• Title/Summary/Keyword: video content management

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Real-Time Copyright Security Scheme of Immersive Content based on HEVC (HEVC 기반의 실감형 콘텐츠 실시간 저작권 보호 기법)

  • Yun, Chang Seob;Jun, Jae Hyun;Kim, Sung Ho;Kim, Dae Soo
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.21 no.1
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    • pp.27-34
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    • 2021
  • In this paper, we propose a copyright protection scheme for real-time streaming of HEVC(High Efficiency Video Coding) based realistic content. Previous research uses encryption and modular operation for copyright pre-protection and copyright post-protection, which causes delays in ultra high resolution video. The proposed scheme maximizes parallelism by using thread pool based DRM(Digital Rights Management) packaging with only HEVC's CABAC(Context Adaptive Binary Arithmetic Coding) codec and GPU based high-speed bit operation(XOR), thus enabling real-time copyright protection. As a result of comparing this scheme with previous research at three resolutions, PSNR showed an average of 8 times higher performance, and the process speed showed an average of 18 times difference. In addition, as a result of comparing the robustness of the forensic mark, the filter and noise attack, which showed the largest and smallest difference, with a 27-fold difference in recompression attacks, showed an 8-fold difference.

Implementation of commercial digital Forensic Marking systems (디지털 추적표시(For ensic Marking) 시스템 개발)

  • Kim, Jong-An;Kim, Jin-Han;Kim, Jong-Heum
    • 한국정보통신설비학회:학술대회논문집
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    • 2007.08a
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    • pp.142-146
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    • 2007
  • Digital Rights Management (DRM) technology has been widely used for protecting the digital contents over the recent years. But the digital contents protected by DRM are vulnerable to various video memory capture programs when DRM packaged contents are decrypted on the consumers' multimedia devices. To make up for this kind of DRM security holes the Forensic Marking (FM) technology is being deployed into the content protection area. Most leading DRM companies as well as big electronics companies like Thomson and Philips already have commercial FM solutions. Forensic Marking technology uses the digital watermarking to insert the user information such as user id, content playing time and etc. into the decrypted and decoded content at the playback time on the consumer devices. When the content containing watermarked user information (Forensic Mark) is illegally captured and distributed over the Internet, the FM detection system takes out the inserted FM from the illegal contents and informs contents service providers of the illegal hacker's information. In this paper the requirements and test conditions are discussed for the commercial Forensic Marking systems.

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A Suggestion for the Convergent Type of the Cultural Content Production System Using Holography and Augmented Reality (홀로그래피와 증강현실을 활용한 융합형 문화콘텐츠 제작시스템 제안)

  • Oh, Moon Seok;Won, Jong Wook
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.8 no.4
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    • pp.177-184
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    • 2012
  • A hologram projects a 3 dimensional video as same as a real subject and it is made by principles of holography. Many researches about holographic technology have been developed. Studies for visualization of 3D videos, holographic storages, and optical media have proceeded mostly in engineering. It is hard to find any researches about the convergent system from the viewpoint of interactive elements and motion graphic design such as this paper's concept. Most studies of augmented reality have been developed in the domain of technology and education but the field of content production. AR has been convergent with various fields and media, so it is time to make an active progress in the study of convergent content development. The goal of this study is to develop cultural contents and create new values through the convergence of holography and AR. The purpose of this paper is to propose the way of developing the convergent type of cultural contents and construct the production system by the new approach to users using the convergence technology of holography and augmented reality.

Multimodal Sentiment Analysis for Investigating User Satisfaction

  • Hwang, Gyo Yeob;Song, Zi Han;Park, Byung Kwon
    • The Journal of Information Systems
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    • v.32 no.3
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    • pp.1-17
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    • 2023
  • Purpose The proliferation of data on the internet has created a need for innovative methods to analyze user satisfaction data. Traditional survey methods are becoming inadequate in dealing with the increasing volume and diversity of data, and new methods using unstructured internet data are being explored. While numerous comment-based user satisfaction studies have been conducted, only a few have explored user satisfaction through video and audio data. Multimodal sentiment analysis, which integrates multiple modalities, has gained attention due to its high accuracy and broad applicability. Design/methodology/approach This study uses multimodal sentiment analysis to analyze user satisfaction of iPhone and Samsung products through online videos. The research reveals that the combination model integrating multiple data sources showed the most superior performance. Findings The findings also indicate that price is a crucial factor influencing user satisfaction, and users tend to exhibit more positive emotions when content with a product's price. The study highlights the importance of considering multiple factors when evaluating user satisfaction and provides valuable insights into the effectiveness of different data sources for sentiment analysis of product reviews.

A Study on the YouTube Content Analysis and Users' Emotional Responses Analysis (대학도서관 유튜브 콘텐츠 내용분석과 이용자 감성반응 분석에 관한 연구)

  • Young Song;Ji-Hyun Kim
    • Journal of the Korean Society for information Management
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    • v.40 no.1
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    • pp.73-93
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    • 2023
  • This study conducted a comprehensive analysis and evaluation of library services using YouTube through content analysis of YouTube content and emotional response analysis of user comments. This study analyzed 2,169 YouTube contents and 6,487 comments of users from 61 university libraries. The results showed that the number of 'data' content was the largest among 4 categories, followed by 'communication' and 'education' content, and 'promotion' content. Among the sub-classifications, the number of 'information services' contents was the largest. In the analysis of users' emotional responses to YouTube content, the major categories of users' emotional responses were 'data' content and 'communication' content. Most of the user's emotional responses were positive in all categories of content, and the most frequent user emotional expression was 'good'. In addition, the vocabulary used in the user's emotional response was more about the person appearing in the video than the expression of the content of YouTube contents.

Status and development direction of Virtual Reality Video technology (가상현실 영상 기술의 현황과 발전방향 연구)

  • Liu, Miaoyihai;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.19 no.12
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    • pp.405-411
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    • 2021
  • Virtual reality technology is a new practical technology developed in the 20th century. In recent years, the related industry is rapidly developing due to the continuous development and improvement of virtual reality (VR) technology, and various image contents that are realistic through the use of virtual reality technology provide users with a better visual experience. In addition, it has excellent characteristics in terms of interaction and imagination, so a bright prospect can be expected in the field of video content production. This paper introduced the types of display of VR video, technology, and how users view VR video at the current stage. In addition, the difference in resolution between the past VR equipment and the current equipment was compared and analyzed, and the reason why the resolution affects the VR image was explored. Among the future development of VR video, we will present some development directions and provide convenience to people.

A Study on Factors Affecting Learner Satisfaction in Real-time Distance Video Lecture

  • Noh, Young;Lee, Kyeong-Keun
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.12
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    • pp.299-307
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    • 2021
  • As the COVID-19 pandemic spread around the world, more and more universities are conducting real-time distance video lectures using ZOOM, Webex, and MS Teams. This study attempts to identify the factors influencing learner satisfaction of real-time distance video lectures. Based on the existing research, it was composed of five elements (system factor, content quality, interaction, self-direction, and learning motivation) as learner satisfaction elements of real-time distance video lectures. As a result of analyzing the structural equation model of 160 effective questionnaires by conducting a survey of college students in the metropolitan and Chungcheong areas, it was found that three factors (interaction, self-direction, and learning motivation) influence learner satisfaction. Real-time distance video lectures are expected to continue to expand in the future. Therefore, universities should continuously increase learner satisfaction through the development and evaluation of real-time distance video lecture satisfaction models.

A study on content strategy for long-term exposure of YouTube's 'Trending' (유튜브 '인기급상승' 장기 노출을 위한 콘텐츠 전략에 관한 연구)

  • Lee, Min-Young;Byun, Guk-Do;Choi, Sang-Hyun
    • Journal of the Korea Convergence Society
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    • v.13 no.4
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    • pp.359-372
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    • 2022
  • This study aimed to derive a YouTube content strategy that can be exposed to Trending for a long time by comparing the features of 20 channels in the short/long term using 'YouTube Trending' data in 2021. First, through Pearson's correlation analysis, we found that various factors such as 'the number of title or tag letters' related to long-term exposure, and set this as an index to compare features. As a result, 1)'video title' of about 40-45 letters without excessive special characters, 2)'video length' within 10 minutes, 3)'Video description' is effective when writing 2-3 sentences and adding SNS information or including 3 key tags. Also, it would be more effective if you set key tag pairs such as (먹방, mukbang), (역대급, 레전드) derived through text mining. Through this, the channel will spread globally, bringing various advantages, and will be used as an indicator to evaluate the globality of the channel.

Adaptation of VR 360-degree Intravenous Infusion Educational Content for Nursing Students (간호대학생을 위한 가상현실(VR) 360도 정맥수액주입 교육용 콘텐츠의 적용)

  • Park, Jung-Ha
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.4
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    • pp.165-170
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    • 2020
  • In this study, after applying VR 360-degree video contents for intravenous infusion education, basic data on whether VR 360-degree video can be applied as educational content in the future is prepared by grasping the empathy and flow of nursing students in graduating grades. The VR 360 degree intravenous infusion educational content was developed in four-step process of planning, production, modification and completion. The design of this study was descriptive research, and the study period was from November 9 to November 22, 2019. The subjects of this study were 4th grade nursing students at a university, totaling 64 students. Nursing students watched VR 360 degree intravenous infusion educational content using HMD(head mounted display) under the safety management of the researcher. As a result of the study, the empathy of nursing students was 5.32±0.88 points and the flow was 6.02±0.84 points out of 7-point scale. The VR 360 degree intravenous infusion educational content developed in this study can be used as an educational medium in subjects and comparative departments, and it is necessary to specifically develop and verify teaching and learning methods in future studies.

Effects of YouTube Users' Mindfulness factors on the Continued Use Intention (유튜브 이용자의 마음챙김 요인이 지속이용의도에 미치는 영향)

  • Choi, Kyung Woong;Byeon, Benja min;Kwon, Do soon
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.17 no.3
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    • pp.39-61
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    • 2021
  • This study aims to examine the effect of the Mindfulness for YouTube users. Recently, video sharing platforms have grown rapidly with YouTube, and YouTube has grown rapidly despite the emergence of various video sharing platforms. Which YouTube represents these changes, provides an environment where anyone can make and distribute videos. And through these advantages, many viewers are coming in and more creators are making videos. The purpose of this study is to understand the influence factors of YouTube service in Korea and to clarify the causal relationship between the factors that affect the continued use intention through usefulness, confirmation, and satisfaction. For this reason, presented a research model that applied key variables of the Mindfulness theory, which emphasized that users should be aware of their emotions. In order to empirical verification the research model of this study, a questionnaire was conducted for university students and general office workers who had experience using YouTube. As a result, first decentered attention has been shown that has no positive effect on perceived usefulness and confirmation. Second, non-judgmental acceptance has benn shown that has a postitive effect on perceived usefulness and confirmation. Third, current self-perception has been shown that has no positive effect on perceived usefulness and confirmation. Fourth, concentration has been shown that has no positive effect on perceived usefulness and confirmation. And Mindfulness has been shown that has a positive effect on satisfaction and perceived usefulness. Through this, it is important to use YouTube to use what users feel is important, and it is important to determine whether the video is helpful to them when accepting content and make them expect the next video.