• Title/Summary/Keyword: Home Video

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A Design and Implementation of a Home Gateway based on the RTC Technology Supporting Live Video Streaming (라이브 비디오 스트리밍을 지원하는 RTC 기반 홈 게이트웨이의 설계 및 구현)

  • Kim, Hye-Sun;Hwang, Ki-Tae
    • The KIPS Transactions:PartC
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    • v.12C no.4 s.100
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    • pp.589-596
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    • 2005
  • The objective of this paper lies in the design and implementation of a home gateway supporting live video streaming which flows from the Non-SIP video camera in home to the mobile SIP device outside. We developed the home gateway on the OSGi framework and employed the RTC technology which embeds an SIP stack so that the multimedia session can be established from the home device to the mobile user outside. And also we developed an RTC bundle to manage the session and a virtual capture device driver to read the video stream from the Non-SIP video camera in the home network, and installed them on the home gateway. Finally, we constructed the experimental environment that has the windows messenger as the SIP mobile device and an AXIS 2100 UPnP video camera as a video source, and then tested if the session establishment to the mobile user from the camera and live video streaming work well between them.

A Personal Videocasting System with Intelligent TV Browsing for a Practical Video Application Environment

  • Kim, Sang-Kyun;Jeong, Jin-Guk;Kim, Hyoung-Gook;Chung, Min-Gyo
    • ETRI Journal
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    • v.31 no.1
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    • pp.10-20
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    • 2009
  • In this paper, a video broadcasting system between a home-server-type device and a mobile device is proposed. The home-server-type device can automatically extract semantic information from video contents, such as news, a soccer match, and a baseball game. The indexing results are utilized to convert the original video contents to a digested or arranged format. From the mobile device, a user can make recording requests to the home-server-type devices and can then watch and navigate recorded video contents in a digested form. The novelty of this study is the actual implementation of the proposed system by combining the actual IT environment that is available with indexing algorithms. The implementation of the system is demonstrated along with experimental results of the automatic video indexing algorithms. The overall performance of the developed system is compared with existing state-of-the-art personal video recording products.

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An Analysis of Children's Video Uses (유아의 비디오 이용 현황 및 실태 분석)

  • 문혁준
    • Journal of the Korean Home Economics Association
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    • v.38 no.10
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    • pp.69-83
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    • 2000
  • A survey analysis of children's home video usage was carried out for 659 parents who have four to six year old children. Descriptive analysis and chi-square tests were used to answer research questions. The results showed that 90% children enjoyed watching video and parental mediation of children's video programming selection and coviewing was differed by children's age and birth order. Children's preferences for video programming were also differed by their sex, age, and birth order. For example, male children enjoyed violent video programming most, on the other hand, female children enjoyed non-violent video programming most. Furthermore, children's imitation behavior after watching video programming were differed an sex and age. For example, male children imitated video programming more than female children did. Implications are discussed.

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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 Effect of Video Game-Based Home Exercise on Balance and Muscle Strength in the Elderly in the COVID-19 Era

  • Myung Joon Kim
    • Physical Therapy Rehabilitation Science
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    • v.11 no.4
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    • pp.509-516
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    • 2022
  • Objective: This study investigated the effect of a video game-based home exercise program on the improvement of balance and muscle strength in the elderly. Design: Randomized controlled trial Methods: Participants were randomly assigned to two groups: a video game-based home exercise training group (experimental group, n=16) and a control group (n=17). The experimental group trained three times a week for 50 minutes per session for six weeks, and the control group did not perform any exercise. To evaluate postural balance, one leg standing test, Berg balance scale, functional reach test, and timed up and go test were performed, and five times sit-to-stand was performed to evaluate lower extremity muscle strength. Results: In the experimental group, there were statistically significant improvements (p<0.05) in one leg standing test, Berg balance scale, functional reach test, and timed up and go test, and five times sit-to-stand after the intervention, but in the control group, the difference before and after the intervention was not significant. The difference between the groups according to the experimental method showed a significant increase in the experimental group (p<0.05). Conclusions: These results suggest that a video game-based home exercise program effectively improves balance and muscle strength in the elderly. A video game-based exercise program can contribute to the rehabilitation of the elderly as a method of home remote rehabilitation.

A Study on the Displacement of Mobile OTT Video Services on Home TV (모바일 OTT 동영상 서비스 이용이 홈 TV 시청에 미치는 영향에 관한 연구)

  • Kim, Joohyeon
    • The Journal of the Korea Contents Association
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    • v.18 no.8
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    • pp.434-445
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    • 2018
  • This study examined whether mobile OTT video service substitutes home TV by using 3 screen data of Nielson-KoreanClick. According to the 2SLS estimation results, when the time spent on mobile OTT video service increased by 1% p, the time spent watching home TV decreased by 12.4%. The results also showed that 1%p increase in the time spent using YouTube app and the mobile OTT video services provided by telecommunication company(Oksusu, Alleh TV, VideoPortal) reduced the time spent on watching terrestrial channels on TV by 16.2% and 23.9%, respectively. The displacement of mobile OTT video service on home TV will be accelerated in the near future. In order to resolve the issue of regulatory unfairness with pay TV services and to safeguard viewer's interests, discussions to establish regulation for OTT video services should be taken place more quickly.

Parental Attitudes and mediation of Children's Video Viewing (유아의 비디오 시청에 있어 부모의 태도 및 관여에 대한 연구)

  • 문혁준
    • Journal of the Korean Home Economics Association
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    • v.39 no.3
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    • pp.11-23
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    • 2001
  • Parental attitudes and mediation of children's television viewing has focused primarily on broadcast television, although recent developments in technology have greatly expanded the availability of VCRs in home environment. To build a more comprehensive model of parental mediation of TV Viewing in the new video environment, this article analyzed parental attitudes toward children's video viewing and factors associated with parental mediation of children's video viewing using questionnaire responses from 659 mothers of four to six-year-old children. Both restrictive and evaluative parental mediation were associated with not only parental factors but also contextual factors. Descriptive data on parental attitudes and mediation of children's video viewing were also presented.

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Video Usage in Early Childhood Programs (유아교육기관에서의 비디오 매체 활용)

  • 문혁준
    • Journal of the Korean Home Economics Association
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    • v.38 no.11
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    • pp.151-164
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    • 2000
  • This study was carried out to analyze video usage in early childhood programs. Two-hundred-ninety-four teachers in half-day and all-day early childhood programs responded to a questionnaire developed by a researcher. Descriptive analysis and chi-square tests were used to answer research questions. The findings were as follows: ① 78% of the programs had at least one video equipment and half of the programs had a video equipment in each classroom. ② Video usage in early childhood programs were differed by leacher’s age, career level, educational level, and type of early childhood programs as well as type of class management.

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Seeking for Underlying Meaning of the 'house' and Characteristics in Music Video - Analyzing Seotaiji and Boys and BTS Music Video in Perspective of Generation - ( 뮤직비디오에 나타난 '집'의 의미와 성격 - 서태지와 아이들, 방탄소년단 작품에 대한 세대론적 접근 -)

  • Kil, Hye Bin;Ahn, Soong Beum
    • The Journal of the Korea Contents Association
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    • v.19 no.5
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    • pp.24-34
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    • 2019
  • This study compares in depth the song performed by two groups, one by 'Seo Taiji And His Boys'(X Generation) and the other by 'BTS'(C Generation) based on the discourse about the 'X Generation' in the 1990s and the 'C Generation' in the 2010s. It will specifically focus on the nature of 'home' that has great significance in the music video and will find the sociocultural meaning of it. Based on the analysis, the original performance by 'Seo Taiji and The Boys' demonstrated the vertical structure of enlightenment and discipline and narrated the story with the plot of 'maturity'. The meaning of 'home' in the original version shifts from a target of resistance to a subject of internalization. The remake music video of BTS demonstrated a horizontal structure of empathy and solidarity and narrated the story with the plot of 'pursuit/discovery'. The 'home' here can be considered the life itself of a person who maintains one's self identity.

An Investigation into Video Game Behaviors in Middle and High School Boys (중고등학교 남학생의 전자오락실태)

  • 양남희;홍은실
    • Journal of Korean Home Economics Education Association
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    • v.10 no.2
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    • pp.121-130
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    • 1998
  • The Purpose of this study is to investigate the video game bahaviors in middle and high school boys. The data were collected using questionnaires from 342 boys. The major results of this study were summarized as follows ; Most of the middle and high school boys attempted video game and have been done more than one year. The half of them spent one hour or more on video game once.

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