• Title/Summary/Keyword: viewer

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A Study on the YouTube Videos Content Characteristics of the National Archives of Korea (국가기록원 유튜브 동영상 콘텐츠 특성에 대한 연구)

  • Ok nam, Park
    • Journal of the Korean Society for Library and Information Science
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    • v.56 no.4
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    • pp.515-536
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    • 2022
  • The purpose of this study is to understand the content characteristics in YouTube videos of the National Archives of Korea. For this purpose, keywords, video data, and viewer responses were collected for 324 videos posted by the National Archives of Korea for five years since April, 2017. Social network analysis, topic modeling, and content analysis were performed. Based on this, the main keywords leading the YouTube videos of the National Archives of Korea, 7 major topics and 20 sub-topics were identified. The characteristics of the YouTube videos and keywords network were studies. In addition, video characteristics were analyzed as external characteristics, video editing and delivery methods, and content characters. The study found that the YouTube channel of the National Archives of Korea has been posting the videos related to various topics such as places, history, and events as well as the basic functions of the archives to induce viewers' interest in the archives. The study also identified the areas that needed to be improved such as low response from viewers, lack of content that could interest viewers, and lack of channel operation to interact or communicate with viewers. Finally, the study was concluded with a proposal to spread the videos of the National Archives of Korea to more users.

360-degree Video Streaming System for Large-scale Immersive Displays (대형 가상현실 공연장을 위한 360도 비디오 스트리밍 시스템)

  • Yeongil, Ryu;Kon Hyong, Kim;Andres, Cabrera;JoAnn, Kuchera-Morin;Sehun, Jeong;Eun-Seok, Ryu
    • Journal of Broadcast Engineering
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    • v.27 no.6
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    • pp.848-859
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    • 2022
  • This paper presents a novel 360-degree video streaming system for large-scale immersive displays and its ongoing implementation. Recent VR systems aim to provide a service for a single viewer on HMD. However, the proposed 360-degree video streaming system enables multiple viewers to explore immersive contents on a large-scale immersive display. The proposed 360-degree video streaming system is being developed in 3 research phases, with the final goal of providing 6DoF. Currently, the phase 1: implementation of the 3DoF 360-degree video streaming system prototype is finished. The implemented prototype employs subpicture-based viewport-dependent streaming technique, and it achieved bit-rate saving of about 80% and decoding speed up of 543% compared to the conventional viewport-independent streaming technique. Additionally, this paper demonstrated the implemented prototype on UCSB AlloSphere, the large-scale instrument for immersive media art exhibition.

Analysis of Barrage Culture and User Analysis in New Media Content in the Chinese Market

  • Pan, Yang;Kim, KiHong;Li, SuoWen
    • International Journal of Internet, Broadcasting and Communication
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    • v.14 no.3
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    • pp.115-130
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    • 2022
  • Barrage is an interactive method based on video, and the video itself is visualized from the viewer's point of view to play people's emotions, and it already has an advantage in communication by attracting people's attention using stories and plays. Advances in digital and mobile technology have enabled video viewing anytime, anywhere. Due to the nature of the barrage site that relies on the same video content or playback to participate in video sharing through computers or mobile clients, a barrage that can express users' feelings and thoughts will be added, breaking down the limit of content acceptance by a single user. Barrage satisfy users' entertainment needs, and their influence is growing. Gradually, they are heading to offline movie theaters and TV from barrage videos on the Internet. Attempts to function as offline ammunition facilitated technological innovation for media convergence by converging mobile media with PCs and screens. At the same time, the trend of media convergence shown by coal screens is also a trend of overall technological development. A barrage is an extension of human communication skills. The properties of the barrage fit well with the need for experiential marketing (via video). It can provide a visual experience and create an atmosphere of "surrounding and watching" and eliminate loneliness. Barrage itself provides a function to comment on videos, which is a trigger point for the reason, and donation adds to the amount of information in the video, adding to the fun of the video. Through the barrage, sarcastic, teasing, and expressing emotions can bring entertainment experiences, and users can produce and communicate their shooting text while consuming the satisfaction brought by the shooting. At the same time, Barrage attaches great importance to the needs of the masses, is more individual and diversified, and has commercial significance in line with the current development trend of the Internet. As a new interactive method, barrage contains huge potential value. However, the impact of the interactive way of barrage should also be viewed from a dialectical point of view, how to solve the difficulties in the development of barrage. The way to solve the difficulties in the development of barrage is worth studying. This research will analyze the reasons for the development of barrage and the analysis of Chinese barrage websites, the case analysis of barrage videos, the exploration of the characteristics and values of barrage, and the problems in the process of barrage communication. Provide reference for the development of industrial culture.

Exploration of the Development Direction of Virtual Exhibition Using 3D Architectural Space (3D 건축공간을 활용한 가상 전시의 발전 방향 탐색)

  • Kim, Jong Kouk
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.6
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    • pp.979-986
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    • 2022
  • In this study, the virtual exhibition using 3D architectural space was analyzed in terms of the viewer's experience. For this purpose, the analysis items of the virtual architectural space include whether the actual architectural space is reproduced, the introduction of surreal elements, the degree of freedom of movement and circulation, the level of photorealism of spatial expression, the level of reproduction of the exhibits and information provision method, and the interaction with other participants. Six virtual exhibition projects designed by a well-known architect were selected and analyzed. Three directions were found through the analysis. First, even when designing a virtual exhibition space with a high degree of freedom, there is a tendency to present a familiar architectural environment. Second, the current method of creating a virtual architectural space is that the method using a 360-degree rendering image and the method using a game engine coexist with pros and cons. Third, the interaction between participants in the virtual exhibition is implemented only by using a game engine. It is expected that the virtual space production environment using the game engine to be developed will become more advantageous in the future.

Acceleration of Viewport Extraction for Multi-Object Tracking Results in 360-degree Video (360도 영상에서 다중 객체 추적 결과에 대한 뷰포트 추출 가속화)

  • Heesu Park;Seok Ho Baek;Seokwon Lee;Myeong-jin Lee
    • Journal of Advanced Navigation Technology
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    • v.27 no.3
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    • pp.306-313
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    • 2023
  • Realistic and graphics-based virtual reality content is based on 360-degree videos, and viewport extraction through the viewer's intention or automatic recommendation function is essential. This paper designs a viewport extraction system based on multiple object tracking in 360-degree videos and proposes a parallel computing structure necessary for multiple viewport extraction. The viewport extraction process in 360-degree videos is parallelized by composing pixel-wise threads, through 3D spherical surface coordinate transformation from ERP coordinates and 2D coordinate transformation of 3D spherical surface coordinates within the viewport. The proposed structure evaluated the computation time for up to 30 viewport extraction processes in aerial 360-degree video sequences and confirmed up to 5240 times acceleration compared to the CPU-based computation time proportional to the number of viewports. When using high-speed I/O or memory buffers that can reduce ERP frame I/O time, viewport extraction time can be further accelerated by 7.82 times. The proposed parallelized viewport extraction structure can be applied to simultaneous multi-access services for 360-degree videos or virtual reality contents and video summarization services for individual users.

Reimagining "A Picturesque Landscape" - The Borrowed Scenery of the Byungsan Neo-Confucian Academy, Korea, and its Heuristic Instrumentality - ("그림 같은 풍경"의 재해석 - 병산서원 차경 설계의 수양론(修養論)적 해석 -)

  • Lee, Kyung-Kuhn
    • Journal of the Korean Institute of Landscape Architecture
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    • v.50 no.6
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    • pp.15-29
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    • 2022
  • The Byungsan Neo-Confucian Academy, a 17th-century World Heritage Site in Korea, is being praised as a manifestation of naturalness or non-artificiality of the traditional Korean borrowed scenery technique (借景, chagyeong). This study, however, aims to reinterpret the chagyeong of the Byungsan Academy (hereafter the Academy) as a device of illusion evoking an idealized vision of nature. In the process of interpretation, 'picture and frame'-a widely accepted expression that represents the chagyeong of the Academy-will be foregrounded as the pivotal concept mediating the change of perspectives from naturalistic to ideological. This study consists of the following three parts. First, it shows that 'picture and frame' represent a modern way of seeing the Academy as an architectural heritage in harmony with nature; it denotes pristine nature and the empty architectural frame that safely circumscribes the innate beauty of the natural landscape. Second, departing from the naturalistic perspective, this study argues that the architectural framework of the Academy composes scenography enticing the viewer to imagine the idealized, Confucian image of nature that compares to the landscape imagery found in the landscape poetry and paintings that were produced and appreciated by the 17th-century Confucian literati. Lastly, based on the above interpretation, this study stresses that the 'picture' one encountered at the Academy in the 17th century was not the framed scene of a natural landscape but the illusion it caused; the architectural 'frame' worked not as a symbol of naturalness but as an institutional apparatus of vision manipulating the way one sees-and therefore imagines-the landscape.

Gaze and Gender Dynamics of Portrait of a Lady on Fire (<타오르는 여인의 초상>의 시선과 젠더의 동학)

  • Kwon, Eunsun
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.3
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    • pp.399-404
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    • 2022
  • Céline Sciamma is a leading female director of her time. She is constantly making works on the subject of women. It can be said that it has pioneered a 'female narrative'. In particular, it shows a unique perspective in dealing with the complexities surrounding the formation of a girl's sexual identity and the influence of peer culture on individuals. In Portrait of a Lady on Fire, 'The Handmaiden', 'The Painter', and 'The Maid' show the solidarity of women without hierarchies in a liberated space where the patriarch is absent, showing a feminist interpretation of classics and a self-reflecting consciousness of women's historical records. Based on the setting of drawing, this film explores the genderization of gaze, gaze and objectification, issues of seeing and power, etc. constructed throughout the history of visual arts. The portrait work of Heloise and Marianne in the film deconstructs the formula of 'a male painter as a viewer and a female model who gazes at herself through the male gaze' and turns the gaze into an interactive process of giving and receiving. The process of exchanging gazes is sealed with a nude painting in which Marianne's face is superimposed on Heloise's body. This overturns the nude painting as the dominant form of engraving the male audience's position in the image through the stylization of the viewing method in the history of Western painting with the erotic gaze of a lesbian in an instant.

A Study on the Formative Process of Genre and Storytelling in Observation Entertainment Programs - Focusing on the Role of Observer (관찰 예능의 장르화 과정과 스토리텔링 연구 -관찰자의 역할을 중심으로)

  • Lee, Hyun-Joong
    • Journal of Popular Narrative
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    • v.25 no.2
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    • pp.217-245
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    • 2019
  • Recently, the interest among Korean broadcasters in the 'observation entertainment' genre has intensified. This study aims to analyze the genre and storytelling of observation entertainment programming from a narratological perspective. The origin of the Korean observation entertainment program began with the 'reality-variety show'. There was a 'real-life' debate in these reality-variety shows, and as an alternative, the observation entertainment program appeared. Documentary filming, omnibus composition, and spatialization of 'everyday' life have led to the recognition of observation entertainment as a single genre. In particular, 'observers' have become a key factor in the observation entertainment program. The subject of the program is determined by who the observer is. The variability of the program format is the same. The observer looks at the observation target on behalf of the viewer. At the same time, he or she serves as a narrator of the program. The observer functions as the most influential factor in the storytelling of the observation entertainment program. In the observation entertainment program, 'observation' is only a form. It is the observer who creates a narrative within this same format to make the difference between each program. Also, voyeurism has been considered a problem in reality shows such as observation entertainment programs. However, the form communicated by observers is not a direct peek, so much of the problem of voyeurism is mitigated. Such observation entertainment programs analyzed through observers are meaningful in that they make people understand the cultural meaning of "reality" in TV and the storytelling of contemporary Korean TV entertainment.

Study on the Viewers' Perception of Investigative Journalism Before and After Pandemic Using Big Data (빅데이터를 활용한 팬데믹 전후 탐사보도프로그램에 대한 시청자 인식연구)

  • Kyunghee Kim;Soonchul Kwon;Seunghyun Lee
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.3
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    • pp.311-320
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    • 2023
  • This paper analyzes viewers' perception of investigative journalism before and after COVID-19, and examines the direction of investigative journalism using big data. Based on the previous research set as a social science model, the relationship between words related to big data TV current affairs programs and investigative journalism in this paper was investigated before and after the appearance of COVID-19. We visualized changes in viewers' perception of investigative journalism by analyzing text data obtained through the use of Textom, with TV current affairs programs and investigative journalism as keywords. Data was collected from 2017 to June 2022 and refined for analysis. We visualized connectivity centrality using Ucinet 6.0 and Netdraw, and clustered the number of keywords and their frequency using Concor analysis. Our study found a clear change in viewer perception before and after the pandemic. As an implication of this thesis, big data analysis was conducted with the investigative journalism as the main keyword, and the direction of the investigative journalism was presented based on the analysis. Furthermore, based on previous research, we suggest effective approaches for investigative journalism after the pandemic to better engage viewers.

Reproducing Summarized Video Contents based on Camera Framing and Focus

  • Hyung Lee;E-Jung Choi
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.10
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    • pp.85-92
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    • 2023
  • In this paper, we propose a method for automatically generating story-based abbreviated summaries from long-form dramas and movies. From the shooting stage, the basic premise was to compose a frame with illusion of depth considering the golden division as well as focus on the object of interest to focus the viewer's attention in terms of content delivery. To consider how to extract the appropriate frames for this purpose, we utilized elemental techniques that have been utilized in previous work on scene and shot detection, as well as work on identifying focus-related blur. After converting the videos shared on YouTube to frame-by-frame, we divided them into a entire frame and three partial regions for feature extraction, and calculated the results of applying Laplacian operator and FFT to each region to choose the FFT with relative consistency and robustness. By comparing the calculated values for the entire frame with the calculated values for the three regions, the target frames were selected based on the condition that relatively sharp regions could be identified. Based on the selected results, the final frames were extracted by combining the results of an offline change point detection method to ensure the continuity of the frames within the shot, and an edit decision list was constructed to produce an abbreviated summary of 62.77% of the footage with F1-Score of 75.9%