• Title/Summary/Keyword: Video Contents

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Strategic Experience Design of Shortform Video-based Brand - Focused on LIZIQI's Food Videos - (숏폼(Shortform) 동영상 기반 브랜드의 전략적 경험 디자인 - 李子柒(이자칠)의 미식(美食) 동영상을 중심으로 -)

  • Cui, Ru Ru;Kim, Young Jae
    • The Journal of the Korea Contents Association
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    • v.20 no.7
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    • pp.185-194
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    • 2020
  • This study aims to figure out how the brand experience design elements works in the Shortform video-based branding through case analysis. The sense, feel, think, act, relate experience of Shortform video brand are provided through the implementation of specific experience design elements in the process of the creators expressing personality through social media channels and communicating and interacting with consumers. As a result, LIZIQI's food videos provided a brand identity as an 'Eastern gourmet' to consumers through the audiovisual stimulation of food in video, the cognitive reinforcement which is combined of identities and products, and the behavioral participation by web sites·electronic media. In addition, a strong brand relationship was established by sharing emotional ties using human factors and responsibility through co-branding. This can be extended to various Shortform video contents-based branding cases, and it will suggest a useful approach to the brand building strategy through strategic brand experience design elements.

A Instructional Contents Creator using Wavelet for Lossless Image Compression (웨이브렛 기반 무손실 압축 방법을 사용한 동영상 강의 콘텐츠 제작기 구현)

  • Lee, Sang-Yeob;Park, Seong-Won
    • Journal of the Korea Society of Computer and Information
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    • v.16 no.2
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    • pp.71-81
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    • 2011
  • In order to easily create video tutorials, the algorithm is needed that video camera recording, white board images, video attachments, and document data are combined in real-time. In this study, we implemented the video lecture content creation system using wavelet-based lossless compression to composite multimedia objects in real-time and reproduce the images. Using commercially available PC can be useful when lecturers want to make video institutional contents, it can be operated easily and fastly. Therefore, it can be very efficient system for e-Learning and m-Learning. In addition, the proposed system including multimedia synthesis technology and real-time lossless compression technology can be applied to various fields, different kinds of multimedia creation, remote conferencing, and e-commerce so there are highly significant.

A study on the User Experience and Aggressive Action in Violent Video Game (폭력적 비디오게임의 사용자 경험과 공격행동성에 대한 연구)

  • Yun, Ju-Sung;Noh, Ghee-Young
    • The Journal of the Korea Contents Association
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    • v.15 no.11
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    • pp.215-226
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    • 2015
  • As violent video game is used based on active interaction and involvement of users, it is widely thought that it may have more effect on individual violence and aggressive action than existing violent videos. This study aimed to examine the effect of user experiences in the violent video game such as hostility, anger, arousal, enjoyment and identification on users' aggressive action. For this purpose, the first person FPS shooting game that consists of violent contents was employed to carry out playtest for 80 subjects with 40 male and 40 female university students. As a result, it was found that the user's arousal level, state anger, enjoyment and identification experience by the use of violent video game had an effect on aggressive action. Among factors that have aggressive action in the used of violent video game, besides emotion and arousal, the level of identification with a game character was found to be important effect factor. Hostility factor that was assumed to have effect on aggressive action was not significant, but enjoyment of game was proved to have effect on aggressive action of users.

A Study on Editing HDV in Non-Linear Editing System (비선형 편집 시스템에서의 HDV 편집에 관한 연구)

  • Park, Sung-Dae
    • Proceedings of the Korea Contents Association Conference
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    • 2008.05a
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    • pp.147-151
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    • 2008
  • Since the first HDV(High Definition Video) camcoder, HDR-FX1 with 1080i resolution, had been launched at 2004, the image capture and record with HD resolution have been possible by the various types of camcoder and recorder which can support the HDV format. At a present day, a non-linear editing system, which is composed of only one computer, can capture, edit and export the image with HDV format. The HDV format has the same class of resolution with HD and the same data transfer bit rate of DV(Digital Video). Additionally, the image with HDV format can be recorded in 6mm DV cassette tape. It is possible because the HDV format uses the concept of Long GOP(Gorup of pictures) method for its compression. In this paper, the characteristic feature of HDV format, the essential factors in editing with HDV format and the concept of Long GOP method for its compression have been studied for the way of effective HDV editing.

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A Study on the Displacement of Mobile OTT Video Services on Home TV (모바일 OTT 동영상 서비스 이용이 홈 TV 시청에 미치는 영향에 관한 연구)

  • Kim, Joohyeon
    • The Journal of the Korea Contents Association
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    • v.18 no.8
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    • pp.434-445
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    • 2018
  • This study examined whether mobile OTT video service substitutes home TV by using 3 screen data of Nielson-KoreanClick. According to the 2SLS estimation results, when the time spent on mobile OTT video service increased by 1% p, the time spent watching home TV decreased by 12.4%. The results also showed that 1%p increase in the time spent using YouTube app and the mobile OTT video services provided by telecommunication company(Oksusu, Alleh TV, VideoPortal) reduced the time spent on watching terrestrial channels on TV by 16.2% and 23.9%, respectively. The displacement of mobile OTT video service on home TV will be accelerated in the near future. In order to resolve the issue of regulatory unfairness with pay TV services and to safeguard viewer's interests, discussions to establish regulation for OTT video services should be taken place more quickly.

The Change in News Video Production Environment by the Introduction of Network Production System

  • Won, Sung-Hoon;Choi, Won-Ho;Kim, Chee-Yong
    • Journal of information and communication convergence engineering
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    • v.9 no.1
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    • pp.110-116
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    • 2011
  • The production environment of fast and accurate news video has been continuously changing together with technology advance. Especially, the editing of the news video advanced focusing on the non-linear system by the introduction of digital technology and the recording of news video advanced to 'tapeless' base. In this new news video production environment, the recorded news videos are transmitted, edited and archived through the NPS (Network Production System), which dramatically improves the efficiency of the news video production. However, there are some issues which need to be resolved in the introduction of NPS. The purpose of this research is to identify the necessity of NPS introduction in the changing news video production environment, explore the issues which should be resolved and suggest the proper way to introduce the NPS to broadcasting companies.

Understanding the User Preferences in the Types of Video Censorship

  • Park, Sohyeon;Kim, Kyulee;Oh, Uran
    • International Journal of Internet, Broadcasting and Communication
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    • v.14 no.2
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    • pp.147-161
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    • 2022
  • Video on demand (VOD) platforms provide immersive, inspiring, and commercial-free binge watching experiences. Recently, the number of these platform users increased dramatically as users can enjoy various contents without physical and time constraints during COVID-19. However, such platforms do not provide sufficient video censorship services while there is a strong need. In this study, we investigated the users' desire for video censorship when choosing and watching movies on VOD platforms, and how video censorship can be applied to different types of scenes to increase the censoring effect without diminishing the enjoyment. We first conducted an online survey with 98 respondents to identify the types of discomfort while watching sexual, violent, or drug-related scenes. We then conducted an in-depth online interview with 18 participants to identify the effective video filtering types and regions for each of the three scenes. Based on the findings, we suggest implications for designing a censor application for videos that contain uncomfortable scenes.

Transforming Text into Video: A Proposed Methodology for Video Production Using the VQGAN-CLIP Image Generative AI Model

  • SukChang Lee
    • International Journal of Advanced Culture Technology
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    • v.11 no.3
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    • pp.225-230
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    • 2023
  • With the development of AI technology, there is a growing discussion about Text-to-Image Generative AI. We presented a Generative AI video production method and delineated a methodology for the production of personalized AI-generated videos with the objective of broadening the landscape of the video domain. And we meticulously examined the procedural steps involved in AI-driven video production and directly implemented a video creation approach utilizing the VQGAN-CLIP model. The outcomes produced by the VQGAN-CLIP model exhibited a relatively moderate resolution and frame rate, and predominantly manifested as abstract images. Such characteristics indicated potential applicability in OTT-based video content or the realm of visual arts. It is anticipated that AI-driven video production techniques will see heightened utilization in forthcoming endeavors.

Production of fusion-type realistic contents using 3D motion control technology (3D모션 컨트롤 기술을 이용한 융합형 실감 콘텐츠 제작)

  • Jeong, Sun-Ri;Chang, Seok-Joo
    • Journal of Convergence for Information Technology
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    • v.9 no.4
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    • pp.146-151
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    • 2019
  • In this paper, we developed a multi-view video content based on real-world technology and a pilot using the production technology, and provided realistic contents production technology that can select a desired direction at a user 's view point by providing users with various viewpoint images. We also created multi-view video contents that can indirectly experience local cultural tourism resources and produced cyber tour contents based on multi-view video (realistic technology). This technology development can be used to create 3D interactive real-world contents that are used in all public education fields such as libraries, kindergartens, elementary schools, middle schools, elderly universities, housewives classrooms, lifelong education centers, The domestic VR market is still in it's infancy, and it's expected to develop in combination with the 3D market related to games and shopping malls. As the domestic educational trend and the demand for social public education system are growing, it is expected to increase gradually.