• Title/Summary/Keyword: Live Video

Search Result 175, Processing Time 0.022 seconds

Mukbang's Foodcasting beyond Korea's Borders: A Study Focusing on OTT Platforms

  • Lim, Jia
    • Journal of Information Processing Systems
    • /
    • v.18 no.4
    • /
    • pp.470-479
    • /
    • 2022
  • Mukbang is a type of foodcasting where a host records or streams their eating rituals for audience consumption in live format. With origins in South Korea via the online broadcast genre found on Afreeca TV in the mid-2000s, the phenomenon has since found global popularity. Its development as a full-fledged genre is based on a communication culture that invites people to a meal rather than to talk to one another; viewers watch in silence as a host consumes a copious number of dishes from Korean gastronomy to fast food to other ethnic cuisine on display. An invitation to eat means the beginning of a public relationship that quickly turns to a private shared experience. This study analyzes several Mukbang video postings and makes use of Linden's culture approach model to provide a view toward a number of cross-cultural connections by Koreans and non-Korean audiences. Prior to the study, 10 Korean eating shows were selected and used as standard models. Korean Mukbang mainly consists of eating behavior and ASMR, with very few storytelling or narrative devices utilized by its creators. For this reason, eating shows make a very private connection. In other ways, this paper shows how 28 Mukbang-related YouTube contents selected by Ranker were evolving and examined through notions of acculturation and reception theory.

Low-cost model for pancreatojejunostomy simulation in minimally invasive pancreatoduodenectomy

  • Hiang Jin Tan;Adrian Kah Heng Chiow;Lip Seng Lee;Suyue Liao;Ying Feng;Nita Thiruchelvam
    • Annals of Hepato-Biliary-Pancreatic Surgery
    • /
    • v.27 no.4
    • /
    • pp.428-432
    • /
    • 2023
  • Minimally invasive pancreatoduodenectomy (MIS PD) is a well reported technique with several advantages over conventional open pancreatoduodenectomy. In comparison to distal pancreatectomy, the adoption of MIS PD has been slow due to the technical challenges involved, particularly in the reconstruction phase of the pancreatojejunostomy (PJ) anastomosis. Hence, we introduce a lowcost model for PJ anastomosis simulation in MIS PD. We fashioned a model of a cut pancreas and limb of jejunum using economical and easily accessible materials comprising felt fabric and the modelling compound, Play-Doh. Surgeons can practice MIS PJ suturing using this model to help mount their individual learning curve for PJ creation. Our video demonstrates that this model can be utilized in simulation practice mimicking steps during live surgery. Our model is a cost-effective and easily replicable tool for surgeons looking to simulate MIS PJ creation in preparation for MIS PD.

Android-Based Synchronous Mobile Distance Learning System with Session Recording and Replay Support (세션 레코딩과 리플레이를 지원하는 안드로이드 기반 동기식 모바일 원격 교육 시스템)

  • Sung, Dae-Hyun;Lee, Jang-Ho
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.15 no.6
    • /
    • pp.1369-1380
    • /
    • 2011
  • Most existing mobile distance learning systems are asynchronous ones that allow students to download lecture video and presentation material. However, there are a few synchronous real-time mobile distance learning systems that support slide, annotation, feedback from student, and lecture video and audio at the same time. These live mobile distance learning systems have an advantage of supporting real-time interaction between students and a lecturer thereby making students understand the lecture better. But, they also have a disadvantage in the sense that they don't allow students to experience the past lecture. This problem can be solved by recording and replaying lecture session. So far, there are few mobile distance learning systems that support session recording and replay. This paper presents a synchronous mobile distance learning system that supports video and audio, slide with annotation, and real-time feedback from students, as well as session recording and replay, which is not supported by the existing mobile distance learning systems. The evaluation of the system among students shows that 61.3% of them were satisfied while 3.2% weren't.

A Study on Technology Acceptance of Elderly living Alone in Smart City Environment: Based on AI Speaker

  • YOO, Hyun-Sil;SUH, Eung-Kyo;KIM, Tae-Hyung
    • The Journal of Industrial Distribution & Business
    • /
    • v.11 no.2
    • /
    • pp.41-48
    • /
    • 2020
  • Purpose: This study is to examine the intention of the elderly who live alone in the customized AI speaker for the elderly living alone to improve the quality of life service for the elderly living alone in the smart city environment. Based on the quality of life model of the elderly, this study is applied to the technology acceptance model to investigate the relationship between perceived usefulness and ease of use on the sustained use intention. Research design, data and methodology: Residents in Suwon, Gyeonggi-do, selected as candidate local governments for the Smart City Challenge Project of the Ministry of Land, Infrastructure and Transport in June 2019 to measure the perceived technology acceptance of potential users for the AI technology for the elderly living alone as part of the smart city technology. In order to evaluate the intention of using AI speaker, which is the target system of this study, a video of a chatbot using experience of elderly people living alone was produced. Results: First of all, in order for the elderly living alone to have an attitude to use AI-based speakers, there should be a perceived usefulness of the quality of life of the elderly. However, ease of use did not show any significant causal relationship to attitude toward use. In addition, the attitude toward use weakly influenced the intention to use. In other words, elderly people living alone were not likely to have a significant effect on their attitude toward use. However, feeling that AI speakers are easy to use will help to improve the quality of life, which in turn led to the attitude toward using AI speakers, which could lead to indirect effects. Finally, the perceived usefulness of quality of life was found to have a weak effect on direct use intentions. Conclusions: This study conducted a study on the technology acceptance of service environment to improve the quality of life for the specific user group who live alone in the smart seat environment. In this study, we examined the effects of AI speaker on the elderly living alone to improve the quality of life for the elderly living alone.

The Current Status and Development Direction of Mixed Reality Content (혼합현실 콘텐츠의 현황과 발전방향)

  • Kim, Hee-young
    • Cartoon and Animation Studies
    • /
    • s.46
    • /
    • pp.181-206
    • /
    • 2017
  • In the near future, we are expected to live in a Mixed Reality environment where reality and virtuality coexist as today we live using the Internet and smartphones in our daily lives. The relevant content based on the idea of Mixed Reality crystallizing is currently expanding, and it is time for research on it. This study examines the current situation and the development direction of mixed reality contents. Typical mixed reality contents can be classify by wearability. We analyzed HoloLens, a mixed reality wearable device that is worn on a head, which is a example of wearable device. As an example of unwearable device, we also analyzed the Room2Room which is a communication system that combines video with augmented reality-based telepresence avatar. Mixed Reality content will develop in the direction of implementing expanded use of information and more natural realism through the interactive combination of Reality, Virtual Reality, and Augmented Reality. As head-mounted wearable technology develops, Mixed Reality content is expected to become popular by increasing the number of Mixed Reality device users if convenience and price competitiveness are secured. The way of unifying Mixed Reality wearable devices must be established in order to increase convenience, and the environment based on Mixed Reality will be created through diversifying leisure activity content. Telepresence Avatar is expected to develop into Mobile Hologram Avar as Mixed Reality content accessible anywhere and at anytime beyond space limits. Another potential for development of Telepresence Avatar is the combination of Avatar moving on user's thought, Augmented Human technology and Mixed Reality.

A Research on Streaming Protocol for User-Created Contents in Digital Cable Broadcasting environment (디지털 케이블 방송 환경에서 개인 미디어를 위한 스트리밍 프로토콜 연구)

  • Kim, Seong-Won;Kim, Jung-Hwan;Si, Jang-Hyun;Jung, Moon-Ryul
    • Journal of the Institute of Electronics Engineers of Korea TC
    • /
    • v.44 no.1
    • /
    • pp.54-61
    • /
    • 2007
  • In this paper, on-demand service streaming protocol for user-created contents in digital cable broadcasting environment is considered. In order to provide variety media contents service like UCC in digital cable broadcasting environment, the same service model as RVOD(Real Video on Demand) is required and the different interface for each broadcasting platform is needed in a current OCAP environment. Using return path based RTP, we separate existing VOD stream band into broadcasting and VOD stream band. In order to broaden On-demand service, consistent expansion of the infrastructure same as live broadcasting system is inefficient in the digital cable broadcasting environment. Using existing network protocol, the service which is insensitive to the infrastructure for VOD service becomes possible. Therefore we considered the analysis of the class of download available structure in the Set-Top-Box for RTP(Real-time Transport Protocol) and designing the decoding available streaming server for UCC transcoding and transmission in the receiver. Designing a efficient VOD service and system under the broadcasting environment gives a expansion of On-Demand service and more chance to upload and utilization of contents.

Analysis on the Viewing Intention of Mobile Personal Broadcasting by using Hedonic-Motivation System Adoption Model (모바일 개인방송 시청 요인 분석: HMSAM 모델을 중심으로)

  • Jae-Wan Lim;Byung-Ho Park
    • Information Systems Review
    • /
    • v.18 no.4
    • /
    • pp.89-106
    • /
    • 2016
  • The latest movement in live video streaming service is mobile personal broadcasting (MPB), which refers to consumers accessing the service through social media with mobile devices, such as smartphones and tablet PCs. This service is possible through the advancements in mobile video technology and platforms. Features such as enhanced user interaction, personalization, and real-time broadcasting, combined with a greater variety of content, have led to the development of MPB. The increase in MPB users calls for research, including that on the hedonic motivational angle. This study aims to assess MPB users' intrinsic motives through the hedonic-motivation system adoption model (HMSAM) using seven factors: joy, temporal dissociation, escapism, focused immersion, perceived ease of use, perceived usefulness and intention to watch. Survey data collected from 154 samples were analyzed with statistical techniques, such as structural equation modeling. Results showed that time dissociation, escapism, and perceived ease of use have a positive relationship with heightened enjoyment. Joy significantly affects focused immersion and intention to watch. Escapism also had a statistically significant influence on focused immersion. This study contributes to the advancement of the MPB study under the HMSAM theoretical framework and offers practical suggestions to managers to enhance MPB content viewership.

Hierarchical QoS Architecture for Virtual Dancing Environment (분산 가상현실을 위한 계층적 QoS 지원 기법)

  • 김진용;원유집;김범은;박종일;박용진
    • Journal of KIISE:Computer Systems and Theory
    • /
    • v.30 no.11
    • /
    • pp.675-690
    • /
    • 2003
  • In this paper, we present the virtual dancing studio for distributed virtual environment. In this system, geographically distributed user shares the virtual dancing hall and interacts with each other. The participating object can be a graphical avatar or a live video stream. It allows the coexistence of graphic objects and real images in the shared virtual space. One of the main technical challenges in developing the distributed virtual environment is to handle excessive network traffic. In an effort to effectively reduce the network traffic, we propose a scheme to adjust the QoS of each object with respect to the distance from the observer in the virtual space. The server maintains the QoS vector for each client's shared space and controls the packet traffic to individual clients based on its QoS vectors. We develop a proto-type virtual dancing environment. Java based development enables the client to be platform independent. The result of experiment shows that the adoption of hierarchical QoS management significantly reduces the overall network traffic.

A Study on the Efficient Improvement of the Animatics for Animation Production in Education (애니메이션 교육을 위한 애니메틱스 제작의 효율적 방안 연구)

  • Hong, Il-Yang
    • Journal of Korea Multimedia Society
    • /
    • v.13 no.9
    • /
    • pp.1391-1398
    • /
    • 2010
  • Animation is breathing life into drawings through motion. Animation is formed by the afterimage phenomenon, that is, deviation of sequential pictures in every frame makes a person possibly perceive it as a live video. Consequently, animation is mostly produced using traditional frame-by-frame methods. The study of relations on timing has been a major concern of animation theory. Nevertheless, issues of timing on production outcomes and effectiveness are mostly ignored. Special focus, analysis and leadership studies on timing are addressed on animatics. Creating better timing through animatics, that is writing movies, directing, scheduling and amending storyboard in pre-production stage, eventually shorten time to animation production. This research is centered on animatics as a cutting edge educational courses. This course will introduce students to the animation production skill and instructors to in-depth teaching points. One of the concepts that we want to go for is keeping animatics apart from mere storyboard. In conjunction with the animation theory, this research conducted under the focus of production of animatics will lead to more efficient way of education on animatics.

A Case Study on Application of Realistic Content to Space Design (실감형콘텐츠의 공간디자인 적용사례연구)

  • Kang, Jae-Shin
    • Journal of Digital Convergence
    • /
    • v.15 no.6
    • /
    • pp.369-376
    • /
    • 2017
  • In a digital multimedia environment with various experiences and communication, We live in an age where it is possible to experience from imagination to reality realizable by imagination. The remarkable technology based on ICT has been attracting attention as next generation video service technology from 3DTV, UHD TV, and hologram. These media, combined with space design, are able to offer us amazing and diverse experiences. In addition, now, there is a demand for more differentiated contents using human five senses recognition technology. We analyzed the application of realistic contents to space design. As a result, we have come to the conclusion that creative production which can express more fun and convenient will be an important issue.