• Title/Summary/Keyword: Online video contents

Search Result 148, Processing Time 0.029 seconds

What Do The Algorithms of The Online Video Platform Recommend: Focusing on Youtube K-pop Music Video (온라인 동영상 플랫폼의 알고리듬은 어떤 연관 비디오를 추천하는가: 유튜브의 K POP 뮤직비디오를 중심으로)

  • Lee, Yeong-Ju;Lee, Chang-Hwan
    • The Journal of the Korea Contents Association
    • /
    • v.20 no.4
    • /
    • pp.1-13
    • /
    • 2020
  • In order to understand the recommendation algorithm applied to the online video platform, this study examines the relationship between the content characteristics of K-pop music videos and related videos recommended for playback on YouTube, and analyses which videos are recommended as related videos through network analysis. As a result, the more liked videos, the higher recommendation ranking and most of the videos belonging to the same channel or produced by the same agency were recommended as related videos. As a result of the network analysis of the related video, the network of K-pop music video is strongly formed, and the BTS music video is highly centralized in the network analysis of the related video. These results suggest that the network between K-pops is strong, so when you enter K-pop as a search query and watch videos, you can enjoy K-pop continuously. But when watching other genres of video, K-pop may not be recommended as a related video.

Development of VR Image contents platform in online market (온라인 마켓의 VR 영상 플랫폼 개발)

  • Ahn, In-Soo
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2018.01a
    • /
    • pp.213-214
    • /
    • 2018
  • 온라인 마켓을 통한 교육용 영상콘텐츠의 유통은 안정적인 시장을 형성하고 있지만, 오프라인 교육의 효과를 전적으로 대체하기는 어려운 것으로 나타났다. IT 기술의 발전에 따른 가상현실 시장인 VR(Virtual Reality)이 주목 받고 있으며 이를 접목한 다양한 콘텐츠가 대중에게 서비스 되고 있다. 본 연구에서는 온라인에서 교육적인 효과를 향상시킬 수 있는 교육용 VR 영상 플랫폼 제공 방안을 제안한다.

  • PDF

The New Korean Wave in China: Chinese Users' Use of Korean Popular Culture via the Internet

  • Ahn, Jungah
    • International Journal of Contents
    • /
    • v.10 no.3
    • /
    • pp.47-54
    • /
    • 2014
  • Although the Korean Wave originated in China, its presence in this country had been faltering for some time. Recently, however, Korean Wave star centered K-drama via online video websites, Korean Wave TV programs with high ratings, and idol group centered K-pop with glocalization strategies are all popular in China once again. The purpose of this paper is to explore Chinese teens and twenty year olds as the main consumers of Korean popular culture and the how preferred genres, motives, and behaviors of Korean pop culture use and Korean image affect one another. According to the study results, media use via online video service was most common, and among the preferred genres, K-drama has the highest usage rates. In addition, it was discovered that motives and behaviors associated with the use of Korean pop culture had a considerable influence on a positive Korean image.

Psychological phenomenon analysis of short video users' anxiety, Addiction and Subjective well-being

  • Peng, Chen;Lee, Jong-Yoon;Liu, ShanShan
    • International Journal of Contents
    • /
    • v.18 no.1
    • /
    • pp.27-39
    • /
    • 2022
  • Short videos are becoming more popular in mobile Internet age. Not only people's media consumption patterns have been changed by the rise of this new media form, but also it has posed challenges to public psychological well-being. For many netizens, their entertainment needs have been met by watching short videos. However, many side effects, such as addiction and anxiety, reduce users' subjective well-being instead of satisfying the entertainment motivation after watching short videos. Therefore, it has become a significant research problem in short videos to figure out how to get audiences to watch short videos on a regular basis while avoiding side effects like anxiety and addiction and improving audiences' subjective well-being. Based on the theory of Internet addiction, this study analyzed short video users using the 2×2×2 research method and explored the relationship between the length of use, addiction, anxiety, and subjective well-being of short video users. The results showed that short video users with different usage lengths showed significant differences in addiction, anxiety, subjective well-being, and online social support; innovative different short video users showed significant differences in addiction and anxiety, as well as a triadic relational interaction of short video users' anxiety under the interaction with self-efficacy and online social support. This study contributes to the advancement of internet addiction theory research and application, assisting short video users in avoiding addiction and anxiety, and improving the subjective well-being of short video users, thereby promoting the growth of the short video industry.

The effect of mindmap online educational contents on college students' higher thinking ability and self-directed learning attitude (마인드맵 온라인 교육 콘텐츠가 대학생의 고등사고능력 및 자기주도적 학습태도에 미치는 영향)

  • Cha, Seungbong;Park, Hyejin
    • Journal of Korea Society of Digital Industry and Information Management
    • /
    • v.18 no.4
    • /
    • pp.55-65
    • /
    • 2022
  • The purpose of this study is to develop online educational contents and verify its effectiveness in order to strengthen the learning capabilities of college students. The theme of mind map online education contents is a mind map series for effective learning arrangement, and has been developed into a total of six contents. Each contents consisted of 20-30 minutes, and the details consisted of the concept, principle, learning case, how to write a mind map, and how to use a digital mind map. The results of the study are as follows. First, it was confirmed that the higher thinking ability of college students who took the mind map online education contents was improved. Second, it was confirmed that the self-directed learning attitude of college students improved after taking the mind map online education contents. Third, the reason why students' higher thinking ability and self-directed learning attitudes improved in this study is that they were developed in consideration of the composition of contents and appropriate video time. Therefore, in order to increase the effectiveness of online educational contents, it is necessary to examine specific cases using concepts from conceptual approaches to specific topics, and to faithfully reflect the procedure in which each learner can actually use the concept.

The Influence of Viewing Motivation of the Korean Wave Video Content on Viewing Attitude, National Image of Korea, and Behavioral Intention: Focused on the Chinese Online Video Platform, 'bilibili' (한류 영상 콘텐츠의 시청동기가 시청태도, 한국에 대한 국가 이미지 및 행동의도에 미치는 영향: 중국 영상 플랫폼 'bilibili'를 중심으로)

  • Wang, Yimin;Bae, So Young
    • The Journal of the Korea Contents Association
    • /
    • v.21 no.4
    • /
    • pp.762-772
    • /
    • 2021
  • This study examined the influence of viewing motivation of the Korean wave video content on viewing attitude, national image of Korea, and behavioral intention among users of the Chinese online video platform, 'bilibili.' Using an online questionnaire, a total of 355 copies were collected. The data were analyzed using structural equation modeling. The findings indicate that the four items of viewing motivation (i.e., entertainment, information, relationships, and vicarious satisfaction) exerted a positive impact on the viewing attitude, while real-time discussion showed no significant impact on it. In addition, viewing attitude exerted a significant positive impact on the national image of Korea, which in turn showed positive influences on the behavioral intention (i.e., visit intention, WOM intention). This study contributed to expand the literature by discussing the Chinese major online content platform, Korean culture, and visit intention to Korea focusing on the Korea wave content. A series of theoretical and practical implications were discussed along with the directions for future research.

Understanding the User Preferences in the Types of Video Censorship

  • Park, Sohyeon;Kim, Kyulee;Oh, Uran
    • International Journal of Internet, Broadcasting and Communication
    • /
    • v.14 no.2
    • /
    • pp.147-161
    • /
    • 2022
  • Video on demand (VOD) platforms provide immersive, inspiring, and commercial-free binge watching experiences. Recently, the number of these platform users increased dramatically as users can enjoy various contents without physical and time constraints during COVID-19. However, such platforms do not provide sufficient video censorship services while there is a strong need. In this study, we investigated the users' desire for video censorship when choosing and watching movies on VOD platforms, and how video censorship can be applied to different types of scenes to increase the censoring effect without diminishing the enjoyment. We first conducted an online survey with 98 respondents to identify the types of discomfort while watching sexual, violent, or drug-related scenes. We then conducted an in-depth online interview with 18 participants to identify the effective video filtering types and regions for each of the three scenes. Based on the findings, we suggest implications for designing a censor application for videos that contain uncomfortable scenes.

Design of an Automatic Summary System for Minutes Using Virtual Reality

  • Amsuk Oh
    • Journal of information and communication convergence engineering
    • /
    • v.21 no.3
    • /
    • pp.239-243
    • /
    • 2023
  • Owing to the environment in which it has become difficult to face people, on-tact communication has been activated, and online video conferencing platforms have become indispensable collaboration tools. Although costs have dropped and productivity has improved, communication remains poor. Recently, various companies, including existing online videoconferencing companies, have attempted to solve communication problems by establishing a videoconferencing platform within the virtual reality (Virtual Reality) space. Although the VR videoconference platform has only improved upon the benefits of existing video conferences, the problem of manually summarizing minutes because there is no function to summarize minute documents still remains. Therefore, this study proposes a method for establishing a meeting minute summary system without applying cases to a VR videoconference platform. This study aims to solve the problem of communication difficulties by combining VR, a metaverse technology, with an existing online video conferencing platform.

Analysis of Netflix and Hulu for Online Video Content Distributors' Business Model Comparison in N-Screen Era (N스크린 시대 온라인 비디오 콘텐츠 유통 비즈니스 모델 비교를 위한 넷플릭스(Netflix)와 훌루(Hulu) 연구)

  • Chung, Yoon-Kyung
    • The Journal of the Korea Contents Association
    • /
    • v.14 no.5
    • /
    • pp.30-43
    • /
    • 2014
  • The number of online video content distributors are rapidly increasing in N-screen environment. The purpose of this study is to analyze the business model of these distributors, especially Netflix and Hulu. Basis on STOF model, environmental domain, service domain, organization domain and financial domain of each company are analyzed and compared. This study finds that each company's business model had distinct characters in earlier stage. Netflix offered online and offline service in low cost, while Hulu offered up-to-date TV contents without fees. However, two companies' business models are getting similar. The result of this study shows that highly competitive environment and increasing content budget affect two companies to adopt similar business model to survive.

Exploring Charity Drive Content on YouTube: Focus on Shoot for Love

  • Han, Sukhee
    • International journal of advanced smart convergence
    • /
    • v.8 no.2
    • /
    • pp.88-93
    • /
    • 2019
  • This study explores one of charity drive contents on YouTube channel. Due to the advance of science and technology, ordinary people come to make their own video content online, usually via YouTube. YouTube becomes number one online video storage/streaming platform, and many people upload their own video and they get attention and fame. This study analyzes various aspects of Shoot for Love, soccer-based charity drive videos shown on YouTube channel created in South Korea. Unlike popular videos in YouTube, Shoot for Love centers on charity by casting popular soccer players and celebrities. Especially, this study researches 1) Components 2) Traits of Components 3) Contents of Components in Shoot for Love. Throughout this, it not only analyzes unique aspects of Shoot for Love that show how and why YouTube content matters, but also suggest plausible methods to drive charity and institution are suggested that appeal to the public.