• Title/Summary/Keyword: Experience Video

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The study of Safety education, safe experience for students to develop research simulreyiteo (안전체험 시뮬레이터 개발에 관한 연구)

  • Kim, Tae-hwan
    • Journal of the Society of Disaster Information
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    • v.6 no.1
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    • pp.46-59
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    • 2010
  • In this study, the safety training of comparative analysis of the realities of Korea's safety training and international experience and practical training for the safety experience of a virtual reality simulator, the development of safe conduct as a controlled motion simulator system, image H / W and the control system works, sound effects H / W and the control system works, 4D special effects (smoke, heat, wind, vibration) and a control system integration, mission control system for the selection and evaluation of the proposal, and safety training on Game S / W of development as we have never experienced an earthquake action plan and evacuate to escape the power of experience and the experience of an earthquake (vibration + video), Also the collapse and a fire escape on the experience of following second disaster, the building collapsed during an escape experience in the field, in case of fire According to the initial fire suppression and fire extinguisher usage experience - experience of smoke and heat to escape in, Moreover, the Daegu subway fire in public places such as subway and evacuated to escape the experience, considering the suggested Simulator.

Evaluation for User Experience about Interface Design of Video-Sharing Website -Mainly with Analysis on 'YouTube' and 'Vimeo'- (영상 공유 사이트의 인터페이스 디자인에 따른 사용자 경험 연구 -유튜브(YouTube)와 비메오(Vimeo)를 중심으로-)

  • Lee, Seung-Yun;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.14 no.8
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    • pp.423-429
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    • 2016
  • The study evaluates user experiences of YouTube and Vimeo, typical Video-sharing websites, to suggest guidelines that are more user-cantered and useful. I did some literature research followed with evaluation of theoretical backgrounds, present conditions and future services. Also, I used the six principles of "Creating Pleasurable Interface" by Stephen Anderson to conduct an in-depth interview. The results indicate that YouTube needs to improve availability of its functions and usability by reducing advertisement. Vimeo needs to improve its popularity by increasing popular contents and add relationship service such as personal broadcasting system and community services. I expect this study will become a good resource for upgrading user experiences of Video-sharing websites. I also believe that this study can guide other studies about user experience in other fields.

A Video-Quality Control Scheme using ANFIS Architecture in a DASH Environment (DASH 환경에서 ANFIS 구조를 이용한 비디오 품질 조절 기법)

  • Son, Ye-Seul;Kim, Hyun-Jun;Kim, Joon-Tae
    • Journal of Broadcast Engineering
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    • v.23 no.1
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    • pp.104-114
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    • 2018
  • Recently, as HTTP-based video streaming traffic continues to increase, Dynamic Adaptive Streaming over HTTP(DASH), which is one of the HTTP-based adaptive streaming(HAS) technologies, is receiving attention. Accordingly, many video quality control techniques have been proposed to provide a high quality of experience(QoE) to clients in a DASH environment. In this paper, we propose a new quality control method using ANFIS(Adaptive Network based Fuzzy Inference System) which is one of the neuro-fuzzy system structure. By using ANFIS, the proposed scheme can find fuzzy parameters that selects the appropriate segment bitrate for clients. Also, considering the characteristic of VBR video, the next segment download time can be more accurately predicted using the actual size of the segment. And, by using this, it adjusts video quality appropriately in the time-varying network. In the simulation using NS-3, we show that the proposed scheme shows higher average segment bitrate and lower number of bitrate-switching than the existing methods and provides improved QoE to the clients.

Video QoE Measurement Algorithm by Parameter Matching for IPTV Services (파라메터 매칭에 의한 IPTV 영상 QoE 측정 알고리즘)

  • Ha, Sang-Yong;Kim, Chin-Chol;Shin, Dong-Jin;Jo, Yong-Hyun;Roh, Byeong-Hee
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.36 no.5B
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    • pp.451-463
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    • 2011
  • QoE is defined as a quality perceived by users on a certain service. However, standard method to measure voice QoE(MOS) has been developed, but no standard method to measure video QoE has been defined. In this paper, we propose an efficient algorithm to measure video QoE s automatically for IPTV services. The proposed method selects candidate scenarios that affect the users' MOS directly, and derives weight factors for the selected scenarios. With the weight factors for the scenarios, video QoE value is calculated. For the validation of the proposed algorithm, we made degraded videos reflecting the parameters. With the degraded videos, by comparing the user perceived MOSs with the video QoEs derived by the proposed algorithm, we show that the two values are highly correlated each other.

Video Quality Control Scheme Based on Segment Throughput and Buffer Occupancy for Improving QoE in HTTP Adaptive Streaming Service (HTTP 적응적 스트리밍 서비스의 QoE 향상을 위한 세그먼트 처리량과 버퍼 점유율 기반의 비디오 품질 조절 기법)

  • Kim, Sangwook;Yun, Dooyeol;Chung, Kwangsue
    • KIISE Transactions on Computing Practices
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    • v.21 no.12
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    • pp.780-785
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    • 2015
  • Recently HTTP (Hypertext Transfer Protocol) adaptive streaming services have been the subject of much attention. The video quality control scheme of conventional HTTP adaptive streaming services estimates bandwidth using segment throughput and smooths out the sample of segment throughput. However, the conventional scheme has the problem of QoE (Quality of experience) degradation occurring with buffer underflow and frequent quality change due to the fixed number of samples. In order to solve this problem, we propose a video quality control scheme based on segment throughput and buffer occupancy. The proposed scheme determines the number of samples according to the variation of segment throughput. The proposed scheme also controls video quality based on the threshold of bitrate to keep stable buffer occupancy. The simulation results show that proposed scheme improves QoE by preventing buffer underflow and decreasing quality change when compared with the conventional scheme.

Video Quality Maintenance Scheme for Improve QoE of HTTP Adaptive Streaming Service (HTTP 적응적 스트리밍 서비스의 QoE 향상을 위한 비디오 품질 유지 기법)

  • Kim, Yunho;Kim, Heekwang;Chung, Kwangsue
    • Journal of KIISE
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    • v.45 no.2
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    • pp.187-194
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    • 2018
  • Recently, Hypertext Transfer Protocol (HTTP) adaptive streaming service is attracting attention. The existing quality adaptive scheme of HTTP adaptive streaming service adjusts the video quality according to the network bandwidth or the client buffer size. However, the problem with the existing quality adaptive scheme is the QoE (Quality of Experience) degradation caused by the unnecessary quality change that occurs due to frequent bandwidth change or fixed buffer threshold. We propose a video quality maintenance scheme that improves average video quality and minimizes unnecessary quality change in order to improve the QoE of HTTP adaptive streaming service in the changing network environment. The proposed scheme maintains high quality for a long time by setting the quality maintenance duration to be long when buffer occupancy and video quality are high. The experimental results show that the proposed scheme improves QoE by improving the average video quality and minimizing the quality change.

A study on the User Experience and Aggressive Action in Violent Video Game (폭력적 비디오게임의 사용자 경험과 공격행동성에 대한 연구)

  • Yun, Ju-Sung;Noh, Ghee-Young
    • The Journal of the Korea Contents Association
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    • v.15 no.11
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    • pp.215-226
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    • 2015
  • As violent video game is used based on active interaction and involvement of users, it is widely thought that it may have more effect on individual violence and aggressive action than existing violent videos. This study aimed to examine the effect of user experiences in the violent video game such as hostility, anger, arousal, enjoyment and identification on users' aggressive action. For this purpose, the first person FPS shooting game that consists of violent contents was employed to carry out playtest for 80 subjects with 40 male and 40 female university students. As a result, it was found that the user's arousal level, state anger, enjoyment and identification experience by the use of violent video game had an effect on aggressive action. Among factors that have aggressive action in the used of violent video game, besides emotion and arousal, the level of identification with a game character was found to be important effect factor. Hostility factor that was assumed to have effect on aggressive action was not significant, but enjoyment of game was proved to have effect on aggressive action of users.

Factors Influencing on the Flow and Satisfaction of YouTube Users (유튜브 이용자의 몰입경험과 만족에 영향을 미치는 요인 연구)

  • Lee, Kang-You;Sung, Dong-Kyoo
    • The Journal of the Korea Contents Association
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    • v.18 no.12
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    • pp.660-675
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    • 2018
  • This study is designed to investigate how the perceived characteristics of the online video services affect the 'flow' as positive experience and satisfaction of users. For the study, we conducted a questionnaire survey on 289 people using YouTube, and then analyzed the relationships among variables using hierarchical regression analysis. As a result, it was confirmed that interactivity, newness of recommendation service, diversity of content, and entertainingness of contents all affect the lower level of flow experience. On the other hand, the accuracy of the recommendation service did not affect the flow experience, but positively affects the level of satisfaction. Finally, it is also confirmed that flow has a direct effect on user satisfaction, and mediates relationship between the characteristics of YouTube and satisfaction. The results of this study are helpful to understand user's perception and experience of online video platform service and suggest the discussion points to be considered by the industry to satisfy users.

A study on video conferencing program user experience -Focused on Zoom and MS Teams- (화상회의 플랫폼 서비스의 사용자 경험 연구 -줌, MS 팀즈를 중심으로-)

  • Hwangbo, Yeon;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.19 no.2
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    • pp.339-344
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    • 2021
  • The purpose of this study is to present measures to enhance non-face-to-face communication platform services by measuring the user experience elements of major videoconferencing platforms in the non-face-to-face era. As a method of research, the platform of Zoom and MS Teams was selected, and the factors affecting the user experience were evaluated in combination with task and Think Aloud, and seven Honeycomb models of Peter Mobil were reconstructed to be analyzed through surveys and in-depth interviews for each paragraph. Studies have shown that Zoom has high usability, usability, accessibility and searchability, and MS Teams have excellent attractiveness. Therefore, based on the results of this study, the guidelines for video conferencing platform services and the improvement of the interface were presented. Based on this study, we hope that the usability of videoconferencing will be improved, and that various related studies will proceed as follow-up studies.