• Title/Summary/Keyword: Content creation

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Utilization of Open Access Repositories for Visibility of Academic Publications by Lecturers in South-East, Nigeria

  • Orsu, Nkem Emilia
    • International Journal of Knowledge Content Development & Technology
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    • v.9 no.4
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    • pp.47-68
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    • 2019
  • The study investigates the utilization of open access repositories for visibility of academic publications by lecturers in South-East, Nigeria. The specific objectives were to investigate the types of academic publications available, platforms used in self-archiving, level of satisfaction derived by lecturers with the contribution of open access repositories, challenges and strategies. It adopted descriptive survey design. Proportionate stratified sampling technique was used to draw a sample size of 418 from the total population of 4,187 lecturers. Questionnaire and observation check list were used for data collection. Frequency count, percentage, and mean score were used to analyze the data. The study revealed that there are enough academic publications available such as books, journals, projects, and thesis with the exception of handouts. It also revealed that Google Scholar, Research Gate and Open Access Journal were the main platforms lecturers use in self-archiving; while other platforms like Institutional Repositories, among others were minimally employed. Lecturers are less satisfied with the contribution of open access repositories. All the suggested challenges such as inadequate power supply, poor network, lack of awareness and inadequate research grants were all accepted. Similarly, all the suggested strategies for improving them were accepted. Recommendations were made based on the findings such as more awareness creation on importance of open access repositories; re-training of lecturers and provision of adequate ICT infrastructures that will improve the utilization of open access repositories by lecturers which could enhance the global visibility of academic publications from the Nigerian Universities.

CREATING JOYFUL DIGESTS BY EXPLOITING SMILE/LAUGHTER FACIAL EXPRESSIONS PRESENT IN VIDEO

  • Kowalik, Uwe;Hidaka, Kota;Irie, Go;Kojima, Akira
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2009.01a
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    • pp.267-272
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    • 2009
  • Video digests provide an effective way of confirming a video content rapidly due to their very compact form. By watching a digest, users can easily check whether a specific content is worth seeing in full. The impression created by the digest greatly influences the user's choice in selecting video contents. We propose a novel method of automatic digest creation that evokes a joyful impression through the created digest by exploiting smile/laughter facial expressions as emotional cues of joy from video. We assume that a digest presenting smiling/laughing faces appeals to the user since he/she is assured that the smile/laughter expression is caused by joyful events inside the video. For detecting smile/laughter faces we have developed a neural network based method for classifying facial expressions. Video segmentation is performed by automatic shot detection. For creating joyful digests, appropriate shots are automatically selected by shot ranking based on the smile/laughter detection result. We report the results of user trials conducted for assessing the visual impression with automatically created 'joyful' digests produced by our system. The results show that users tend to prefer emotional digests containing laughter faces. This result suggests that the attractiveness of automatically created video digests can be improved by extracting emotional cues of the contents through automatic facial expression analysis as proposed in this paper.

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Text-To-Vision Player - Converting Text to Vision Based on TVML Technology -

  • Hayashi, Masaki
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2009.01a
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    • pp.799-802
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    • 2009
  • We have been studying the next generation of video creation solution based on TVML (TV program Making Language) technology. TVML is a well-known scripting language for computer animation and a TVML Player interprets the script to create video content using real-time 3DCG and synthesized voices. TVML has a long history proposed back in 1996 by NHK, however, the only available Player has been the one made by NHK for years. We have developed a new TVML Player from scratch and named it T2V (Text-To-Vision) Player. Due to the development from scratch, the code is compact, light and fast, and extendable and portable. Moreover, the new T2V Player performs not only a playback of TVML script but also a Text-To-Vision conversion from input written in XML format or just a mere plane text to videos by using 'Text-filter' that can be added as a plug-in of the Player. We plan to make it public as freeware from early 2009 in order to stimulate User-Generated-Content and a various kinds of services running on the Internet and media industry. We think that our T2V Player would be a key technology for upcoming new movement.

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GENERATING CLIMBING PLANTS USING L-SYSTEMS

  • Knutzen, Johan;Saito, Suguru;Nakajima, Masayuki
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2009.01a
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    • pp.784-789
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    • 2009
  • We propose a novel method of procedurally generating climbing plants using L-systems. The goal of this research is to generate geometry for 3D-modelers, where procedurally generated content is used as a base for the final design. The algorithm is fast and efficiently simulates external tropisms such as gravitropism and heliotropism, as well pseudo-tropisms. The structure of the generated climbing plants is discretized into strings of particles expressed using L-systems. The tips of the plant extend the branches by adding particles in its path, forming internodes. A climbing heuristic has been developed that uses the environment as leverage when the plant is climbing, and effectively covers objects on which it grows. A fast method that sprouts leaves on the surface on which the plant is growing has also been developed, along with a heuristic that simulates the decrease in length, radius and leaf size.

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Production of Lip-sync Animation, 3D Character in Dialogue-Based Image Contents Work System by Utilizing Morphing Technique (Morphing 기법을 활용한 대화구문기반 영상 콘텐츠 저작도구 시스템 내 3D 캐릭터 Lip-sync Animation제작)

  • Jung, Won-Joe;Lee, Dong-Lyeor;Ryu, Seuc-Ho;Kyung, Byung-Pyo;Lee, Wan-Bok
    • Journal of Digital Convergence
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    • v.10 no.7
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    • pp.253-259
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    • 2012
  • In this study, the dialog syntax-based video content production flow for the character set, 'Form Noah' chart using the mouse, lip-sync Animation been making 3D characters were applying. Vertex Animation Morphing techniques by expressing the natural shape of the mouth for the characters engaging and the transmission of visual information for the viewers to be able to get a high intelligibility is considered.

Data Creation Technique for Tracking Motionv Pattern from the VR (가상현실공간에서 이동패턴 추적을위한 데이터 생성기술)

  • Kim, Yun-Ho;Kang, Soung-You
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • v.9 no.1
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    • pp.309-312
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    • 2005
  • Virtual reality(VR) is both one of the high-technology and main paradime in leading next genaration of 21th century. It's application spectrum is various and lead to numorous revolotion as well as transition in technical aspect. These change is a good procept of it's value and influence effect in global fields of human life. In this paper, a development method of virtual reality simulation system is presented, which is based in the shape research about VR.

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Automated Video Clip Creation Using Time-based Social Bookmark Clustering (소셜 북마크의 시간 정보 클러스터링을 이용한 비디오 클립 생성 자동화)

  • Han, Sung-Hee;Lee, Jae-Ho;Kang, Dae-Kap
    • Journal of Broadcast Engineering
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    • v.15 no.1
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    • pp.144-147
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    • 2010
  • Recently the change of content consumption trend activated the social video sharing platform and the video clip itself. There have been intensive interests and efforts to automatically abstract compact and meaningful video clips. In this paper, we propose a method which use the clustering of the bookmark data created by collective intelligence instead of using the video content analysis. The partitional clustering of points in 2-dimensional space derived from the bookmark data make it possible to abstract highlights effectively. The method is enhanced by the 1-dimensional accumulated bookmark count graph. Experiments on the real data from KBS internet service show the effectiveness of the proposed method.

Music Source and Signature Storage Method using Blockchain and Distributed Storage System (블록체인 및 분산저장시스템을 활용한 음원 및 시그니쳐 저장 방법)

  • Lee, Kyoung-Sik;Kim, Sang-Kyun
    • Journal of Broadcast Engineering
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    • v.24 no.6
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    • pp.956-964
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    • 2019
  • In the age of personal media such as YouTube and Twitch, individual media content creation and consumption have become simpler. A huge amount of media content is created and consumed through platform services. In this regard, interest in copyright of media contents is increasing. In particular, the sound source is an indispensable element in almost all media contents production. In this paper, we propose a method to store the sound source and its signature using blockchain and distributed storage system to verify the copyright of music contents. We Identify the possibility of including the audio signature extraction result of the sound source as blockchain transaction data. Through experiments, we compare the input and output speed when the sound source and its signature are stored in the distributed storage system.

Prospects of Dual Form of Teaching and Learning in the Realities of the Covid-19 Pandemic and the Post-pandemicPeriod

  • Bratitsel, Maryna;Kravchuk, Olena;Tishko, Liliya;Osiievskyi, Valerii;Bellie, Victoriia
    • International Journal of Computer Science & Network Security
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    • v.21 no.12spc
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    • pp.483-490
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    • 2021
  • The COVID-19 pandemic has posed significant community challenges towards higher education around the world. The urgent and unexpected request for full-time university courses to switch over to online teaching was a particular challenge. Online learning and learning imply a certain pedagogical knowledge content (PKC), mainly related to the design and organization for better learning and the creation of unique learning environments using digital technologies. With the help of the present academic paper, we provide some expert opinion on the PKC connected with online learning with the aim of helping non-university professionals (that is, those with lack of online learning experience) navigate these challenging times. Our findings point to the planning of learning activities with certain features, a combination of three types of presence (social, cognitive and facilitative) and the need to adapt the assessment system to new learning requirements. We will conclude by contemplating on how responding to a crisis can improve teaching and learning practices in the post-digital era.

A Study on the Spacing of the Camera Axis of the Video Shooting Multi-planar live-action (실사 다면영상 촬영에서의 카메라 축 간격에 대한 연구)

  • Baek, Seoung-ho;Choi, Won-ho
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.05a
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    • pp.529-530
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    • 2014
  • Multiplanar image video has been used in various fields advertising, exhibitions, and PR. But the content is applied therein, image synthesis, and graphics in most cases. That for taking pictures become a stock video exactly not only very difficult, to complement work in the second half of the problems of the shooting stage is difficult. Therefore, in this study, and then grasp the problems later work with imaging and attempts to validate the experiment improvements. As the study specific method, it is intended to advance the experiments for determining the distance to minimize the distortion generated at the edges of the image varies with the distance between cameras. It is intended to contribute to the creation of the content of the image-based, which can be utilized more effectively excellence media of the video if to build on this.

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