this paper, we show the possibility to make user-created videos into multi-view video content through analyzing multi-view video contents even there exist attribute differentiations. To understanding definition and attribution of multi-view classified and analyzed existing multi-view contents. To solve time axis arranging problem occurred in multi-view processing proposed audio matching method. Audio matching method organize feature extracting and comparing. To extract features is proposed MFCC that is most universally used. Comparing is proposed n by n. We proposed multi-view video contents that can consume arranged user-created video by user selection.

A Study on Gender Identity Expressed in Fashion in Music Video

  • Jeong, Ha-Na;Choy, Hyon-Sook
    • International Journal of Costume and Fashion
    • /
    • v.6 no.2
    • /
    • pp.28-42
    • /
    • 2006
  • In present modern society, media contributes more to the constructing of personal identities than any other medium. Music video, a postmodernism branch among a variety of media, offers a complex experience of sounds combined with visual images. In particular. fashion in music video helps conveying contexts effectively and functions as a medium of immediate communication by visual effect. Considering the socio-cultural effects of music video. gender identity represented in fashion in it can be of great importance. Therefore, this study is geared to the reconsidering of gender identity represented through costumes in music video by analyzing fashions in it. Gender identity in socio-cultural category is classified as masculinity, femininity, and the third sex. By examining fashions based on the classification. this study will help to create new design concepts and to understand gender identity in fashion. The results of this study are as follows: First. masculinity in music video fashion was categorized into stereotyped masculinity, sexual masculinity. and metro sexual masculinity. Second, femininity in music video fashion was categorized into stereotyped femininity. sexual femininity, and contra sexual femininity. Third, the third sex in music video fashion was categorized into transvestism, masculinization of female, and feminization of male. This phenomenon is presented into music videos through females in male attire and males in female attire. Through this research, gender identity represented in fashion of music video was demonstrated, and the importance of the relationship between representation of identity through fashion and socio-cultural environment was reconfirmed.