• Title/Summary/Keyword: Online Video

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Perceived Authenticity through Short Video: Audience Perceptions of Emerging Independent Fashion Designers Self-Presentations

  • YAO, JIAHUI;KIM, SEHWA
    • International Journal of Contents
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    • v.17 no.4
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    • pp.101-118
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    • 2021
  • The prevalence of We-Media short videos has attracted emerging independent fashion designers (EIFD), a new force in the fashion industry directing their brand promotion to We-Media for amassing online followers. However, compared to famous content generators, EIFDs' creative, design-based visual appeal has not provided them with the significant edge. The former's success is admittedly supported by the platform backstage algorithm. Yet, the content is the cornerstone for building relationship between the sender and the reception. The authentic perception of the content is one of the basic appeals for which the audience chooses to follow the source. Therefore, with the EIFD short video as the research content, this study is established from the audience's perspective to understand the different dimensions of their authentic perceptions of EIFDs short video. The study was conducted mainly in the form of the Q method. The collection of 52 Q samples were realized through the Focus Group Interview and literature review on multidimensional authenticity. Thirty-six subjects participated in the sorting of the Q-sets. Finally, four dimensions of audience authenticity perceptions of EIFDs were derived: 'ingenuity', 'relevant', 'transparent', and 'experiential'. The corresponding short video content design strategies are suggested for effective communication of EIFDs and their personal brands.

Delivering Augmented Information in a Session Initiation Protocol-Based Video Telephony Using Real-Time AR

  • Jang, Sung-Bong;Ko, Young-Woong
    • Journal of Information Processing Systems
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    • v.18 no.1
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    • pp.1-11
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    • 2022
  • Online video telephony systems have been increasingly used in several industrial areas because of coronavirus disease 2019 (COVID-19) spread. The existing session initiation protocol (SIP)-based video call system is being usefully utilized, however, there is a limitation that it is very inconvenient for users to transmit additional information during conversation to the other party in real time. To overcome this problem, an enhanced scheme is presented based on augmented real-time reality (AR). In this scheme, augmented information is automatically searched from the Internet and displayed on the user's device during video telephony. The proposed approach was qualitatively evaluated by comparing it with other conferencing systems. Furthermore, to evaluate the feasibility of the approach, we implemented a simple network application that can generate SIP call requests and answer with AR object pre-fetching. Using this application, the call setup time was measured and compared between the original SIP and pre-fetching schemes. The advantage of this approach is that it can increase the convenience of a user's mobile phone by providing a way to automatically deliver the required text or images to the receiving side.

Object Tracking Based on Exactly Reweighted Online Total-Error-Rate Minimization (정확히 재가중되는 온라인 전체 에러율 최소화 기반의 객체 추적)

  • JANG, Se-In;PARK, Choong-Shik
    • Journal of Intelligence and Information Systems
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    • v.25 no.4
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    • pp.53-65
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    • 2019
  • Object tracking is one of important steps to achieve video-based surveillance systems. Object tracking is considered as an essential task similar to object detection and recognition. In order to perform object tracking, various machine learning methods (e.g., least-squares, perceptron and support vector machine) can be applied for different designs of tracking systems. In general, generative methods (e.g., principal component analysis) were utilized due to its simplicity and effectiveness. However, the generative methods were only focused on modeling the target object. Due to this limitation, discriminative methods (e.g., binary classification) were adopted to distinguish the target object and the background. Among the machine learning methods for binary classification, total error rate minimization can be used as one of successful machine learning methods for binary classification. The total error rate minimization can achieve a global minimum due to a quadratic approximation to a step function while other methods (e.g., support vector machine) seek local minima using nonlinear functions (e.g., hinge loss function). Due to this quadratic approximation, the total error rate minimization could obtain appropriate properties in solving optimization problems for binary classification. However, this total error rate minimization was based on a batch mode setting. The batch mode setting can be limited to several applications under offline learning. Due to limited computing resources, offline learning could not handle large scale data sets. Compared to offline learning, online learning can update its solution without storing all training samples in learning process. Due to increment of large scale data sets, online learning becomes one of essential properties for various applications. Since object tracking needs to handle data samples in real time, online learning based total error rate minimization methods are necessary to efficiently address object tracking problems. Due to the need of the online learning, an online learning based total error rate minimization method was developed. However, an approximately reweighted technique was developed. Although the approximation technique is utilized, this online version of the total error rate minimization could achieve good performances in biometric applications. However, this method is assumed that the total error rate minimization can be asymptotically achieved when only the number of training samples is infinite. Although there is the assumption to achieve the total error rate minimization, the approximation issue can continuously accumulate learning errors according to increment of training samples. Due to this reason, the approximated online learning solution can then lead a wrong solution. The wrong solution can make significant errors when it is applied to surveillance systems. In this paper, we propose an exactly reweighted technique to recursively update the solution of the total error rate minimization in online learning manner. Compared to the approximately reweighted online total error rate minimization, an exactly reweighted online total error rate minimization is achieved. The proposed exact online learning method based on the total error rate minimization is then applied to object tracking problems. In our object tracking system, particle filtering is adopted. In particle filtering, our observation model is consisted of both generative and discriminative methods to leverage the advantages between generative and discriminative properties. In our experiments, our proposed object tracking system achieves promising performances on 8 public video sequences over competing object tracking systems. The paired t-test is also reported to evaluate its quality of the results. Our proposed online learning method can be extended under the deep learning architecture which can cover the shallow and deep networks. Moreover, online learning methods, that need the exact reweighting process, can use our proposed reweighting technique. In addition to object tracking, the proposed online learning method can be easily applied to object detection and recognition. Therefore, our proposed methods can contribute to online learning community and object tracking, detection and recognition communities.

The use of Internet video lectures Study and Improvement Plan (인터넷 동영상 강의의 활용과 개선방안 연구)

  • Hwang, Hae-Youn;Kang, Hyo-Soon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2012.05a
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    • pp.426-428
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    • 2012
  • Korea is the best of the world, as a global IT power house, IT infra and internet penetration. Because, many changes were made in the educational market Learners can become repetitive learning regardless of the time and place in online As a result, many students are used video lecture So we carry out utilization and improvements about internet video lectures.

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A History Retransmission Algorithm for Online Arcade Video Games

  • Kim Seong-Hoo;Park Kyoo-Seok
    • Journal of Korea Multimedia Society
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    • v.8 no.6
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    • pp.798-806
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    • 2005
  • In this paper, we suggest a game system that can support network modules for multi-platform based video games, and built a system that can convert from a single-user game to multi-user game. In this system, we bring in an initial delay buffering scheme on clients to handle any periods of latency occurring from the load fluctuation in a network, when a real-time game is played, and shows that stable play for a game is achieved as the result of the scheme. This paper also presents a retransmission algorithm based on the history of game commands to handle drawbacks of UDP mechanism. And, we evaluate the network delay and packet loss using the simulation tool NS2, and shows the case of 0.3 second buffer delay is the most suitable for recovery.

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Conveyed Message in YouTube Product Review Videos: The discrepancy between sponsored and non-sponsored product review videos

  • Kim, Do Hun;Suh, Ji Hae
    • The Journal of Information Systems
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    • v.32 no.4
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    • pp.29-50
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    • 2023
  • Purpose The impact of online reviews is widely acknowledged, with extensive research focused on text-based reviews. However, there's a lack of research regarding reviews in video format. To address this gap, this study aims to explore the connection between company-sponsored product review videos and the extent of directive speech within them. This article analyzed viewer sentiments expressed in video comments based on the level of directive speech used by the presenter. Design/methodology/approach This study involved analyzing speech acts in review videos based on sponsorship and examining consumer reactions through sentiment analysis of comments. We used Speech Act theory to perform the analysis. Findings YouTubers who receive company sponsorship for review videos tend to employ more directive speech. Furthermore, this increased use of directive speech is associated with a higher occurrence of negative consumer comments. This study's outcomes are valuable for the realm of user-generated content and natural language processing, offering practical insights for YouTube marketing strategies.

A Study on the Displacement of Mobile OTT Video Services on Home TV (모바일 OTT 동영상 서비스 이용이 홈 TV 시청에 미치는 영향에 관한 연구)

  • Kim, Joohyeon
    • The Journal of the Korea Contents Association
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    • v.18 no.8
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    • pp.434-445
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    • 2018
  • This study examined whether mobile OTT video service substitutes home TV by using 3 screen data of Nielson-KoreanClick. According to the 2SLS estimation results, when the time spent on mobile OTT video service increased by 1% p, the time spent watching home TV decreased by 12.4%. The results also showed that 1%p increase in the time spent using YouTube app and the mobile OTT video services provided by telecommunication company(Oksusu, Alleh TV, VideoPortal) reduced the time spent on watching terrestrial channels on TV by 16.2% and 23.9%, respectively. The displacement of mobile OTT video service on home TV will be accelerated in the near future. In order to resolve the issue of regulatory unfairness with pay TV services and to safeguard viewer's interests, discussions to establish regulation for OTT video services should be taken place more quickly.

Study on Competitive Fighting Game SSF4 Han Ju-Ri's Fashion (대전격투게임 SSF4의 한주리 (Han Ju-Ri, 韓蛛俐) 의상에 대한 연구)

  • Yoon, Kyoung Hee;Cho, Woo Hyun
    • Journal of the Korean Society of Costume
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    • v.63 no.7
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    • pp.121-133
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    • 2013
  • The globalization of the world, fueled by the Internet, made possible for individuals to access the cultures around the world, other than their own, easier than ever before. But among those rapidly sought out sub-cultures, the video gaming industry, once a niche market mostly for nerds and geeks, now has become one of the biggest entertainment businesses in the world. In a video game, one of the critical elements that could determine its success or failure is the characters featured in the game. And as the countless number of animated characters from many different video games from the past few years have become incredibly popular among the audiences around the world, the expectations from the fans also grow higher every time a new game comes out. Ultimately this has forced the video game developers to come up with more unique and interesting characters for their video games. And at this point, where a video game character is more than just fictional fantasy but a brand to be recognized, it is worth paying proper attention to the video game characters that represent Korea. Hence in this study, we will take a look at Han Ju-Ri, a Korean character featured in Super Street Fighter IV, a competitive fighting game developed by Capcom, one of the world's most recognized video game companies that started its life as an arcade video game, developer but eventually ventured its business into the online world. The study will propose a complete overhaul of the character by incorporating Korea's own traditional looks.

Video Player for Online SVC Stream in Android Platform (안드로이드 플랫폼에서 온라인 SVC 스트림을 재생하는 비디오 재생기의 설계 및 구현)

  • Hwang, Ki-Tae
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.12 no.1
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    • pp.157-164
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    • 2012
  • This paper introduces an implementation of SVC player which runs on Android platform and can play SVC video stream on line from SVC video server. SVC(Scalable Video Coding) is a scalable video encoding technique which supports three scalability such as temporal scalability, spatial scalability, and quality scalability. To implement the SVC player on Android, we implemented a SVC decoder using JSVM open source written in C/C++ as a native part on Android and developed Android UI in Java. Also we built an SVC encoding system off line and an SVC streaming server to conduct on-line SVC streaming experiments. Finally, after we installed the SVC player developed in this paper on Motoroi mobile phone, we evaluated and analyzed on-line streaming performance of the SVC player. The result showed that the player worked well and it had no jitter in streaming with the size of QCIF and 10fps from a fully encoded SVC video source.

Directional Particle Filter Using Online Threshold Adaptation for Vehicle Tracking

  • Yildirim, Mustafa Eren;Salman, Yucel Batu
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.12 no.2
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    • pp.710-726
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    • 2018
  • This paper presents an extended particle filter to increase the accuracy and decrease the computation load of vehicle tracking. Particle filter has been the subject of extensive interest in video-based tracking which is capable of solving nonlinear and non-Gaussian problems. However, there still exist problems such as preventing unnecessary particle consumption, reducing the computational burden, and increasing the accuracy. We aim to increase the accuracy without an increase in computation load. In proposed method, we calculate the direction angle of the target vehicle. The angular difference between the direction of the target vehicle and each particle of the particle filter is observed. Particles are filtered and weighted, based on their angular difference. Particles with angular difference greater than a threshold is eliminated and the remaining are stored with greater weights in order to increase their probability for state estimation. Threshold value is very critical for performance. Thus, instead of having a constant threshold value, proposed algorithm updates it online. The first advantage of our algorithm is that it prevents the system from failures caused by insufficient amount of particles. Second advantage is to reduce the risk of using unnecessary number of particles in tracking which causes computation load. Proposed algorithm is compared against camshift, direction-based particle filter and condensation algorithms. Results show that the proposed algorithm outperforms the other methods in terms of accuracy, tracking duration and particle consumption.