• 제목/요약/키워드: Online Video

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Integrating Soft Skills into Online EFL Classrooms Using Problem-Based Learning with Challenge Questions

  • Seo, Ji-Young
    • International Journal of Contents
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    • 제18권3호
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    • pp.58-65
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    • 2022
  • This study proposed a soft skill integration activity for online EFL classrooms and investigated student responses. Toward this end, this study recruited 54 college students taking an English Presentation and Discussion class in South Korea. Participants were assigned into high and low-proficiency groups based on the Test of English for International Communication. This study employed questionnaire, class video recordings, and interview to obtain responses. Moreover, problem-based learning with challenge questions was applied to develop soft skills in online synchronous classes. Responses were examined in terms of whether a difference existed according to English proficiency. Major findings of this study were as follows. Regardless of proficiency levels, participants reported improvements in their IT and problem-solving skills and exhibited positive attitudes toward live online presentations via Zoom. However, this study observed significant differences in communication and teamwork skills, perceived learning, and confidence. Interviews with students with low English proficiency levels revealed that they were negatively affected by the lack of non-verbal cues, mechanical skills, and socialization time provided by online classes. Based on these results, pedagogical implications and directions for future studies are discussed.

오프라인 면대면 수업과 비동기식 온라인 수업의 학습효과에 대한 비교분석 연구 - 'HTML5 웹 프로그래밍' 과목의 강의평가 및 기말고사 문항을 중심으로 (A study on the comparative analysis of learning effects between offline face-to-face classes and asynchronous online classes - Focusing on lecture evaluation and a final exam question in the 'HTML5 Web Programming' course)

  • 권종산
    • 산업융합연구
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    • 제20권7호
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    • pp.37-50
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    • 2022
  • 이 연구에서는 코로나19(COVID-19) 대유행 이후 전 세계 교육현장에서 활용되고 있는 비동기식 온라인 수업의 학습효과에 대해 분석하고자 한다. 이를 위해 2019년에 오프라인 대면으로 진행되고, 2020년에 코로나로 인해 비동기식 온라인으로 진행된 HTML5 웹프로그래밍 과목의 강의평가와 기말고사 문항을 비교 분석하였다. 분석 결과, 두 수업방식 사이에 유의미한 차이가 도출되지는 않았지만, 전체 교과과정의 온라인 수업 적용에 대한 우려와 달리, 동영상 기반 온라인 수업의 강의평가와 기말고사 점수가 높게 나타나 향후 온라인 수업의 구성과 관리가 잘 이루어질 경우 오프라인 수업보다 더 효과적일 수 있다는 가능성을 볼 수 있었다.

One-Click Marketing Solution for Mobile Videos

  • Lee, Jae Seung;Lee, Seung Heon;Jang, Jin Woo;Kim, Hyun Bin;Nam, Ga Young;Lee, Suk Ho
    • International Journal of Internet, Broadcasting and Communication
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    • 제11권3호
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    • pp.71-76
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    • 2019
  • In this paper, we propose a simple one-click marketing solution for mobile devices which can advertise a product which is embedded in a mobile video while watching the video on a smartphone. If a specific product of interest appears in the video to the user, one can simply click on the product in the video and a pop-up window with information about the product is proposed. The implementation of the system is expected to enable users to gain real-time information about the product while watching the video without having to search for the product again after watching the movie, and thereby facilitating more mobile commerce. We use a two-fold system to prevent the failure of tracking which often occurs on a single online tracking system, so that the user cannot always get the commercial product information.

Action Recognition Method in Sports Video Shear Based on Fish Swarm Algorithm

  • Jie Sun;Lin Lu
    • Journal of Information Processing Systems
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    • 제19권4호
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    • pp.554-562
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    • 2023
  • This research offers a sports video action recognition approach based on the fish swarm algorithm in light of the low accuracy of existing sports video action recognition methods. A modified fish swarm algorithm is proposed to construct invariant features and decrease the dimension of features. Based on this algorithm, local features and global features can be classified. The experimental findings on the typical sports action data set demonstrate that the key details of sports action can be successfully retained by the dimensionality-reduced fusion invariant characteristics. According to this research, the average recognition time of the proposed method for walking, running, squatting, sitting, and bending is less than 326 seconds, and the average recognition rate is higher than 94%. This proves that this method can significantly improve the performance and efficiency of online sports video motion recognition.

The Efficacy of Zoom Technology as an Educational Tool for English Reading Comprehension Achievement in EFL Classroom

  • Kim, HyeJeong
    • International Journal of Advanced Culture Technology
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    • 제8권3호
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    • pp.198-205
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    • 2020
  • The purpose of this study is to investigate the effect of real-time remote video instruction using zoom on learners' English reading achievement. The study also sought to identify the efficiency of zoom video lectures and consider supplementing them by surveying learners' opinions and satisfaction regarding zoom video lectures. To this end, control and experimental groups were set up, and two achievement tests and a questionnaire were conducted. The study's results demonstrated that zoom video lectures have a positive effect on learners' English reading achievement. The questionnaire found that learners are satisfied with zoom video lectures for the following reasons: 'increased interest in and motivation towards learning', 'self-directed learning', 'active interaction', 'ease of access', 'ease of information retrieval'. At the same time, the questionnaire also found that some learners are dissatisfied with zoom video lectures due to 'mechanical errors or defects', 'poor audio quality', and 'the need to add customized functions for efficient classes'. In practice, zoom video lectures must be supplemented with automatic attendance processing, convenient data upload and download, and more efficient video screen management. Given the recent increase in online classes, we, as instructors, must develop teaching activities and/or strategies for video lectures that can encourage active participation by learners.

Evaluation of online video content related to reverse shoulder arthroplasty: a YouTube-based study

  • Mohamad Y. Fares;Jonathan Koa;Peter Boufadel;Jaspal Singh;Amar S. Vadhera;Joseph A. Abboud
    • Clinics in Shoulder and Elbow
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    • 제26권2호
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    • pp.162-168
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    • 2023
  • Background: Reverse shoulder arthroplasty (RSA) has evolved continuously over recent years, with expanded indications and better outcomes. YouTube is one of the most popular sources globally for health-related information available to patients. Evaluating the reliability of YouTube videos concerning RSA is important to ensure proper patient education. Methods: YouTube was queried for the term "reverse shoulder replacement." The first 50 videos were evaluated using three different scores: Journal of the American Medical Association (JAMA) benchmark criteria, the global quality score (GQS), and the reverse shoulder arthroplasty-specific score (RSAS). Multivariate linear regression analyses were conducted to determine the presence of a relationship between video characteristics and quality scores. Results: The average number of views was 64,645.78±264,160.9 per video, and the average number of likes was 414 per video. Mean JAMA, GQS, and RSAS scores were 2.32±0.64, 2.31±0.82, and 5.53±2.43, respectively. Academic centers uploaded the highest number of videos, and surgical techniques/approach videos was the most common video content. Videos with lecture content predicted higher JAMA scores whereas videos uploaded by industry predicted lower RSAS scores. Conclusions: Despite its massive popularity, YouTube videos provide a low quality of information on RSA. Introducing a new editorial review process or developing a new platform for patients' medical education may be necessary. Level of evidence: Not applicable.

콘텐츠 활용형 온라인 과학 수업 동영상 개발에 참여한 교사들의 경험과 인식, 개발된 수업 콘텐츠의 특징 분석 (Analysis of the Experiences and Perceptions of Teachers Participating in the Development of Content-Based Online Science Class Videos, and the Characteristics of the Developed Class Content)

  • 신정윤;박상희
    • 한국과학교육학회지
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    • 제40권6호
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    • pp.595-609
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    • 2020
  • 이 연구에서는 코로나19 상황에서 온라인 과학 수업 콘텐츠 개발에 참여한 교사들의 경험과 온라인 과학 수업에 대한 인식, 그리고 교사들이 개발한 온라인 과학 수업 콘텐츠의 특징에 대해 분석하였다. 이를 위해 온라인 과학 수업 동영상을 직접 제작한 10명의 초등 교사를 대상으로 온라인 과학 수업 동영상의 제작 과정과 어려움, 온라인 과학 수업에 대한 인식에 대해 설문 조사 및 심층 면담하였으며, 연구 참여자들이 제작한 온라인 과학 수업 동영상을 분석하여 온라인 과학수업의 특징을 조사하였다. 그 결과 온라인 과학 수업 동영상은 교사가 수업 연구, 각본 작성, 수업 동영상 촬영 및 편집의 전 과정을 구상하고 수업 및 실험과정을 직접 촬영하는 형태로 제작되었거나 전자저작물이나 디지털교과서 등에 음성을 녹음하는 형태로 제작되었다. 연구 참여자들은 제작 시간 부족, 촬영과 편집의 어려움, 오개념 전달에 대한 우려, 기존 자료에 대한 저작권 해결 문제, 외부 공개에 대한 부담 등을 어려움으로 인식하였다. 온라인 과학 수업 동영상 콘텐츠를 제작한 경험이 있는 교사였지만 온라인 과학 수업의 장점에 관해 적극적으로 대답한 연구 참여자는 없었다. 다만 온라인 수업의 특징인 반복 학습의 가능, 수업 시간과 장소의 자유로움, 교사의 수업계획이나 통제의 용이, 시각적 매체 활용으로 수업에 대한 학생의 흥미 유발 등에서 면대면 수업보다 유리함이 있을 것으로 응답했다. 반면에 연구 참여자들은 온라인 과학 수업의 단점으로 학생들의 탐구기회가 줄어들고, 의사소통이나 상호작용이 부족해지는 것을 꼽았다. 특히 이러한 단점들은 온라인 과학 수업의 질 특히 탐구 수업을 어렵게 하는 데 큰 영향을 미칠 것으로 생각했다. 온라인 과학 수업이 면대면 수업을 완전히 대체할 수 없다는 부정적인 견해를 취하는 교사들도 있었지만 여러 교사가 콘텐츠 활용형 온라인 수업 방식을 보완하는 보조적 수업 활동이 제시된다면 온라인 과학 수업과 면대면 수업을 병행하는 방식은 가능할 것으로 인식하였다. 또한 온라인 과학 수업의 도입 단계나 정리 단계에서는 면대면 과학 수업의 과정과 유사하였지만, 탐구 단계와 개념 설명 단계에서는 면대면 과학 수업과 큰 차이를 보였다. 온라인 과학 수업에서는 학생들의 흥미 유발을 위한 여러 방법이 사용되기도 하였지만, 학생의 실험 참여를 유도하지 않는 시범 실험이나 실험결과를 획일적으로 정리하였고 교과서 본문 내용과 개념을 교사가 정리하고 설명함으로써 교사 주도 개념 설명식 수업의 형태를 띠었다.

효과적인 플립러닝 적용을 위한 사전 학습 영상 길이에 관한 연구 (A Study on Video Length in Pre-class Homework for Effective Application of Flipped Learning)

  • 박준현
    • 공학교육연구
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    • 제26권6호
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    • pp.79-86
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    • 2023
  • In our research, we delved into the impact of video length assigned for pre-class assignments on students' level of engagement. What we discovered is that as the length of the video increases, student engagement tends to decrease and the time allocated for homework preparation does not significantly influence engagement, as many students tend to complete their assignments just before the due date. Interestingly, the well-known "6-minute rule" often advocated for online educational videos does not align with the dynamics of real university settings. Whether in traditional lecture-based classes or flipped learning environments, students exhibit a high degree of self-responsibility when it comes to video consumption. Our findings strongly suggest that, in the context of flipped learning, it is advisable to create videos that are shorter than 15 minutes in length.

텔레프레즌스 서비스를 위한 몰입도 분석 기술 (Engagement Analysis Technology for Tele-presence Services)

  • 윤현진;한미경;장종현
    • 전자통신동향분석
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    • 제32권5호
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    • pp.10-19
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    • 2017
  • A Telepresence service is an advanced video conferencing service at aimed providing remote users with the feeling of being present together at a particular location for a face-to-face group meeting. The effectiveness in this type of meeting can be further increased by automatically recognizing the audiovisual behaviors of the video conferencing users, accurately inferring their level of engagement from the recognized reactions, and providing proper feedback on their engagement state. In this paper, we review the recent developments of such engagement analysis techniques being utilized in various applications, such as human-robot interaction, content evaluation, telematics, and online collaboration services. In addition, we introduce a real-time engagement analysis framework employed in our telepresence service platform for an increased participation in online group collaboration settings.

오픈 소스를 활용한 비디오 커머스용 라이브 스트리밍 서버 구축 (Implementation of Live Streaming Server for Video Commerce using Open source projects)

  • 웅얜호홍풍;최종명
    • 한국콘텐츠학회:학술대회논문집
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    • 한국콘텐츠학회 2017년도 춘계 종합학술대회 논문집
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    • pp.405-406
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    • 2017
  • With the advance of ICT technology, E-Commerce is getting popular and used widely in daily life. Nowaday's commercial videos are also being used extensively to introduce commercial products to consumers. Most commercial companies are advertising their products on the internet with images and videos through online sharing sites. Putting pre-recorded videos online is easy, but it is difficult for sellers to interact with customers. Live Streaming is the transmission of digital content directly to the Internet in real time. Although there are many services available that provide live streaming on the internet, most are limited in the content they transmit. Building live streaming servers using open source projects will help users master the content which conveys to their customers. In this paper, we will consider implementation of Live Streaming Server for Video Commerce using Open Source.

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