• Title/Summary/Keyword: Online Video

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Post-Processing for JPEG-Coded Image Deblocking via Sparse Representation and Adaptive Residual Threshold

  • Wang, Liping;Zhou, Xiao;Wang, Chengyou;Jiang, Baochen
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.11 no.3
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    • pp.1700-1721
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    • 2017
  • The problem of blocking artifacts is very common in block-based image and video compression, especially at very low bit rates. In this paper, we propose a post-processing method for JPEG-coded image deblocking via sparse representation and adaptive residual threshold. This method includes three steps. First, we obtain the dictionary by online dictionary learning and the compressed images. The dictionary is then modified by the histogram of oriented gradient (HOG) feature descriptor and K-means cluster. Second, an adaptive residual threshold for orthogonal matching pursuit (OMP) is proposed and used for sparse coding by combining blind image blocking assessment. At last, to take advantage of human visual system (HVS), the edge regions of the obtained deblocked image can be further modified by the edge regions of the compressed image. The experimental results show that our proposed method can keep the image more texture and edge information while reducing the image blocking artifacts.

The Effects of YouTube Usage Motives and Affinity on User Activity (유튜브 이용 동기 및 친밀도가 이용자 활동에 미치는 영향)

  • Lee, Eunsun;Kim, Joongin;Kim, Mikyoung
    • The Journal of the Korea Contents Association
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    • v.20 no.2
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    • pp.114-126
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    • 2020
  • With the growth of information technology, people consume online video contents via mobile phone without time and location constraints. Drawing upon uses and gratification theory, this study examines the effects of usage motives and affinity on user activities on YouTube. Specifically, user activities are subdivided into pre-viewing and during-viewing activities in this study. Results show that convenient entertainment and social interaction are the significant indicators for pre-viewing activities, whereas five different motives significantly influence during-viewing activities. Furthermore, affinity is the significant determinant of the both activities. The theoretical and practical implications are also discussed.

How Facebook Functions in a Social Movement: An Examination Using the Web Mining Approach

  • Cao, Wenny;Cheong, Angus;Li, Zizi
    • Asian Journal for Public Opinion Research
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    • v.1 no.4
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    • pp.268-291
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    • 2014
  • Social media is becoming more and more important in social movements. This study, adopting the web mining approach, attempts to investigate how social media, Facebook in particular, functioned in the "May 25 Protest" and the "May 27 Protest", two movements which broke out in Macao on 25 and 27 May 2014, respectively, against the Retirement Package Bill. In the two protests, Macao residents deployed Facebook to share information and motivated people's participation. Twelve events (181,106 people invited) and 36 groups/pages (41,266 members) related on Facebook were examined. Results showed that the information flow on Facebook fluctuated in accordance with the event development in reality. Multiple patterns of manifestation, such as video of adopted news or songs, designed profile (protest icon), original ironic pictures, self-organized clubs by undergraduates and white T-shirts as a symbol, among others, appeared online and interacted with offline actions. It was also found that social media assisted the information diffusion and provided persuasive reasons for netizens to join the movement. Social media helped to expand movement influence in providing a platform for diversified performances for actions taken in a protest, which could express and develop core and consistent movement repertoire.

Analyzing students' engagement factors in flipped mathematics class (반전학습(flipped learning)을 적용한 수학 수업에서 학생들의 참여 요인 탐색)

  • Yoon, Jungeun;Cho, Hyungmi;Kwon, Oh Nam
    • The Mathematical Education
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    • v.55 no.3
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    • pp.299-316
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    • 2016
  • The abilities for 21st learners have recently changed and learners' engagement is emphasized. In flipped classroom, students learn the prerequisite concepts of the lecture online in advance and perform various types of activities based on interaction and engagement. As students in flipped classroom construct knowledge actively, students' engagement is very important. Therefore, I conducted a research of flipped mathematics class to help teachers to better understand students' engagement in flipped mathematics class. The flipped mathematics class was conducted for about 3 weeks with 29 middle school students and one teacher. Video and audio recordings, completed student worksheets and interview data were collected and analyzed using the qualitative method. The results of this study showed that students' engagement is influenced by diverse factors. Engagement factors were categorized by teacher factors, community factors, material factors, tasks and strategy factors, classroom culture factors. Each factor facilitates or suppresses behavioral, emotional, cognitive, agentic engagements, and sometimes several factors are related. The results of this study increase understanding of engagement through the example of a case study on flipped mathematics class.

Factors Influencing Intension to Use PMP : a combination of Ubiquitousness, Community, Image, and Perceived Enjoyment into the Technology Acceptance Model (PMP 활용에 관한 영향요인 분석 : 유비쿼터스적 특성, 커뮤니티, 이미지, 인지된 즐거움을 중심으로)

  • Um, Myoung-Yong;Kim, Mi-Ryang;Kim, Tae-Ung
    • Korean Management Science Review
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    • v.24 no.2
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    • pp.95-114
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    • 2007
  • The main attractant of portable multimedia player(PMP), is often their versatility : being able to load and play different formats of video, audio, digital images, and interactive media. In this paper, we investigate the factors influencing the usage the PMP, based on the extended version of the Technology Acceptance Model. Using the data collected from online survey, we show that perceived usefulness, perceived ease of use, and perceived enjoyment are the major determinants for using PMP. Factors, including ubiquitousness, community, and image are shown to directly or indirectly determine the level of perceived usefulness and ease of uses. In addition, we classify PMP users into two groups, users seeking hedonic value and utilitarian value, and examine the differences in path coefficients. Properties of the causal paths, including standardized path coefficients, the significance of difference, in the hypothesized model, are also presented, so that we can investigate the relative influences of different dominants, demonstrating how two groups differ in their decision-making processes regarding the PMP usage.

The Successful Strategies for YouTube Channels Using the Network Overlap (네트워크 중복을 이용한 유튜브 채널의 성공 전략)

  • Shin, Jin-Hee;Son, Jung-Min
    • The Journal of Information Systems
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    • v.29 no.1
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    • pp.267-287
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    • 2020
  • Purpose Online platform companies can increase the spread of content by communicating with users who have diverse preferences through social networks. Previous studies show the mixed effect on the network overlap, and there was a limited examinations for the underlying mechanism. This study expects high academic and practical implications that can be provided by studying on the user's viewership network. The purpose of this research is to examine the effects of network overlap on the users' viewership for creators of user-generated content in YouTube. We explain the direct and in-direct effects through the content sharing and the valence of user ratings. Design/methodology/approach The data contains 45 channels and 4,085 video clips from YouTube. We control the effect of the categories, channel characteristics, and vide clip characteristics on the viewership. PROCESS macro were used to analyze the direct and in-direct effects of network overlap. Findings The analysis results showed that the network overlap directly affect on the users' viewership. The variable decreases the moderators (i.e., content sharing and the valence of user ratings). This result implies that the users can not satisfy their need for uniqueness which is achieved by content sharing and rating in the overlapped network.

Research Trends in Study for the Game Addiction (게임중독에 대한 연구동향 -Pubmed를 중심으로-)

  • Jang, Young-Ju;Choe, Gang-Uk;Jung, In-Chul;Lee, Sang-Yong
    • Journal of Haehwa Medicine
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    • v.16 no.2
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    • pp.295-302
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    • 2007
  • Objectives : To help Oriental medicine clinical studies for the game addiction treatment, this study analyzed the tendency of research into game addiction recently published in PubMed Methods : This study analyzed 13 research papers on game addictionpublished in PubMed over the past 3 years. It measured annually and for each country the number of papers published, the number of subject, the period of research, the method of study, the objective of study, and intervision, respectively and intervision, and the result of study overall Results : There were research papers concerning internet & online game, computer game, gambling, video game. The subject of study were adolescents, high school students, children, young adult. there are many reaearch papers on negative results of games. there are research papers of the mechanism or factors of game addiction. Conclusions : Recent research subject of game addiction were mostly the defect of game.

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Cinemagraph Image Study for the Online Food Marketing

  • Park, JiSeob;Rhee, Cheul
    • Agribusiness and Information Management
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    • v.6 no.1
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    • pp.12-19
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    • 2014
  • The purpose of this study is to compare and analyze the product image produced by the cinemagraph image and the product image produced by the general image in the electronic trade. The cinemagraph refers to the image with a special characteristic that provides the motion clue by playing the part of the picture endlessly in the form of a video. For this study, we explored how the perceived monetary value, brand attitude, and perceived taste would influence on the purchase intention, and it was analyzed that all of the three factors significantly influenced on the purchase intention. However, it was investigated that the purchase intention of the group watching the image by the cinemagraph was significantly influenced by the perceived monetary value and the perceived taste, and the purchase intention of the other group watching the general image was significantly influenced by the brand attitude and the perceived taste; therefore, it was verified that there was a difference between the group watching the cinemagraph and the group watching the general image. In this result, it could be interpreted that when the people watching the cinemagraph purchase a product in the shopping mall, the price becomes the important requirement, and when the people watching the general image purchase a product in the shopping mall, the brand becomes the important requirement; therefore, these results could provide great implications to the food marketers.

Edutech in the Era of the 4th Industrial Revolution (4차 산업혁명 시대의 에듀테크)

  • Park, Ji Su;Gil, Joon-Min
    • KIPS Transactions on Software and Data Engineering
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    • v.9 no.11
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    • pp.329-331
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    • 2020
  • Edutech is a compound word of education and technology, and is an educational paradigm in the era of the 4th industrial revolution. This refers to next-generation education using information and communication technology (ICT) such as big data, artificial intelligence (AI), robots, and virtual reality (VR) of the 4th industrial revolution. e-Learning is being used as an online lecture for education in ICT, but edutech is attracting attention along with e-learning as the feeding of non-face-to-face education has rapidly increased due to COVID-19. Therefore, this paper summarizes the reviewed papers on the blockchain-based badge service platform, simulation-based collaborative e-Learning system, video English dictionary, and blockchain-based access control audit system.

The Design of Remote Monitoring and Warning System for Dangerous Chemicals Based on CPS

  • Kan, Zhe;Wang, Xiaolei
    • Journal of Information Processing Systems
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    • v.15 no.3
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    • pp.632-644
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    • 2019
  • The remote monitoring and warning system for dangerous chemicals is designed with the concept of the Cyber-Physical System (CPS) in this paper. The real-time perception, dynamic control, and information service of major hazards chemicals are realized in this CPS system. The CPS system architecture, the physical layer and the applacation layer, are designed in this paper. The terminal node is mainly composed of the field collectors which complete the data acquisition of sensors and video in the physical layers, and the use of application layer makes CPS system safer and more reliable to monitor the hazardous chemicals. The cloud application layer completes the risk identification and the prediction of the major hazard sources. The early intelligent warning of the major dangerous chemicals is realized and the security risk images are given in the cloud application layer. With the CPS technology, the remote network of hazardous chemicals has been completed, and a major hazard monitoring and accident warning online system is formed. Through the experiment of the terminal node, it can be proved that the terminal node can complete the mass data collection and classify. With this experiment it can be obtained the CPS system is safe and effective. In order to verify feasible, the multi-risk warning based on CPS is simulated, and results show that the system solves the problem of hazardous chemicals enterprises safety management.