• Title/Summary/Keyword: Video Platform

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Development of VR Image contents platform in online market (온라인 마켓의 VR 영상 플랫폼 개발)

  • Ahn, In-Soo
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2018.01a
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    • pp.213-214
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    • 2018
  • 온라인 마켓을 통한 교육용 영상콘텐츠의 유통은 안정적인 시장을 형성하고 있지만, 오프라인 교육의 효과를 전적으로 대체하기는 어려운 것으로 나타났다. IT 기술의 발전에 따른 가상현실 시장인 VR(Virtual Reality)이 주목 받고 있으며 이를 접목한 다양한 콘텐츠가 대중에게 서비스 되고 있다. 본 연구에서는 온라인에서 교육적인 효과를 향상시킬 수 있는 교육용 VR 영상 플랫폼 제공 방안을 제안한다.

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Impact of Immediacy and Self-Monitoring on Positive Emotion and Sense of Community of User: Focusing on Social Interactive Video Platform (근접성과 자기 점검이 사용자의 긍정적 감정과 소속감에 미치는 영향: 소셜 인터랙티브 비디오 플랫폼을 중심으로)

  • Kim, Hyun Young;Kim, Bomyeong;Kim, Jinwook;Shin, Hyunsik;Kim, Jinwoo
    • Science of Emotion and Sensibility
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    • v.19 no.2
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    • pp.3-18
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    • 2016
  • This research, through video-based communication in a social video platform environment, studied the influence of the relationship between a video-watching subject and other watchers to that of the user's positive emotion and sense of community. Based on prior psychological theories called Social Impact Theory and Self-Monitoring Theory, the research built an actual video-based social video platform environment in order to verify an alternative utilizing new means of interaction based on videos. The result shows that under video-watching settings, user feels greater positive emotion and sense of community when the screen shows other people's reaction live and when him or her self's face is shown together, compared to when they are not shown. Also, based on the ANOVA analysis, the percentage of increase in positive emotion was greater when the two conditions mentioned above were provided synchronously compared to when they were not. The result of the research is expected to yield insights about a new form of social video platform.

Digital Signage with Motion Graphics (모션 그래픽스의 디지털 사이니지 적용)

  • Park, Daehyuk
    • Journal of Digital Convergence
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    • v.18 no.2
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    • pp.377-383
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    • 2020
  • Digital signage is constantly being researched as new digital video platform to replace existing signage market. Traditionally, It conveys various information combining still images with text. Nowadays, it is rapidly exchanging to multi digital platform by high specificaton system, improvement of internet speed and advancement of video and audio compression technology with HTML5 technology. Not only a single wide-screen display but also the combination and adjustment of screens with setop box, OLED, media facades, and lase beam projectors are transformed into various forms to enable creative and diverse attempts for graphic designers. This study focuses on the application of motion graphics in rapidly evolving future platform - digital signage, and looking forward to help digital video content creator, researchers, and motion graphic designers.

Platform Strategy and Market Response Impact on the Success of Crowdfunding: A Chinese Case

  • Guo, Li;Zhou, Dongmei;Chen, Yang;Huy, Ratanak
    • Asian Journal of Innovation and Policy
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    • v.4 no.3
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    • pp.397-409
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    • 2015
  • Nowadays, crowdfunding presents a promising development. This research focuses on the influence of platform strategy and market response on the success of crowdfunding from the perspective of the elaboration likelihood model (ELM) theory. Detailed product specifications, crowdfunding difficulty coefficient, vivid advertising video such as introduction and music, and recommendations from relevant figures are all used to depict platform strategy. Meanwhile, we use the number of lovers, followers, comments and 1 RMB backers to measure the level of market response. And thus, we model the impact of platform strategy and market response on crowdfunding success with empirical studies based on 400 samples of observed value. We found firstly that there exist significant positive relations between the total amount of funds pledged and detailed product specification, vivid advertising video, recommendations from relevant figures and the number of 1 RMB backers. Secondly, the crowdfunding difficulty of projects affects negatively, and significantly, the total amount of funds pledged. Thirdly, the influence of the number of lovers and followers on funds pledged is not significant.

The Effect of Appearance of 'the other' and 'I' to Positive Attitude and Sense of Community on Social Video Platform - Based on Social Impact Theory and Self-Monitoring Theory (소셜 비디오 플랫폼 상에서 '나'의 개성과 '다른 사람'의 개성이 사용자의 긍정성과 소속감에 미치는 영향 - 사회적 영향이론과 자기 점검 이론 관점)

  • Kim, Bomyeong;Kim, HyunYoung;Kim, Jinwook;Shin, Hyunsik;Kim, Jinwoo
    • The Journal of the Korea Contents Association
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    • v.16 no.2
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    • pp.480-493
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    • 2016
  • Recently, the method of social interaction is transforming into a method that utilizes videos. We are suggesting a new social video platform that contains a video of 'I' and 'the other'. We studied how the appearance of 'the other' and 'I' affected the user. So we applied the Social Impact Theory and Self-Monitoring Theory. The platforms were then used to investigate how the user's positive attitude and sense of community were affected by having the user view his/her and 'the other's appearance watching the same video. As the result, users felt more positive attitude when their own appearance was shown on the screen. However, the positive attitude decreased when there were more femininity in the surrounding videos along with their own appearance. Also, when there were more masculinity in the surrounding video, the users felt a stronger sense of community. We believe this research will provide implications for developing the structure and organization of a new social video platform.

An Open Platform Service for Making Video Content (영상콘텐츠 제작을 위한 개방형 플랫폼 서비스)

  • Lee, Hyung;Baek, Seung-Bok
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2016.07a
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    • pp.69-70
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    • 2016
  • 본 논문에서는 개방형 플랫폼 기반의 영상콘텐츠 제작 서비스를 위한 비즈니스 모델을 제안한다. 이는 중개형 플랫폼 구축 전략 관점에서 성격이 다른 두 고객층인 자신의 영상 자료로 영상콘텐츠를 제작하고 싶어 하는 수요자와 제작한 영상 콘텐츠 템플릿을 제공하는 공급자를 대상으로 온라인 상에서 양면시장 설립에 부합되며, 또한 교차(간접) 네트워크의 효과를 기대할 수 있다. 그리고 협업과 공유 및 맞춤 서비스를 제공함으로써 두 고객층에 상호 이익을 만족시킬 수 있는 개방형 플랫폼 기반의 비즈니스 서비스 모델이라고 할 수 있다. 이를 위해 본 논문에서는 Web 기반의 중개형 플랫폼 서비스 운영 및 구축을 위한 시스템 구성 등을 제안한다.

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Vision based Monitoring System for Safety in Railway Station (철도역사 안전을 위한 비전기반 승강장 모니터링 시스템)

  • Oh, Seh-Chan;Park, Sung-Hyuk;Lee, Chang-Mu
    • Proceedings of the KSR Conference
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    • 2007.05a
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    • pp.953-958
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    • 2007
  • Passenger safety is a primary concern of railway system but, it has been urgent issue that dozens of people are killed every year when they are fallen from train platforms. In this paper, we propose a vision based monitoring system for railway station platform. The system immediately perceives dangerous factors of passengers on the platform by using image processing technology. To monitor almost entire length of the track line in the platform, we use several video cameras. Each camera conducts surveillance its own preset monitoring area whether human or dangerous object was fallen in the area. Moreover, to deal with the accident immediately, the system provides local station, central control room employees and train driver with the video information about the accident situation including alarm message. This paper introduces the system overview and detection process with experimental results. According to the results, we expect the proposed system will play a key role for establishing highly intelligent monitoring system in railway.

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A study on real-time internet comment system through sentiment analysis and deep learning application

  • Hae-Jong Joo;Ho-Bin Song
    • Journal of Platform Technology
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    • v.11 no.2
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    • pp.3-14
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    • 2023
  • This paper proposes a big data sentiment analysis method and deep learning implementation method to provide a webtoon comment analysis web page for convenient comment confirmation and feedback of webtoon writers for the development of the cartoon industry in the video animation field. In order to solve the difficulty of automatic analysis due to the nature of Internet comments and provide various sentiment analysis information, LSTM(Long Short-Term Memory) algorithm, ranking algorithm, and word2vec algorithm are applied in parallel, and actual popular works are used to verify the validity. If the analysis method of this paper is used, it is easy to expand to other domestic and overseas platforms, and it is expected that it can be used in various video animation content fields, not limited to the webtoon field

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Video Player for Online SVC Stream in Android Platform (안드로이드 플랫폼에서 온라인 SVC 스트림을 재생하는 비디오 재생기의 설계 및 구현)

  • Hwang, Ki-Tae
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.12 no.1
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    • pp.157-164
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    • 2012
  • This paper introduces an implementation of SVC player which runs on Android platform and can play SVC video stream on line from SVC video server. SVC(Scalable Video Coding) is a scalable video encoding technique which supports three scalability such as temporal scalability, spatial scalability, and quality scalability. To implement the SVC player on Android, we implemented a SVC decoder using JSVM open source written in C/C++ as a native part on Android and developed Android UI in Java. Also we built an SVC encoding system off line and an SVC streaming server to conduct on-line SVC streaming experiments. Finally, after we installed the SVC player developed in this paper on Motoroi mobile phone, we evaluated and analyzed on-line streaming performance of the SVC player. The result showed that the player worked well and it had no jitter in streaming with the size of QCIF and 10fps from a fully encoded SVC video source.

A case study of blockchain-based public performance video platform establishment: Focusing on Gyeonggi Art On, a new media art broadcasting station in Gyeonggi-do (블록체인 기반 공연영상 공공 플랫폼 구축 사례 연구: 경기도 뉴미디어 예술방송국 경기아트온을 중심으로)

  • Lee, Seung Hyun
    • Journal of Service Research and Studies
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    • v.13 no.1
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    • pp.108-126
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    • 2023
  • This study explored the sustainability of a blockchain-based cultural art performance video platform through the construction of Gyeonggi Art On, a new media art broadcasting station in Gyeonggi-do. In addition, the technical limitations of video content transaction using block chain, legal and institutional issues, and the protection of personal information and intellectual property rights were reviewed. As for the research method, participatory observation methods such as in-depth interviews with developers and operators and participation in meetings were conducted. The researcher participated in and observed the entire development process, including designing and developing blockchain nodes, smart contracts, APIs, UI/UX, and testing interworking between blockchain and content distribution services. Research Question 1: The results of the study on 'Which technology model is suitable for a blockchain-based performance video content distribution public platform?' are as follows. 1) The blockchain type suitable for the public platform for distribution of art performance video contents based on the blockchain is the private type that can be intervened only when the blockchain manager directly invites it. 2) In public platforms such as Gyeonggi ArtOn, among the copyright management model, which is an art based on NFT issuance, and the BC token and cloud-based content distribution model, the model that provides content to external demand organizations through API and uses K-token for fee settlement is suitable. 3) For public platform initial services such as Gyeonggi ArtOn, a closed blockchain that provides services only to users who have been granted the right to use content is suitable. Research question 2: What legal and institutional problems should be reviewed when operating a blockchain-based performance video distribution public platform? The results of the study are as follows. 1) Blockchain-based smart contracts have a party eligibility problem due to the nature of blockchain technology in which the identities of transaction parties may not be revealed. 2) When a security incident occurs in the block chain, it is difficult to recover the loss because it is unclear how to compensate or remedy the user's loss. 3) The concept of default cannot be applied to smart contracts, and even if the obligations under the smart contract have already been fulfilled, the possibility of incomplete performance must be reviewed.