• Title/Summary/Keyword: Videos

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An Analysis on the Change in ERP caused from watching Fear of Crime Video contents (범죄관련 공포 영상 콘텐츠 시청 시 발생하는 뇌파의 ERP 변화 분석)

  • Kim, Yong-Woo;Kang, Hang-Bong
    • Journal of Korea Multimedia Society
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    • v.20 no.6
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    • pp.950-959
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    • 2017
  • Even though there are many studies on emotion recognition using EEG, there is a few research on specific emotion recognition in detail. In this paper, we construct test videos and conduct congruent-incongruent test for analysis on fear of crime. We compared the differences of event-related potential of subjects before and after watching the video using the congruent-incongruent test and analyzed the fear that subject perceived. Our results demonstrate that subjects showed lower amplitudes for unexpected stimuli in the PZ, POZ, and OZ electrodes of the occipital lobe, which process visual stimuli. These results indicate that the perception of subject is slower for unexpected objects.

Interactive Spatial Augmented Reality Book on Cultural Heritage of Myanmar

  • Hta, Aye Chan Zay;Lee, Yunli
    • Journal of information and communication convergence engineering
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    • v.18 no.2
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    • pp.69-74
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    • 2020
  • Myanmar, also known as Burma, has a rich cultural heritage, and its historical tourist attractions well known around the world. Therefore, we designed and developed an interactive spatial augmented reality (iSAR) book on the cultural heritage of Myanmar. This iSAR book has total of 18 pages with rich media content including videos, animations, audio, and images featuring the cultural heritage of Myanmar in a digital format. In addition to virtual content, navigational features such as virtual buttons and touch-based hand gestures were implemented using Leap Motion and VVVV. Therefore, the developed iSAR book allows virtual content and navigational features to merge seamlessly into a physical book. Five participants were recruited to evaluate the prototype iSAR book, and interviews were conducted to gather their feedback based on its immersive qualities. Thus, the developed iSAR book on Myanmar effectively shares the cultural heritage of Myanmar, and ultimately allows users to explore and gain more insight into the country.

Educational Simulation Videos for Performing Resuscitative Endovascular Balloon Occlusion of the Aorta

  • Chang, Sung Wook;Kim, Dong Hun;Chang, Ye Rim
    • Journal of Trauma and Injury
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    • v.33 no.3
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    • pp.140-143
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    • 2020
  • Resuscitative endovascular balloon occlusion of the aorta (REBOA) has been accepted as an adjunct procedure for non-compressible torso hemorrhage in patients with hemorrhagic shock. With appropriate indications, REBOA should be performed for resuscitation regardless of the physician's specialty. Despite its effectiveness in traumatized patients with hemorrhagic shock, performing REBOA has been challenging due to physicians' lack of experience. Even though training in endovascular skills is mandatory, many physicians cannot undergo sufficient training because of the limited number of endovascular simulation programs. Herein, we share simulation video clips, including those of a vascular circuit model for simulation; sheath preparation; long guidewire and balloon catheter preparation; ultrasound-guided arterial access; sheath insertion or upsizing; and balloon positioning, inflation, and migration. The aim of this study was to provide educational video clips to improve physicians' endovascular skills for REBOA.

Hand Gesture based Manipulation of Meeting Data in Teleconference (핸드제스처를 이용한 원격미팅 자료 인터페이스)

  • Song, Je-Hoon;Choi, Ki-Ho;Kim, Jong-Won;Lee, Yong-Gu
    • Korean Journal of Computational Design and Engineering
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    • v.12 no.2
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    • pp.126-136
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    • 2007
  • Teleconferences have been used in business sectors to reduce traveling costs. Traditionally, specialized telephones that enabled multiparty conversations were used. With the introduction of high speed networks, we now have high definition videos that add more realism in the presence of counterparts who could be thousands of miles away. This paper presents a new technology that adds even more realism by telecommunicating with hand gestures. This technology is part of a teleconference system named SMS (Smart Meeting Space). In SMS, a person can use hand gestures to manipulate meeting data that could be in the form of text, audio, video or 3D shapes. Fer detecting hand gestures, a machine learning algorithm called SVM (Support Vector Machine) has been used. For the prototype system, a 3D interaction environment has been implemented with $OpenGL^{TM}$, where a 3D human skull model can be grasped and moved in 6-DOF during a remote conversation between distant persons.

Early Childhood Teachers' Practice and Difficulties with Musical Concepts Treated in the 'Sing-a-New-Song' Activity ('새노래부르기' 활동에서 다루고 있는 유아교사의 음악적 개념과 지도의 어려움)

  • Park, Mi Kyung;Ohm, Jung Ae
    • Korean Journal of Child Studies
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    • v.29 no.3
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    • pp.93-113
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    • 2008
  • This study examined musical concepts of early childhood teachers with the 'Sing-a-New-Song' activity and problems teachers face in the application of musical concepts. Participants were 10 kindergarten teachers; data were collected through lesson plans, videos of classes, and interviews with teachers. Results showed that (1) selection of songs focused on words of a song rather than musical concepts; ignoring development of the musical level of the children. (2) Goal-setting ignored musical concepts. (3) Class management confused musical concepts with other concepts. (4) No evaluation of musical concepts was undertaken. Problems included teachers' lack of knowledge of musical development in young children, insufficient understanding and limited application of musical concepts, and low expectations regarding music as a subject of instruction.

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Cognitive Lattice for Service Adaptation on Ubiquitous Computing

  • Kim, Svetlana;Yoon, Yong-Ik
    • 한국HCI학회:학술대회논문집
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    • 2007.02a
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    • pp.828-834
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    • 2007
  • Lately the usage of multimedia equipment with small LCD displays is rapidly increasing. Although many people use devices like cell phone and PDA, videos intended for TV or HDTV are sent to these mobile devices. Therefore, situation where it is hard for the user to view the desired scenes are growing more frequent. Currently, most services simply reduce the size of the content to fit the screen when they offer it for mobile devices. However, especially with sports broadcasts, there are many areas that cannot be seen very well because it was simply reduced in size. We are suggesting new motion how to let the user choose an area of interest based on Cognitive lattice. And present then sending it to the user in a way based on Focus Of Choice that fits the device.

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Study for Injurious Multimedia Contents Analysis Mechanism in Smart Devices (스마트 기기에서 유해 멀티미디어 콘텐츠 판별 메커니즘 및 성능 분석)

  • Min, Sun-Ho;Kim, Seok-Woo;Ha, Kyeoung-Ju;Seo, Chang-Ho
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.23 no.6
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    • pp.1001-1006
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    • 2013
  • In this paper, Recently, we describe the distinction mechanism analysis and injurious distinction mechanism performance analysis in order to determine harmfulness of the injurious multimedia which is being rapidly spread in the smart phone and Intelligent Robots. Based on the injurious mechanism distinction technologies, We defined individual injurious characteristics elements of multimedia(images and videos). Also, We analyze harmfulness of the injurious multimedia content by the visual characteristics modeling.

A Study on Virtual Reality Contents Application in Broadcasting: Focused on KBS 3D History Documentary

  • Jang, Hae Rang;Park, Sung Hwan;Kwon, Soon Chul;Lee, Seung Hyun
    • International Journal of Internet, Broadcasting and Communication
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    • v.8 no.2
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    • pp.31-37
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    • 2016
  • History documentaries in Korea have developed various forms of production techniques to overcome the limits of insufficient historical records and videos, and dramatic elements that make the viewers immersed. Through diverse production techniques, history documentaries can maximize the factuality, vividness, and informativeness, allowing the viewers to understand and share the historical events. This paper analyzed the "immersion and experience" techniques of the programs that have been the main turning points of the history documentary so far and produced and realized the virtual reality through utilizing "Uigwe", a 3D history documentary broadcasted on KBS which showed the possibility of applying the virtual reality technique as a new broadcasting contents format.

Translated Picture Books in Korea from 1969 to 2012

  • Ko, Seonju
    • Child Studies in Asia-Pacific Contexts
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    • v.4 no.1
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    • pp.65-76
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    • 2014
  • This study aims to explore the characteristics of translated picture books in South Korea and their cultural meanings over a five-decade period. This time can broadly be divided into three periods, being the Settlement Period (pre-1990), the Flourishing Years (1991-2000) and Globalization (post-2001). During the Settlement Period, picture books in South Korea were derived mainly from Japan and America and tended to be informational in nature or based on folk tales. These were translated into Korean to meet the public's curiosity for foreign cultures or for scientific information. The Flourishing Years were characterised by the availability of picture books on a wide variety on themes and forms from all over the world. In this period, the translation of books into Korean focused on a literal rendition of the meanings and sounds of names from the original text. There was also a proliferation of audiotapes, videos and TV programs based on famous picture books. In the current period of Globalization, Korean publishers, who have built confidence through studying foreign picture books over time, have increased efforts to produce their own picture books and export them abroad.

The Investigation Research of Mathematics Classroom Questioning in Junior High School

  • Ye, Lijun
    • Research in Mathematical Education
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    • v.17 no.4
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    • pp.267-278
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    • 2013
  • Through quantitative analysis of two math classroom videos, combined with the relationship between types of teachers' questioning and students' answering, it is concluded the following problems are in the mathematics classroom teaching: (1) The time of teachers' questioning is longer, the number is too much, with managerial questions and prompting questions is given priority to; (2) Teachers' questioning time is longer than students' answering time, comprehensive answer is more, creative answer is little; (3) In the classroom questioning, students' participation is low; and (4) There is a significant correlation between types of teachers' questioning and length of waiting time after questions. In response to these phenomena, we propose strategies as follows: pursuit of timeliness of classroom questioning, reducing inefficient questions, to increase efficient questions, adopting different waiting strategies for different questioning types, to mobilize students' thinking activities, and improving students' participation etc.