• Title/Summary/Keyword: Viewers' perception

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Football match intelligent editing system based on deep learning

  • Wang, Bin;Shen, Wei;Chen, FanSheng;Zeng, Dan
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.13 no.10
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    • pp.5130-5143
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    • 2019
  • Football (soccer) is one of the most popular sports in the world. A huge number of people watch live football matches by TV or Internet. A football match takes 90 minutes, but viewers may only want to watch a few highlights to save their time. As far as we know, there is no such a product that can be put into use to achieve intelligent highlight extraction from live football matches. In this paper, we propose an intelligent editing system for live football matches. Our system can automatically extract a series of highlights, such as goal, shoot, corner kick, red yellow card and the appearance of star players, from the live stream of a football match. Our system has been integrated into live streaming platforms during the 2018 FIFA World Cup and performed fairly well.

A Study of the Classification and Application of Digital Broadcast Program Type based on Machine Learning (머신러닝 기반의 디지털 방송 프로그램 유형 분류 및 활용 방안 연구)

  • Yoon, Sang-Hyeak;Lee, So-Hyun;Kim, Hee-Woong
    • Knowledge Management Research
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    • v.20 no.3
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    • pp.119-137
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    • 2019
  • With the recent spread of digital content, more people have been watching the digital content of TV programs on their PCs or mobile devices, rather than on TVs. With the change in such media use pattern, genres(types) of broadcast programs change in the flow of the times and viewers' trends. The programs that were broadcast on TVs have been released in digital content, and thereby people watching such content change their perception. For this reason, it is necessary to newly and differently classify genres(types) of broadcast programs on the basis of digital content, from the conventional classification of program genres(types) in broadcasting companies or relevant industries. Therefore, this study suggests a plan for newly classifying broadcast programs through using machine learning with the log data of people watching the programs in online media and for applying the new classification. This study is academically meaningful in the point that it analyzes and classifies program types on the basis of digital content. In addition, it is meaningful in the point that it makes use of the program classification algorithm developed in relevant industries, and especially suggests the strategy and plan for applying it.

A Study on Factors Impacting the Satisfaction of Mobile Banking Applications: Mongolian Users (몽골의 모바일 뱅킹 앱 만족도 영향 요인에 관한 연구: 서비스 특성과 품질 특성을 중심으로)

  • Mendjargal, Batburen;Park, Sang-Moon;Kim, Myoung-Soo
    • Asia-Pacific Journal of Business
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    • v.12 no.4
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    • pp.153-161
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    • 2021
  • Purpose - In this study, we tried to find out the determinants of the customer satisfaction in using mobile banking applications. Design/methodology/approach - We conducted an empirical study for hypotheses testing through the analysis using survey data of experienced users in Mongolia. In this study, reliability test, factor analysis, and regression were conducted using SPSS 26.0. Findings - We found that the customer's perception of information quality and system quality in using the mobile banking application is positively associated with the customer satisfaction. in addition, it was found that the convenience in using banking applications is also positively related with the customer satisfaction. Research implications or Originality - Based on the results of an analysis, it was confirmed that the quality of the banking applications is important in retaining customers. the number of viewers is found in most American films released in Korea.

Analysis of Emotional Colors in The Mise-en-scene of The Film (영화 <로얄 테넌바움> 미장센에 나타난 감성색채 이미지 분석)

  • Shim, Hyung-Keun
    • The Journal of the Korea Contents Association
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    • v.20 no.5
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    • pp.261-270
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    • 2020
  • In film, color is a tool for storytelling and a metaphor for a story's theme. This study constructs efficient and objective data by analyzing color images of movies delivered to the audience. This Research the visual perception process of color in films and studies the processes accepted by the audience. Through this research process, we examine the emotional response caused by the visual stimulus of film color and quantify the visual factor through color in the film as a factor that effectively induces the emotional response of viewers who watch the movie. This study analyzes the mise-en-scene of Wes Anderson's film, Royal Tenenbaum, and studies the role of communication in cinematic colors. Quantitative analysis of color distribution data is performed using computer color analysis program on the colors displayed through 10 chapters of mise en scene. Through color analysis, it was analyzed that Anderson composed the movie scenes in red and yellow red (YR) with low saturation and medium brightness. Through this analysis, we study how color is used throughout the film and how the quantitative form of its use is to be used as the psychological factor controlling audience's emotion.

A Study on the Relationship between Usage Characteristics of TV and Web Animation and Purchase Intent of Goods Featuring Animation Characters (아동 애니메이션 이용 특성과 캐릭터상품 구매의사의 관계 : TV와 웹 애니메이션을 중심으로)

  • Yoo, Soo-jung;Lee, Yeong-ju;Song, Gin
    • Cartoon and Animation Studies
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    • s.46
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    • pp.23-61
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    • 2017
  • This study aims to understand the using characteristics of TV animation and web-based animation of children and investigate the effects of change in viewing process on the purchase of character goods. For this purpose, an online survey was conducted for parents who have children as animation viewers. The results show that there was no difference by age or gender in using both TV and web animation. When parents get animation information on TV, they had their children watch animation through the same TV channel, but the web has no significant relationship between information acquisition path and main service they use. In addition, it is found that parent' perception of TV animation superiority is influenced by respondents' income and children's watching time of animation has no effect on it. Finally, monthly income of households, payment amount of web animation, watching time of TV animation, and perception of quality of TV animation have a significant effect on parents' active purchase of character goods. On the other hand, the purchase intention of the recommended goods is influenced by children's age, the parent's perception about the web animation quality, and the payments of the web animation.

A Study on Audio-Visual Interactive Art interacting with Sound -Focused on 21C Boogie Woogie (사운드에 반응하는 시청각적인 인터랙티브 아트에 관한 연구)

  • Son, Jin-Seok;Yang, Jee-Hyun;Kim, Kyu-Jung
    • Cartoon and Animation Studies
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    • s.35
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    • pp.329-346
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    • 2014
  • Art is the product from the combination of politics, economy, and social and cultural aspects. Recent development of digital media has affected on the expansion of visual expression in art. Digital media allow artists to use sound and physical interaction as well as image as an plastic element for making a work of art. Also, digital media help artists create an interactive, synaesthetic and visual perceptive environment by combining viewers' physical interaction with the reconstruction of image, sound, light, and among other plastic elements. This research was focused on the analysis of the relationship between images in art work and the viewer and data visualization using sound from the perspective of visual perception. This research also aimed to develop an interactive art by visualizing physical data with sound generating from outer stimulus or the viewer. Physical data generating from outer sound can be analyzed in various aspects. For example, Sound data can be analyzed and sampled within pitch, volume, frequency, and etc. This researcher implemented a new form of media art through the visual experiment of LED light triggered by sound frequency generating from viewers' voice or outer physical stimulus. Also, this researcher explored the possibility of various visual image expression generating from the viewer's reaction to illusionary characteristics of light(LED), which can be transformed within external physical data in real time. As the result, this researcher used a motif from Piet Mondrian's Broadway Boogie Woogie in order to implement a visual perceptive interactive work reacting with sound. Mondrian tried to approach at the essence of visual object by eliminating unnecessary representation elements and simplifying them in painting and making them into abstraction consisting of color, vertical and horizontal lines. This researcher utilized Modrian's simplified visual composition as a representation metaphor in oder to transform external sound stimulus into the element of light(LED), and implemented an environment inducing viewers' participation, which is a dynamic composition maximizing a synaesthetic expression, differing from Modrian's static composition.

Representation of Drinking in Cultural Contents: Analysis of Television Drama Texts (지상파 TV 콘텐츠에 나타난 음주 : 황금시간대 고시청률 드라마 분석과 수용자 인식조사)

  • Yang, Jung-Hye
    • Journal of Digital Contents Society
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    • v.11 no.2
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    • pp.253-264
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    • 2010
  • This study aimed to 1) analyze television drama text to examines how Korean television dramas represent alcohol drinking; 2) interview the actual drama audience to examine how they perceive drinking and whether or not their perception is influenced by the drama text. The author analyzed 60 drama episodes from 12 prime time shows that reached over 20% rating from 2008 to 2010. The result shows that drinking in dramas are portrayed as a solution to various kinds of personal and business problems, medium of romance, a tool for interpersonal communication that facilitates understanding and positive relationship. Female drinkers are prominent but their drinking is taking place under the patronage of male characters, which lead to the maintenance of patriarchal social relations. Interview findings show that the audience have strong motivation to imitate the glamourous lifestyles of leading characters in dramas. The findings strongly suggest observational learning was taking place, especially in the area where the viewers have no direct experience.

A Study on the Danger of Flickering Phenomena in Animation Production (애니메이션제작에 있어서 명멸현상의 위험성에 관한 연구)

  • Jeon Hyoung-Do
    • The Journal of the Korea Contents Association
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    • v.6 no.8
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    • pp.57-67
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    • 2006
  • The motion effect of animation can be maximized by using the intended number of frame(flickering phenomena) responding to the viewer's perception in the production processes. But, the high contrast of chroma in a color arrangement can cause very dangerous situation if a particular effect(scheduled number of frame for the intended rapid flickering in a zoom-in scene of the warning light of police car and the traffic light) or a excessive visual stimulus is tried. The danger of flickering phenomena is defined as 'Flash Nervousness Attack Symptom' in medical terminology, which has received wide attention because the damage to the viewers of Pocket Monster was very serious in Japan. Producing a piece of animation work, the quality control of colors is important but the color setting considering the psychological aspects, the danger of repetitive flickering of flashes and patterns in image effect are more serious, so these factors should be checked in the production stages. After investigating the domestic and foreign prescriptions including the guidelines for animation production technique in Japan, a solution to reduce the danger of flickering phenomena of color and light was suggested through statistical comparative analysis with the test results.

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Augmented Reality exhibition content implemented using Project Tango (프로젝트 탱고 기반의 증강현실 전시 콘텐츠 구현)

  • Kim, Ji-seong;Lee, Dong-cheol
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.21 no.12
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    • pp.2312-2317
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    • 2017
  • Museums are converging with digital technology to convey information to viewers in various ways. Augmented reality technology enhances virtual objects seamlessly in the real world, and provides a high sense of immersion and realism because it can use various senses of users in combination with information providing role of exhibits. However, the location-based augmented reality may cause the inaccurate registration of the virtual object with the real world due to the error of the GPS information, and the vision-based augmented reality can be enhanced at the position where the marker is placed. To solve this problem, we implemented the exhibition contents that interact with the real world by using the developed project tango. The exhibited contents were based on Lenovo Phab 2 Pro and Project Tango SDK in Unity 3D. Visitors were able to improve immersion and realism in exhibition contents, and it would be able to combine with various exhibition fields such as shopping malls as well as museums.

A study on the natural history projection mapping contents using Gestalt Visual Perception Theory (게슈탈트 시지각 이론을 활용한 자연사 프로젝션 맵핑연구)

  • Park, Ki-Deok;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.18 no.5
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    • pp.465-471
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    • 2020
  • This paper aims to maximize the exhibition effect and to emphasize the efficiency of sample information transfer by using the surrealism dephase network technique and beam projection mapping by aesthetically approaching the arrangement of the existing exhibition specimens in the science museum using natural history contents. It presents the limitations of the existing analog natural history sample information transmission in digital form to give viewers interesting and fun and suggests the direction of using digital diorama for sample exhibition.