• Title/Summary/Keyword: Online Video

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How to Search and Evaluate Video Content for Online Learning (온라인 학습을 위한 동영상 콘텐츠 검색 및 평가방법)

  • Yong, Sung-Jung;Moon, Il-Young
    • Journal of Advanced Navigation Technology
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    • v.24 no.3
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    • pp.238-244
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    • 2020
  • The development and distribution rate of smartphones have progressed so rapidly that it is safe for the entire nation to use them in the smart age, and the use of smartphones has become an essential medium for the use of domestic media content, and many people are using various contents regardless of gender, age, or region. Recently, various media outlets have been consuming video content for online learning, indicating that learners utilize video content online for learning. In the previous research, satisfaction studies were conducted according to the type of content, and the improvement plan was necessary because no research was conducted on how to evaluate the learning content itself and provide it to learners. In this paper, we would like to propose a system through evaluation and review of learning content itself as a way to improve the way of providing video content for learning and quality learning content.

Implementation of User Recommendation System based on Video Contents Story Analysis and Viewing Pattern Analysis (영상 스토리 분석과 시청 패턴 분석 기반의 추천 시스템 구현)

  • Lee, Hyoun-Sup;Kim, Minyoung;Lee, Ji-Hoon;Kim, Jin-Deog
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.24 no.12
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    • pp.1567-1573
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    • 2020
  • The development of Internet technology has brought the era of one-man media. An individual produces content on user own and uploads it to related online services, and many users watch the content of online services using devices that allow them to use the Internet. Currently, most users find and watch content they want through search functions provided by existing online services. These features are provided based on information entered by the user who uploaded the content. In an environment where content needs to be retrieved based on these limited word data, user unwanted information is presented to users in the search results. To solve this problem, in this paper, the system actively analyzes the video in the online service, and presents a way to extract and reflect the characteristics held by the video. The research was conducted to extract morphemes based on the story content based on the voice data of a video and analyze them with big data technology.

A Study of the Practicalities and Effects of Online Discussion Classes at Universities (대학 온라인 토의수업의 실제와 효과에 대한 연구)

  • Kim, Hyeon-Yeong;Jang, Ok-Sun;Lee, Soo-Jeong
    • The Journal of the Korea Contents Association
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    • v.21 no.8
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    • pp.271-284
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    • 2021
  • The purpose of this study is to explore the current status and effects of online discussion classes in universities. To this end, a survey was conducted on university students attending a total of four universities in Seoul and Gyeonggi Province to diagnose their perceptions of the operation of online discussion classes and their effects. The collected data were analyzed using frequency analysis, descriptive statistical analysis, cross-analysis, F-test, T-test, and Scheffe test by applying SPSS program. As a result of the study, first, it was found that 'non-real-time recorded lessons' and 'real-time interactive video lessons' were mainly conducted at universities after the COVID19 crisis. Second, in the online class method, 'real-time interactive video class' had a positive effect on 'debate class preference' and was found to be more meaningful. Third, college students recognized participation in online discussion classes as a foundation for expanding creative thinking skills, suggesting that strengthening through smooth communication and exchanges based on learners' sufficient cognitive processes on discussion methods and procedures is more helpful.

A Study on the Learner's Satisfaction of on-line Classes in Liberal Arts course - Focusing on on-line recorded video lectures (교양 과목에서의 온라인 수업 학습자 만족에 관한 연구 - 녹화 동영상 수업을 위주로)

  • Jun, Byoungho
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.17 no.4
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    • pp.197-207
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    • 2021
  • The threat of COVID-19 pandemic put many universities in Korea to develop and implement various types of non-face-to-face on-line classes, such as on-line real time class and on-line recorded video class. Online education has been recognized as one of the effective educational methods because of its ubiquitous and flexible educational environments. Even though COVID-19 led to many problems such as faculty's burden and stress during the early stage of COVID-19, both students and faculties have gradually become familiar with on-line environment. As students have got accustomed to the online environment, on-line recorded lectures are shown to be more preferred rather than on-line real time class. Researches regarding the learner's satisfaction of on-line classes during the COVID-19 indicate that systematic and good quality contents and interaction by instructor are important factors. This study, therefore, investigate the learner's satisfaction of online classes in Liberal Arts course using recorded video contents in terms of contents and interaction. The results of empirical analysis reveal that systematic and good quality contents are likely to predict learner's satisfaction and interaction plays a great role in providing those contents. These findings provide insights that preparing systematic contents and interaction are key to enhancing learner's satisfaction of on-line classes in Liberal Arts course.

Online pedagogical strategies of a fashion design CAD course - Focused on Adobe Photoshop, Illustrator, and Texpro programs - (패션디자인 CAD의 온라인 교육 방법 연구 - 포토샵, 일러스트레이터, 텍스프로 프로그램을 중심으로 -)

  • Kwon, Sang-Hee
    • The Research Journal of the Costume Culture
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    • v.30 no.5
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    • pp.717-731
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    • 2022
  • The purpose of this study is to suggest effective online pedagogical strategies for a fashion design CAD course to enhance student learning and satisfaction. The study investigated student experience of online learning and compared online learning with a face-to-face learning experience. Student concentration, participation, perceptions of effectiveness of teaching, utilization of learning materials, and satisfaction were analyzed using a 5-point Likert scale. Advantages and disadvantages of online learning as well as advantages of face-to-face learning were also analyzed both quantitatively and qualitatively. Student concentration, participation, and perception of effectiveness of teaching were greater for face-to-face learning with significantly higher concentration on individual practice. Students utilized video recording of synchronous online lectures more actively than PDF lecture notes. The advantages of face-to-face learning were plentiful communication and feedback and easy questioning process as well as high levels of understanding and concentration. Meanwhile, major disadvantages of online learning were the speed of the lecture, lower levels of understanding and concentration, limited peer interaction, and technical problems. Major advantages of online learning were flexibility and convenience, repetitive learning through videos, and instant communication and feedback. Students preferred a blended learning approach for the fashion design CAD course. For effective online learning, it is suggested that instructors frequently question and check student practice through screen share in a private online meeting room and engage activities that are demanding of student interaction. The video recording of synchronous online lectures is also suggested as a supplemental learning material for repetitive learning.

Development of VR Image contents platform in online market (온라인 마켓의 VR 영상 플랫폼 개발)

  • Ahn, In-Soo
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2018.01a
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    • pp.213-214
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    • 2018
  • 온라인 마켓을 통한 교육용 영상콘텐츠의 유통은 안정적인 시장을 형성하고 있지만, 오프라인 교육의 효과를 전적으로 대체하기는 어려운 것으로 나타났다. IT 기술의 발전에 따른 가상현실 시장인 VR(Virtual Reality)이 주목 받고 있으며 이를 접목한 다양한 콘텐츠가 대중에게 서비스 되고 있다. 본 연구에서는 온라인에서 교육적인 효과를 향상시킬 수 있는 교육용 VR 영상 플랫폼 제공 방안을 제안한다.

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Critical Thinking and Debate Education under Non-Face-to-Face Situation - Through Online classes for Freshmen at the Engineering College (비대면 환경에서의 비판적 사고와 토론교육 - 공대 신입생 대상 온라인 수업 사례를 중심으로)

  • Shin, Heesun
    • Journal of Engineering Education Research
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    • v.24 no.1
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    • pp.34-45
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    • 2021
  • This research is a case study about "Critical Thinking and Debate Education" class which was done for freshmen at the engineering college of "S" Women's University. Real time remote classes through LMS and ZOOM were the most effective tools under on-line circumstances, considering the fact that video lectures only cannot cultivate students' capabilities of critical thinking and communication. Throughout the analysis on students' self-reflection journals and lecture evaluations, this paper examined considerable future points and the pros and cons of "Critical Thinking and Debate Education" under online presentation and discussion situation. As research outputs, students told they could feel less nervousness and anxiety when they exercise and have a presentation because they could choose familiar space for them. In addition, students also told that they feel comfortable about both self-feedback and peer evaluation, repeatedly seeing the recorded video clip. However, on the contrary, sometimes students felt uncomfortable due to unstable internet connection through the online classes, and they also were regretful about the missing chances of interaction between a teacher and students and of intimate exchanges among students. They also told they had felt a kind of limit of enhancing their presentation skills just in front of the monitor. Considering these outcomes, this research paper points out that online education needs to be proceeded by strengthening multi layered feedback to students with the build-up of a non-face-to-face stable educational infrastructure, application of online instructional strategy, and utilization of YouTube platform and video contents. Through this research paper, I hope the new system of encompassing on/off line "Critical Thinking and Debate Education" and effective teaching and learning method can be developed soon by strengthening the strength of online education.

How Long Will Your Videos Remain Popular? Empirical Study with Deep Learning and Survival Analysis

  • Min Gyeong Choi;Jae Hong Park
    • Asia pacific journal of information systems
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    • v.33 no.2
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    • pp.282-297
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    • 2023
  • One of the emerging trends in the marketing field is digital video marketing. Online videos offer rich content typically containing more information than any other type of content (e.g., audible or textual content). Accordingly, previous researchers have examined factors influencing videos' popularity. However, few studies have examined what causes a video to remain popular. Some videos achieve continuous, ongoing popularity, while others fade out quickly. For practitioners, videos at the recommendation slots may serve as strong communication channels, as many potential consumers are exposed to such videos. So,this study will provide practitioners important advice regarding how to choose videos that will survive as long-lasting favorites, allowing them to advertise in a cost-effective manner. Using deep learning techniques, this study extracts text from videos and measured the videos' tones, including factual and emotional tones. Additionally, we measure the aesthetic score by analyzing the thumbnail images in the data. We then empirically show that the cognitive features of a video, such as the tone of a message and the aesthetic assessment of a thumbnail image, play an important role in determining videos' long-term popularity. We believe that this is the first study of its kind to examine new factors that aid in ensuring a video remains popular using both deep learning and econometric methodologies.

Development of Online Video Mash-up System based on Automatic Scene Elements Composition using Storyboard (스토리보드에 따라 장면요소를 자동 조합하는 주제모델링 기반 온라인 비디오 매쉬업 시스템 개발)

  • Park, Jongbin;Kim, Kyung-Won;Jung, Jong-Jin;Lim, Tae-Beom
    • Journal of Broadcast Engineering
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    • v.21 no.4
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    • pp.525-537
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    • 2016
  • In this paper, we develop an online video mash-up system which use automatic scene elements composition scheme using a storyboard. There are two conventional online video production schemes. Video collage method is simple and easy, but it was difficult to reflect narrative or story. Another way is a template based method which usually select a template and it replaces resources such as photos or videos in the template. However, if the related templates do not exist, there are limitations that cannot create the desired output. In addition, the quality and atmosphere of the output is too dependent on the template. To solve these problems, we propose a video mash-up scheme using storyboard and we also implement a classification and recommendation scheme based on topic modeling.

Entertainment in a Changing World: Vietnam and Video Gaming

  • Anh, Phan Quang
    • SUVANNABHUMI
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    • v.11 no.2
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    • pp.107-124
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    • 2019
  • The purpose of this paper is to shed light on the development timeline of video gaming in Vietnam. This paper would examine how Southeast Asia has become a key component in constructing the facade of the global gaming industry, focusing on Vietnam. As a communist country, Vietnam showed a distinctive pattern of video gaming reception. Video gaming has become a popular amusement among Vietnamese youth and has also helped Vietnam integrate into the modern world after the Vietnam War.

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