• Title/Summary/Keyword: Video Preference Model

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Extraction of User Preference for Video Stimuli Using EEG-Based User Responses

  • Moon, Jinyoung;Kim, Youngrae;Lee, Hyungjik;Bae, Changseok;Yoon, Wan Chul
    • ETRI Journal
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    • v.35 no.6
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    • pp.1105-1114
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    • 2013
  • Owing to the large number of video programs available, a method for accessing preferred videos efficiently through personalized video summaries and clips is needed. The automatic recognition of user states when viewing a video is essential for extracting meaningful video segments. Although there have been many studies on emotion recognition using various user responses, electroencephalogram (EEG)-based research on preference recognition of videos is at its very early stages. This paper proposes classification models based on linear and nonlinear classifiers using EEG features of band power (BP) values and asymmetry scores for four preference classes. As a result, the quadratic-discriminant-analysis-based model using BP features achieves a classification accuracy of 97.39% (${\pm}0.73%$), and the models based on the other nonlinear classifiers using the BP features achieve an accuracy of over 96%, which is superior to that of previous work only for binary preference classification. The result proves that the proposed approach is sufficient for employment in personalized video segmentation with high accuracy and classification power.

A Viewer Preference Model Based on Physiological Feedback (CogTV를 위한 생체신호기반 시청자 선호도 모델)

  • Park, Tae-Suh;Kim, Byoung-Hee;Zhang, Byoung-Tak
    • Journal of the Korean Institute of Intelligent Systems
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    • v.24 no.3
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    • pp.316-322
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    • 2014
  • A movie recommendation system is proposed to learn a preference model of a viewer by using multimodal features of a video content and their evoked implicit responses of the viewer in synchronized manner. In this system, facial expression, body posture, and physiological signals are measured to estimate the affective states of the viewer, in accordance with the stimuli consisting of low-level and affective features from video, audio, and text streams. Experimental results show that it is possible to predict arousal response, which is measured by electrodermal activity, of a viewer from auditory and text features in a video stimuli, for estimating interestingness on the video.

Modeling User Preference based on Bayesian Networks for Office Event Retrieval (사무실 이벤트 검색을 위한 베이지안 네트워크 기반 사용자 선호도 모델링)

  • Lim, Soo-Jung;Park, Han-Saem;Cho, Sung-Bae
    • Journal of KIISE:Computing Practices and Letters
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    • v.14 no.6
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    • pp.614-618
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    • 2008
  • As the multimedia data increase a lot with the rapid development of the Internet, an efficient retrieval technique focusing on individual users is required based on the analyses of such data. However, user modeling services provided by recent web sites have the limitation of text-based page configurations and recommendation retrieval. In this paper, we construct the user preference model with a Bayesian network to apply the user modeling to video retrieval, and suggest a method which utilizes probability reasoning. To do this, context information is defined in a real office environment and the video scripts acquired from established cameras and annotated the context information manually are used. Personal information of the user, obtained from user input, is adopted for the evidence value of the constructed Bayesian Network, and user preference is inferred. The probability value, which is produced from the result of Bayesian Network reasoning, is used for retrieval, making the system return the retrieval result suitable for each user's preference. The usability test indicates that the satisfaction level of the selected results based on the proposed model is higher than general retrieval method.

Study on Impact of GUI Design Elements of Mobile Phone on Brand Preference With focus on senior citizens (모바일 폰의 GUI 디자인의 구성요소가 브랜드 선호도에 미치는 영향 실버세대를 중심으로)

  • Kim, Young Seok
    • Science of Emotion and Sensibility
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    • v.16 no.4
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    • pp.545-556
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    • 2013
  • This study has established the GUI design elements of mobile phones as color, text, layout, graphic icon, and video, under the purpose of exploring the relevance between such elements and brand preference among senior citizens. To accomplish the objective, a model and hypotheses were established, which were tested through a multiple regression analysis. The findings are as follows. First, when the statistical significance was examined by GUI design element of mobile phones, the following results were obtained: Color, text, layout, graphic icon, and video were statistically significant at the significance level given, indicating that such elements all affect brand preference. Second, the relative influence of GUI design elements of mobile phones on brand preference was revealed in the following order: text, color, video, graphic icon, layout. It indicates that boosting the brand preference of senior citizens for mobile phones requires considering 'text' and 'color' first before any other element. In addition, as the influence of 'text' and 'color' becomes greater, the brand preference also becomes higher.

Comparing Learning Outcome of e-Learning with Face-to-Face Lecture of a Food Processing Technology Course in Korean Agricultural High School

  • PARK, Sung Youl;LEE, Hyeon-ah
    • Educational Technology International
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    • v.8 no.2
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    • pp.53-71
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    • 2007
  • This study identified the effectiveness of e-learning by comparing learning outcome in conventional face-to-face lecture with the selected e-learning methods. Two e-learning contents (animation based and video based) were developed based on the rapid prototyping model and loaded onto the learning management system (LMS), which is http://www.enaged.co.kr. Fifty-four Korean agricultural high school students were randomly assigned into three groups (face-to-face lecture, animation based e-learning, and video based e-learning group). The students of the e-learning group logged on the LMS in school computer lab and completed each e-learning. All students were required to take a pretest and posttest before and after learning under the direction of the subject teacher. A one-way analysis of covariance was administered to verify whether there was any difference between face-to-face lecture and e-learning in terms of students' learning outcomes after controlling the covariate variable, pretest score. According to the results, no differences between animation based and video based e-learning as well as between face-to-face learning and e-learning were identified. Findings suggest that the use of well designed e-learning could be worthy even in agricultural education, which stresses hands-on experience and lab activities if e-learning was used appropriately in combination with conventional learning. Further research is also suggested, focusing on a preference of e-learning content type and its relationship with learning outcome.

Users' Preference and Acceptance of Smart Home Technologies (사용자의 스마트 주거 기술 선호와 수용에 관한 연구)

  • Cho, Myung Eun;Kim, Mi Jeong
    • Journal of the Architectural Institute of Korea Planning & Design
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    • v.34 no.11
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    • pp.75-84
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    • 2018
  • This study analyzed users' acceptance and intention to use in addition to needs and preferences of smart home technologies, and identified the differences in technology preference and acceptance by different factors. The subjects were residents in the 40s and 60s residing in the Seoul or suburbs of Seoul, and questionnaires were conducted in the 40s while interviews with questionnaires were conducted in the 60s. A total of 105 questionnaires were used as data, and frequency, mean, crossover, independent sample t test, one-way ANOVA and multiple regression analysis were performaed using SPSS23. The results of this study are as follows. First, hypertension, hyperlipidemia and hypercholesterolemia were the most common diseases among respondents and if there was no discomfort, they would like to continue living in the homes of the current residence. Therefore, the direction of smart home development should support the daily living and health care so that residents can live a healthy life for a long time in their living space. Second, the technologies that residents most need were a control technology of residential environments and a monitoring technology of residents' health and physiological changes. The most preferred sensor types are motion sensors and speech recognition while video cameras have a very low preference. Third, technology anxiety was the most significant factor influencing intention to accept smart home technology. The greater the technology anxiety is, the weaker the acceptance of technology. Fourth, when applying smart residential technology in homes, various resident characteristics should be considered. Age and technology intimacy were the most influential variables, and accordingly there were differences in technology preference and acceptance. Therefore, a user-friendly smart home plan should be done in the consideration of the results.

Consumer Preferences for Digital Cable Broadcasting Service in Korea: A Choice Experiment Study

  • Ku, Se-Ju;Yoo, Seung-Hoon;Kwak, Seung-Jun
    • Asian Journal of Innovation and Policy
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    • v.5 no.2
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    • pp.185-196
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    • 2016
  • A digital cable broadcasting service is a multimedia broadcasting service that provides high definition and various supplementary services by using digital transmission. Korea implemented a complete digital broadcasting service by 2012. This study applied a choice experiment to investigate consumer preferences, and it calculated the marginal willingness to pay for this service. Moreover, we employed a multinomial probit model to relax the assumption that all respondents have the same preference for attributes being valued. The results suggest that respondents value channels, definition, video-on-demand (VOD) service, pay-per-view (PPV) service, and commerce based on TV (T-commerce). On the other hand, online gaming may be less important as an attribute for digital cable broadcasting service in Korea.

Analysis of e-Learning Server Workload (e-Learning 서버 작업부하 분석)

  • Son, Sei-Il;Kim, Heung-Jun;Ahn, Hyo-Beom
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.8 no.1
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    • pp.65-72
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    • 2007
  • This paper aims to provide information to generate a statistical load model of an educational server by analyzing workload of an e-Learning sewer at Dankook University. The result of the analysis shows file size distribution, access frequency and transmission volume for each file type, access interval, changes in preference and clients access rate by networks. In particular, it had different results from previous studies about video file's size distribution and file distribution based on access frequency. This is because the characteristics of e-learning are influenced by using authoring tools for making into video file and by freeing the number of students who register for a course. The result in this paper can be used as a basic data for studies designed to improve e-learning system architecture and server performance.

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A Study on the development of Ocean Education Model Course using Ocean Literacy -Focus on Busan Metropolitan City- (해양리터러시 개념에 기반한 해양교육 모델코스 개발에 관한 연구 -부산지역을 중심으로-)

  • Jeong, Woo-Lee;Moon, Serng-Bae
    • Journal of Navigation and Port Research
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    • v.38 no.5
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    • pp.437-442
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    • 2014
  • Ocean Literacy is an understanding of the ocean's influence on you and your influence on the ocean. This research developed the 7 ocean education model courses using ocean literacy based on the analysis of ocean education programs which executed 23 agencies in Busan. These model courses are combined in the type of indoor theory, indoor experience, field study and field experience. Also, this makes the guide map for ocean education in a 76cm*56cm size to distinguish and choose the course easily. This map is the format combined in geological location and tourist attraction spots in Busan, includes education centers, contents, lead time and so on, and it is possible for educatees to handle their preference and seasonality elastically. This map including ocean education model course is a milestone to activate ocean education, and is helpful to reach the goal of ocean education and to lead ocean professionals. In addition, this research presents the development of teaching materials, training aids to complement the weakness of indoor education, the development of cyber education through making video contents as the activation measures of ocean education.

Utility-Based Video Adaptation in MPEG-21 for Universal Multimedia Access (UMA를 위한 유틸리티 기반 MPEG-21 비디오 적응)

  • 김재곤;김형명;강경옥;김진웅
    • Journal of Broadcast Engineering
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    • v.8 no.4
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    • pp.325-338
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    • 2003
  • Video adaptation in response to dynamic resource conditions and user preferences is required as a key technology to enable universal multimedia access (UMA) through heterogeneous networks by a multitude of devices In a seamless way. Although many adaptation techniques exist, selections of appropriate adaptations among multiple choices that would satisfy given constraints are often ad hoc. To provide a systematic solution, we present a general conceptual framework to model video entity, adaptation, resource, utility, and relations among them. It allows for formulation of various adaptation problems as resource-constrained utility maximization. We apply the framework to a practical case of dynamic bit rate adaptation of MPEG-4 video streams by employing combination of frame dropping and DCT coefficient dropping. Furthermore, we present a descriptor, which has been accepted as a part of MPEG-21 Digital Item Adaptation (DIA), for supporting terminal and network quality of service (QoS) in an interoperable manner. Experiments are presented to demonstrate the feasibility of the presented framework using the descriptor.