• Title/Summary/Keyword: UCC Video

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Performance Analysis of High-Dimensional Index Structure for Vector Data in Content-Based Video Retrieval (동영상 내용기반 검색을 위한 고차원 벡터 데이터 색인 구조의 성능 분석)

  • Lee, Hyun-jo;Chang, Jae-woo;Park, Soon-Young
    • Proceedings of the Korea Information Processing Society Conference
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    • 2007.11a
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    • pp.211-214
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    • 2007
  • 최근 멀티미디어 데이터, 특히 UCC를 중심으로 동영상 데이터가 급증하고 있다. 그러나 현재 대부분의 검색 시스템은 키워드 기반의 동영상 데이터 검색만을 지원하고 있으며, 따라서 사용자가 원하는 동영상 데이터를 효율적으로 검색하지 못하는 실정이다. 동영상 데이터에 대한 효율적인 검색을 지원하기 위해서는, 동영상의 내용(이미지, 색, 모양 등)을 고차원의 특징 벡터 데이터로 표현하여 유사한 동영상을 검색하는 내용-기반 검색이 요구된다. 본 논문에서는 내용-기반 검색을 위해 제안된 기존의 고차원 벡터 데이터 색인 구조를 실험을 통하여 성능을 비교하며, 이를 통해 동영상 내용-기반 검색에 가장 효율적인 색인 기법을 제시한다. 아울러 보다 효율적인 내용-기반 검색을 위한, 근사 k-NN 질의 탐색 기법의 유용성을 검증한다.

Automated Modelling of Ontology Schema for Media Classification (미디어 분류를 위한 온톨로지 스키마 자동 생성)

  • Lee, Nam-Gee;Park, Hyun-Kyu;Park, Young-Tack
    • Journal of KIISE
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    • v.44 no.3
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    • pp.287-294
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    • 2017
  • With the personal-media development that has emerged through various means such as UCC and SNS, many media studies have been completed for the purposes of analysis and recognition, thereby improving the object-recognition level. The focus of these studies is a classification of media that is based on a recognition of the corresponding objects, rather than the use of the title, tag, and scripter information. The media-classification task, however, is intensive in terms of the consumption of time and energy because human experts need to model the underlying media ontology. This paper therefore proposes an automated approach for the modeling of the media-classification ontology schema; here, the OWL-DL Axiom that is based on the frequency of the recognized media-based objects is considered, and the automation of the ontology modeling is described. The authors conducted media-classification experiments across 15 YouTube-video categories, and the media-classification accuracy was measured through the application of the automated ontology-modeling approach. The promising experiment results show that 1500 actions were successfully classified from 15 media events with an 86 % accuracy.

A Study on the Interest of SNS Users according to New Media Fashion Content Types -Focus on Vogue Korea's Official Instagram- (뉴미디어 패션 콘텐츠 유형에 따른 사용자의 SNS 관심도 연구 -보그 코리아 공식 인스타그램 중심으로-)

  • Lee, Chungsun;Lee, Seunghee
    • Journal of Fashion Business
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    • v.24 no.1
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    • pp.75-87
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    • 2020
  • The purpose of this study is to find trends in new media fashion content by analyzing the fashion content of the official Instagram accounts of domestic fashion magazines that are being transformed by digital media. The framework for these analysis of fashion content type and methods of production is based on one used in an earlier research project. Empirical analysis is conducted on Vogue Korea's official Instagram accounts, using the highest number of major views as the secondary measure of interest. After screening for fashion content in posts on the Vogue Korea account for four months, 291 short video postings were extracted to analyze the number of views the postings received. The results were categorized as 'star', 'show/exhibition', 'product', 'shop', 'fashion film', 'designer', or 'event', included in the data are the number of postings by type and the number of views by post. Based on the characteristics of the creator and the editing, the posts were classified into 'professional production highlight', 'professional production private', 'UCC' or 'GIF' videos, the number of views per post were also collected. The research results show different levels of interest depending on the type of fashion content, and also on the way the videos were produced. The study also investigated how the combination of these two factors affects interest. When producing a new media fashion content, combining a 'star' type post with 'professional production private' video content was most popular. The selection of production method is therefore important even given the same type of content.

A Hybrid Mobile Business Card Production and Management System (하이브리드 모바일 명함제작 및 관리시스템)

  • Kim, Mok-Ryun;Park, Young-Ho
    • Journal of Korea Multimedia Society
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    • v.11 no.1
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    • pp.117-128
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    • 2008
  • Recently, as the increase in interaction between the person and the person, the people plentifully use the business card to exchange personal information. So, the people have many business cards. Thus, the people are liable to lose the business cards and finding a wanted business card is very difficult in the huge business cards in offline. And, the people think the business card is a way, which can express individuality. So, the people want to have the business card, which has individuality. Thus, this paper proposes the card system, which is satisfied to solve many problems of the card system in offline and express individuality. The proposed business card system can produce various business cards and puts contents such as video, photo, voice into business cards via mobile devices in anywhere, anytime. Also, this business card system follows the vCard format, which is a file format standard for personal data interchange. Finally, we provide with content-based business card retrieval using video and photo inserted into business cards. Thus, this paper proposes the hybrid business card system, which is satisfied to produce business cards expressed individuality and follows the vCard format.

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Development of future education programs through edutech utilization programs (에듀테크 활용 프로그램을 통한 미래교육 프로그램 개발)

  • Lee Min-hye
    • Journal of the International Relations & Interdisciplinary Education
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    • v.2 no.2
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    • pp.81-95
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    • 2022
  • The core of this study is to develop an edutech utilization program to be applied to 5th grade students by utilizing school curriculum time, and the conclusions based on the results of the study are as follows. First, for the development of future educational programs using edutech, a content preference survey was conducted and significant responses were confirmed from 27 teachers and 216 students, excluding missing values. In the future education implementation, UCC (video shooting, editing, etc.) and work activities (3D pen, 3D printer, etc.) were selected based on the need for separate edtech devices. Second, in order to develop a future education program using edutech, the future education class module was set in 4 stages based on previous research. First of all, in Make a foundation, theories by subject are developed, and in Open an activity, future education experience activities using key edutech are developed. In Organize evaluation, individual self-evaluation was conducted, and based on this, customized in-depth supplementary activities were conducted in Act individually. Third, in order for future education programs using edutech to be organized in the regular curriculum, sufficient connectivity with the curriculum must be secured. The basis for systematic and stable research was prepared by analyzing the curriculum of the 5th grade subject of the study and securing hours in connection with creative experiential activities. The data developed through this process were modified and supplemented based on the content validity test. The fact that the program application and verification steps were not performed is a limitation of this study, but it is expected that this program will expand the possibility of future education practice in the school field.

A Study on the animation music video production for the viral marketing purposes A case study of project (바이럴 마케팅용 애니메이션 뮤직비디오 제작 연구 : 월드컵 응원가 <일어나라 대한민국> 사례를 중심으로)

  • Han, Sang-Gyun;Kim, Tak-Hoon;Kim, Yu-Mi
    • Cartoon and Animation Studies
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    • s.22
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    • pp.47-63
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    • 2011
  • Recently, contemporary cultural contents have been shown its diversity changes followed by the birth of new media platforms with consumers' new needs in the global market. Also, developments of Internet and computer system networks are the main contributors of making this changes happened rapidly. This study aims to know that how to usefully use those new media platforms through the great example of stop-motion animation music video by analyzing its production and marketing process. The music video production had been focused to be completed with high quality by adjusting the production process economically in spite of the relatively short period(less than one month)from its crank-up to the deadline. Because the production was planned that main characters lead the whole story, the creative team had been tried to reduce the production hours by commonly use the same mold when they make original clay models by collecting the similarities of characters' appearances. By using CG technic, could overcome the visual monotonous from the similarities which inferred above. Also, the repeated rhythm in the music video, the similar scenes of backgrounds were commonly used by copy of the original scene. At the point of directing, the creative team considered both economical and art aspects for the quality work. In details, they divided the scenes into foreground and background, and removed unnecessary parts to save the production hours and budget but make depth of fields in the scenes. Except the viral marketing purposes, was searching for the methods to compensate the production cost. For this, the characters in the music video dressed the same T-shirts which are world-cup logo on, and those were designed for the sale after released the music video. Even the result of the sales was not enough to satisfied, it was estimated a great attempt to the domestic animation industry.

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Reproduction based Multi-Contents Distribution Platform

  • Lee, Byung-Duck;Lee, Keun-Ho;Han, Seong-Soo;Jeong, Chang-Sung
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.15 no.2
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    • pp.695-712
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    • 2021
  • As the use of smart devices is being increased rapidly by the development of internet and IT technology, the contents production and utilization rate are showing higher increase, too. In addition, the type of contents also shows very diverse forms such as education, game, video, UCC, etc. In the meantime, the contents are reproduced in diverse forms by reprocessing the original contents, and they are being serviced through the contents service platform. Therefore, the platform to make the contents reprocessing easy and fast is needed. As the diverse contents distribution channels such as YouTube, SNS, App Service, etc, easier contents distribution platform is needed, and the development of the relevant area is expected. In addition, as the selective consumption of the contents having easy accessibility through diverse smart devices is distinguished, the demand for the platform and service that can identify the contents consumption propensity by individual is being increased. Therefore, in this study, to vitalize the online contents distribution, the contents reproduction and publishing platform, was designed and materialized, which can reproduce and distribute the contents based on the real-time contents editing technology in URL unit and the consumer propensity analysis technology using the data management-based broadcasting contents distribution metadata technology and the edited image contents streaming technology. In addition, in the results of comparing with other platforms through the experiment, the performance superiority of the suggested platform was verified. If the suggested platform is applied to the areas of education, broadcasting, press, etc, the multi-media contents can be reproduced and distributed easily, through which the vitalization of contents-related industry is expected.

Measures to revitalize fisheries high school (수산계 고등학교 활성화 방안)

  • LEE Yoo-Won;LEE Jong-Ho;PARK Tae-Gun;RYU Kyung-Jin
    • Journal of the Korean Society of Fisheries and Ocean Technology
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    • v.58 no.3
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    • pp.262-271
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    • 2022
  • The purpose of this study is to investigate the status of admission and employment in fisheries high schools (FHS) and to consider ways to revitalize FHS through substantialization. The recruitment rate of new students in FHS decreased from 97.4% in 2016 to 83.2% in 2020. The aging training ship that FHS needs to improve most urgently is being jointly used by FHS across the country, and the construction of a joint training ship managed by the Korea Institute of Maritime and Fisheries Technology is being promoted. The average employment rate for FHS by year was 40.2-59.4%, and the fisheries-related employment rate was low at 31.0-38.9%. On the other hand, the acquisition rate of certificate of competence was 37.5-52.0%, and the rate of employment on board of those who obtained the certificate of competence was 42.9-59.8%. In order to secure new students and improve the recruitment rate, we operate experiential classrooms that reflect the characteristics of training ships and departments and conduct public relations activities using sns, publicity video ucc, YouTube, etc. It will be necessary to expand opportunities for fisheries-related vocational experience through active career exploration and elective courses in the FHS credit system. Finally, it is judged that fisheries related government agencies, industries and local governments need to improve their awareness of FHS and plan to support fisheries manpower nurturing in order to attempt the vitalization of FHS.

Development and application of a Teaching and Learning Plan and Practical Performance Assessment Tools to Promote Communication Between Teenagers Children and Their Parents: focusing on conversation analysis of real conversation in UCC video projects (청소년 자녀와 부모간 의사소통 개선을 위한 교수학습 과정안과 실제 상황적 수행평가 개발 및 적용 - 부모자녀의 실제대화 UCC동영상을 활용한 대화분석을 토대로 -)

  • You, Hye-Jung;Cho, Byung-Eun
    • Journal of Korean Home Economics Education Association
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    • v.23 no.3
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    • pp.139-160
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    • 2011
  • The purpose of this study is twofold: (i) to develop a teaching and learning plan and practical performance assessment tools for the improvement of teenager-parent communication and relationships as well as explore their effects on the communication in the everyday family life; and (ii) to find the underlying problems of teenager- parent communication through conversation analysis and to provide a improved dialogue model. We provided the experimental group with a performance task of communication training between teenagers and their parents in the real family situation while the control group practiced communication skills in a learning situation. However for both classes, before and after performance tasks were equally provided. The experimental group exhibited a longer conversation time with their parents, better communication skills, and higher degrees of relational satisfaction than the control group. Conversation analysis revealed that the experimental group reduced the use of blocking techniques in the teenager-parent conversations more than the control group, and all so raised the frequency of functional communications more than the control group. In both areas of communication in the experimental group was significantly improved, Most notably, a problem-solving case through no-lose conflict resolution methods was effective, succeeding by 70% in the e experimental group and 43.3% in the control group. Parents use blocking techniques like admonition, lecturing, blaming. sarcastic remarking, ordering and so forth, while teenagers use dispute, avoidance, blaming, and teasing in this order. The communication problems during the conversation process, teenagers' evasive and rebellious way of speaking instigates adverse communication responses from parents, so their conversation tends to unfold as ambiguous evasion opposed to: inquiring or evasion by short answers vs. ordering-preaching, or disputing vs. criticizing-making sarcastic, disputing vs. disputing-teaching, and criticizing vs. criticizing.

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