• Title/Summary/Keyword: Online Video Platform

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Design of an Automatic Summary System for Minutes Using Virtual Reality

  • Amsuk Oh
    • Journal of information and communication convergence engineering
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    • v.21 no.3
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    • pp.239-243
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    • 2023
  • Owing to the environment in which it has become difficult to face people, on-tact communication has been activated, and online video conferencing platforms have become indispensable collaboration tools. Although costs have dropped and productivity has improved, communication remains poor. Recently, various companies, including existing online videoconferencing companies, have attempted to solve communication problems by establishing a videoconferencing platform within the virtual reality (Virtual Reality) space. Although the VR videoconference platform has only improved upon the benefits of existing video conferences, the problem of manually summarizing minutes because there is no function to summarize minute documents still remains. Therefore, this study proposes a method for establishing a meeting minute summary system without applying cases to a VR videoconference platform. This study aims to solve the problem of communication difficulties by combining VR, a metaverse technology, with an existing online video conferencing platform.

Design of Metaverse for Two-Way Video Conferencing Platform Based on Virtual Reality

  • Yoon, Dongeon;Oh, Amsuk
    • Journal of information and communication convergence engineering
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    • v.20 no.3
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    • pp.189-194
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    • 2022
  • As non-face-to-face activities have become commonplace, online video conferencing platforms have become popular collaboration tools. However, existing video conferencing platforms have a structure in which one side unilaterally exchanges information, potentially increase the fatigue of meeting participants. In this study, we designed a video conferencing platform utilizing virtual reality (VR), a metaverse technology, to enable various interactions. A virtual conferencing space and realistic VR video conferencing content authoring tool support system were designed using Meta's Oculus Quest 2 hardware, the Unity engine, and 3D Max software. With the Photon software development kit, voice recognition was designed to perform automatic text translation with the Watson application programming interface, allowing the online video conferencing participants to communicate smoothly even if using different languages. It is expected that the proposed video conferencing platform will enable conference participants to interact and improve their work efficiency.

Metaverse Platform to Improve Immersion of Online Video Conferencing System (온라인 화상 회의 시스템의 몰입 개선을 위한 메타버스 플랫폼)

  • Yoon, Dong-eon;Oh, Am-suk
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.05a
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    • pp.35-37
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    • 2022
  • Online video conferencing systems such as Zoom and Discord are mainly used for non-face-to-face work due to their good accessibility and lack restriction of space. However, most online video conferencing systems are difficult to interact in both directions, and problems such as difficulty in communication and lack of immersion are emerging in participants who use them. On the other hand, Metaverse, which has attracted attention with the development of spatial computing, enables smooth interaction like the real world in the three-dimensional virtual world by utilizing hearing, visual, and touch information. In this paper, we propose a method of utilizing the metaverse platform to improve the problem of lack of immersion in the existing online video conferencing system. Through the proposal method, platform users can share and check each other's work screens in a virtual space and exchange various data. In order to improve participants' of immersion, the environment and improvement plan of the metaverse platform were constructed and compared with the existing online video conferencing platform.

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The Influence of Viewing Motivation of the Korean Wave Video Content on Viewing Attitude, National Image of Korea, and Behavioral Intention: Focused on the Chinese Online Video Platform, 'bilibili' (한류 영상 콘텐츠의 시청동기가 시청태도, 한국에 대한 국가 이미지 및 행동의도에 미치는 영향: 중국 영상 플랫폼 'bilibili'를 중심으로)

  • Wang, Yimin;Bae, So Young
    • The Journal of the Korea Contents Association
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    • v.21 no.4
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    • pp.762-772
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    • 2021
  • This study examined the influence of viewing motivation of the Korean wave video content on viewing attitude, national image of Korea, and behavioral intention among users of the Chinese online video platform, 'bilibili.' Using an online questionnaire, a total of 355 copies were collected. The data were analyzed using structural equation modeling. The findings indicate that the four items of viewing motivation (i.e., entertainment, information, relationships, and vicarious satisfaction) exerted a positive impact on the viewing attitude, while real-time discussion showed no significant impact on it. In addition, viewing attitude exerted a significant positive impact on the national image of Korea, which in turn showed positive influences on the behavioral intention (i.e., visit intention, WOM intention). This study contributed to expand the literature by discussing the Chinese major online content platform, Korean culture, and visit intention to Korea focusing on the Korea wave content. A series of theoretical and practical implications were discussed along with the directions for future research.

An Analytical Study on the Importance and Performance of Factors of Online Video Usage: Focusing on the Comparison of Chinese and Korean Platforms

  • So-Hyun Park;Seung-Chul Kim;Tae-Won Lee
    • Journal of Korea Trade
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    • v.26 no.7
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    • pp.145-166
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    • 2022
  • Purpose - The field of online videos has seen rapid changes in information and communications technology (ICT) development. Despite active academic research on the use of online platforms, few studies have analyzed the relative importance among the factors determined. In this study, the relative importance of factors found in previous studies was identified for users of online video platforms in China and Korea. Through this, factors that should be considered first in research on online video use were derived. In addition, the quality level of online video platforms currently used in China and Korea was measured and used for analysis. The analysis results can provide information for companies to enter Chinese and Korean markets and also be useful to platform providers aiming to increase usage. Design/methodology - Among the factors of Online Video Usage identified in previous studies, 13 factors to be studied were selected through focus group interviews and hierarchized into 2 layers. For the analytic hierarchy process (AHP), each factor was designed as a pairwise comparison questionnaire. The survey included questions on the quality of online video platform currently in use. Data collection was conducted on 16 platforms in China and 11 platforms in Korea, and the relative importance of factors and user perspectives was compared and analyzed using importance performance analysis (IPA). In the analytical process, platforms were divided into over-the-top (OTT) group and Creator group according to the weight of user-generated content, and data analysis focused on these groups. Findings - As a result of AHP, China and Korea showed both "Fun" and "Interests" factors at the top, while the importance of the Entertainment factor "Vicarious satisfaction" was very different for China and Korea. "Relationship with content creators" was the most important factor in China, but it ranked the lowest in Korea. The IPA showed that the factors with high importance and performance were fun, interests, and easy accessibility for both China and Korea. In contrast, the factors that showed low performance compared to high importance in China were relationship with content creators, relationship with acquaintances/friends, and trustworthiness. As for Korea, vicarious satisfaction was observed; thus, this study has raised the need for academic and industrial interest in vicarious satisfaction. The results show that fun, interests, vicarious satisfaction, and easy accessibility of the platform are factors that must be included in further studies on online videos. Originality/value - Existing studies related to the use of online platforms have derived factors or focused on the influence relationship between factors and performance. However, few studies have analyzed the relative importance among the determined factors. This paper explores factors to be considered in future studies by deriving the relative importance between these factors from the perspective of users in China and Korea.

What Do The Algorithms of The Online Video Platform Recommend: Focusing on Youtube K-pop Music Video (온라인 동영상 플랫폼의 알고리듬은 어떤 연관 비디오를 추천하는가: 유튜브의 K POP 뮤직비디오를 중심으로)

  • Lee, Yeong-Ju;Lee, Chang-Hwan
    • The Journal of the Korea Contents Association
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    • v.20 no.4
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    • pp.1-13
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    • 2020
  • In order to understand the recommendation algorithm applied to the online video platform, this study examines the relationship between the content characteristics of K-pop music videos and related videos recommended for playback on YouTube, and analyses which videos are recommended as related videos through network analysis. As a result, the more liked videos, the higher recommendation ranking and most of the videos belonging to the same channel or produced by the same agency were recommended as related videos. As a result of the network analysis of the related video, the network of K-pop music video is strongly formed, and the BTS music video is highly centralized in the network analysis of the related video. These results suggest that the network between K-pops is strong, so when you enter K-pop as a search query and watch videos, you can enjoy K-pop continuously. But when watching other genres of video, K-pop may not be recommended as a related video.

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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Information Structure of Online Video Platform Focused on Web-Drama Case (온라인 동영상 시청 플랫폼의 정보구조 탐색 - 웹드라마 사례를 중심으로)

  • Cha, Dong-Min;Sung, Junghwan
    • The Journal of the Korea Contents Association
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    • v.19 no.9
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    • pp.135-143
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    • 2019
  • Purpose of this study is enhancing usability of online video platform by analyze link-depth and advertisement frequency. In this study, researcher checked market share of video platform which publishing web-drama, and compare their link-depth and advertisement frequency. As a result, access to the latest content has two to three link-depth. So it does not worsen usability. but, if contents doesn't show on main page or search result, it requires more than five to six steps. Image advertisement show up more than twice on every platform. 'Youtube' and 'Naver TV' show up pre-roll video advertisement in video player before offering contents. In this video platform information structure, directory searching needs high link-depth level and advertisement frequency. It will increase user's bounce rate and decrease return visit rate. So researcher suggests prototype using drop-down menu to reduce link-depth and enhance information structure.

Research on Online Video Content Distributors in China (중국 온라인 동영상 플랫폼의 발전 현황과 사례 분석)

  • Park, Sung-Eun;Lee, Gun-Woong
    • The Journal of the Korea Contents Association
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    • v.16 no.5
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    • pp.137-147
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    • 2016
  • The Online video content service developed into one of the most popular network service of internet and mobile users. The number of online video content distributors are rapidly increasing in China. But, at present, Online video content distributors in china has the following problems: severe similar content, copyright infringement issue and profit model absence. The purpose of this study is to analyze the development of these distributors, especially YoukuTudou and iQiyiPPS. This study also reviews the stage of development and current situation of online video content market in china.

Integrated Media Platform-based Virtual Office Hours Implementation for Online Teaching in Post-COVID-19 Pandemic Era

  • Chen, Mingzi;Wei, Xin;Zhou, Liang
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.15 no.8
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    • pp.2732-2748
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    • 2021
  • In post-COVID-19 pandemic era, students' learning effects and experience may sharply decrease when teaching is transferred from offline to online. Several tools suitable for online teaching have been developed to guarantee and promote students' learning effects. However, they cannot fully consider teacher-student interaction in online teaching. To figure out this issue, this paper proposes integrated media platform-based virtual office hours implementation for online teaching. Specifically, an integrated media platform (IMP) is first constructed. Then, virtual office hours (VOH) is implemented based on the IMP, aiming at increasing student-teacher interactions. For evaluating the effectiveness of this scheme, 140 undergraduate students using IMP are divided into one control group and three experimental groups that respectively contain text, voice and video modes. The experiment results indicate that applying VOH in the IMP can improve students' online presence and test scores. Furthermore, students' participating modes during VOH implementation can largely affect their degree of presence, which can be well classified by using principal component analysis. The implication of this work is that IMP-based VOH is an effective and sustainable tool to be continuously implemented even when the COVID-19 pandemic period ends.