• Title/Summary/Keyword: Viewing Experience

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The Structural Relationship among Viewing Motivation, Viewing Commitment, Reviewing Intention and Game Use Intention of e-Sports Competition Broadcasting

  • Kim, Seyun
    • International Journal of Internet, Broadcasting and Communication
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    • v.14 no.3
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    • pp.205-212
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    • 2022
  • The purpose of this study is to investigate the structural relationship between the viewing motivation, viewing commitment, re-audience intention, and game use intention of e-sports competition broadcast viewers. According to the purpose of the study, an online survey was conducted on 300 college students with experience watching broadcasting of e-sports competitions. After excluding inappropriate data from 8 out of 300 people, 292 people's data were used for final data processing. For data processing, the validity and reliability were verified using SPSS 26 and AMOS 23, and then the research hypothesis was verified. We has the results were shown as follows. First, it was found that entertainment, social intercourse and vicarious satisfaction had a positive effect on viewing commitment, but information has not significantly effect on viewing commitment. Second, it was found that viewing commitment had a positive effect on reviewing intention and game use intention. Third, it was found that reviewing intention had a positive effect on game use intention.

The Effects of Recording Distance and Viewing Distance on Presence, Perceptual Characteristics, and Negative Experiences in Stereoscopic 3D Video

  • Lee, Sanguk;Chung, Donghun
    • Journal of Broadcast Engineering
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    • v.24 no.7
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    • pp.1189-1198
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    • 2019
  • The study explores the effects of recording and viewing distances in stereoscopic 3D on presence, perceptual characteristics, and negative experiences. Groups of 20 participants were randomly assigned to each of the three viewing distances, and all participants were exposed to five versions of the stereoscopic 3D music video that differs in recording distance. The results showed that first, viewers felt a higher experience of presence and had a better perception of objects positioned near the cameras. Second, viewers felt a greater perception of screen transmission as the viewing distance increased. Finally, viewers felt a greater negative experiences due to the joint effects of recording and viewing distance. As investigating the influence of stereoscopic 3D content and viewing environments on psychological factors, the study expects to provide a guideline of human factors in 3D.

Association of Health Indicators with Excessive Television Viewing among Elementary School Students in Seoul, Korea (서울시 초등학생의 과잉 텔레비전 시청과 관련된 건강지표)

  • Shin, Sun-Mi
    • Journal of the Korean Society of School Health
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    • v.26 no.2
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    • pp.104-113
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    • 2013
  • Purpose: The aim of this study was to investigate prevalence and ecological characteristics of excessive television viewing among elementary school students in Seoul. Methods: Secondary data, representative sample of 11,082 subjects in Seoul was used. After prevalence of the excessive television viewing was identified by using factor analysis, 6 main factors explaining the ecological indicators was founded. After identifying prevalence of the excessive television viewing, by using factor analysis, we found 6 main factors explaining the ecological indicators. After categorizing factors into socio-psychological and lifestyle characteristics, we were investigated the odds ratio of excessive television viewing per characteristics by using multiple logistic regression. Results: The prevalence of excessive television viewing was 29.7% among the elementary school student in Seoul. The prevalence were higher in male, higher grade, and non-South of the Han River. Socio-psychological indicators which expressed excessive television viewing were annoying or bullying, scolding from teacher, depressed mode, thought for a runaway from home, an experience of diet, and negative body image. Life style indicators were a lower intake of fruit and vegetables, a higher intake of Ramyun and soft drink, a worse life style of hand washing, and wearing safety equipment. Conclusion: Lifestyle of television viewing was the comprehensive results from family, school, and society rather than a personal preference. Therefore, it is necessary to educate the hazard of excessive television viewing, to reenforce the students' health competence, to activate a safe leisure program as an alternate of television viewing, and to develop a recommendation.

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An Analysis of the Post-viewing Emotion and Behavior on the Dance Audience (무용공연 관람객의 관람 후 감정과 행동 분석)

  • Choi, Chung-Ja;Kim, Hyung-Nam;Shim, Hyun-Hwa
    • The Journal of the Korea Contents Association
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    • v.12 no.7
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    • pp.147-155
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    • 2012
  • This study is to analyze the difference of the post-viewing emotion and behavior of the audience at a dance performance by general characteristics of the audience. To attain the goal of the study described above paragraphs, the audience of dance performance located in Seoul and Kyoungki-Do was set as a collected group. Then, using the convenience sampling method, finally drew out and analyzed 280 people in total. statistic analysis techniques were used SPSS 18.0 program. Based on the statistical methods above, we had the result of data analysis as follows; First, among the general characteristics(job, viewing frequency, dance experience, and genre), had significantly effect on the post-viewing emotion(positive emotion, satisfaction) Second, among the general characteristics(job, viewing frequency, dance experience, and genre), all the factors had significantly effect on post-viewing behaviors(researching, respectating intention).

Proposed Assessment for Quality of Experience of Live IPTV in Home Environments

  • Jeong, Jongpil;Choi, Jae-Young
    • International journal of advanced smart convergence
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    • v.4 no.1
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    • pp.18-30
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    • 2015
  • As the speed of networks that subscribers can use has greatly increased, demand for high-quality broadcast content, such as from Internet Protocol Television (IPTV) and Video on Demand (VoD), is likewise increasing. Therefore, while broadcasters are increasing content and channels, they are striving to improve consumer quality of experience (QoE) to differentiate themselves from competitors, including by producing higher physical-quality content. Recently, subjective measurement methods have been internationally standardized as the most reliable approach for measuring and evaluating IPTV QoE. However, a majority of these methods are performed in experimental environments and are based on the extremely brief viewing period of approximately ten seconds using original reference videos. It is actually difficult to apply standard evaluation methods based on a ten-second viewing interval to assess real broadcast watching of IPTV or other services that involve a longer time (i.e., more than thirty minutes). In this paper, we therefore propose a method that accommodates actual viewing environments. Using the mean opinion score, we experimentally analyze the effects of evaluation interval changes under actual conditions in which IPTV service is provided. In addition, we propose improvements by applying the results into actual live broadcast IPTV service and by analyzing consumer service QoE.

A Study on Instagrammable Features and Viewing Experiences: Focusing on the Exhibition of

  • You, Ga-Ram;Rhee, Bo-A
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.12
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    • pp.101-110
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    • 2022
  • This study sheds light on the Instagrammable features and viewing experiences of . A research model and hypotheses are formulated using variables including Experience Quality (EQ), Perceived Value (PV), Attitude toward AWA (ATAWA) and Behavioral Intention toward AWA (BITAWA). Although AWA has strong the Instagrammable features in terms of PV, it provides aesthetic or healing experience rather than a pleasure. PV has a significant correlation with DOS and DOI, but it does not influence on BITAWA. In addition, DOS has a positive impact on the increase in DOI, length of viewing time and intention to upload and share photos on Instagram.

Presence Experience & Effect of the Experiential Exhibition Content (체험형 전시 콘텐츠의 프레즌스 경험과 효과에 관한 연구)

  • Yeonsu Seol;Chungmin Joo
    • Smart Media Journal
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    • v.13 no.1
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    • pp.76-85
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    • 2024
  • This study examined the Presence experience, resulting effects, and re-viewing intentions of visitors to experiential exhibition content. For this purpose a survey was conducted targeting 246 visitors to experiential exhibition content based on Hyecho's travel story and SilkRoad cultural heritage. As a result of the survey, understanding and interest in the content material and similar exhibition viewing experience did not affect Presence experience. In addition the higher the Presence experience of exhibition content, the greater the awareness and emotion that is the effect of Presence. And among the effects of Presence, emotion had a positive effect on revisiting intentions. Therefore, it was confirmed that future experiential exhibition contents require planning, production, and exhibition that allow users to experience Presence.

The Effects of E-sports Broadcasting Commentator's Attributes on Broadcasting Attitude and Continuous Viewing Intention

  • Kim, Seyun
    • International journal of advanced smart convergence
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    • v.10 no.1
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    • pp.209-215
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    • 2021
  • The purpose of this study is to determine the impact of broadcasters' broadcasting commentators' attributes on broadcasting conditions and the intention of continuous viewing of e-sports competitions. To achieve this goal, a survey was conducted on 300 university students who had experience watching e-sports competition broadcasting. The final 295 copies were selected as the final valid samples and data processing was carried out. Using SPSS 23, factor analysis, reliability analysis, correlation analysis, and simple and multiple regression analysis were performed. The result of this study was: First, reliability and attractiveness among the sub-factors of commentator attributes were shown to have a positive effect on broadcasting conditions. Second, reliability and attractiveness among the sub-factors of commentator attributes have a positive effect on the intent of continuous viewing. Third, broadcasting conditions have a positive effect on the intention of continuous viewing.

Eye Movement-based Visual Discomfort Analysis from Watching Stereoscopic 3D Contents Regarding Brightness and Viewing Distance (눈 움직임을 이용한 밝기와 시청거리에 따른 3D 콘텐츠 피로도 분석)

  • Kim, Yong-Woo;Kang, Hang-Bong
    • Journal of Korea Multimedia Society
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    • v.19 no.9
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    • pp.1723-1737
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    • 2016
  • When watching 3D contents, people often experience various visual discomforts like tiredness, dryness, headaches, and dizziness. Previous researches on visual discomfort analyzed and concluded vergence-accommodation conflict, viewing distance, and brightness changes to be the causes of visual discomfort. Yet it is necessary to systematically analyze the visual discomfort due to the changes in object, background brightness and viewing distance. In this paper, we produce four videos that have four different background brightness and two different viewing distances to solve analyze the visual discomfort from watching 3D contents. We measure and analyze eye-blink and saccadic movement, saccadic latency, Nearest Point of Convergence (NPC), and participant survey for amore accurate result compared to previous researches. Our results show that the eye-blink rate and saccadic latency increase when the background is bright and viewing distance is close while the saccadic movement decreases in the same environment. However, NPC only changes when the background brightness changes. We confirm that the bright background and near viewing distance create greater visual discomfort and decrease depth perception abilities.

User experience and multi-purposing of stereoscopic content

  • Kawai, Takashi
    • 한국정보디스플레이학회:학술대회논문집
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    • 2009.10a
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    • pp.1095-1098
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    • 2009
  • Stereoscopic (3D) content must be viewable in a variety of visual environments, from 3D theaters to 3D mobile displays. However, the depth sensations provided by 3D media are affected by the viewing conditions, such as screen size, viewing distance, and other factors. This user experience (UX) aspect makes it difficult to create multi-purpose 3D content. This paper describes two study cases in which the authors have focused on the UX and the multi-purposing of 3D content. The first case is an evaluation of 3D image quality on a mobile display. The second case is a trial development of a scalable 3D conversion process.

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