• Title/Summary/Keyword: Social Broadcasting

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U-Learning: An Interactive Social Learning Model

  • Caytiles, Ronnie D.;Kim, Hye-jin
    • International Journal of Internet, Broadcasting and Communication
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    • v.5 no.1
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    • pp.9-13
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    • 2013
  • This paper presents the concepts of ubiquitous computing technology to construct a ubiquitous learning environment that enables learning to take place anywhere at any time. This ubiquitous learning environment is described as an environment that supports students' learning using digital media in geographically distributed environments. The u-learning model is a web-based e-learning system that could enable learners to acquire knowledge and skills through interaction between them and the ubiquitous learning environment. Students are allowed to be in an environment of their interest. The communication between devices and the embedded computers in the environment allows learner to learn while they are moving, hence, attaching them to their learning environment.

A study on Metaverse keyword Consumer perception survey after Covid-19 using big Data

  • LEE, JINHO;Byun, Kwang Min;Ryu, Gi Hwan
    • International Journal of Internet, Broadcasting and Communication
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    • v.14 no.4
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    • pp.52-57
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    • 2022
  • In this study, keywords from representative online portal sites such as Naver, Google, and Youtube were collected based on text mining analysis technique using Textom to check the changes in metqaverse after COVID-19. before Corona, it was confirmed that social media platforms such as Kakao Talk, Facebook, and Twitter were mentioned, and among the four metaverse, consumer awareness was still concentrated in the field of life logging. However, after Corona, keywords from Roblox, Fortnite, and Geppetto appeared, and keywords such as Universe, Space, Meta, and the world appeared, so Metaverse was recognized as a virtual world. As a result, it was confirmed that consumer perception changed from the life logging of Metaverse to the mirror world. Third, keywords such as cryptocurrency, cryptocurrency, coin, and exchange appeared before Corona, and the word frequency ranking for blockchain, which is an underlying technology, was high, but after Corona, the word frequency ranking fell significantly as mentioned above.

Interactive Data Acquisition System based on Hand Tracking to evaluate Children's Cognitive Abilities

  • Ekaterina, Ten;Lee, Suk-Ho
    • International Journal of Internet, Broadcasting and Communication
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    • v.14 no.3
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    • pp.108-114
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    • 2022
  • Autism (ASD) is a mental disorder characterized by a pronounced deficit in personal, social, speech, and other aspects of development and communication skills. Since autism is a complex developmental disorder that requires a lot of effort to recognize, this research was conducted to develop an interactive data Acquisition System and detect the first signs of ASD in children. The proposed system presents several variants of the tasks in an entertaining form, using hand tracking. Hand tracking is used to attract children's attention and interest them more to achieve more accurate results. The creation of the system is based on such libraries as OpenCV, PyGame, TensorFlow, and Mediapipe. The ultimate goal of the paper is to obtain data on the disease of autism in children for use in further diagnosis by medical experts.

Best Practice on Inspecting the Abnormal State of Bridge (Engineering works) Establishment with Augmented Reality (AR) Mechanism

  • Janghwan Kim;So Young Moon;R. Young Chul Kim
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.2
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    • pp.168-174
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    • 2023
  • In the current world, with the massive scale of SOC construction, it is difficult to diagnose and check all of a bridge's abnormal states with even the experts' eyes for maintenance. It is because we should spend huge costs and time on maintenance. Still, there are not many alternative ways to inspect bridges remotely regarding accuracy or reality. Therefore, we remark on the advantages and disadvantages of previous methods through practices in SOC maintenance. To inspect the abnormal state of the Bridge, we suggest inspecting bridges with an Augmented Reality (AR) mechanism to reduce cost, human resource consumption, and the risk of work. Through the proposed approach, we expect that it provides ways to solve massive construction problems with software-based technologies.

Predicting Continuance Intention of Personal Preventive Behavior after COVID-19: A Framework of Health Belief Model

  • Zong-Yi Zhu;Suleimen Madina;Hyeon-Cheol Kim
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.4
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    • pp.239-249
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    • 2023
  • This study aims to investigate the factors influencing preventive behavior among foreigners residing in Korea. Drawing upon the Health Belief Model (HBM), this study seeks to gain insights into the decisionmaking processes underlying preventive behavior within this specific population. A comprehensive online survey was conducted among 364 foreigners. An analysis revealed that perceived barriers and perceived benefits played crucial roles as mediators, mediating the relationship between the examined factors and preventive behavior. The insights gained from this study have implications for public health interventions and self-preventive product businesses aiming to promote and sustain self-preventive behavior practices among foreigners residing in Korea, even after all COVID-19 restrictions have been lifted.

An Improved Data Hiding Algorithm for Increasing Hidden Capacity

  • Dae-Jea Cho
    • International Journal of Internet, Broadcasting and Communication
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    • v.16 no.1
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    • pp.11-16
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    • 2024
  • Illegal manipulation and alteration of digital content are becoming a social issue. To address this problem, there is an increasing demand for the development of technologies to prevent the manipulation and alteration of digital content. This paper proposes a data hiding algorithm capable of embedding a larger amount of confidential data in the original cover image while minimizing the degradation of image quality in stego images. The algorithm presented in this paper analyzes the characteristics of the image to extract corner points and then uses a method to insert watermarks around these extracted corner points. Additionally, through experimentation, it has been proven that this algorithm can insert a greater amount of watermark without degrading the image quality compared to other existing algorithms.

A Research on the Trends in the Development of Digital Content Related to Pets

  • DongHee Choi;Jeanhun Chung
    • International Journal of Internet, Broadcasting and Communication
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    • v.16 no.3
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    • pp.164-169
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    • 2024
  • The history of animals raised by humans began in prehistoric times, and in modern times they were classified as livestock and pets. As social awareness changes, the term 'companion animal' is used instead of 'pet', and related content has also become more diverse. Recently, digital contents such as virtual pet training, memorial space, and AI health diagnosis using metaverse and AI technology are developing. Developed digital content makes pet care convenient and provide emotional support and economic benefits to users. As technology develops and content becomes more diverse, the relationship between pets and humans will become closer in the future, and related laws and ethical guidelines will need to be established.

The Impact of Digital Video Marketing within the Context of TikTok in the Tourist Industry in Vietnam

  • Eun-Mi Lee;Pham Thi Quynh Anh
    • International Journal of Internet, Broadcasting and Communication
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    • v.16 no.3
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    • pp.56-63
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    • 2024
  • Tourism is a crucial sector in Vietnam, benefiting significantly from the surge in short video content and the rapid growth of TikTok, a popular new social media platform with a large daily user base. This study explores how digital video marketing factors on TikTok, such as perceived enjoyment, credibility, interactivity, and subtitling, affect users' awareness of destinations and their intention to visit. The findings indicate that perceived enjoyment, interactivity, and subtitling positively influence destination awareness, which in turn impacts the visit intention of TikTok users.

A Research on the Diversity and Expandability of Kidult Culture

  • DaYun Kang;Jeanhun Chung
    • International Journal of Internet, Broadcasting and Communication
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    • v.16 no.3
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    • pp.139-145
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    • 2024
  • In modern society, many adults seek emotional solace by reconnecting with their childhood memories through "kidult" culture, especially as single-person households increase. This trend spans fashion, collectibles, movies, animations, games, and character merchandise, with Hollywood playing a significant role in its growth during the 1980s and 1990s. Kidult culture allows adults to relieve stress, foster creativity, and strengthen social connections, enhancing their quality of life. As this culture gains mainstream acceptance, companies are producing diverse products featuring beloved characters, appealing to a wide age range. The rise in single-person households has amplified the importance of personal expression and individuality, driving the popularity of kidult culture. Companies are leveraging this trend to create innovative designs that resonate with consumer preferences. This cultural expansion promotes new design forms and aesthetics, reflecting the evolving relationship between design and consumption. Kidult culture's growth underscores its significance in contemporary consumer and design culture, offering valuable insights into modern societal trends.

Comparative Analysis of Perception of Museum Tourists applying Gamification using Social Media Big Data (소셜미디어 빅데이터를 활용한 게이미피케이션 적용 박물관 관람객 인식 비교 분석)

  • Se-won Jeon;Youn-Ju Ahn;Gi-Hwan Ryu
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.5
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    • pp.169-175
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    • 2023
  • This paper analyzes museum-related big data using museums and gamification using social media big data, identifies and compares the perceptions of visitors mentioned in social media, and presents ways to use gamification. Based on the collected data, this paper aims to provide data by comparing and analyzing the perception of visitors to the museum and visitors to the museum using gamification. This paper investigates the perception of visitors through social media analysis using TEXTOM, a social media analysis tool, to identify differences in perception. As a result of the analysis, it was found that compared to museums that were previously viewed in the form of exhibitions, they felt fun and interest in visiting museums using geikipication. In addition, based on the analysis results of keywords and related keywords, the perception, motivation, and type of viewing of the museum of the National Museum of Korea and the Independence Hall of Korea were confirmed. In addition, it can be seen that the sense of achievement of visitors who visited the museum using gamification is higher than that of the existing museum. It is believed that by developing and activating game-related content in future museum visits, many visitors will be able to increase their interest in the museum and feel fun and interested. The results of the study are believed to be meaningful as basic data to grasp the overall perception of visitors to the museum, and based on this, it is expected that visitors will be able to see and experience the museum in various ways.