• Title/Summary/Keyword: Sports Media

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Video Highlight Prediction Using Multiple Time-Interval Information of Chat and Audio (채팅과 오디오의 다중 시구간 정보를 이용한 영상의 하이라이트 예측)

  • Kim, Eunyul;Lee, Gyemin
    • Journal of Broadcast Engineering
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    • v.24 no.4
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    • pp.553-563
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    • 2019
  • As the number of videos uploaded on live streaming platforms rapidly increases, the demand for providing highlight videos is increasing to promote viewer experiences. In this paper, we present novel methods for predicting highlights using chat logs and audio data in videos. The proposed models employ bi-directional LSTMs to understand the contextual flow of a video. We also propose to use the features over various time-intervals to understand the mid-to-long term flows. The proposed Our methods are demonstrated on e-Sports and baseball videos collected from personal broadcasting platforms such as Twitch and Kakao TV. The results show that the information from multiple time-intervals is useful in predicting video highlights.

Interface Design for Motion-Based Physical Interactive Games (체감형 게임을 위한 운동 동작 기반 인터페이스 설계)

  • Jang, Won-Jun;Gil, Young-Ik;Seo, Hye-Ran;Sung, Bokyung;Kim, Da-In;Ko, Il-Ju
    • Journal of Korea Game Society
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    • v.19 no.4
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    • pp.15-26
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    • 2019
  • In this paper, an interface for the physical interactive game based on the exercise movement was designed. The interface which uses exercise motion detects was designed and applied to the physical interactive game. As a result, this application to the contents was made possible by combining the physical movements that involve motility through the training method. Furthermore, accurate exercise motions that correspond to each situation were induced using the game objects. The developed interface is expected to be used in a physical interactive game that incorporates other types of exercises.

Analysis of Yoga Keywords with Media Big Data (미디어 빅데이터를 통한 요가 관련 키워드 분석)

  • Chi, Dong-Cheol;Lim, Hyu-Seong;Kim, Jong-Hyuck
    • Journal of the Korea Convergence Society
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    • v.13 no.5
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    • pp.365-372
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    • 2022
  • South Korea is entering an aging society, and since the musculoskeletal system directly affects elders' daily life, muscle exercise and flexibility are required. In particular, yoga relaxes the mind and the body and heightens stress coping ability. To investigate keywords about yoga, news articles provided by BIGKinds, a news analysis system, was applied to collect articles from January 1, 2019, to December 31, 2021, and an analysis was conducted about the monthly keywords and the relationship followed by the weighted degree. Based on the research findings, first, it showed that there is high interest in yoga during the spring and autumn seasons. Second, yoga is offered in non-contact methods nowadays, and various social network services are applied for the operation. Third, there was high public attention to articles on yoga instructors and trainers, and this revealed the importance and interest in online coaching. It is anticipated to apply it for the development of yoga workout programs and base data to develop sports for all.

RTTC System through Fusion of Dynamic and Static Game Elements (동적·정적 게임 요소의 퓨전을 통한 RTTC 시스템 )

  • Chang-Jo, Sung;Kyung-Soo, Park;Seo-Hyun, Kim;Chae-Lim, Lee;Ji-Hye, Huh;Sung-Jun, Park
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.1
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    • pp.183-189
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    • 2023
  • Most of the games in the RTS genre, including games such as Starcraft and LOL, which are considered the most successful works in E-sports, have become increasingly uniform and boring. In order to make more changes in a uniform and boring system, I thought it could be solved through a combination of genres that have been fully developed and verified, so I tried to present a new game paradigm. To this end, let's focus on the genres of RTS andt TCG among the popular game genres and present a new paradigm by combining the dynamic and static features of these two genres. The new Real-Time Trading Card (RTTC) genre of game system proposed in this paper refers to a new type of game system that fuses the dynamic and static elements of the game. This mixed genre can be a new paradigm for games that can satisfy both gamers and viewers by minimizing the uniformity of the game while adding the randomness of cards to the characteristics of RTS called real-time warfare.

A Study on the Installation and Abolition of Convergence Department in University (한국 대학의 융합학과 설치와 폐과 현황 분석)

  • Oh Dayyoung
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.1
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    • pp.111-119
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    • 2024
  • This study analyzed the current status of the convergence departments of universities from 2019 to 2023. The number of installation increased from 430 in 2019 to 649 in 2023. The accumulated number of abolition increased from 177 to 509 at the same period. Many were suddenly installed without enough readiness. The convergence department bubble phenomenon began to extinguish in 2022. The number of the convergence departments in academic division was more in the order of engineering, humanities and social sciences, natural sciences, and arts and sports every year. The proportion of engineering decreased and that of humanities and social sciences increased. The number of sub-division installing convergence departments increased from 65 to 81 during 5 years. Convergence education was in the process of gradually spreading to various fields.

A Study on Public Policy through Semantic Network Analysis of Public Data related News in Korea (국내 공공데이터 관련 뉴스 의미망 분석을 통한 공공정책 연구)

  • Moon, HyeJung;Lee, Kyungseo
    • Journal of Broadcast Engineering
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    • v.23 no.4
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    • pp.536-548
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    • 2018
  • Public data has been transformed from provider-oriented information disclosure to a form of personalized information sharing centered on individual citizens since government 3.0. As a result, the government is implementing policies and projects to maximize the value of public data and increase reuse. This study analyzes the issues related to public data in the news and seeks the status of government agencies and government projects by issue. We conducted semantic analysis on domestic online news and public agency bidding information including public data and conducted the work of linking major key words derived with social and economic values inherent in public data. As a result, major issues related to public data were divided into broader access to public data, growth of new technology, cooperation and conflict among stakeholders, and utilization of the private sector, which were closely related to transparency, efficiency, participation, and innovation mechanisms. Also major agencies of four issues include the Ministry of Strategy and Finance and Seoul, Ministry of Culture, Sports and Tourism and Gyeonggi-do, Ministry of Trade, Industry and Energy and Incheon, and Ministry of Land, Infrastructure and Transport and Gyeongsangbuk-do. Most of the issues are being led by the government.

Subjective Video Quality Evaluation and User Satisfaction according to Screen Size and Content Type : Comparison of UHD and UWV (화면크기와 콘텐츠유형에 따른 주관적 영상품질 평가와 이용자 만족도: UHD와 UWV 비교 분석)

  • Cho, EunSun;Lee, Jin-Myong;Rha, Jong-Youn;Park, Sunny;Koo, Hye-Gyoung;Cho, YongJu;Seo, Jung-Il
    • Journal of Digital Convergence
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    • v.16 no.12
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    • pp.283-292
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    • 2018
  • UHD (Ultra High Definition) broadcasting technology, and UWV (Ultra Wide Vision) which is the high quality panoramic video of wide view angle based on UHD, were commercialized in Korea for the first time in the world, and those are representative realistic video technologies that maximize the user's sense of presence. By comparing the user's subjective reaction of UHD and UWV, the purpose of this study is to systematically establish the user's subjective video quality evaluation. For this purpose, a large screen projection experiment is designed by setting the screen size (4k x 2k, 8k x 2k) and content types (sports, landscape, concert) as variables to measure the user's subjective video quality evaluation and satisfaction. As a result of the study, the users' evaluation of UWV was higher than UHD in all items of subjective video quality, and satisfaction. Moreover, the results showed the significant differences depending on the video contents. Based on the results of the research, the study proposed the points necessary for the development and commercialization of UWV panoramic technology, and suggestions for the future research.

A study on cognition about long-take shot in films

  • Lee, Yong-Whan
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.8
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    • pp.103-110
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    • 2022
  • This study is a paper on the recognition of college students about the long-take shot technique which is often used to give a sense of reality and realism to films. 13 surveys were conducted on 92 students, including their perception of long-take films, their feelings after watching the film, satisfaction, and future prospects. Participants in the surveys consisted of 23 students in the health field, 16 students in the natural field, 41 students in the arts and sports field, and 13 students in the engineering field. As a result of the surveys, 68.8% of students answered "I know" about long-take film, and the feeling after watching the long-take film was found in the order of reality (realism) 68.8%, tension 16.1%, and boredom 15.1%. After watching the long-take film, 16.1% of students chose "Very satisfied" and 31.2% chose "Satisfied". Future prospects for long-take film showed high with 17.2% for "It will be developed very much" and 48.4% for "It will be developed". Preference for long-take film and general film was 67.7% for "long-take film" and 32.3% for "general film", showing high preference for long-take film. As a further research project, more in-depth surveys will be conducted targeting broadcasting & media contents majors in their 20s, and the long-take films used according to the story development process in domestic films will be analyzed.

National Awareness of the 2019 World Swimming Championships using Big Data from Social Network Analysis (소셜네트워크 분석의 빅데이터를 활용한 2019세계수영선수권 대회의 국내 인식조사)

  • Kim, Gi-Tak
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.4
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    • pp.173-184
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    • 2019
  • The data processing of this study is based on the word data search in social media through textom and the big data analysis is carried out and three areas (2019 Gwangju World Swimming Championships, 2019 Gwangju World Swimming Masters Competition, 2019 World Swimming Championships Problem) was consistently handled through data collection and refinement in the web environment. We applied the collected words to the program of Ucinet6, visualized them, and conducted a CONCOR analysis to grasp the similar relationship of words and to identify the cluster of common factors. As a result of the analysis, the clusters related to the 2019 Gwangju World Swimming Championships mainly consisted of four major areas of recognition and perception, mainly searching for operational aspects related to the swimming championship, and the community related to the 2019 Gwangju World Swimming Masters Competition Is mainly searched for the promotion of the Masters Competition and the aspect of the competition divided into two areas of major recognition and peripheral recognition. The cluster related to the problems of the 2019 Gwangju World Swimming Championships is divided into five areas, And they are mainly searching for the place, operation, institution, event, etc. of the problem of the swimming championship.

Analysis of Keywords in national river occupancy permits by region using text mining and network theory (텍스트 마이닝과 네트워크 이론을 활용한 권역별 국가하천 점용허가 키워드 분석)

  • Seong Yun Jeong
    • Smart Media Journal
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    • v.12 no.11
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    • pp.185-197
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    • 2023
  • This study was conducted using text mining and network theory to extract useful information for application for occupancy and performance of permit tasks contained in the permit contents from the permit register, which is used only for the simple purpose of recording occupancy permit information. Based on text mining, we analyzed and compared the frequency of vocabulary occurrence and topic modeling in five regions, including Seoul, Gyeonggi, Gyeongsang, Jeolla, Chungcheong, and Gangwon, as well as normalization processes such as stopword removal and morpheme analysis. By applying four types of centrality algorithms, including stage, proximity, mediation, and eigenvector, which are widely used in network theory, we looked at keywords that are in a central position or act as an intermediary in the network. Through a comprehensive analysis of vocabulary appearance frequency, topic modeling, and network centrality, it was found that the 'installation' keyword was the most influential in all regions. This is believed to be the result of the Ministry of Environment's permit management office issuing many permits for constructing facilities or installing structures. In addition, it was found that keywords related to road facilities, flood control facilities, underground facilities, power/communication facilities, sports/park facilities, etc. were at a central position or played a role as an intermediary in topic modeling and networks. Most of the keywords appeared to have a Zipf's law statistical distribution with low frequency of occurrence and low distribution ratio.