• Title/Summary/Keyword: video study

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The Efficacy of Zoom Technology as an Educational Tool for English Reading Comprehension Achievement in EFL Classroom

  • Kim, HyeJeong
    • International Journal of Advanced Culture Technology
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    • v.8 no.3
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    • pp.198-205
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    • 2020
  • The purpose of this study is to investigate the effect of real-time remote video instruction using zoom on learners' English reading achievement. The study also sought to identify the efficiency of zoom video lectures and consider supplementing them by surveying learners' opinions and satisfaction regarding zoom video lectures. To this end, control and experimental groups were set up, and two achievement tests and a questionnaire were conducted. The study's results demonstrated that zoom video lectures have a positive effect on learners' English reading achievement. The questionnaire found that learners are satisfied with zoom video lectures for the following reasons: 'increased interest in and motivation towards learning', 'self-directed learning', 'active interaction', 'ease of access', 'ease of information retrieval'. At the same time, the questionnaire also found that some learners are dissatisfied with zoom video lectures due to 'mechanical errors or defects', 'poor audio quality', and 'the need to add customized functions for efficient classes'. In practice, zoom video lectures must be supplemented with automatic attendance processing, convenient data upload and download, and more efficient video screen management. Given the recent increase in online classes, we, as instructors, must develop teaching activities and/or strategies for video lectures that can encourage active participation by learners.

A comparison study on color correction for high-definition video in digital post-production (디지털 후반작업에서 고화질 영상표현을 위한 색보정(color correction) 비교연구)

  • Oh, Moon Seock;Won, Jong Wook;Lee, Yun Sang
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.9 no.4
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    • pp.167-175
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    • 2013
  • This study is the process of making high-definition TV broadcast color correction affects the end result comparison is focus on implement through study. In the production process and the impact on the color Correction in the video as an study for UHD, 4K, 6K video production workflow improvement of an effective program in the present and time and cost in the post production process, color correction for the final video through the production and overcome the failure of further in-efficient color correction study will help you to solve the problem. This study is the color changes over the course of the final video to see how much influence color correction of post-production. Color correction using a program of courses in Visual quality, regularly presented the possibility to retain and make on high definition video production post-production process for color correction method is utilized as the basis of study.

A Study on the Motivation for the Participation in Video UCC Production and Its Effects (동영상 UCC 제작 참여 동기와 효과에 대한 연구)

  • Lee, Seung-Whan
    • Cartoon and Animation Studies
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    • s.18
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    • pp.73-88
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    • 2010
  • With the recent trend of Web 2.0, experts argue that the UCC age has blossomed where people themselves produce their own content and share it on the Internet. However, more academic studies on video UCC production are needed to understand fully the video UCC phenomenon in Korea. This study was done as an exploratory study to investigate the motivations for video UCC production and its effects. Results reveal that the important motivations for participating in video UCC creation are fun, sharing, and self-expression. For the rewards for video UCC creation participation, feedback, sharing and self-satisfaction are considered valuable psychological rewards by the video UCC creators. Furthermore, the total amount of video UCC production is positively correlated with self-evaluation of fun, importance, and practicality of the video UCC content.

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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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The Evolution of Video Game Industry: Applying the Industrial Organization Model to the U.S. Video Game Market (비디오 게임 산업의 진화: 미국 비디오 게임 시장에 대한 산업조직론적 접근)

  • Seo, Sangho
    • Journal of Korea Game Society
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    • v.12 no.6
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    • pp.47-58
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    • 2012
  • Video game industry has undergone the drastic changes for forty-year history. The purpose of this study was to gain an understanding of the historical evolution of the U.S. video game industry. To achieve this goal, this study has chosen the industrial organization model as the theoretical framework. This study found that the market structure as well as the market conduct in the U.S. video game industry changed drastically. This study concludes that the change of the market structure of the U.S. video game industry relates to the change of market conduct. This study could serve as the basis for future research on the economic analysis of video game industry.

Video Learning Enhances Financial Literacy: A Systematic Review Analysis of the Impact on Video Content Distribution

  • Yin Yin KHOO;Mohamad Rohieszan RAMDAN;Rohaila YUSOF;Chooi Yi WEI
    • Journal of Distribution Science
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    • v.21 no.9
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    • pp.43-53
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    • 2023
  • Purpose: This study aims to examine the demographic similarities and differences in objectives, methodology, and findings of previous studies in the context of gaining financial literacy using videos. This study employs a systematic review design. Research design, data and methodology: Based on the content analysis method, 15 articles were chosen from Scopus and Science Direct during 2015-2020. After formulating the research questions, the paper identification process, screening, eligibility, and quality appraisal are discussed in the methodology. The keywords for the advanced search included "Financial literacy," "Financial Education," and "Video". Results: The results of this study indicate the effectiveness of learning financial literacy using videos. Significant results were obtained when students interacted with the video content distribution. The findings of this study provide an overview and lead to a better understanding of the use of video in financial literacy. Conclusions: This study is important as a guide for educators in future research and practice planning. A systematic review on this topic is the research gap. Video learning was active learning that involved student-centered activities that help students engage with financial literacy. By conducting a systematic review, researchers and readers may also understand how extending an individual's financial literacy may change after financial education.

Comparison of satisfaction, interest, and experience awareness of 360° virtual reality video and first-person video in non-face-to-face practical lectures in medical emergency departments (응급구조학과 비대면 실습 강의에서 360° 가상현실 영상과 1인칭 시점 영상의 만족도, 흥미도, 경험인식 비교)

  • Lee, Hyo-Ju;Shin, Sang-Yol;Jung, Eun-Kyung
    • The Korean Journal of Emergency Medical Services
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    • v.24 no.3
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    • pp.55-63
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    • 2020
  • Purpose: This study aimed to establish effective training strategies and methods by comparing the effects of 360° virtual reality video and first-person video in non-face-to-face practical lectures. Methods: This crossover study, implemented May 18-31, 2020, included 27 participants. We compared 360° virtual reality video and first-person video. SPSS version 25.0 was used for statistical analysis. Results: The 360° virtual reality video had a higher score of experience recognition (p=.039), vividness (p=.045), presence (p=.000), fantasy factor (p=.000) than the first-person video, but no significant difference was indicated for satisfaction (p=.348) or interest (p=.441). Conclusion: 360° virtual reality video and first-person video can be used as training alternatives to achieve the standard educational objectives in non-face-to-face practical lectures.

The Effects of Sign Language Video Location in e-Learning System for the Hearing-impaired

  • Muhn, Seung Ho;Jung, Kwang Tae
    • Journal of the Ergonomics Society of Korea
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    • v.34 no.6
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    • pp.597-607
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    • 2015
  • Objective: The purpose of this study is to identify the effects of sign language video location in e-learning system for the hearing-impaired. Background: E-learning education is a good way to resolve the inequality of education for the disabled. Providing a sign language video in e-learning education for the hearing-impaired is very important for their learning. Although the location of sign language video is an important factor in the design of the video, the effect of its location in learning using the e-learning system was not studied. Method: In order to identify the effect of sign language video location on the learning of the hearing-impaired using the e-learning system, the prototypes of the system with different locations were developed. Eighteen people with hearing impairment participated in this experiment. Learning presence, learning immersion, and learning satisfaction were used to measure learning effects with sign language video location. Results: Bottom right position was more preferred through preference evaluation for sign language video location. The learning effect with sign language video location (bottom-left and bottom-right) was not significant. That is, the effects of learning presence, immersion, and satisfaction were not statistically significant with video location. Conclusion: From this study, the following have to be considered in e-learning system design for the hearing-impaired. Although the location of a sign language video is not a significant factor from the experiment, the bottom right position in the design is proposed because learning presence and satisfaction is slightly higher at the bottom right position, and the position is preferred from subjective evaluation. From the analysis of interview data, it was also proposed that the design of a sign language video should be improved for the hearing-impaired. Application: The result of this study can be applied to the e-learning system design for the hearing-impaired.

Designing and Evaluating Digital Video Storyboard Surrogates (디지털 영상 초록의 설계와 평가에 관한 연구)

  • Kim, Hyun-Hee;Kim, Yong-Ho;Ko, Su-Hyun
    • Journal of Korean Library and Information Science Society
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    • v.38 no.4
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    • pp.463-480
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    • 2007
  • This study examines the design and utilization of video storyboard surrogates in the digital video libraries. To do this, first we constructed the arrangement model of key-frames for storyboard based on the FRBR model, image communication and PRECIS Indexing theories and evaluated the model using 6 sample videos and 26 participants. The study results show that the video storyboard surrogates based on the arrangement model has a higher accuracy value in terms of summary extraction than that of the sequential video storyboard. Moreover, watching both types of video storyboard one after another, especially browsing the sequential video storyboard first and then the arrangement model-based one, produces a remarkable increase in accuracy value of summary extraction. The study proposes two methods of utilizing the video storyboard surrogates in the digital video libraries: Designing a video browsing interface where users can use the sequential storyboard as a default and then the arrangement model-based one for re-watching; and utilizing the arrangement model-based storyboard as structured match sources of image-based queries.

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The Study on the Distortion Estimate of Video Quality at the Real Time HD Level Video Multicasting Transmission (실시간 HD급 동영상의 멀티캐스트 전송에서 영상품질의 왜곡평가에 관한 연구)

  • Cho, Tae-Kyung;Lee, Jea-Hee;Lee, Sang-Ha
    • The Transactions of the Korean Institute of Electrical Engineers P
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    • v.60 no.3
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    • pp.161-166
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    • 2011
  • In this paper, for analysing the major factors giving the effect to the quality of HD level video on the multicasting service, we tried this test experiment on the College school network similar to the real service network environment. We measure the video quality distortion on the multicasting HD level video according to generating and increasing the broadcasting traffic on the situation that apply the QoS technique to the test network and not apply the QoS technique and then find out the threshold value of network factors giving the effect to the video quality distortion on the multicasting HD level video service. This paper can be used for guaranteeing the constant video quality and reducing the video quality distortion on the multicasting HD level video service.