• 제목/요약/키워드: Online video

검색결과 432건 처리시간 0.024초

대학에서의 DVC(desktop video conferencing) 강의사례 연구 (A Case Study of Desktop Video Conferencing Instruction at university)

  • 박락영;김미영;최완식
    • 대한공업교육학회지
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    • 제30권2호
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    • pp.104-114
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    • 2005
  • The purposes of this study were to examin instructor and students's responses and to explore the pros and cons and the possibility of the DVC(desktop video conferencing) instruction at a C university in Daejon. 6 males and 5 females took the course. 10 lived in Daejeon and 1, who accessed from other region, lived other province, Pusan. Students were surveyed and interviewed, instructor was interviewed and the online observation of the instruction was undertaken. Students' responses showed that the DVC instruction was very effective to generate student's learning motivation and interest and to deliver the learning contents. Instructor's variety roles different from conventional one were very important and instruction must be run to activate students' interactions.

온라인 게임 중독 특성이 자아통제를 통해 충동성 범죄에 미치는 영향 (Effects of online game addiction on impulsive crime through Self-control)

  • 이지엽;권두순
    • 디지털산업정보학회논문지
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    • 제13권1호
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    • pp.135-145
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    • 2017
  • Distribution of online media sharply accelerated in the modern society, leading to robust increase in the time where individuals spend their leisure time on the Internet. One of the most popular entertainments among this is the video game industry, which gradually came to possess the characteristics like violence, cruelty, gambling, and sexuality, in order to gain attention. This study aims to investigate the addiction characteristics of users of domestic online games and to verify the causal relationship of these factors on the factors that affect impulsive crimes through Self-control. For practical verification of this study, survey was conducted for students of W High School in Incheon. This study is meaningful in that it prepared a theoretical foundation in the process of inferring criminal intent for impulsive crimes based on the effects of online games on impulsiveness, aggression, and addiction. It is also significant in that it presented a new mechanism that ego control, which occurred in the process of presenting a new variable of negative effect of online game on the criminal intent of impulsive crime, affects impulsive crime.

An Empirical Study on the Interaction Effects between the Customer Reviews and the Customer Incentives towards the Product Sales at the Online Retail Store

  • Kim, J.B.;Shin, Soo Il
    • Asia pacific journal of information systems
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    • 제25권4호
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    • pp.763-783
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    • 2015
  • Online customer reviews (i.e., electronic word-of-mouth) has gained considerable interest over the past years. However, a knowledge gap exists in explaining the mechanisms among the factors that determine the product sales in online retailing environment. To fill the gap, this study adopts a principal-agent perspective to investigate the effect of customer reviews and customer incentives on product sales in online retail stores. Two customer review factors (i.e., average review ratings and the number of reviews) and two customer incentive factors (i.e., price discounts and special shipping offers) are used to predict product sales in regression analysis. The sales ranking data collected from the video game titles at Amazon.com are used to analyze the direct effects of the four factors and the interaction effects between customer review and customer incentive factors to product sales. Result reveals that most relationships exist as hypothesized. The findings support both the direct and interaction effects of customer reviews and incentive factors on product sales. Based on the findings, discussions are provided with regard to the academic and practical contributions.

온라인 게임 과몰입에 영향을 주는 사회적 상호작용 요인에 관한 연구 (A Study on Social Interaction Factors Influencing on Excessive Online Game Usage)

  • 김용영;김미혜
    • 디지털융복합연구
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    • 제14권1호
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    • pp.387-398
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    • 2016
  • 2000년대 들어 꾸준히 성장한 국내 게임시장 규모는 10조 원 대 진입을 눈앞에 두고 있다. 게임 시장의 규모만 커진 것이 아니라 온라인 게임의 사용 행태도 변하고 있다. 전통적인 비디오 게임과 다르게 온라인 게임은 인터넷을 통해 사회적 상호작용을 허용한다. 온라인 게임은 일상적인 활동이 되었고, 사회적 상호작용은 큰 영향을 미치고 있다. 사회적 상호작용이 긍정적인 영향만을 미치는 것이 아니라 이로 인해 온라인 게임을 과도하게 이용하는 경우도 발생하고 있다. 이러한 상황에서 포괄적으로 바라보았던 사회적 요인을 체계화하여 온라인 게임의 과도한 이용 행태에 미치는 영향을 살펴볼 필요가 있다. 본 연구에서는 사회적 상호작용 요인을 고독 탈피, 가상세계 연계 확대, 현실세계 결속 강화로 세분화하고, 이러한 사회적 상호작용 요인이 온라인 게임 과몰입에 미치는 영향을 파악하였다. 본 연구는 온라인으로 수집된 자료의 분석을 통해 고독 탈피, 가상세계 연계 확대, 현실세계 결속 강화 모두 온라인 게임의 과몰입에 통계적으로 유의한 영향을 준다는 점을 실증하였다.

COVID-19로 인한 전면 온라인 수업에 대한 만족도 (Satisfaction with Online Classes Due to COVID-19 Pandemic)

  • 김수진
    • 융합정보논문지
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    • 제11권7호
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    • pp.118-127
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    • 2021
  • 본 연구는 코로나19로 인한 2020년 1학기 전면 온라인 수업에 대한 간호학생의 만족도와 일반적 및 온라인 특성에 따른 만족도 차이를 파악하고자 하였다. 간호학과 전체 학생을 대상으로 온라인 설문조사를 하였고 최종 627부에 대하여 SPSS WIN을 이용하여 t-test와 ANOVA를 실시하였다. 연구 결과, 학생들의 정보통신기기 활용능력은 보통 이상으로, 대부분 노트북을 이용하였다. 사전 녹화형 교수 강의 동영상 방식이 가장 많았고, 온라인 콘텐츠 개선에 대한 요구가 가장 높았다. 온라인 수업에 대한 전반적인 만족도는 3점/5점으로, 언제 어디서나 학습 가능한 점에서 만족도가 가장 높았고, 타인에게 온라인 수업 추천에서 만족도가 가장 낮았다. 주관적 성적, 정보통신기기 활용능력, 온라인 수업 방식과 온라인 수업 만족도 간에는 유의한 차이가 있었다. 본 연구를 통해 온라인 수업의 만족도를 높일 수 있는 방안과 코로나-19 이후 대학의 온라인 교육에 대한 정책수립에 관한 기본 자료를 마련하고자 한다.

스포츠의류 마찰음 정보 제공에 따른 인터넷 구매자의 감성평가 (Sensibility Evaluation of Internet Shoppers with the Sportswear Rustling Sounds)

  • 백경랑;조길수
    • 한국감성과학회:학술대회논문집
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    • 한국감성과학회 2009년도 춘계학술대회
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    • pp.177-180
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    • 2009
  • This study investigates the perception of different fabrics by consumers when provided with a video clip with rustling sounds of the fabric. We utilized sportswear products that are currently on the market and evaluated the emotional response of internet shoppers by measuring the physiological and psychological responses. Three kinds of vapor-permeable water-repellent fabric were selected to generate video clips each containing the fabric rustling sound and images of exercise activities wearing the sportswear made of the respective fabric. The new experimental website contained the video clips and was compared with the original website which served as a control. 30 subjects, who had experience to buy clothing online, took part in the physiological and psychological response to the video clip. Electroen-cephalography (EEG) was used to measure the physiological response while the psychological response consisted of evaluating accurate perception of the fabric, satisfaction, and consumer interest. When we offered video clips with fabric's rustling sound on the website, subjects answered they could get more accurate and rapid information to decide to purchase the products than otherwise they do the shopping without such information. However, such rustling sounds somewhat annoy customers, as proved psychological and physiological response. Our study is a critical step in evaluating the consumer's emotional response to sportswear fabric which will promote selling frequency, reduce the return rate and aid development of new sportswear fabric further evolution of the industry.

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방사선치료 환자를 위한 온라인 교육 동영상 분석 (Analysis of Online Educational Videos for Patients with Radiation Therapy)

  • 김대건;정재홍
    • 대한방사선기술학회지:방사선기술과학
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    • 제45권1호
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    • pp.31-39
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    • 2022
  • This study aimed to analyze educational understanding and satisfaction by survey including for the online educational videos by used online platform (YouTube) which provide resolve patient's questions, require attention and treatment information for a patient with radiation therapy. Video viewing analysis was used by YouTube studio. The survey was analyzed general properties (age, academic ability, disease, and watched of no watched videos) and educational understanding and satisfaction for two groups as no watched and watched patients. The views number was 60% at the female higher than 40% at the male. Based on the standard viewing time (hours), the non-subscription rate was 86.7%. The device type mostly used the mobile phone (82.8%). The viewership of educational videos was lower as the age increased and the academic ability decreased in the survey. The educational understanding increased by 22% at watched group as 4.15 point from at no watched group as 3.4 point (p<0.001), and the educational satisfaction increased by 15.8% at watched group as 4.25 point from at no watched group as 3.67 point (p<0.01). The correlation of understanding (r=0.761) and satisfaction (r=0.767) was high for both no watched and watched groups (p<0.01). The online educational videos increased educational understanding and satisfaction for the patient with radiation therapy. Our study could be used references data for improving the quality of medical services.

온택트 시대의 졸업학년 간호대학생이 경험한 온라인 비대면 성인간호학실습에 대한 내용분석 (Content analysis on online non-face-to-face adult nursing practice experienced by graduating nursing students in the ontact era)

  • 임소희
    • 한국산학기술학회논문지
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    • 제22권4호
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    • pp.195-205
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    • 2021
  • 코로나19가 대유행이 되면서 국내 대부분의 간호학과에서는 기존의 실습방법이 아닌 온라인 비대면 실습을 시행하였다. 본 연구는 온라인 비대면 성인간호학실습 과정에서 경험하는 내용을 이해하고자 참여자들이 작성한 성찰일지를 분석한 질적연구이다. 연구 참여자는 일개대학 간호학과 졸업학년인 4학년 재학생 중 본 연구의 목적을 이해하고 참여에 동의한 45명이다. 온라인 비대면 성인간호학실습은 2학점 90시간으로, 1일 9시간씩 총 10일 운영되었다. 본 온라인 성인간호학실습은 컴퓨터 기반 시뮬레이션실습, 컴퓨터 기반 간호술기실습, 동영상 및 교육자료 제작, 실시간 온라인 퀴즈와 온라인 강의영상시청, 토론 등으로 구성되었다. 성찰일지를 분석한 결과, 6개의 범주, 13개의 주제모음, 33개의 주제가 도출되었다. 6개의 범주로는 '다양한 상황경험', '새로운 학습의 경험', '임상실습에 대한 성취감', '교수자와의 관계형성', '비대면 실습에 대한 양가감정', '예비간호사에 대한 두려움'으로 진술되었다. 본 연구는 포스트 코로나 시대를 준비하는 교육현장에서 성인간호학실습이 임상실습기관이 아닌 비대면 실습으로 진행하여 다양한 교육방법으로 운영하고 분석하였다는 데에 의의가 있다. 본 연구는 비대면 성인간호학 실습개발 및 운영의 중요한 기초자료가 될 것을 기대한다.

Impact of Online Learning in India: A Survey of University Students during the COVID-19 Crisis

  • Goswami, Manash Pratim;Thanvi, Jyoti;Padhi, Soubhagya Ranjan
    • Asian Journal for Public Opinion Research
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    • 제9권4호
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    • pp.331-351
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    • 2021
  • The unprecedented situation of COVID-19 caused the government of India to instruct educational institutions to switch to an online mode to mitigate the losses for students due to the pandemic. The present study attempts to explore the impact of online learning introduced as a stop-gap arrangement during the pandemic in India. A survey was conducted (N=289), via Facebook and WhatsApp, June 1-15, 2020 to understand the accessibility and effectiveness of online learning and constraints that students of higher education across the country faced during the peak times of the pandemic. The analysis and interpretation of the data revealed that the students acclimatized in a short span of time to online learning, with only 33.21% saying they were not satisfied with the online learning mode. However, the sudden shift to online education has presented more challenges for the socially and economically marginalized groups, including Scheduled Caste (SC), Scheduled Tribes (ST), Other Backward Class (OBC), females, and students in rural areas, due to factors like the price of high-speed Internet (78.20% identified it as a barrier to online learning), insufficient infrastructure (23.52% needed to share their device frequently or very frequently), poor Internet connectivity, etc. According to 76.47% of respondents, the future of learning will be in "blended mode." A total of 88.92% of the respondents suggested that the government should provide high-quality video conferencing facilities free to students to mitigate the division created by online education in an already divided society.

Novel Intent based Dimension Reduction and Visual Features Semi-Supervised Learning for Automatic Visual Media Retrieval

  • kunisetti, Subramanyam;Ravichandran, Suban
    • International Journal of Computer Science & Network Security
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    • 제22권6호
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    • pp.230-240
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    • 2022
  • Sharing of online videos via internet is an emerging and important concept in different types of applications like surveillance and video mobile search in different web related applications. So there is need to manage personalized web video retrieval system necessary to explore relevant videos and it helps to peoples who are searching for efficient video relates to specific big data content. To evaluate this process, attributes/features with reduction of dimensionality are computed from videos to explore discriminative aspects of scene in video based on shape, histogram, and texture, annotation of object, co-ordination, color and contour data. Dimensionality reduction is mainly depends on extraction of feature and selection of feature in multi labeled data retrieval from multimedia related data. Many of the researchers are implemented different techniques/approaches to reduce dimensionality based on visual features of video data. But all the techniques have disadvantages and advantages in reduction of dimensionality with advanced features in video retrieval. In this research, we present a Novel Intent based Dimension Reduction Semi-Supervised Learning Approach (NIDRSLA) that examine the reduction of dimensionality with explore exact and fast video retrieval based on different visual features. For dimensionality reduction, NIDRSLA learns the matrix of projection by increasing the dependence between enlarged data and projected space features. Proposed approach also addressed the aforementioned issue (i.e. Segmentation of video with frame selection using low level features and high level features) with efficient object annotation for video representation. Experiments performed on synthetic data set, it demonstrate the efficiency of proposed approach with traditional state-of-the-art video retrieval methodologies.