• Title/Summary/Keyword: Live Video

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Development of Web-based Multimedia Contents for the Critical Care Practice of Nursing Students through Inter-College Collaboration (대학 간 통합 웹기반 중환자간호실습 콘텐츠 개발 및 적용)

  • So, Hyang-Sook;Bae, Yeong-Suk;Kim, Young-Ock;Kim, Su-Mi;Kang, Hee-Young;Choi, Ja-Yun;Yang, Jin-Ju;Kim, Nam-Young;Ko, Eun;Hwang, Seon-Young
    • Korean Journal of Adult Nursing
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    • v.20 no.5
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    • pp.778-790
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    • 2008
  • Purpose: This study was conducted to develop Web-based multimedia contents for supporting student nurses' clinical practice on critical care, and to evaluate learners' responses. Methods: Based on the steps of Assessment, Design, Development, Implementation, & Evaluation(ADDIE) model, a total of 13 self-directed learning modules including live lectures and real video clips were developed through faculty collaboration of nine nursing colleges in Gwangju and Chonnam province. The finally developed multimedia contents were published on the Web of the learning management system at a local e-learning center. Results: The Web contents were evaluated after self-learning by 81 junior college nursing students who were encouraged to study it at their own pace during their two-week clinical practice at a medical or surgical intensive care unit of a university hospital and two hospitals. The knowledge (t = -27.66, p < .001) and self-evaluated clinical performance level(t = 7.54, p < .001) were significantly increased after learning of the Web contents and clinical practice, and satisfaction level that measured post-test only was 4.0 out of 5 point. Conclusion: The use of Web contents for critical care need to be extended as a complimentary material in a class room lecture or clinical practice of students to increase their self-learning ability and understandings of clinical knowledge and situation.

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A Comparative Study for Virtual Reality 360° Contents Shooting Equipments Based on Real World (실사 기반 VR 360° 콘텐츠 촬영 장치 비교 연구)

  • Kim, Chulhyun
    • Journal of Broadcast Engineering
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    • v.21 no.5
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    • pp.714-725
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    • 2016
  • With the recent emergence of VR contents, a lot of attention has been drawn on actual image based VR 360° video production using photography system. It was very complicated and difficult to make conventional VR contents. Therefore, such making was performed only in a research level. These days, as cameras have been made smaller, VR live-action has become more common in contents makers. In the circumstance, this study tries to compare a variety of contents making equipment based on action-cam that is mainly used for producing VR contents, and suggest their problems. To solve the problems, this study uses a cinema grade camera to do VR filming. As a result, it is revealed that, in order to make VR contents with quality, it is necessary to use a cinema grade camera, rather than an action cam, and to conduct technical research for standard lens based contents.

Design of Machine Learning based Smart Service Abstraction Layer for Future Network Provisioning (미래 네트워크 제공을 위한 기계 학습 기반 스마트 서비스 추상화 계층 설계)

  • Vu, Duc Tiep;N., Gde Dharma;Kim, Kyungbaek;Choi, Deokjai
    • Proceedings of the Korea Information Processing Society Conference
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    • 2016.10a
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    • pp.114-116
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    • 2016
  • Recently, SDN and NFV technology have been developed actively and provide enormous flexibility of network provisioning. The future network services would generally involve many different types of services such as hologram games, social network live streaming videos and cloud-computing services, which have dynamic service requirements. To provision networks for future services dynamically and efficiently, SDN/NFV orchestrators must clearly understand the service requirements. Currently, network provisioning relies heavily on QoS parameters such as bandwidth, delay, jitter and throughput, and those parameters are necessary to describe the network requirements of a service. However it is often difficult for users to understand and use them proficiently. Therefore, in order to maintain interoperability and homogeneity, it is required to have a service abstraction layer between users and orchestrators. The service abstraction layer analyzes ambiguous user's requirements for the desired services, and this layer generates corresponding refined services requirements. In this paper, we present our initial effort to design a Smart Service Abstraction Layer (SmSAL) for future network architecture, which takes advantage of machine learning method to analyze ambiguous and abstracted user-friendly input parameters and generate corresponding network parameters of the desired service for better network provisioning. As an initial proof-of-concept implementation for providing viability of the proposed idea, we implemented SmSAL with a decision tree model created by learning process with previous service requests in order to generate network parameters related to various audio and video services, and showed that the parameters are generated successfully.

3D Reenactment System of Soccer Game (3차원 축구 재연 시스템)

  • 이재호;김진우;김희정
    • Journal of Broadcast Engineering
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    • v.8 no.1
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    • pp.54-62
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    • 2003
  • This paper presents a Soccer Game 3D Reencatment System which reenact the Important scene like getting a goal with image processing and computer graphics technologies. KBS Research Institute of Technology has developed the 3D Reenactment System of Soccer Game called ‘VPlay' to provide TV viewers with fresh images in soccer games. Vplay generates the reenactment of exciting and important soccer scenes by using computer graphics. Vplay extracts legion of players from video with color information, and then computes precise positions of players on the ground by using global motion estimation model and playground axis transformation model. The results are applied to locomotion generation module that generates the locomotion of virtual characters automatically. Using predefined motion and model library, Vplay reenacts the important scene in a quick and convenient manner Vplay was developed for live broadcasting of soccer games that demands rapid producing time and was used efficiently during past WorldCup and Asian Game.

An Internet Telephony Recording System using Open Source Softwares (오픈 소스 소프트웨어를 활용한 인터넷 전화 녹취 시스템)

  • Ha, Eun-Yong
    • Journal of Digital Convergence
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    • v.9 no.5
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    • pp.225-233
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    • 2011
  • Internet telephony is an Internet service which supports voice telephone using VoIP technology on the IP-based Internet. It has some advantages in that voice telephone services can be accompanied with multimedia services such as video communication and messaging services. Recently, the introduction of smart phones has led to a growth in social networking services and thus, the research and development of Internet telephony has been actively progressed and has the potential to become a replacement for the telephone service that is currently being used. In this paper we designed and implemented a recording system which records voice data of SIP-based Internet telephone's voice calls. It is developed on the linux system and has some features such as audio mixing of two in/out voice channels, live packet sniffing, and the ability to transfer mixed audio files to the log file server. These functions are implemented using various open source softwares. Afterwards, this VoIP recording system will be applied as a base technology to advanced services like a VoIP-based call center system.

Korean V-Commerce 2.0 Content and MCN Connected Strategy (국내 V커머스 2.0 콘텐츠와 MCN 연계 전략)

  • Jung, Won-sik
    • Journal of Digital Contents Society
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    • v.18 no.3
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    • pp.599-606
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    • 2017
  • 'Video Commerce' has grown significantly, and is in the era of so-called V-commerce 2.0. Based on this background, this study focused on the link and the possibility of creating synergy between V-commerce 2.0 content and MCN, and examined the linkage strategy considering its characteristics. In conclusion, first, V-Commerce has evolved into the age of 2.0, centered on the characteristics of content that are oriented towards fun and sympathy, beyond the 1.0 era. Second, V-commerce 2.0 content has the characteristic of replacing the sharing and recommendation based on the nature of SNS networks as promotion and purchase enhancement. Therefore, competitiveness as 'content' is relatively important before 'commerce'. Third, V-commerce 2.0 and MCN industry have a strong connection with each other in terms of securing core competitiveness and creating a new profit model. In order to create the synergy between V-Commerce 2.0 and MCN, we proposed the use of big data to reinforce V-Commerce 2.0 customized content competitiveness, building of storytelling marketing and branding, and enhancement of live performance and interactive communication.

Realization of user-centered smart factory system using motion recognition (모션인식을 이용한 사용자 편의 중심의 스마트팩토리 시스템 구현)

  • Park, Jun-Hyung;Lee, Kyu-Jin
    • Journal of Convergence for Information Technology
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    • v.7 no.6
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    • pp.153-158
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    • 2017
  • Due to the rapid development of information and communication, we live in the smart age of information society. Smart Factory, which integrates Information and communication technology, is being hailed as the technology of the $4^{th}$ industrial revolution. As a result of entering the information society, the factory has made a lot of progress in automation. In this thesis, we used kinetization to research and implement the leisure system of the factory through motion. Kinect provides users with various convenience because they can take advantage of the user's actions and control the system through information. This study is expected to produce a smart factory with video processing, and it is expected to affect the efficiency of the production by providing various conveniences for people working in factories.

Identifying the Best Approach to Revitalize High School Culinary Education Curriculum in Korea (조리실습에 대한 인식 조사를 기반으로 한 조리교육 활성화 방안 연구)

  • Kang, Kyeoung-Shim
    • Journal of the Korean Home Economics Association
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    • v.48 no.1
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    • pp.137-161
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    • 2010
  • The aim of this study was to identify the most effective methods with which to revitalize Korean high school culinary education. To achieve this aim, a culinary recognition questionnaire survey of 616 students from 9 culinary high schools was carried out. The 9 surveyed schools represented the following of 7 regions: Chungnam, Busan, Incheon, Daegue, Jeonbuk, Gyeongbuk, and Gwangju. Collected data were subjected to descriptive analysis, $x^2$-test, t-test, and one-way ANOVA using SPSS(version 14.0). The results of this study are as follows. Culinary practice interest and learning demand of most students were high. 6.8% of students indicated that initial theory learning, followed by video education, and finally live demonstration is an effective teaching methodology. They preferred practicing on actual ingredients as the primary teaching and learning method, nominating technician cooking as the most favorite. As for areas needing improvement in culinary practice education, difficulties with material preparation and insufficient learning hours were identified as prominent factors by 66.8% of respondents. There was unanimous agreement that culinary practice education can be enhanced by highly skilled teachers, while interest for the discipline itself can be fostered by initiating and encouraging cooking participation in the home. Freshmen and special high school students suggested that a cooking related website is necessary to expand the current information interface, which is currently limited to colleagues and employers. In relation to culinary education revitalization, consistent promotion of departments, or high schools that have proven student satisfaction rates and effective culinary curriculum are required. Furthermore, teachers can also aid this process by more effective student pastoral care in order to improve school life satisfaction. However, teacher job satisfaction is an important component of this process, and better employment conditions and remuneration packages reflecting extra work must be considered as part of an attractive teacher-incentive employment policy.

A Dynamic Transmission Rate Allocation Algorithm for Multiplexing Delay-sensitive VBR-coded Streams (VBR로 부호화된 지연 민감 서비스의 다중화를 위한 동적인 전송률 할당 알고리즘)

  • 김진수;유국열;이문노
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.28 no.7B
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    • pp.628-637
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    • 2003
  • This paper describes a novel multiplexing scheme for delay-sensitive multiple VBR-coded bit streams in live multimedia service offered to high-speed networks. The primary goal of multiplexing in this paper is to keep delay limits of each bit streams and to enhance network resource utilization when they no multiplexed and transmitted over network. For this aim, this paper presents a dynamical control scheme which does not cause violation of any delay constraints to each bit steam. The scheme is based on the assumption that recent behavior of the each bit scream has high correlation with near-term future behavior. Such property is used to make as flat as possible by both temporal averaging on a stream-by-stream and spatial averaging is introduced when multiple VBR-coded bit streams are multiplexed. The effectiveness of the scheme is evaluated by several simulation using an MPEG-coded video trace of Star_wars and it is shown that the proposed scheme can effectively reduce the feat rate md coefficient of variation of the multiplexed transmission rate.

Users' Preference and Acceptance of Smart Home Technologies (사용자의 스마트 주거 기술 선호와 수용에 관한 연구)

  • Cho, Myung Eun;Kim, Mi Jeong
    • Journal of the Architectural Institute of Korea Planning & Design
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    • v.34 no.11
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    • pp.75-84
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    • 2018
  • This study analyzed users' acceptance and intention to use in addition to needs and preferences of smart home technologies, and identified the differences in technology preference and acceptance by different factors. The subjects were residents in the 40s and 60s residing in the Seoul or suburbs of Seoul, and questionnaires were conducted in the 40s while interviews with questionnaires were conducted in the 60s. A total of 105 questionnaires were used as data, and frequency, mean, crossover, independent sample t test, one-way ANOVA and multiple regression analysis were performaed using SPSS23. The results of this study are as follows. First, hypertension, hyperlipidemia and hypercholesterolemia were the most common diseases among respondents and if there was no discomfort, they would like to continue living in the homes of the current residence. Therefore, the direction of smart home development should support the daily living and health care so that residents can live a healthy life for a long time in their living space. Second, the technologies that residents most need were a control technology of residential environments and a monitoring technology of residents' health and physiological changes. The most preferred sensor types are motion sensors and speech recognition while video cameras have a very low preference. Third, technology anxiety was the most significant factor influencing intention to accept smart home technology. The greater the technology anxiety is, the weaker the acceptance of technology. Fourth, when applying smart residential technology in homes, various resident characteristics should be considered. Age and technology intimacy were the most influential variables, and accordingly there were differences in technology preference and acceptance. Therefore, a user-friendly smart home plan should be done in the consideration of the results.