• Title/Summary/Keyword: TV/Video viewing

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Analysis of Factors of Success on Online VOD Contents (온라인 VOD 영상콘텐츠 흥행요인 분석)

  • An, Jae-Hyeon;Kim, Mi-Kyung;Min, Byeong-Hyun
    • The Journal of the Korea Contents Association
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    • v.10 no.3
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    • pp.157-165
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    • 2010
  • As the result of correlation, the viewing rate of terrestrial broadcasting programs has a little bit affect on online VOD use. In addition, WOM(word of mouth) and online referral importantly influences to the picking with online VOD drama. The great popularity of main actors on drama affect a little bit the viewing of VOD drama but doesn't perfectly affect on it. However, the drama which is performed by great popular actors has positive affect on VOD use. This study result shows that the using of video depends on the effect of WOM, referral and commercial. The casting of a great popular actors plays role of the safeguard which affects viewing rate and add-value. That means the casting of a great popular actors doesn't connect with the success of release but the tool of defense from loss of profit.

The One Time Biometric Key Generation and Authentication Model for Portection of Paid Video Contents (상용 비디오 콘텐츠 보호를 위한 일회용 바이오메트릭 키 생성 및 인증 모델)

  • Yun, Sunghyun
    • Journal of the Korea Convergence Society
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    • v.5 no.4
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    • pp.101-106
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    • 2014
  • Most peoples are used to prefer to view the video contents rather than the other contents since the video contents are more easy to understand with both their eyes and ears. As the wide spread use of smartphones, the demands for the contents services are increasing rapidly. To promote the contents business, it's important to provide security of subscriber authentication and corresponding communication channels through which the contents are delivered. Generally, symmetric key encryption scheme is used to protect the contents in the channel, and the session key should be upadated periodically for the security reasons. In addition, to protect viewing paid contents by illegal users, the proxy authentication should not be allowed. In this paper, we propose biometric based user authentication and one time key generation models. The proposed model is consist of biometric template registration, session key generation and chanel encryption steps. We analyze the difference and benefits of our model with existing CAS models which are made for CATV contents protection, and also provides applications of our model in electronic commerce area.

Analysis of Barrage Culture and User Analysis in New Media Content in the Chinese Market

  • Pan, Yang;Kim, KiHong;Li, SuoWen
    • International Journal of Internet, Broadcasting and Communication
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    • v.14 no.3
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    • pp.115-130
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    • 2022
  • Barrage is an interactive method based on video, and the video itself is visualized from the viewer's point of view to play people's emotions, and it already has an advantage in communication by attracting people's attention using stories and plays. Advances in digital and mobile technology have enabled video viewing anytime, anywhere. Due to the nature of the barrage site that relies on the same video content or playback to participate in video sharing through computers or mobile clients, a barrage that can express users' feelings and thoughts will be added, breaking down the limit of content acceptance by a single user. Barrage satisfy users' entertainment needs, and their influence is growing. Gradually, they are heading to offline movie theaters and TV from barrage videos on the Internet. Attempts to function as offline ammunition facilitated technological innovation for media convergence by converging mobile media with PCs and screens. At the same time, the trend of media convergence shown by coal screens is also a trend of overall technological development. A barrage is an extension of human communication skills. The properties of the barrage fit well with the need for experiential marketing (via video). It can provide a visual experience and create an atmosphere of "surrounding and watching" and eliminate loneliness. Barrage itself provides a function to comment on videos, which is a trigger point for the reason, and donation adds to the amount of information in the video, adding to the fun of the video. Through the barrage, sarcastic, teasing, and expressing emotions can bring entertainment experiences, and users can produce and communicate their shooting text while consuming the satisfaction brought by the shooting. At the same time, Barrage attaches great importance to the needs of the masses, is more individual and diversified, and has commercial significance in line with the current development trend of the Internet. As a new interactive method, barrage contains huge potential value. However, the impact of the interactive way of barrage should also be viewed from a dialectical point of view, how to solve the difficulties in the development of barrage. The way to solve the difficulties in the development of barrage is worth studying. This research will analyze the reasons for the development of barrage and the analysis of Chinese barrage websites, the case analysis of barrage videos, the exploration of the characteristics and values of barrage, and the problems in the process of barrage communication. Provide reference for the development of industrial culture.

Measurement of In- plane Displacement by Speckle Photography and Image Processing (스펙클 포토그라피와 화상처리(畵像處理)에 의(依)한 면내변위(面內變位) 계측(計測))

  • Han, Eung-Kyo;Sumi, Seinosuke;Kim, Koung-Suk
    • Journal of the Korean Society for Nondestructive Testing
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    • v.6 no.2
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    • pp.37-45
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    • 1987
  • Speckle photography is a very useful method for measuring in-plane surface displacement. In its basic form, the object to be studied is illuminated with a divergent laser beam, and a double exposure photograph of the object is recorded, on a fine-grain film or plate, before and after the object is deformed, The magnitude and the direction of the displacement can then be obtained by measuring the spacing and the direction of the Young's fringe, which is produced by probing the developed negative with an unexpaned laser beam, and consists of a pattern of parallel equi-spaced dark bands. In this paper, a hybrid optical and electronic image processing is described-Young's fringe on the viewing screen is observed by a TV-camera and the 2-D video signal is converted from analog to digital and transfered to the computer where the spacing and direction of the fringes are calculated. Several examples of application show that the displacement magnitude and direction can be determined with an accuracy of $0.1{\mu}m\;and\;0.1^{\circ}$ respectively.

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Structures and Characteristics of Movie Consumption Media (영화 소비 창구의 구조와 특성)

  • Chon, Bum-Soo
    • Korean journal of communication and information
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    • v.40
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    • pp.221-248
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    • 2007
  • This study examines structures and characteristics of movie consumption media. Using survey data, this research focused on combinations of movie platforms including theater, video, DVD, terrestrial television, cable television and the Internet. The results indicated that there were forty eight combinations in accessing theatrical movies. The market share of theaters was approximately 33.5%. However, this has increased to 64.50% in case of integrating other movie consumption media. The results of Chi-Square analysis showed that although the older movie-goers prefer to theaters, the youngers like to access other movie media. In addition, many movie-goers tended to replicate their viewing at the theater.

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Generation of Stereoscopic Image from 2D Image based on Saliency and Edge Modeling (관심맵과 에지 모델링을 이용한 2D 영상의 3D 변환)

  • Kim, Manbae
    • Journal of Broadcast Engineering
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    • v.20 no.3
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    • pp.368-378
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    • 2015
  • 3D conversion technology has been studied over past decades and integrated to commercial 3D displays and 3DTVs. The 3D conversion plays an important role in the augmented functionality of three-dimensional television (3DTV), because it can easily provide 3D contents. Generally, depth cues extracted from a static image is used for generating a depth map followed by DIBR (Depth Image Based Rendering) rendering for producing a stereoscopic image. However except some particular images, the existence of depth cues is rare so that the consistent quality of a depth map cannot be accordingly guaranteed. Therefore, it is imperative to make a 3D conversion method that produces satisfactory and consistent 3D for diverse video contents. From this viewpoint, this paper proposes a novel method with applicability to general types of image. For this, saliency as well as edge is utilized. To generate a depth map, geometric perspective, affinity model and binomic filter are used. In the experiments, the proposed method was performed on 24 video clips with a variety of contents. From a subjective test for 3D perception and visual fatigue, satisfactory and comfortable viewing of 3D contents was validated.

Effects of Small Monitor Size of DMB Phone and PMP on Viewers' Information Processing Process of Contents (DMB폰과 PMP의 작은 화면 사이즈 특성이 영상콘텐츠에 대한 정보처리과정에 미치는 영향)

  • Choi, I-Jung
    • The Journal of the Korea Contents Association
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    • v.7 no.5
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    • pp.110-117
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    • 2007
  • The recent developments of audio/video technology in the ubiquitous media have resulted in a variety of formal feature such as screen sizes for media and the new viewing environment can alter television viewers' experience of mediated communication. So the concern about formal feature of media itself is increasing in the recent media effects studies. From this point of view, this study is conducted to test the effect of the different monitor size of DMB Phone(2'1"), PMP(4'3") and PC monitor(19') on the viewers' memory and emotion of content by experimental research. The results showed that the effect by monitor size on the view's memory and emotion is significant. And watching moving image on a bigger monitor resulted in better memory of visual message elements contained in the content and more favorable emotion of the content.

Analysis on the Viewing Intention of Mobile Personal Broadcasting by using Hedonic-Motivation System Adoption Model (모바일 개인방송 시청 요인 분석: HMSAM 모델을 중심으로)

  • Jae-Wan Lim;Byung-Ho Park
    • Information Systems Review
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    • v.18 no.4
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    • pp.89-106
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    • 2016
  • The latest movement in live video streaming service is mobile personal broadcasting (MPB), which refers to consumers accessing the service through social media with mobile devices, such as smartphones and tablet PCs. This service is possible through the advancements in mobile video technology and platforms. Features such as enhanced user interaction, personalization, and real-time broadcasting, combined with a greater variety of content, have led to the development of MPB. The increase in MPB users calls for research, including that on the hedonic motivational angle. This study aims to assess MPB users' intrinsic motives through the hedonic-motivation system adoption model (HMSAM) using seven factors: joy, temporal dissociation, escapism, focused immersion, perceived ease of use, perceived usefulness and intention to watch. Survey data collected from 154 samples were analyzed with statistical techniques, such as structural equation modeling. Results showed that time dissociation, escapism, and perceived ease of use have a positive relationship with heightened enjoyment. Joy significantly affects focused immersion and intention to watch. Escapism also had a statistically significant influence on focused immersion. This study contributes to the advancement of the MPB study under the HMSAM theoretical framework and offers practical suggestions to managers to enhance MPB content viewership.

VR media aesthetics due to the evolution of visual media (시각 미디어의 진화에 따른 VR 매체 미학)

  • Lee, Dong-Eun;Son, Chang-Min
    • Cartoon and Animation Studies
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    • s.49
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    • pp.633-649
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    • 2017
  • The purpose of this study is to conceptualize the changing aspects of human freedom of observation and viewing as the visual media evolves from film to 3D stereoscopic film and VR. The purpose of this study is to conceptualize the aspect of freedom and viewing aspect from the viewpoint of genealogy. In addition, I will identify the media aesthetic characteristics of VR and identify the identity and ontology of VR. Media has evolved around the most artificial sense of human being. There is a third visual space called screen at the center of all the reproduction devices centering on visual media such as painting, film, television, and computer. In particular, movies, television, and video screens, which are media that reproduce moving images, pursue perfect fantasy and visual satisfaction while controlling the movement of the audience. A mobilized virtual gaze was secured on the assumption of the floating nature of the so-called viewers. The audience sees a cinematic illusion with a view while seated in a fixed seat in a floating posture. They accept passive, passive, and passively without a doubt the fantasy world beyond the screen. But with the advent of digital paradigm, the evolution of visual media creates a big change in the tradition of reproduction media. 3D stereoscopic film predicted the extinction of the fourth wall, the fourth wall. The audience is no longer sitting in a fixed seat and only staring at the front. The Z-axis appearance of the 3D stereoscopic image reorganizes the space of the story. The viewer's gaze also extends from 'front' to 'top, bottom, left, right' and even 'front and back'. It also transforms the passive audience into an active, interactive, and experiential subject by placing viewers between images. Going one step further, the visual media, which entered the VR era, give freedom to the body of the captive audience. VR secures the possibility of movement of visitors and simultaneously coexists with virtual space and physical space. Therefore, the audience of the VR contents acquires an integrated identity on the premise of participation and movement. It is not a so-called representation but a perfection of the aesthetic system by reconstructing the space of fantasy while inheriting the simulation tradition of the screen.

Patterns and Interrelationships for Meeting Recommendations of Physical Activity, and Sedentary and Dietary Behavior in Elementary School Students (초등학생의 신체활동, 좌식행동, 식이행동에 대한 권고사항 실천 패턴 및 상호관련성)

  • Kim, Jae-Woo;Kong, Sung-A;Lee, On;Jin, Cheng-Zhu;Kim, Yeon-Soo
    • The Korean Journal of Community Living Science
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    • v.20 no.1
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    • pp.81-89
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    • 2009
  • The purpose of this study was to analyze the patterns and interrelationships for meeting recommendations of physical activity, sedentary behavior, and dietary behavior in elementary school students. A cross-sectional design was used to assess 259 students ages 11 to 13 years. Physical activity (moderate to vigorous physical activity $\geqq$60min/day), sedentary behavior (viewing time for TV, computer, DVD, video, etc<3hr/day), and dietary behavior (servings of fruits and vegetables$\geqq$5times/day) were categorized into two levels: meeting recommendations or not meeting recommendations. Parents' health behaviors and home environmental variables were assessed with self-reported measures. Chi-squared tests and independent t-tests were conducted to compare anthropometric variables and the prevalence of students not meeting the recommendation for the three health behaviors. Comparison between males and females and logistic linear regression were used to determine the interrelationships of three health behaviors. 25.9% of students did not meet the physical activity recommendations. 15.4% did not meet sedentary behavior recommendations, and 41.7% did not meet dietary recommendation. Only 39.8% of students met all three recommendations, but 19.0% did not meet over two recommendations. Patterns that simultaneously did not meet two recommendations were: sedentary and dietary behavior in males (8.1%), and physical activity and dietary behavior in females (10.4%). Students who did not meet dietary recommendations were at greater risk of not meeting physical activity (OR 2.76; 95% CI 1.15 to 6.64), and sedentary behavior (OR 3.07; 95% CI 1.15 to 8.16) compared with students who did meet dietary recommendations. The findings of this study support not an independent behavior approach but a multiple behavior approach taking into account gender and interrelationships among the three behaviors.

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