• 제목/요약/키워드: Video Communication

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A Case Study on the Local Culture Festival in the Contact-free Era (비대면 시대의 지역문화축제 사례연구)

  • Ahn, Hyeryung;Kim, Kenneth Chi Ho
    • Journal of Digital Convergence
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    • v.19 no.11
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    • pp.425-438
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    • 2021
  • The purpose of this study is to analyze local cultural festivals hosted contact-free in the corona era and to suggest the direction for sustainable festivals in the post-corona era. To this end, by analyzing the cases of well-known festivals held contact-free in 2020 and 2021, we tried to get implications for the festivals in the post-corona era from there. As a result of this study, contact-free festivals had the following characteristics. First, the on-tact method, which produces and transmits a video or allows interaction through real-time participation, was prominent. Second, in order to compensate for the shortcomings of the contact-free method, various efforts have been made to enable on-tact experience by making and delivering experience kits in the case of experiential elements of the festival in advance. Third, communication was secured through real-time comments, and fourth, products were sold through the Internet and live commerce channels, and a certain effect was obtained. In particular, in the case of online festivals, there is a problem of loss of the sense of place of the festival, but there are cases of online festivals with more participation than offline festivals. It is judged that the problem of how to achieve this will become a reference material for the future development of contact-free festival contents.

Study of Autonomous DRT(Demand Responsive Transit) UX Design Feature: Focusing on the Elderly (자율주행 DRT(수요응답형 교통) UX 디자인 특성 연구: 고령자를 중심으로)

  • Choi, Kyu-Han
    • The Journal of the Korea Contents Association
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    • v.21 no.12
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    • pp.705-712
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    • 2021
  • The purpose of this study is to propose the features of autonomous DRT UX design based on level 5 autonomous vehicle applicable in 2027. As the scope of the study, the system focused on the interaction between the elderly and the in/outside of the vehicle, and the level 5 autonomous vehicle was the subject of the study. As of 2021, the targets for application were set from 60s to 90s. This study is different from previous studies in that it is a study on the features of autonomous DRT UX design that derives practical insights through direct communication with the elderly. As a research method, autonomous vehicle and DRT were theoretically considered through literature research, and based on this, cases of autonomous vehicle and DRT were analyzed. As a case study, generalization was conducted through interviews with the elderly, test-drive of autonomous vehicle, video production, survey, and VR test-drive of autonomous vehicle for the elderly. Ten features of autonomous DRT UX design were derived through focus group interview(FGI), and the derived features were classified into reservation, get on, input, driving, emergency, and get off. Through this study, I hope that it will contribute to improving mobility of the elderly and further accelerate the practical use of autonomous DRT.

The Possibility of Being an Alternative as Uncontact Concert Format for BTS's Recent Online Concert Called "Bang Bang Con The Live" (BTS '방방콘 The Live'의 비접촉 콘서트로서의 대안 포맷 가능성)

  • Yu, An-Na;Lee, Jong-Oh
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.5
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    • pp.27-35
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    • 2020
  • In 2020, one after another, musicians started to hold non-contact online concerts as the pop music industry began to shrink due to the unprecedented "Covid-19" incident, in seeking for various channels and alternatives. Taking this into account, this study conducted a survey with BTS' "Bang Bang Con The Live" as the subject that was held June 2020 to see if they were qualified as an alternative format for quarantine-focused non-contact concerts. The survey was carried out with the content analysis of online concert videos participated by music experts and by collecting evaluations and alternative suggestions from the audiences. The study showed that the sample performance video well fulfilled the actual feels of offline concert elements (field visualization, face-to-face interaction, and responsive behavior), satisfaction, and convenience as an alternative concert format as an emergency correspondence. However, it was analyzed that there was a serious lack of empathy and realism with fans. Therefore, the study showed the possibility that BTS' "Bangbangcon The Live" will function as an alternative format for non-contact concerts, but suggests that measures such as supplementing digital communication systems and technology devices must be taken to be recognized as a level of settlement in the global music community as well as in Korea.

A study of well-dying and well-aging through death and life in YouTube videos (유튜브 동영상 속 죽음과 삶을 통한 웰다잉(well-dying)과 웰에이징(well-aging) 연구)

  • Kwon, On;Kang, Kyung-Hee;Song, Hyeon-Dong;Ku, Jin-Hee;Kim, Kwang-Hwan
    • Journal of Digital Convergence
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    • v.20 no.2
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    • pp.299-309
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    • 2022
  • YouTube videos secure the latest trends in the field and provide viewers' preferences and non-preferences. This study analyzes the discussion of death in recent YouTube videos and explores the relationship between life, well-dying, and well-aging. The purpose of this study is to contribute to the establishment of a healthy life for Koreans by exploring relevance. The survey period and target are 13 videos uploaded on YouTube from 2019 to 2021. As a result of the investigation, it was possible to encompass 25 speakers who were discussing death centered on doctors. Video speakers in charge of various areas conducted various discussions on death from the perspective of experts. The key points are the true value of life, death that you don't need to fear, the importance of hope, the naturalness of death, etc. 11 expert perspectives are measured into 4 types based on 4 criteria: life, death, well-aging, and well-dying. Despite the limitations of studying 13 extracted at a specific time, this study revealed that YouTube videos are a place for free communication. It can contribute in part to maintaining and improving the health of our lives in the future and researching convergence.

Analysis of YouTube's role as a new platform between media and consumers

  • Hur, Tai-Sung;Im, Jung-ju;Song, Da-hye
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.2
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    • pp.53-60
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    • 2022
  • YouTube realistically shows fake news and biased content based on facts that have not been verified due to low entry barriers and ambiguity in video regulation standards. Therefore, this study aims to analyze the influence of the media and YouTube on individual behavior and their relationship. Data from YouTube and Twitter are randomly imported with selenium, beautiful soup, and Twitter APIs to classify the 31 most frequently mentioned keywords. Based on 31 keywords classified, data were collected from YouTube, Twitter, and Naver News, and positive, negative, and neutral emotions were classified and quantified with NLTK's Natural Language Toolkit (NLTK) Vader model and used as analysis data. As a result of analyzing the correlation of data, it was confirmed that the higher the negative value of news, the more positive content on YouTube, and the positive index of YouTube content is proportional to the positive and negative values on Twitter. As a result of this study, YouTube is not consistent with the emotion index shown in the news due to its secondary processing and affected characteristics. In other words, processed YouTube content intuitively affects Twitter's positive and negative figures, which are channels of communication. The results of this study analyzed that YouTube plays a role in assisting individual discrimination in the current situation where accurate judgment of information has become difficult due to the emergence of yellow media that stimulates people's interests and instincts.

Cat Behavior Pattern Analysis and Disease Prediction System of Home CCTV Images using AI (AI를 이용한 홈CCTV 영상의 반려묘 행동 패턴 분석 및 질병 예측 시스템 연구)

  • Han, Su-yeon;Park, Dea-Woo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.9
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    • pp.1266-1271
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    • 2022
  • Cats have strong wildness so they have a characteristic of hiding diseases well. The disease may have already worsened when the guardian finds out that the cat has a disease. It will be of great help in treating the cat's disease if the owner can recognize the cat's polydipsia, polyuria, and frequent urination more quickly. In this paper, 1) Efficient version of DeepLabCut for pose estimation, 2) YOLO v4 for object detection, 3) LSTM is used for behavior prediction, and 4) BoT-SORT is used for object tracking running on an artificial intelligence device. Using artificial intelligence technology, it predicts the cat's next, polyuria and frequency of urination through the analysis of the cat's behavior pattern from the home CCTV video and the weight sensor of the water bowl. And, through analysis of cat behavior patterns, we propose an application that reports disease prediction and abnormal behavior to the guardian and delivers it to the guardian's mobile and the server system.

Use of Digital Educational Resources in the Training of Future Specialists in the EU Countries

  • Plakhotnik, Olga;Zlatnikov, Valentyn;Matviienko, Olena;Bezliudnyi, Oleksandr;Havrylenko, Anna;Yashchuk, Olena;Andrusyk, Pavlo
    • International Journal of Computer Science & Network Security
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    • v.22 no.10
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    • pp.17-24
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    • 2022
  • The article proves that the main goal of informatization of higher education institutions in the EU countries is to improve the quality of education of future specialists by introducing digital educational resources into the education process. The main tasks of informatization of education are defined. Digital educational resources are interpreted as a set of data in digital form that is applicable for use in the learning process; it is an information source containing graphic, text, digital, speech, music, video, photo and other information aimed at implementing the goals and objectives of modern education; educational resources on the Internet, electronic textbooks, educational programs, electronic libraries, etc. The creation of digital educational resources is defined as one of the main directions of informatization of all forms and levels of Education. Types of digital educational resources by educational functions are considered. The factors that determine the effectiveness of using digital educational resources in the educational process are identified. The use of digital educational resources in the training of future specialists in the EU countries is considered in detail. European countries note that digital educational resources in professional use allow you to implement a fundamentally new approach to teaching and education, which is based on broad communication, free exchange of opinions, ideas, information of participants in a joint project, on a completely natural desire to learn new things, expand their horizons; is based on real research methods (scientific or creative laboratories), allowing you to learn the laws of nature, the basics of techniques, technology, social phenomena in their dynamics, in the process of solving vital problems, features of various types of creativity in the process of joint activities of a group of participants; promotes the acquisition by teachers of various related skills that can be very useful in their professional activities, including the skills of using computer equipment and various digital technologies.

Innovative Technologies in Higher School Practice

  • Popovych, Oksana;Makhynia, Nataliia;Pavlyuk, Bohdan;Vytrykhovska, Oksana;Miroshnichenko, Valentina;Veremijenko, Vadym;Horvat, Marianna
    • International Journal of Computer Science & Network Security
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    • v.22 no.11
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    • pp.248-254
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    • 2022
  • Educational innovations are first created, improved or applied educational, didactic, educative, and managerial systems and their components that significantly improve the results of educational activities. The development of pedagogical technology in the global educational space is conventionally divided into three stages. The role of innovative technologies in Higher School practice is substantiated. Factors of effectiveness of the educational process are highlighted. Technology is defined as a phenomenon and its importance is emphasized, it is indicated that it is a component of human history, a form of expression of intelligence focused on solving important problems of being, a synthesis of the mind and human abilities. The most frequently used technologies in practice are classified. Among the priority educational innovations in higher education institutions, the following are highlighted. Introduction of modular training and a rating system for knowledge control (credit-modular system) into the educational process; distance learning system; computerization of libraries using electronic catalog programs and the creation of a fund of electronic educational and methodological materials; electronic system for managing the activities of an educational institution and the educational process. In the educational process, various innovative pedagogical methods are successfully used, the basis of which is interactivity and maximum proximity to the real professional activity of the future specialist. There are simulation technologies (game and discussion forms of organization); technology "case method" (maximum proximity to reality); video training methodology (maximum proximity to reality); computer modeling; interactive technologies; technologies of collective and group training; situational modeling technologies; technologies for working out discussion issues; project technology; Information Technologies; technologies of differentiated training; text-centric training technology and others.

The Role of Innovative Activities in Training Students Using Computer Technologies

  • Minenok, Antonina;Donets, Ihor;Telychko, Tetiana;Hud, Hanna;Smoliak, Pavlo;Kurchatova, Angelika;Kuchai, Tetiana
    • International Journal of Computer Science & Network Security
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    • v.22 no.8
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    • pp.105-112
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    • 2022
  • Innovation is considered as an implemented innovation in education - in the content, methods, techniques and forms of educational activity and personality education (methods, technologies), in the content and forms of organizing the management of the educational system, as well as in the organizational structure of educational institutions, in the means of training and education and in approaches to social services in education, distance and multimedia learning, which significantly increases the quality, efficiency and effectiveness of the educational process. The classification of currently known pedagogical technologies that are most often used in practice is shown. The basis of the innovative activity of a modern teacher is the formation of an innovative program-methodical complex in the discipline. Along with programmatic and content provision of disciplines, the use of informational tools and their didactic properties comes first. It combines technical capabilities - computer and video technology with live communication between the lecturer and the audience. In pedagogical innovation, the principles reflecting specific laws and regularities of the implementation of innovative processes are singled out. All principles are elements of a complex system of organization and management of innovative activities in the field of education and training. They closely interact with each other, which enhances the effect of each of them due to the synergistic effect. To improve innovative activities in the training of students, today computer technologies are widely used in pedagogy as a science, as well as directly in the practice of the pedagogical process. They have gained the most popularity in such activities as distance learning, online learning, assistance in the education management system, development of programs and virtual textbooks in various subjects, searching for information on the network for the educational process, computer testing of students' knowledge, creation of electronic libraries, formation of a unified scientific electronic environment, publication of virtual magazines and newspapers on pedagogical topics, teleconferences, expansion of international cooperation in the field of Internet education. The article considers computer technologies as the main building material for the entire society. In the modern world, there is a need to prepare a person for life in a multimedia environment. This process should be started as early as possible, because the child's contact with the media is present almost from the moment of his birth.

A Study on Factors Affecting Usage Intention of Metaverse Services in the Work Environment (업무환경에서의 메타버스 사용의도에 대한 영향요인 연구)

  • Wonsang Cho;Hyunchul Ahn
    • Knowledge Management Research
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    • v.23 no.4
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    • pp.251-273
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    • 2022
  • Metaverse is one of the most frequently used words recently, with digitalization accelerated by the COVID-19 pandemic that started in 2019 and the development of information and communication technology. It is expected to bring a new revolution in our life as a whole in user experience. In particular, as telecommuting was adopted in the business area, interest in virtual office services such as digital video conferencing and remote offices, which are similar to the metaverse, has also increased. In this study, a study on the intention to use the metaverse service used in the work environment was applied to the Unified Theory of Acceptance and Use of Technology 2(UTAUT2). External variables for metaverse characteristics, such as self-presentation, telepresence, and technostress, were analyzed and discussed. In this study, PC-based Gather.town and VR-based Facebook Horizon, currently the most well-known and considered usable in work environments, were introduced to potential users and conducted a survey. This study has academic implications in that the research has examined the factors that affect the technology acceptance intention of users who want to apply the metaverse as a work environment based on the UTAUT2 model, unlike previous studies that have been mainly researched on the general metaverse. In practice, it may be helpful to suggest factors that should be considered when firms adopt the metaverse for business purposes.