• 제목/요약/키워드: Online Video

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A Case Study of Desktop Video Conferencing Instruction at university (대학에서의 DVC(desktop video conferencing) 강의사례 연구)

  • Park, Rak-young;Kim, Mi-young;Choi, Won-sik
    • 대한공업교육학회지
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    • v.30 no.2
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    • pp.104-114
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    • 2005
  • The purposes of this study were to examin instructor and students's responses and to explore the pros and cons and the possibility of the DVC(desktop video conferencing) instruction at a C university in Daejon. 6 males and 5 females took the course. 10 lived in Daejeon and 1, who accessed from other region, lived other province, Pusan. Students were surveyed and interviewed, instructor was interviewed and the online observation of the instruction was undertaken. Students' responses showed that the DVC instruction was very effective to generate student's learning motivation and interest and to deliver the learning contents. Instructor's variety roles different from conventional one were very important and instruction must be run to activate students' interactions.

Effects of online game addiction on impulsive crime through Self-control (온라인 게임 중독 특성이 자아통제를 통해 충동성 범죄에 미치는 영향)

  • Lee, Jiyeop;Kwon, Dosoon
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.13 no.1
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    • pp.135-145
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    • 2017
  • Distribution of online media sharply accelerated in the modern society, leading to robust increase in the time where individuals spend their leisure time on the Internet. One of the most popular entertainments among this is the video game industry, which gradually came to possess the characteristics like violence, cruelty, gambling, and sexuality, in order to gain attention. This study aims to investigate the addiction characteristics of users of domestic online games and to verify the causal relationship of these factors on the factors that affect impulsive crimes through Self-control. For practical verification of this study, survey was conducted for students of W High School in Incheon. This study is meaningful in that it prepared a theoretical foundation in the process of inferring criminal intent for impulsive crimes based on the effects of online games on impulsiveness, aggression, and addiction. It is also significant in that it presented a new mechanism that ego control, which occurred in the process of presenting a new variable of negative effect of online game on the criminal intent of impulsive crime, affects impulsive crime.

An Empirical Study on the Interaction Effects between the Customer Reviews and the Customer Incentives towards the Product Sales at the Online Retail Store

  • Kim, J.B.;Shin, Soo Il
    • Asia pacific journal of information systems
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    • v.25 no.4
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    • pp.763-783
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    • 2015
  • Online customer reviews (i.e., electronic word-of-mouth) has gained considerable interest over the past years. However, a knowledge gap exists in explaining the mechanisms among the factors that determine the product sales in online retailing environment. To fill the gap, this study adopts a principal-agent perspective to investigate the effect of customer reviews and customer incentives on product sales in online retail stores. Two customer review factors (i.e., average review ratings and the number of reviews) and two customer incentive factors (i.e., price discounts and special shipping offers) are used to predict product sales in regression analysis. The sales ranking data collected from the video game titles at Amazon.com are used to analyze the direct effects of the four factors and the interaction effects between customer review and customer incentive factors to product sales. Result reveals that most relationships exist as hypothesized. The findings support both the direct and interaction effects of customer reviews and incentive factors on product sales. Based on the findings, discussions are provided with regard to the academic and practical contributions.

A Study on Social Interaction Factors Influencing on Excessive Online Game Usage (온라인 게임 과몰입에 영향을 주는 사회적 상호작용 요인에 관한 연구)

  • Kim, Yong-Young;Kim, Mi-Hye
    • Journal of Digital Convergence
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    • v.14 no.1
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    • pp.387-398
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    • 2016
  • The market size of online games has been rapidly growing as well as the behaviors of online gaming users have been changed. Online games are different from the traditional video games, because they permit players to interact each other during playing games. Today online gaming is a part of everyday life and social interaction has an impact on online gaming behaviors. Social interaction does not only have a positive impact on online game behaviors, but it also has a negative impact on them such as excessive online game usage. Previous research has a limitation to consider social interaction as a comprehensive concept. In order to fill the gap, we explore the factors of social interaction influencing on excessive online game usage. After reviewing previous literature, this study chooses three factors of social interaction such as escaping loneliness, expanding online social bridging capital, and reinforcing offline social bonding capital. The findings show that all of three factors of social interaction positively affect the excessive online game usage.

Satisfaction with Online Classes Due to COVID-19 Pandemic (COVID-19로 인한 전면 온라인 수업에 대한 만족도)

  • Kim, Soo-Jin
    • Journal of Convergence for Information Technology
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    • v.11 no.7
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    • pp.118-127
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    • 2021
  • This study aims to examine satisfaction of nursing students with online classes during first semester of 2020 after COVID-19 pandemic and the difference in satisfaction according to general and online-related characteristics. An online survey was conducted for all nursing students, and subsequently 627 responses were analyzed by t-test and ANOVA with SPSS WIN. Result reveals that students ability to use IT devices was above average, and most of them used laptop computers. Pre-recorded video lecture format was used the most, and improvement of online content was demanded the highest. Overall satisfaction with online classes was scored 3.0/5.0, with the highest satisfaction for anytime and anywhere learning, and the lowest satisfaction in recommending online classes to others. There were significant differences between self-evaluation on own grade, ability to use IT devices, format of online classes, and satisfaction about online classes. Through this study, it would be possible to suggest a plan to increase satisfaction of online class and basic data to establish university policy for online classes after COVID-19.

Sensibility Evaluation of Internet Shoppers with the Sportswear Rustling Sounds (스포츠의류 마찰음 정보 제공에 따른 인터넷 구매자의 감성평가)

  • Baek, Gyeong-Rang;Jo, Gil-Su
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2009.05a
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    • pp.177-180
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    • 2009
  • This study investigates the perception of different fabrics by consumers when provided with a video clip with rustling sounds of the fabric. We utilized sportswear products that are currently on the market and evaluated the emotional response of internet shoppers by measuring the physiological and psychological responses. Three kinds of vapor-permeable water-repellent fabric were selected to generate video clips each containing the fabric rustling sound and images of exercise activities wearing the sportswear made of the respective fabric. The new experimental website contained the video clips and was compared with the original website which served as a control. 30 subjects, who had experience to buy clothing online, took part in the physiological and psychological response to the video clip. Electroen-cephalography (EEG) was used to measure the physiological response while the psychological response consisted of evaluating accurate perception of the fabric, satisfaction, and consumer interest. When we offered video clips with fabric's rustling sound on the website, subjects answered they could get more accurate and rapid information to decide to purchase the products than otherwise they do the shopping without such information. However, such rustling sounds somewhat annoy customers, as proved psychological and physiological response. Our study is a critical step in evaluating the consumer's emotional response to sportswear fabric which will promote selling frequency, reduce the return rate and aid development of new sportswear fabric further evolution of the industry.

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Analysis of Online Educational Videos for Patients with Radiation Therapy (방사선치료 환자를 위한 온라인 교육 동영상 분석)

  • Kim, Dae-Gun;Jeong, Jae-Hong
    • Journal of radiological science and technology
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    • v.45 no.1
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    • pp.31-39
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    • 2022
  • This study aimed to analyze educational understanding and satisfaction by survey including for the online educational videos by used online platform (YouTube) which provide resolve patient's questions, require attention and treatment information for a patient with radiation therapy. Video viewing analysis was used by YouTube studio. The survey was analyzed general properties (age, academic ability, disease, and watched of no watched videos) and educational understanding and satisfaction for two groups as no watched and watched patients. The views number was 60% at the female higher than 40% at the male. Based on the standard viewing time (hours), the non-subscription rate was 86.7%. The device type mostly used the mobile phone (82.8%). The viewership of educational videos was lower as the age increased and the academic ability decreased in the survey. The educational understanding increased by 22% at watched group as 4.15 point from at no watched group as 3.4 point (p<0.001), and the educational satisfaction increased by 15.8% at watched group as 4.25 point from at no watched group as 3.67 point (p<0.01). The correlation of understanding (r=0.761) and satisfaction (r=0.767) was high for both no watched and watched groups (p<0.01). The online educational videos increased educational understanding and satisfaction for the patient with radiation therapy. Our study could be used references data for improving the quality of medical services.

Content analysis on online non-face-to-face adult nursing practice experienced by graduating nursing students in the ontact era (온택트 시대의 졸업학년 간호대학생이 경험한 온라인 비대면 성인간호학실습에 대한 내용분석)

  • Lim, So-Hee
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.22 no.4
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    • pp.195-205
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    • 2021
  • As Coronavirus disease 2019 (COVID-19) became a pandemic, most nursing departments in Korea implemented online non-face-to-face practices rather than the existing practice method. This study was a qualitative study that analyzed the reflection diaries written by participants to understand what they experienced in the online non-face-to-face adult nursing practice process. The online non-face-to-face adult nursing practice was 90 hours for two credits and nine hours per day for a total of 10 days. This online practice consisted of computer-based simulation practice, computer-based nursing skills practice, video and educational material production, real-time online quiz, online lecture video, and discussion. As a result of analyzing the reflection diary, six categories, 13 subcategories, and 33 codes were derived. The six categories were 'Experience of various situations', 'Experience of new study', 'Fulfillment for the clinical practice', 'Building relations with professors', 'Fear of being a pre-nurse', and 'Ambivalence for the non-face-to-face practice'. These results are significant in that in the post-corona era, adult nursing practice was conducted as a non-face-to-face practice rather than a clinical practice institution, and various educational methods were operated. This study is expected to provide important basic data for the development and operation of non-face-to-face adult nursing practice.

Impact of Online Learning in India: A Survey of University Students during the COVID-19 Crisis

  • Goswami, Manash Pratim;Thanvi, Jyoti;Padhi, Soubhagya Ranjan
    • Asian Journal for Public Opinion Research
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    • v.9 no.4
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    • pp.331-351
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    • 2021
  • The unprecedented situation of COVID-19 caused the government of India to instruct educational institutions to switch to an online mode to mitigate the losses for students due to the pandemic. The present study attempts to explore the impact of online learning introduced as a stop-gap arrangement during the pandemic in India. A survey was conducted (N=289), via Facebook and WhatsApp, June 1-15, 2020 to understand the accessibility and effectiveness of online learning and constraints that students of higher education across the country faced during the peak times of the pandemic. The analysis and interpretation of the data revealed that the students acclimatized in a short span of time to online learning, with only 33.21% saying they were not satisfied with the online learning mode. However, the sudden shift to online education has presented more challenges for the socially and economically marginalized groups, including Scheduled Caste (SC), Scheduled Tribes (ST), Other Backward Class (OBC), females, and students in rural areas, due to factors like the price of high-speed Internet (78.20% identified it as a barrier to online learning), insufficient infrastructure (23.52% needed to share their device frequently or very frequently), poor Internet connectivity, etc. According to 76.47% of respondents, the future of learning will be in "blended mode." A total of 88.92% of the respondents suggested that the government should provide high-quality video conferencing facilities free to students to mitigate the division created by online education in an already divided society.

Novel Intent based Dimension Reduction and Visual Features Semi-Supervised Learning for Automatic Visual Media Retrieval

  • kunisetti, Subramanyam;Ravichandran, Suban
    • International Journal of Computer Science & Network Security
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    • v.22 no.6
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    • pp.230-240
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    • 2022
  • Sharing of online videos via internet is an emerging and important concept in different types of applications like surveillance and video mobile search in different web related applications. So there is need to manage personalized web video retrieval system necessary to explore relevant videos and it helps to peoples who are searching for efficient video relates to specific big data content. To evaluate this process, attributes/features with reduction of dimensionality are computed from videos to explore discriminative aspects of scene in video based on shape, histogram, and texture, annotation of object, co-ordination, color and contour data. Dimensionality reduction is mainly depends on extraction of feature and selection of feature in multi labeled data retrieval from multimedia related data. Many of the researchers are implemented different techniques/approaches to reduce dimensionality based on visual features of video data. But all the techniques have disadvantages and advantages in reduction of dimensionality with advanced features in video retrieval. In this research, we present a Novel Intent based Dimension Reduction Semi-Supervised Learning Approach (NIDRSLA) that examine the reduction of dimensionality with explore exact and fast video retrieval based on different visual features. For dimensionality reduction, NIDRSLA learns the matrix of projection by increasing the dependence between enlarged data and projected space features. Proposed approach also addressed the aforementioned issue (i.e. Segmentation of video with frame selection using low level features and high level features) with efficient object annotation for video representation. Experiments performed on synthetic data set, it demonstrate the efficiency of proposed approach with traditional state-of-the-art video retrieval methodologies.