• Title/Summary/Keyword: Videos

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Matching of Topic Words and Non-Sympathetic Types on YouTube Videos for Predicting Video Preference (영상 선호도 예측을 위한 유튜브 영상에 대한 토픽어와 비공감 유형 매칭)

  • Jung, Jimin;Kim, Seungjin;Lee, Dongyun;Kim, Gyotae
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2021.10a
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    • pp.189-192
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    • 2021
  • YouTube, the world's largest video sharing platform, is loved by many users in that it provides numerous videos and makes it easy to get helpful information. However, the ratio of like/hate for each video varies according to the subject or upload time, even though they are in the same channel; thus, previous studies try to understand the reason by inspecting some numerical statistics such as the ratio and view count. They can help know how each video is preferred, but there is an explicit limitation to identifying the cause of such preference. Therefore, this study aims to determine the reason that affects the preference through matching between topic words extracted from comments in each video and non-sympathetic types defined in advance. Among the top 10 channels in the field of 'pets' and 'cooking', where outliers occur a lot, the top 10 videos (the threshold of pet: 4.000, the threshold of cooking: 0.723) with the highest ratio were selected. 11,110 comments collected totally, and topics were extracted and matched with non-sympathetic types. The experimental results confirmed that it is possible to predict whether the rate of like/hate would be high or which non-sympathetic type would be by analyzing the comments.

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A Study on Determinants of VR Video Content Popularity (VR 영상 조회수 결정요인 연구)

  • Soojeong Kim;Chanhee Kwak;Minhyung Lee;Junyeong Lee;Heeseok Lee
    • Information Systems Review
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    • v.22 no.2
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    • pp.25-41
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    • 2020
  • Along with the expectation about 5G network commercialization, interests in realistic and immersive media industries such as virtual reality (VR) are increasing. However, most of studies on VR still focus on video technologies instead of factors for popularity and consumption. Thus, the main objective of this research is to identify meaningful factors, which affect the view counts of VR videos and to provide business implications of the content strategies for VR video creators and service providers. Using a regression analysis with 700 VR videos, this study tries to find major factors that affect the view counts of VR videos. As a result, user assessment factors such as number of likes and sicknesses have a strong influence on the view counts. In addition, the result shows that both general information factors (video length and age) and content characteristic factors (series, one source multi use (OSMU), and category) are all influential factors. The findings suggest that it is necessary to support recommendation and curation based on user assessments for increasing popularity and diffusion of VR video streaming.

Development of a Real-time Action Recognition-Based Child Behavior Analysis Service System (실시간 행동인식 기반 아동 행동분석 서비스 시스템 개발)

  • Chimin Oh;Seonwoo Kim;Jeongmin Park;Injang Jo;Jaein Kim;Chilwoo Lee
    • Smart Media Journal
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    • v.13 no.2
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    • pp.68-84
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    • 2024
  • This paper describes the development of a system and algorithms for high-quality welfare services by recognizing behavior development indicators (activity, sociability, danger) in children aged 0 to 2 years old using action recognition technology. Action recognition targeted 11 behaviors from lying down in 0-year-olds to jumping in 2-year-olds, using data directly obtained from actual videos provided for research purposes by three nurseries in the Gwangju and Jeonnam regions. A dataset of 1,867 actions from 425 clip videos was built for these 11 behaviors, achieving an average recognition accuracy of 97.4%. Additionally, for real-world application, the Edge Video Analyzer (EVA), a behavior analysis device, was developed and implemented with a region-specific random frame selection-based PoseC3D algorithm, capable of recognizing actions in real-time for up to 30 people in four-channel videos. The developed system was installed in three nurseries, tested by ten childcare teachers over a month, and evaluated through surveys, resulting in a perceived accuracy of 91 points and a service satisfaction score of 94 points.

The Impact of Nomad Physical Activity Through Online Videos of Active Seniors on Physical Self-Perception and Successful Aging (엑티브시니어의 온라인 동영상을 통한 노마드 체육활동이 신체적자기지각과 성공적 노화에 미치는 영향)

  • Hye-young Hwang;Soo-Jin Seo;Hyun-Kyoung Kim;Hey-Jin Kim;Heung-Tae Kim
    • Journal of Industrial Convergence
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    • v.22 no.6
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    • pp.81-88
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    • 2024
  • The purpose of this study is to provide academic basic data by identifying the effects of active seniors' online video physical activity on physical self-perception and successful aging. In order to achieve the purpose of this study, 10 active seniors in D city were selected, and after receiving consent to participate in online video physical activity, it was divided into pre and post, and from March 14 to April 22, 2022, Kakao Talk group chat was opened to watch online physical activity videos during the 12th session, download 2 videos a week, and exercise from Monday to Friday. To solve the research problem, frequency analysis and paired t-test were conducted using the SPSS Ver20.0 statistical program. As a result, first, as a result of analyzing the pre- and post-tests of physical self-perception through physical activity of active seniors, all of face satisfaction, body satisfaction, change in physical strength, and change in disease increased on average. Second, as a result of pre- and post-analysis of active seniors' successful aging through physical activity, acceptance of others, orientation toward self-fulfillment, self-acceptance, and satisfaction with children increased, but autonomous life and active participation in life decreased. Through these results, in the COVID-19 period, when activities were restricted due to social distancing, active seniors' online video physical activity has a positive effect on physical self-perception and successful aging, and various programs that can be active on their own should be developed in the future.

Retrieval of Broadcast News Using Audio Content Analysis

  • Kim, Hyoung-Gook
    • The Journal of the Acoustical Society of Korea
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    • v.26 no.3E
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    • pp.74-79
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    • 2007
  • In this paper, we report our recent work on a indexing and retrieval system of broadcast news using audio content analysis. Key issues addressed in this work are two major parts of the audio indexing system: anchorperson detection based on audio segmentation, and phone-based spoken document retrieval, developed in the framework of the emerging MPEG-7 standard. Experiments are conducted on a database of Britisch broadcast news videos. We discuss the development of the retrieval system, and the evaluation of each part and the retrieval system.

The Key Frame Extraction and Anchor Recognition in News Videos (뉴스 비디오에서 키 프레임 추출과 앵커 인식)

  • 신성윤;임정훈;이양원;표성배
    • Proceedings of the Korea Multimedia Society Conference
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    • 2001.11a
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    • pp.286-289
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    • 2001
  • 뉴스 비디오에서 앵커가 등장하는 첫 번째 프레임은 하나의 뉴스를 샷으로 설정하는데 기준이 되는 키 프레임이라고 볼 수 있다. 본 논문에서는 뉴스 비디오의 장면 전환을 검출을 위하여 컬러 히스토그램과 $\chi$$^2$ 히스토그램을 합성한 방법을 이용하여 키 프레임을 추출하며, 추출된 키 프레임을 대상으로 앵커 프레임의 공간적 구성과 얼굴의 특징 정보에 대한 사전 지식을 바탕으로 한 유사성 측정을 통하여 앵커를 인식하도록 한다. 앵커로 인식된 프레임은 하나의 뉴스 신에 대한 키 프레임이 되며 뉴스 비디오를 색인화 하는데 중요한 역할을 수행한다.

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APP-MAC-PHY Cross-Layer Video Streaming Technique over Wireless Channels

  • Park, Jaeyoung;Kim, Jaekwon
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.39A no.7
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    • pp.398-400
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    • 2014
  • In this letter, we propose a cross-layer technique jointly considering modulation coding schemes (MCSs) of medium access control (MAC) layer, source significance information (SSI) and error concealment unit of application (APP) layer, and channel quality information (CQI) of physical (PHY) layer. We demonstrate the improved video quality by the proposed technique when H.264 videos are streamed over Rayleigh fading wireless channels.

Implementation of authoring tool integrating TV-Anytime Presentation Engine (TV-Anytime Presentation Engine을 통합한 저작 도구의 개발)

  • 이형진;이선임;이종설;조위덕;문영식
    • Proceedings of the IEEK Conference
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    • 2003.11b
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    • pp.149-152
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    • 2003
  • In this paper, we describe an implementation of indexing and presentation system conforming to TV-Anytime standards. This system has a metadata indexing scheme for multimedia contents, a video indexing algorithm for news and soccer videos, and an MPEG-2 TS player for nonlinear browsing. We also implement an authoring tool for the algorithms mentioned above.

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A Coding Method for Mathematical Problems in the TIMSS 1999 Video Study and its Applications

  • Yuan, Zhiqiang
    • Research in Mathematical Education
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    • v.14 no.2
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    • pp.123-141
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    • 2010
  • This study introduced a coding method for mathematical problems in the TIMSS 1999 Video Study, which used sixteen indicators to analyze mathematical problems in a lesson. Based on this framework for coding, the researcher analyzed three lesson videos on Binomial Theorem taught respectively by three Chinese teachers, and got some features of mathematical problems in these three lessons.