• Title/Summary/Keyword: the use of video

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Relationships between the Attitude toward Video Games and Use of the Video Game Rating System in Global Markets

  • Cheon, Hongsik;Shin, Ho-Chul;Song, Bong-Kun
    • Asia Marketing Journal
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    • v.11 no.2
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    • pp.173-192
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    • 2009
  • As video games gain popularity and become a normal part of home entertainment, concern about youth access to inappropriate games continues to grow. Some people have claimed that violent video games influence children's aggressive behavior and that violent video games have some responsibility for violence in the school. In response to people's concerns, the video game industry created a video game rating system in 1995 to help parents decide which video games are appropriate for their children. This study investigated whether parents were aware of the video game rating system and how often they have used it when selecting video games for their children. This study attempted to find relationships among parents' attitudes toward video games, their guidance styles for their children's video game play, and their use of the video game rating system. This study found that most parents have used the video game ratings very frequently when they select video games for their children. But many parents still don't understand the video game rating system. This study showed that parents who had more negative attitudes or less positive attitudes toward video games were more likely to impose restrictions on their children's video game play and to use the video game rating system as a means to restrict their children's access to violent video games.

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Teacher's Use of Video in Early Childhood Programs (유아교사의 비디오 활용 방법 및 문제점 분석)

  • 문혁준
    • Journal of the Korean Home Economics Association
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    • v.39 no.4
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    • pp.35-47
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    • 2001
  • The purposes of this article were to examine teacher's guidance over video utility and to investigate problems for video use in the classroom. Two-hundred-ninety-four teachers in half-day and all-day early childhood programs participated in this study. Descriptive analysis and chi-square tests were used. Results resealed that teacher's guidance before, during, and after video viewing was not carried out enough for the effectiveness of video teaming. The major problem for using a video in early childhood programs was insufficient video materials. These data were interpreted with respect to teachers'training practices and government policy.

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Video and Computer Game Use and the Sociality of Young Children (유아의 전자게임 이용과 사회성에 관한 연구)

  • 조경자
    • Journal of the Korean Home Economics Association
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    • v.40 no.9
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    • pp.35-46
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    • 2002
  • This study was to investigate whether there are any differences in social competence by the frequency of young children's video and computer game use. Social development was categorized as peer popularity and social competence. The subjects were 215 children(118 boys, 97 girls) aged 4-6 years(M= 63.6 months, SD=6.8) from 3 kindergartens in Chung-Cheong Nam Do. The frequency of children's video and computer game use was reported by their parents. Peer popularity was rated by their classmates and social competence by their teachers with Kohn Social Competence Scale(KSCS). No significant relationship was found between game use and peer popularity. The children who played video and computer games once or twice a week got the highest score on the‘social interest and participation’But social cooperation dimension was not related with the frequency of video and computer game use but with the sex of children.

A Study on the factors on use diversity or usage of mobile video services (모바일 동영상 서비스 사용다양성과 사용정도에 영향을 미치는 요인 연구)

  • Kim, Min-Jeong
    • Journal of Digital Convergence
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    • v.14 no.2
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    • pp.389-396
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    • 2016
  • This study analyzes factors that influence use diversity or usage of mobile video services. This study conducts multiple regression analysis to draw the major factors that affect use diversity or usage of mobile video services. The major findings of this study are as follows. First, IPTV membership status, DMB watching status, and TV contents broadcasting status affect the use diversity of mobile video services. Second, TV contents broadcasting status and video streaming quality affect the usage of mobile video services. This study provides some implications that TV contents broadcasting is a core element in mobile video services. The future research is discussed.

Factors Affecting Attitude to Use Devices in Watching Video through Smart Devices (스마트기기를 통한 동영상 시청 환경에서 기기 이용 태도에 영향을 미치는 요인)

  • Song, Jaemin;Kim, Dongyeon
    • The Journal of the Korea Contents Association
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    • v.20 no.5
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    • pp.46-57
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    • 2020
  • The dissemination of smart devices has made a lot of changes in overall social activities. In particular, people use various types of smart devices in their spare time, such as watching video clips, but there is a lack of research on external factors influencing the attitude toward using such devices. Therefore, in this study, the effects of video viewing environmental factors (e.g. screen size and video length) and personal factors (e.g. gender and need for entertainment) on perceived ease of use, perceived usefulness, and attitude to use devices based on technology acceptance model. As a result of analyzing 660 users having different smart devices, the attitude to use smart devices is more positive as the screen size increases, but there is no difference according to gender. In addition, while the length of video clips does not affect the attitude to use, the need for entertainment positively affects the attitude to use. Based on the results of this study, we expect that it can be used for optimized customer marketing and management strategy that integrates product development and video content production in consideration of factors such as video viewing environmental factors and personal factors.

Video Segmentation and Video Segment Structure for Virtual Navigation

  • Choi, Ji-Hoon;Kim, Seong-Baek;Lee, Seung-Yong;Lee, Jong-Hun
    • Proceedings of the KSRS Conference
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    • 2003.11a
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    • pp.783-785
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    • 2003
  • In recent years, the use of video in GIS is considered to be an important subject and many related studies result in VideoGIS. The virtual navigation is an important function that can be applied to various VideoGIS applications. For virtual navigation by video, the following problems must be solved. 1) Because the video route may be not exactly coincided with route that user wants to navigate, parts of several video clips may be required for single navigation. Virtual navigation should allow the user to move from one video to another at the proper position. We suggest the video segmentation method based on geographic data combined with video. 2) From a point to a destination, the change frequency of video must be minimized. The frequent change of video make user to mislead navigation route and cause the wasteful use of computing resource. We suggest methods that structure video segments and calculate weight value of each node and link.

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A Study on Feature Information Parsing System of Video Image for Multimedia Service (멀티미디어 서비스를 위한 동영상 이미지의 특징정보 분석 시스템에 관한 연구)

  • 이창수;지정규
    • Journal of Information Technology Applications and Management
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    • v.9 no.3
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    • pp.1-12
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    • 2002
  • Due to the fast development in computer and communication technologies, a video is now being more widely used than ever in many areas. The current information analyzing systems are originally built to process text-based data. Thus, it has little bits problems when it needs to correctly represent the ambiguity of a video, when it has to process a large amount of comments, or when it lacks the objectivity that the jobs require. We would like to purpose an algorithm that is capable of analyze a large amount of video efficiently. In a video, divided areas use a region growing and region merging techniques. To sample the color, we translate the color from RGB to HSI and use the information that matches with the representative colors. To sample the shape information, we use improved moment invariants(IMI) so that we can solve many problems of histogram intersection caused by current IMI and Jain. Sampled information on characteristics of the streaming media will be used to find similar frames.

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Multimedia Technologies in Modern Educational Practices: Audiovisual Context

  • Mozhenko, Mykola;Donchyk, Andrii;Yushchenko, Anton;Suchkov, Denys;Yelenskyi, Roman
    • International Journal of Computer Science & Network Security
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    • v.22 no.3
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    • pp.141-146
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    • 2022
  • In modern educational practices, the issue of dependence on the experience of using multimedia by students and the adoption of technologies in education, the perception of their benefits and effectiveness in blended learning is little covered. The purpose of the academic paper lies in assessing the audiovisual context of multimedia technologies, its acceptance by students in practice on the example of using video lectures in blended learning. The methodology is based on an online survey of 120 students of Ukrainian universities who have assessed the experience level in using video lectures, as well as the constructs as follows: Technology Characteristics, Fit, Perceived Usefulness, Perceived Ease of Use, Attitude, Intention to Use, Actual Use. The results show that the majority of students use video lectures to a certain extent in their training (20,8% have used technology to a certain extent, 49,2% have often used technology in training, 20% are regular users of technology). It has been revealed that most students agree with the relevance of video lectures, the accuracy of lectures, the brevity of lectures, the clarity of lectures, as well as the high quality of lecture videos. It has been estimated that 42,5% believe that lecture videos are an effective tool towards supporting students in hybrid learning. 26,7% of students consider video lectures to be appropriate technologies for online / hybrid courses. In general, 37,5% of respondents find video lectures useful; however, 35,0% do not agree with this statement. 83,3% of students have rated the high level of ease of access to video. In total, 95% of students find lecture videos easy to use. In general, positive attitude of students to video lectures has been revealed.

Research on the Uses and Gratifications of Tiktok (Douyin short video)

  • Yaqi, Zhou;Lee, Jong-Yoon;Liu, Shanshan
    • International Journal of Contents
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    • v.17 no.1
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    • pp.37-53
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    • 2021
  • With the advent of the 5G era, smart phones and communications network technology have progressed, and mobile short video of people's life can be made, Of the new tools of communication, at present, China's social short video industry has shown rapid development, and the most representative of the short video app is Douyin (international version: Tiktok). Under the background of Uses and Gratifications Theory, this study discusse the relationship between Douyin users' preference degree, use motivation, use satisfaction and attention intention. This study divides the content of Douyin video into 10 categories, selects the form of an online questionnaire survey, uses SPSS software to conduct quantitative analysis of 202 questionnaires after screening, and finally draws the following conclusions: (1) The content preference degree of Douyin short video (the high group and low group) is different in users' use motivation, users' satisfaction degree and users' attention intention. ALL results are within the range of statistical significance.(2) Douyin users' video content preference degree has a positive impact on users' use motivation, users' satisfaction degree, and users' attention intention. (3) Douyin users' motivation has a positive impact on users' satisfaction and user' attention intention. (4) Douyin users' satisfaction degree has a positive impact on users' attention intention. Based on the research results, we suggest that Douyin platform pushes videos according to users' preferences. In addition, as the preference degree has an impact on users' motivation, satisfaction degree and attention intention of using the platform, it is important that the platform's focus should to pay attention to the preference degree of users. Collecting users' preferences at the early stage of users' entering the platform is a good way to learn from, and doing a good job of big data collection and management in the later operation.

An Efficient Video Retrieval Algorithm Using Luminance Projection

  • Kim, Sang-Hyun
    • Journal of the Korean Data and Information Science Society
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    • v.15 no.4
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    • pp.891-898
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    • 2004
  • An effective video indexing is required to manipulate large video databases. Most algorithms for video indexing have been commonly used histograms, edges, or motion features. In this paper, we propose an efficient algorithm using the luminance projection for video retrieval. To effectively index the video sequences and to reduce the computational complexity, we use the key frames extracted by the cumulative measure, and compare the set of key frames using the modified Hausdorff distance. Experimental results show that the proposed video indexing and video retrieval algorithm yields the higher accuracy and performance than the conventional algorithm.

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