• 제목/요약/키워드: Online Video

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Statistical Profiles of Users' Interactions with Videos in Large Repositories: Mining of Khan Academy Repository

  • Yassine, Sahar;Kadry, Seifedine;Sicilia, Miguel Angel
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제14권5호
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    • pp.2101-2121
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    • 2020
  • The rapid growth of instructional videos repositories and their widespread use as a tool to support education have raised the need of studies to assess the quality of those educational resources and their impact on the quality of learning process that depends on them. Khan Academy (KA) repository is one of the prominent educational videos' repositories. It is famous and widely used by different types of learners, students and teachers. To better understand its characteristics and the impact of such repositories on education, we gathered a huge amount of KA data using its API and different web scraping techniques, then we analyzed them. This paper reports the first quantitative and descriptive analysis of Khan Academy repository (KA repository) of open video lessons. First, we described the structure of repository. Then, we demonstrated some analyses highlighting content-based growth and evolution. Those descriptive analyses spotted the main important findings in KA repository. Finally, we focused on users' interactions with video lessons. Those interactions consisted of questions and answers posted on videos. We developed interaction profiles for those videos based on the number of users' interactions. We conducted regression analysis and statistical tests to mine the relation between those profiles and some quality related proposed metrics. The results of analysis showed that all interaction profiles are highly affected by video length and reuse rate in different subjects. We believe that our study demonstrated in this paper provides valuable information in understanding the logic and the learning mechanism inside learning repositories, which can have major impacts on the education field in general, and particularly on the informal learning process and the instructional design process. This study can be considered as one of the first quantitative studies to shed the light on Khan Academy as an open educational resources (OER) repository. The results presented in this paper are crucial in understanding KA videos repository, its characteristics and its impact on education.

The Development of Video Based System for Sharing Design Knowledge (동영상 기반 디자인 지식 공유 시스템 개발)

  • Han, Hyeon-Young;Park, Woo-Young;Lee, Joon-ho;Lee, Sang-Yong
    • Journal of Digital Convergence
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    • 제15권3호
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    • pp.313-318
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    • 2017
  • In general, users of design software such as Photoshop, search for information online when they want to obtain related knowledge. However, it is very difficult to find the exact information they want about designs because available knowledge sharing systems are very broad in what they manage, and it is rare that such systems would provide any design-specific Q&A or exchange of information functionality. In the paper we development a video based system for sharing design knowledge that supplies Q&A, lecture, knowledge trade function etc. utilizing multimedia like text, image and video reflecting the characteristics of design knowledge. The system are expected to contribute to the competitiveness of products through sharing design knowledge. In the near future the system will need to expand to a framework that can be shared with a variety of knowledge, as well as design knowledge.

Efficient Multicasting Mechanism for Mobile Computing Environment (교육 영상제작 시스템 설계 및 구현)

  • Kim, Jungguk;Cho, Wijae;Park, Subeen;Park, Suhyun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 한국정보통신학회 2017년도 춘계학술대회
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    • pp.482-484
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    • 2017
  • Over the past 70 years, movies and television have revolutionized the way people communicate. However, even with this development, TV has been used only as a means of communication targeting an unspecified number of people due to the restriction of media such as radio waves and movies. However, the development of the Internet and online video has come to a time when 100 million people watch YouTube videos uploaded from the other side of the world by eliminating these restrictions. The message that you want to deliver now can be delivered to anyone, but making the image with these messages remains the last obstacle to communication. To solve these problems, we implemented a web application and a video production program through AWS. This system basically provides the administrator with the video production through the easy interface, the information management and the program on the server on the internet through AWS, the assigned lecture including the computer and the smart phone, the learning materials, And implemented to increase the efficiency of educational video production service.

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A Critical Review on the Inherent Problems of MOOC (MOOC(Massive Open Online Course)의 근원적인 문제점들에 대한 비판적 고찰)

  • Yang, Dan-Hee
    • Journal of the Korea Convergence Society
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    • 제6권6호
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    • pp.293-299
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    • 2015
  • MOOC (Massive Open Online Course) is an online course aimed at limited participation and open access via the web. There is even the prospect that MOOC may break down the existing university system and open a new horizon of education. However, MOOC is going differently from the first prospect that it would threat the existing higher education institutions. So this study wishes to provide a starting point of discussion that we can produce and utilize MOOC to fit our situation of higher education by revealing the inherent problems of MOOC. MOOC is a basically online education, so that it cannot help inheriting the essential weakness of the existing one: the interaction, supervision and evaluation. The newly added concept 'massive' raises the problem of class size which is the most sensitive part in the field of education. The concept 'open' reverses a customized education because MOOC is a kind of video clips of a lecture for unspecific massive learners. As a conclusion, we predicts that MOOC will be positioned as a higher education service for very prominent learners in self-led learning ability and people who cannot access even traditional online higher education institutions. Also MOOC is highly likely to be used as a means of Flipped Learning in universities. Therefore, considering these points in the future, we need to develop MOOC to suit these targets.

HEVC Encoder Optimization using Depth Information (깊이정보를 이용한 HEVC의 인코더 고속화 방법)

  • Lee, Yoon Jin;Bae, Dong In;Park, Gwang Hoon
    • Journal of Broadcast Engineering
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    • 제19권5호
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    • pp.640-655
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    • 2014
  • Many of today's video systems have additional depth camera to provide extra features such as 3D support. Thanks to these changes made in multimedia system, it is now much easier to obtain depth information of the video. Depth information can be used in various areas such as object classification, background area recognition, and so on. With depth information, we can achieve even higher coding efficiency compared to only using conventional method. Thus, in this paper, we propose the 2D video coding algorithm which uses depth information on top of the next generation 2D video codec HEVC. Background area can be recognized with depth information and by performing HEVC with it, coding complexity can be reduced. If current CU is background area, we propose the following three methods, 1) Earlier stop split structure of CU with PU SKIP mode, 2) Limiting split structure of CU with CU information in temporal position, 3) Limiting the range of motion searching. We implement our proposal using HEVC HM 12.0 reference software. With these methods results shows that encoding complexity is reduced more than 40% with only 0.5% BD-Bitrate loss. Especially, in case of video acquired through the Kinect developed by Microsoft Corp., encoding complexity is reduced by max 53% without a loss of quality. So, it is expected that these techniques can apply real-time online communication, mobile or handheld video service and so on.

The Impact of the Audience's Continuance Intention Towards the Vlog: Focusing on Intimacy, Media Synchronicity and Authenticity

  • Wang, Xianya;Chang, Byenghee
    • International Journal of Contents
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    • 제16권2호
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    • pp.65-77
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    • 2020
  • The purpose of this study was to examine the impacts of the audience and vlog creator's self-disclosure, media synchronicity (immediacy of feedback, variety of symbol set), as well as content authenticity on the intimacy between the vlogger and the audience and continuance intention of the audience. The participants of the online survey were young Chinese females, instructed to practice their routine of watching vlog and the fixed vlog channels. By the interpersonal process of intimacy model and media synchronicity theory, the results of the structural equation modeling revealed that self-disclosure (audience's disclosure) and partner responsiveness (vlogger's disclosure) form the experience of intimacy in interactions. Also, the quick immediacy of feedback, rich symbol set, and content authenticity positively impacted intimacy development. Meanwhile, intimacy enables the audience to form a continuous viewing behavior. We expect the results of this study will provide more insight into the relationship between the audience and the producer in online video content. In terms of the personal media influencers and MCN companies, this study is also suggests strategic implications.

A Study on the Decision and Selection of the Star Contents in the Convergence Era (융합시대의 스타콘텐츠 발굴 및 선정에 관한 연구)

  • Rim, Myung-Hwan;Park, Yong-Jae;Heo, Pil-Sun
    • Journal of Information Technology Applications and Management
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    • 제18권2호
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    • pp.1-21
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    • 2011
  • In this era of convergence, which is characterized by the integration and combination of technology and industries, broadcasting and communications, offline and online, and devices and services, the content industry is also experiencing rapid changes including inter-genre exchange, the creation of new industries, and customized demand. Specifically, IT-based digital content industries such as the online game, e-book, mobile contents and web portal industries are no longer restricted to the boundaries of video, music and games but are being expanded into the realms of education, medicine, fashion and sports thanks to CT innovation of 3D, CG, AR/VR, VFX, etc. As such, various countries have come to recognize the convergent content industry as a new growth engine that will pick up where the IT industry left off, and are forming policies for its development accordingly. This research aims to optimize the system of content taxonomy which is currently genre-focused and unable to support technological development and convergence, and to discover and select star contents to be rigorously developed with governmental support. In this paper, 20 star contents in 8 areas were selected, and these are expected to create tremendous cultural and economic value through ongoing technological and industrial development.

A Model of User Adoption of Mobile Games (모바일게임 플레이 의도의 영향요인 연구)

  • Han, Kwang-Hyun;Kim, Tae-Ung
    • Asia pacific journal of information systems
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    • 제16권2호
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    • pp.123-141
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    • 2006
  • Mobile games have emerged as the most innovative entertainment technology, adding new revenue streams, taking advantage of the potential of wireless applications and service offerings. Mobile games, as well as PC games, Video games and online games, offer a unique value for users in providing an exciting digital experience in virtual worlds. The overall trend for mobile games is towards bigger, more colorful, more involving and exciting contents, which might build upon the developing capabilities of mobile phones and networks, in order to bring new styles, concepts and experiences of game play to the users. In this paper, we investigate the factors influencing the usage and acceptance of the mobile games, based on the extended version of the Technology Acceptance Model (TAM). Based on data collected from online survey, we show that perceived usefulness, ease of use are the major determinants for mobile game users to play games. Four factors, including ease of use, self-expressiveness, visibility, and innovativeness are empirically shown to determine the level of perceived usefulness; additionally, innovativeness and facilitating conditions are shown to directly affect ease of use. Based upon the statistical results, some useful guidelines for game development and market penetration strategies are also provided.

Reality and Improvement Plan of Information-Oriented Age Conscription Administration and Barracks informationization (정보화시대 병무행정과 병영정보화의 실태와 발전 방안)

  • Kim, Doo-Hyun
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • 제14권1호
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    • pp.109-112
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    • 2014
  • Korean informationization technology development speed is growing fastly and IT technology become world-class. Especially, by grafting IT technology to war commanding system, built an network center operational environment. However, conscription administration and the barracks informationization have inadequate points, to provide the people who have a duty of military service and parents with benefits and develop conscription administration and the barracks informationization base system conformed to IT age include using online system to guarantee military personnel's studying environment, writer proposed an improvement plan.

Transnational Effects of Sharing on Social Capital among Young Adults: How the acts of sharing strengthen relationships between givers and recipients

  • Kim, Jiwon;Bang, Hyejin
    • Journal of Contemporary Eastern Asia
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    • 제16권2호
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    • pp.93-109
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    • 2017
  • Cross-culturally, acts of sharing are recognized as an effective method to initiate and maintain human relationships in real-life situations by promoting continuous reciprocal exchanges between donors and recipients. Specifically, this study examines the effects of sharing a media product from the perspective of the givers, as compared to effects on the receivers. "Gangnam Style," a Korean music video, is of interest because it was spontaneously shared worldwide by young adults who used it as a vehicle to build and strengthen social relationships, among young adults. While both the givers and receivers of the "Gangnam Style" benefited from bridging new relationships, the results of this study found that those who gave "Gangnam Style" benefited more in terms bonding already existing relationships, compared to those who received materials. This study provides further evidence in support of the "sender-effect" paradigm and enhances our understanding of how online sharing contributes to the construction of social capital among the young adults.