• Title/Summary/Keyword: Online Video

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Development and Application of an Online-based Arduino Programming Experience Program

  • Eun-Sang, Lee
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.1
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    • pp.179-187
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    • 2023
  • The purpose of this study was to develop and apply an online-based Arduino programming experience program. In this study, the program was developed and applied based on the contents presented in the ADDIE model and Lee's model. The results of this study were as follows. First, two types of educational program were developed for online use by students of the free semester system. Second, the program content included practical materials such as teaching websites and video lectures. Third, the developed program was applied a total of three times in the school environment and when the student did not attend school. Fourth, analysis of student satisfaction confirmed that the students were satisfied with the development program. The content of this study will serve as a reference for instructors who plan online-based hands-on activities in places where instructors are not readily available, such as islands or mountainous areas.

Development of non-face-to-face Remote Learning Program - focusing on University Software Practice (비대면 원격수업 프로그램 개발 - 대학 소프트웨어 실습 중심으로)

  • Kim, Sang-Geun
    • Journal of Industrial Convergence
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    • v.19 no.6
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    • pp.59-66
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    • 2021
  • Globally, the prolonged pandemic of COVID-19 (COVID-19) has had a great impact on all industries. In particular, in the field of education, online classes (non-face-to-face) had some negative perceptions of online classes, such as lack of preparation for learning and student dissatisfaction with the class. According to the current situation survey in 2020, non-face-to-face classes accounted for about 56% of the class, and streaming real-time classes and video content-based classes accounted for most of the class. This study empirically analyzes the problems to be solved by online classes through the 2020-2021 survey (software application practical class university students), and explains the detailed program and development plan (implementation result). This study intends to contribute to the development of online learning development of each educational institution after the end of the corona crisis.

Experience of operating a medical humanities course at one medical school during the COVID-19: a retrospective study

  • Yu Ra Kim;Hye-won Shin;Young Hwan Lee;Seong-Yong Kim
    • Journal of Yeungnam Medical Science
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    • v.40 no.2
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    • pp.179-186
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    • 2023
  • Background: This study summarizes the experience of operating a 'Medical Humanities' course, which was taught remotely to maintain activities and discussions at medical schools in Daegu, Korea during the sudden and unexpected coronavirus disease 2019 (COVID-19). Methods: The subjects of this study were 73 first- and 79 second-grade medical students who took the medical humanities (1) and (2) courses among first- and second-grade students of Yeungnam University College of Medicine in 2020. Of the 152 students who agreed to the online survey, 123 completed the survey. Self-, environmental, and program evaluations were conducted on the study subjects, and differences according to grade and gender were analyzed. Results: As a result of the study, a significant difference between self-evaluation and environmental evaluation was confirmed. Self-evaluation was determined to be higher in the first grade than in the second grade. The environmental evaluation showed that male students were more satisfied than female students and students generally had difficulties in the classroom environment. Of the applications used in class, the highest satisfaction was observed with KakaoTalk (Kakao Corp.) and Zoom (Zoom Video Communications Inc.). At the end of COVID-19, the students preferred online classes. Conclusion: If the learning environment for online classes is well prepared and systematic provisions are made, such as class operations that are suitable for the subject, effective education and learning can be achieved by taking advantage of both face-to-face and online classes.

Suggestions for E-Learning Based on Four Years of Cyber University Experience

  • LEE, Okhwa
    • Educational Technology International
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    • v.6 no.1
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    • pp.41-63
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    • 2005
  • E-Learning is widely introduced with cyber universities in Korea from 2001 whencyber universities were first authorized by the Ministry of Education and Human Resource Development. E-learning amplified by cyber university gave a big impact in the campus based university which became the cause for the educational paradigm shift. The changes of status of cyber university shows important trend in college education which was analyzed by enrollment rate, types of cyber university, demography, and study areas. The enrollment rate of cyber universities is ever since 2001 and variety of study areas gives popularity to students. The demography of students is as expected older than traditional students. Female students at the cyber university outnumbered that at campus based university in Korea. For analyzing the trend of e-learning in Korea, there were studies twice in 2001 May-June from 213 faculty members and staff, 630 students and in 2004 May-June with 401 students. Most of e-learning students tent to spend less time yet, students feel more burden with e-learning. Professors tend to load more materials for the e-learning in 2001but in 2004 study, the difference no longer exists. Professors and students feel the academic achievement through e-learning is not as good as from the traditional classes. Difficulties for e-learning in 2001 were the lack of administrative information but in 2004, boring contents and lack of instructional strategies for e-learning. Technical problems still do exist but less serious. Suggestions for e-learning are blended learning, online students prefer video streaming with their own lecturer, new definition of instructor is needed, professional development for content development and online instruction is needed, success story of online learning should be encouraged, guidance for online students needed. The cyber university experiencegave a positive impact on the traditional universities such as rethinking the roles of universities, the quality control of classes, professional development, student oriented educational service of e-learning pedagogy.

A Mask Wearing Detection System Based on Deep Learning

  • Yang, Shilong;Xu, Huanhuan;Yang, Zi-Yuan;Wang, Changkun
    • Journal of Multimedia Information System
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    • v.8 no.3
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    • pp.159-166
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    • 2021
  • COVID-19 has dramatically changed people's daily life. Wearing masks is considered as a simple but effective way to defend the spread of the epidemic. Hence, a real-time and accurate mask wearing detection system is important. In this paper, a deep learning-based mask wearing detection system is developed to help people defend against the terrible epidemic. The system consists of three important functions, which are image detection, video detection and real-time detection. To keep a high detection rate, a deep learning-based method is adopted to detect masks. Unfortunately, according to the suddenness of the epidemic, the mask wearing dataset is scarce, so a mask wearing dataset is collected in this paper. Besides, to reduce the computational cost and runtime, a simple online and real-time tracking method is adopted to achieve video detection and monitoring. Furthermore, a function is implemented to call the camera to real-time achieve mask wearing detection. The sufficient results have shown that the developed system can perform well in the mask wearing detection task. The precision, recall, mAP and F1 can achieve 86.6%, 96.7%, 96.2% and 91.4%, respectively.

Analyzing Sport Documentary Online - Focus on All or Nothing: Manchester City on Prime Video

  • Han, Sukhee
    • International journal of advanced smart convergence
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    • v.8 no.3
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    • pp.20-26
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    • 2019
  • This study multi-dimensionally analyzes a sport documentary, All or Nothing: Manchester City, which is an original content on Prime Video, an American Over-The-Top (OTT) platform. Due to the success of South Korean soccer player Heung-min Son who plays Tottenham Hotspur of England, the popularity of the English Premier league is recently the greatest in South Korea along with the fact that soccer has been a popular sport for a long time. This study focuses on the success of the soccer club, Manchester City, which has become a rising star with its huge investment from United Arab Emirates; Manchester City won the league four times since 1992/1993 season. Also, during the 2017/2018 season, the background the documentary, Manchester City won the league title with new records, which shows the greatness of Manchester City. Especially, this study examines the documentary by 1) Story 2) Type of Scene 3) How to watch. Thus, this study explores not only the aspects of team-themed sport documentary that shows how and why Manchester City is excellent, but also the traits of the original content that explores the structure of the media platform.

Research on Influencing Factors of YouTube Chinese Vdeo User Subscription Motivation: Centered on the Censydiam User Motivation Analysis Model

  • Hou, ZhengDong;Choi, ChulYoung
    • International Journal of Internet, Broadcasting and Communication
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    • v.11 no.3
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    • pp.95-105
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    • 2019
  • A great deal needs to be learned about why and how users participate and consume information on various online sites. The design of socio-technical systems especially for promoting engagement in terms of maximum user participation is both a theoretical and real-world challenge that researchers strive to understand. At present, most of the research on the motives of Internet video users' behavior focuses on the user's "viewing motivation" and "sharing motivation", and lacks the analysis of the factors affecting users' "subscription motivation". This study will attempt to compensate for this gap. Based on the YouTube platform, we take Chinese video users as the research object and uses the "Censydiam user motivation analysis model" to make assumptions about user subscription motivation from the two levels of social needs and personal needs, using regression analysis. Validate the hypothesis and get the influencing factors that may be available in the user's subscription motivation based on the assumptions. Built on survey data from 215 respondents, the study found that Enjoyment, Vitality, Power, and Conviviality are four factors that influence user motivation.

Analysis of the Effectiveness of Application of Content Quota System for On-Demand Video Streaming Platform: Focusing on the European Union Response to Netflix (온디맨드 비디오 스트리밍 플랫폼에 대한 콘텐츠 쿼터제 적용의 실효성 분석: 넷플릭스에 대한 EU의 대응을 중심으로)

  • Kim, Hyun-jung
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.22 no.9
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    • pp.1191-1198
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    • 2018
  • This paper illustrates not only the effectiveness of applying content quota system for on-demand video streaming platform, but also the effect of OTT regulation on copyright protection and cultural industry protection in a single market, focusing on the community's response to Netflix's entry into the EU market. Additionally, this paper examines on-demand video streaming services, growth of Netflix. The EU policy on the on-demand video streaming service market consists of 'portability' in the digital single market and content quota for copyright protection. In this paper, I analyze the market protection and the aspect of improving competitiveness of online streaming service industry. The EU is trying to protect the cultural industry and copyright protection in the region by applying and regulating the OTT business in content quota system, which has been applied only to European broadcasting companies.

A Calculation of CO2 Reduction from International Virtual Video-conference (온라인 국제 화상회의 개최에 의한 CO2 저감량 산출)

  • Rhee, Jong-Myung;Lim, Dong-Seok;Lee, Young-Hee
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.2 no.4
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    • pp.81-87
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    • 2009
  • In this paper, the reduction amount of CO2 due to the virtual international video-conference organized by ITU in order to reduce the greenhouse gas (GHG) is calculated. The comparison is made with the case of off-line conference. In the symposium organized by ITU, "The power of ICTs to save The planet", held on September 2009 the participants were highly encouraged to attend the symposium through video-conferencing for the reduction of GHG. As a result, 46 foreign participants and 16 among 170 domestic participants have attended at virtual video-conference, which resulted in about 94.7 ton of CO2 emission reduction. This international symposium firstly tried in conjunction with online and off-line has drawn a big attention in the aspect of global warming. Definitely such ITU's trial will make significant impacts on the holding of other international symposiums and forums.

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Study of Korean-Content Development Strategy -Focusing on Netflix and Watcha Play- (K-콘텐츠 발전 전략 연구 -넷플릭스와 왓챠플레이를 중심으로-)

  • Moon, Da-Young;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.17 no.2
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    • pp.399-404
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    • 2019
  • This study proposes a strategy for developing Korean entertainment video service by studying the current status of user's experience of OTT(Over the Top, online video streaming service), mainly Netflix and Watcha Play. Firstly, as case study research, I investigated the features of domestic video streaming services and that of foreign services and K-content service needs. Secondly, I interviewed eight Netflix and Watcha Play users to understand the user experience and the demand for K-content video streaming service. As a result, I was able to derive two points about the strategy. First, isolated channel strategy. Second, content diversification and personalization strategy. This study is meaningful that it presented a strategy for the direction of the Korean entertainment industry. I hope that the follow-up study will help improve the Korean entertainment industry and help develop Korea's entertainment strategy.