• Title/Summary/Keyword: TV/비디오 시청

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A Collaborative Video Annotation and Browsing System using Linked Data (링크드 데이터를 이용한 협업적 비디오 어노테이션 및 브라우징 시스템)

  • Lee, Yeon-Ho;Oh, Kyeong-Jin;Sean, Vi-Sal;Jo, Geun-Sik
    • Journal of Intelligence and Information Systems
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    • v.17 no.3
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    • pp.203-219
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    • 2011
  • Previously common users just want to watch the video contents without any specific requirements or purposes. However, in today's life while watching video user attempts to know and discover more about things that appear on the video. Therefore, the requirements for finding multimedia or browsing information of objects that users want, are spreading with the increasing use of multimedia such as videos which are not only available on the internet-capable devices such as computers but also on smart TV and smart phone. In order to meet the users. requirements, labor-intensive annotation of objects in video contents is inevitable. For this reason, many researchers have actively studied about methods of annotating the object that appear on the video. In keyword-based annotation related information of the object that appeared on the video content is immediately added and annotation data including all related information about the object must be individually managed. Users will have to directly input all related information to the object. Consequently, when a user browses for information that related to the object, user can only find and get limited resources that solely exists in annotated data. Also, in order to place annotation for objects user's huge workload is required. To cope with reducing user's workload and to minimize the work involved in annotation, in existing object-based annotation automatic annotation is being attempted using computer vision techniques like object detection, recognition and tracking. By using such computer vision techniques a wide variety of objects that appears on the video content must be all detected and recognized. But until now it is still a problem facing some difficulties which have to deal with automated annotation. To overcome these difficulties, we propose a system which consists of two modules. The first module is the annotation module that enables many annotators to collaboratively annotate the objects in the video content in order to access the semantic data using Linked Data. Annotation data managed by annotation server is represented using ontology so that the information can easily be shared and extended. Since annotation data does not include all the relevant information of the object, existing objects in Linked Data and objects that appear in the video content simply connect with each other to get all the related information of the object. In other words, annotation data which contains only URI and metadata like position, time and size are stored on the annotation sever. So when user needs other related information about the object, all of that information is retrieved from Linked Data through its relevant URI. The second module enables viewers to browse interesting information about the object using annotation data which is collaboratively generated by many users while watching video. With this system, through simple user interaction the query is automatically generated and all the related information is retrieved from Linked Data and finally all the additional information of the object is offered to the user. With this study, in the future of Semantic Web environment our proposed system is expected to establish a better video content service environment by offering users relevant information about the objects that appear on the screen of any internet-capable devices such as PC, smart TV or smart phone.

A Study on the Development of T-DMB Frame Analysis Simulator and its Utilization in Education (T-DMB 프레임 분석 시뮬레이터 개발 및 교육활용에 관한 연구)

  • Hwang, In-Tae;Kim, Han-Jong
    • Journal of Practical Engineering Education
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    • v.7 no.1
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    • pp.31-37
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    • 2015
  • Terrestrial digital multimedia broadcasting (TDMB) is a method of bringing multimedia images, radio, internet, and television to portable devices through terrestrial digital radio transmissions. TDMB related educations being carried out in colleges are focusing on developing firmware which enables users to choose a wanted service. TDMB transmission frame is made up of synchronization channel (SC), fast information channel (FIC), and main service channel (MSC). Services such as video, audio and date are transmitted in the form of subchannel in the MSC. FIC carries information related to each services and subchannels. This paper presents a TDMB frame analysis simulator for analyzing and displaying FIC data on PC. TDMB frame analysis simulator contains functions such as controlling TDMB receiver through USB, establishing the frequency, bringing FIC to PC, displaying ensemble ID and levels, and displaying informations related to services and subchannels. In addition to that, this simulator has a function of being able to store FIC date and subchannel data. This simulator being developed with C++ is expected to be used to view those data visually so that it helps students to understand the TDMB system better and bring about the educational motivation.

Analysis on the Leisure Constraint and Index Concentrate Here Improvement's Leisure Activities among the Private Security Agents Applying PPA Technique (PPA기법을 적용한 민간경호경비원의 여가제약과 중점개선 여가활동 참가지수 분석)

  • Kim, Kyong-Sik;Kim, Chan-Sun;Park, Young-Man
    • The Journal of the Korea Contents Association
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    • v.10 no.7
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    • pp.317-325
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    • 2010
  • This study aims to deduct the extensive improvement types of leisure activities of private security agents using PPA technique and to examine the influence of leisure constraint on the index of participation. Through this process, this study consequently will draw the priority list of investment on the policy for improving the welfare status of private security agents. In this study, judgement sampling was applied to 6 security agencies located in Seoul, 2010, and 267 cases were used in the final analysis. Collected data went through factor analysis, reliability analysis, paired t test, PPA analysis, and regression analysis by using SPSSWIN 17.0. The conclusions were drawn as follows. In regard to the reliability, Cronbach's $\alpha$ was over .768. First, there was a difference between the preference rate and the participation rate which are the participation index of the private security agents' leisure activities. concentrate here in leisure types turned out to be fitness activities, walking/jogging, tourism, a day-long travel, and keep up the cood work in leisure types are movies, domestic tourist attractions, dating, eating out, personal relationship, watching sports, reading, karaoke, TV video watching, drinking etc. low priority in leisure types are water sports, hiking, biking, soccer, photography, ball games, sky sports, playing go/janggi, inline skates, and cooking. Second, the leisure constraint affects the participation index of leisure activities. As the personal constraint, and surrounding conscious constraint which are the subordinate factors of the leisure constraint get bigger, the participation index of favored leisure activities become lower. In contrast, when the difficulties such as structural constraint, time and economical constraint are overcome, participation index of leisure activities go on the rise.

Revision of a Questionnaire to Assess Health Behaviors in Obese Children (비만 아동에 대한 설문지의 분석과 재구성)

  • Park, So Eun;Yom, Hye Won;Seo, Jeong Wan;Lee, He Jin;Park, Hye Sook
    • Pediatric Gastroenterology, Hepatology & Nutrition
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    • v.7 no.2
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    • pp.215-227
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    • 2004
  • Purpose: The prevalence of childhood obesity has increased dramatically. It is important to know about life style and dietary habits of the obese children because the treatment of childhood obesity focuses on using behavioral modification techniques. We aimed to develop a questionnaire for the purpose of providing convenient and useful guidance to pediatricians who evaluate and treat obese children. Methods: Previously developed questionnaire was given to 94 obese children and their parents who had visited clinic for obese children and adolescents. We analyzed response rates on questions and reliability between children and their parents. Results: The response rates on questions were somewhat high. Agreement of paired questions of both parents and children was also moderately high (63~92%). It is acceptable to complete questions by either parents or children alone. Items for hours of playing video games or computer, maternal job, kind of consuming beverage and food outside home were added. Conclusion: We concluded that some questions are not needed to be given to both parents and their children. It would be better to have parents record life style of their children and to have children record their food intake with physical activity outside home.

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Energy expenditure measurement of various physical activity and correlation analysis of body weight and energy expenditure in elementary school children (일부 초등학생의 대표적 신체활동의 에너지소비량 측정 및 에너지소비량과 체중과의 상관성 분석)

  • Kim, Jae-Hee;Son, Hee-Ryoung;Choi, Jung-Sook;Kim, Eun-Kyung
    • Journal of Nutrition and Health
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    • v.48 no.2
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    • pp.180-191
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    • 2015
  • Purpose: There is a lack of data on the energy cost of children's everyday activities, adult values are often used as surrogates. In addition, the influence of body weight on the energy cost of activity when expressed as metabolic equivalents (METs) has not been vigorously explored. Methods: In this study 20 elementary school students 9~12 years of age completed 18 various physical activities while energy expenditure was measured continuously using a portable telemetry gas exchange system ($K_4b^2$, Cosmed, Rome, Italy). Results: The average age was 10.4 years and the average height and weight was 145.1 cm and 43.6 kg, respectively. Oxygen consumption ($VO_2$), energy expenditure and METs at the time of resting of the subjects were 5.41 mL/kg/min, 1.44 kcal/kg/h, and 1.5 METs, respectively. METs values by 18 physical activities were as follows: Homework and reading books (1.6 METs), playing game with a mobile phone or video while sitting (1.6 METs), watching TV while sitting on a comfortable chair (1.7 METs), playing video game or mobile phone game while standing (1.9 METs), sweeping a room with a broom (2.7 METs) and playing a board game (2.8 METs) belong to light intensity physical activities. By contrary, speedy walking and running were 6.6 and 6.7 METs, respectively, which belong to high intensity physical activities over 6.0 METs. When the effect of body weight on physical activity energy expenditure was determined, $R^2$ values increased with 0.116 (playing a game at sitting), 0.176 (climbing up and down stairs), 0.246 (slow walking), and 0.455 (running), which showed that higher activity intensity increased explanation power of body weight on METs value. Conclusion: This study is important for direct evaluation of energy expenditure by physical activities of children, and it could be used directly for revising and complementing the existing activity classification table to fit for children.