• 제목/요약/키워드: Video Platforms

검색결과 189건 처리시간 0.022초

Cognitive Overload Reduced Online Meeting and Education Platform

  • Seung-Keun Song;Suk-Ho Lee
    • International Journal of Internet, Broadcasting and Communication
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    • 제16권4호
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    • pp.174-180
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    • 2024
  • Recently, with the rapid advancement of high-speed internet and interactive streaming technology, numerous video conferencing platforms such as Zoom, ZED, and Google Meet have been developed.. Furthermore, the COVID-19 pandemic, in particular, served as a catalyst for the global spread of online meetings and online education. This led to a significant reduction in people's resistance to online education and meetings. Nowadays, it has become common for people to use video conferencing platforms like Zoom not only for meetings but also for online education, seminars, and classes. Along with this trend, more specialized online platforms have been released, and research has been conducted on platforms that people can use more comfortably and for longer periods. This study specifically analyzes the current online video conferencing platforms from the perspective of Cognitive Overload and proposes a method to reduce Cognitive Overload. Additionally, a system was developed to address this issue. In other words, this research aims to analyze the limitations of previous online video conferencing and education platforms regarding Cognitive Overload and identity recognition, and to propose an online video conferencing and education platform that can overcome these challenges.

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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    • 제14권2호
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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.

다매체 환경에서의 뷰티 콘텐츠 이용: 웹진, TV, 인터넷 동영상 플랫폼 간 적소분석 (Usage of Beauty Contents in a Multi-Channel Environment: A Niche Analysis of Webzines, Televisions and Online Video Platforms)

  • 이성준
    • 한국콘텐츠학회논문지
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    • 제20권9호
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    • pp.261-270
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    • 2020
  • 본 연구는 적소 이론(Niche Theory)을 기반으로 뷰티 콘텐츠 소비를 통한 이용 충족 측면에서 웹진, TV 및 인터넷 동영상 플랫폼이 어떤 경쟁 구도를 형성하는 지를 살펴보고자 하였다. 선행 연구들을 기반으로 정보성, 오락성, 매력적인 인물 등장, 이용 편리성 및 솔직함 등 5가지의 공통적인 이용 충족 요인들을 도출하였고, 이를 바탕으로 적소분석을 실시하였다. 연구 결과 인터넷 동영상 플랫폼이 매력적인 인물 등장 측면을 제외한 모든 이용 충족 차원에서 적소폭이 다른 미디어들에 비해 넓은 것으로 나타났으며, TV와 인터넷 동영상 플랫폼이 적소 중복이 가장 적은 것으로 나타났다. 또한, 인터넷 동영상 플랫폼은 다른 미디어들에 비해 이용 편리성과 솔직함에서 경쟁 우위에 있는 것으로 나타났다. 본 연구를 통해 나타난 결과들은 향후 뷰티 콘텐츠 소비가 어떤 방향으로 전개될 지를 예측하기 위한 기초 자료로 활용될 수 있다.

The Impact of Interactivity on Users' Acceptance of Online Streaming Video from the Perspective of Flow Theory

  • Ren Xingyu;Hyuksoo Kim
    • International journal of advanced smart convergence
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    • 제13권3호
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    • pp.18-30
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    • 2024
  • With the recent popularity and technological development of online streaming video, interactive digital narrative (IDN hereafter) videos became one of the main formats for users. The current study proposed that the level of interactivity of IDN videos influences users' evaluation of the video. The concept of flow was introduced as a mediating variable between interactivity and the users' evaluation. Further, the type of IDN videos, users' familiarity with IDN videos and trust toward platforms were employed as moderating variables. Data from a survey verified the mediating role of flow, moderating role of users' familiarity and trust toward platforms. the type of IDN videos, users' familiarity with IDN videos and trust toward platforms. We have observed a significant moderating effect of users' trust toward the platform on users' evaluation resulting from flow experience. It is evident that the higher the level of users' trust towards the platform, the less pronounced the impact of flow experience on users' evaluation. Theoretical and managerial implications are discussed.

An Analytical Study on the Importance and Performance of Factors of Online Video Usage: Focusing on the Comparison of Chinese and Korean Platforms

  • So-Hyun Park;Seung-Chul Kim;Tae-Won Lee
    • Journal of Korea Trade
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    • 제26권7호
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    • pp.145-166
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    • 2022
  • Purpose - The field of online videos has seen rapid changes in information and communications technology (ICT) development. Despite active academic research on the use of online platforms, few studies have analyzed the relative importance among the factors determined. In this study, the relative importance of factors found in previous studies was identified for users of online video platforms in China and Korea. Through this, factors that should be considered first in research on online video use were derived. In addition, the quality level of online video platforms currently used in China and Korea was measured and used for analysis. The analysis results can provide information for companies to enter Chinese and Korean markets and also be useful to platform providers aiming to increase usage. Design/methodology - Among the factors of Online Video Usage identified in previous studies, 13 factors to be studied were selected through focus group interviews and hierarchized into 2 layers. For the analytic hierarchy process (AHP), each factor was designed as a pairwise comparison questionnaire. The survey included questions on the quality of online video platform currently in use. Data collection was conducted on 16 platforms in China and 11 platforms in Korea, and the relative importance of factors and user perspectives was compared and analyzed using importance performance analysis (IPA). In the analytical process, platforms were divided into over-the-top (OTT) group and Creator group according to the weight of user-generated content, and data analysis focused on these groups. Findings - As a result of AHP, China and Korea showed both "Fun" and "Interests" factors at the top, while the importance of the Entertainment factor "Vicarious satisfaction" was very different for China and Korea. "Relationship with content creators" was the most important factor in China, but it ranked the lowest in Korea. The IPA showed that the factors with high importance and performance were fun, interests, and easy accessibility for both China and Korea. In contrast, the factors that showed low performance compared to high importance in China were relationship with content creators, relationship with acquaintances/friends, and trustworthiness. As for Korea, vicarious satisfaction was observed; thus, this study has raised the need for academic and industrial interest in vicarious satisfaction. The results show that fun, interests, vicarious satisfaction, and easy accessibility of the platform are factors that must be included in further studies on online videos. Originality/value - Existing studies related to the use of online platforms have derived factors or focused on the influence relationship between factors and performance. However, few studies have analyzed the relative importance among the determined factors. This paper explores factors to be considered in future studies by deriving the relative importance between these factors from the perspective of users in China and Korea.

Design of Metaverse for Two-Way Video Conferencing Platform Based on Virtual Reality

  • Yoon, Dongeon;Oh, Amsuk
    • Journal of information and communication convergence engineering
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    • 제20권3호
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    • pp.189-194
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    • 2022
  • As non-face-to-face activities have become commonplace, online video conferencing platforms have become popular collaboration tools. However, existing video conferencing platforms have a structure in which one side unilaterally exchanges information, potentially increase the fatigue of meeting participants. In this study, we designed a video conferencing platform utilizing virtual reality (VR), a metaverse technology, to enable various interactions. A virtual conferencing space and realistic VR video conferencing content authoring tool support system were designed using Meta's Oculus Quest 2 hardware, the Unity engine, and 3D Max software. With the Photon software development kit, voice recognition was designed to perform automatic text translation with the Watson application programming interface, allowing the online video conferencing participants to communicate smoothly even if using different languages. It is expected that the proposed video conferencing platform will enable conference participants to interact and improve their work efficiency.

CG 교육을 위한 생성형 인공지능 플랫폼 활용 방안 (Utilization Strategies of Generative AI Platforms for CG Education)

  • 서동희
    • 실천공학교육논문지
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    • 제15권2호
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    • pp.357-364
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    • 2023
  • 인공지능 기술의 급속한 발전으로 인해 생성형 인공지능 플랫폼은 다양한 분야에서 혁신적인 활용이 이루어지고 있다. 본 논문에서는 인공지능을 교육에 활용한 연구사례, 생성형 인공지능 플랫폼이 컴퓨터그래픽 영역에 활용된 사례를 살펴보고, 생성형 인공지능 교육 방향성에 대해 논의하였다. 컴퓨터그래픽에서 이미지 생성과 편집, 영상편집에 활용 가능한 생성형 인공지능 플랫폼을 소개하고, 영상편집 제작과정에 적용할 수 있도록 활용방법을 제안하였다. 이러한 생성형 인공지능 플랫폼은 제작공정에서 창작자의 수고를 덜고, 시간을 단축시킨다는 효율성 측면에서도 장점뿐만 아니라 개인의 역량을 증진할 수 있다. 컴퓨터그래픽 제작에 있어 생성형 인공지능 플랫폼은 다양한 변화를 가져다 주었다. 그런 변화를 살펴보고 생성형 인공지능 플랫폼을 활용한 창작 교육에 방향성을 제시하고자 한다.

Ripple Effects of Electronic Games and Evolution of Electronic Game Platforms

  • Eun, Kwang-Ha
    • International Journal of Contents
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    • 제6권1호
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    • pp.20-25
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    • 2010
  • This paper discusses an academic study on electronic games and their incredibly vast and rapid growth over the years. It specifically addresses the evolution of electronic games from the 1960s to today, the ripple effects of electronic games, and the development of electronic game platforms. In terms of scope, the study first describes the ripple effects of the emergence of electronic games in chronological order and from the "immersion" and "convergence" perspectives, and then explores the evolution of electronic game platforms such as arcade machines, video consoles, personal computers, and mobile game devices.

줌의 보안 취약점 분석과 보안 업데이트 결과 비교 (Comparing Zoom's Security Analysis and Security Update Results)

  • 김규형;최윤성
    • 디지털산업정보학회논문지
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    • 제16권4호
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    • pp.55-65
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    • 2020
  • As corona began to spread around the world, it had such a big impact on many people's lives that the word "Untact Culture" was born. Among them, non-face-to-face meetings naturally became a daily routine as educational institutions and many domestic and foreign companies used video conferencing service platforms. Among many video conferencing service platforms, Zoom, the company with the largest number of downloads, caused many security issues and caused many concerns about Zoom's security. In this paper, Zoom's security problems and vulnerabilities were classified into five categories, and Zoom's latest update to solve those problems and the 90-day security planning project were compared and analyzed. And the problem was solved and classified as unresolved. Three of the five parts have been resolved but are still described as how they should be resolved and improved in the future for the two remaining parts.

Web3.0 Video Streaming Platform from the Perspective of Technology, Tokenization & Decentralized Autonomous Organization

  • Song, Minzheong
    • International Journal of Internet, Broadcasting and Communication
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    • 제16권2호
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    • pp.149-160
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    • 2024
  • For examining Web3.0 video streaming (VS) platforms in terms of the decentralized technology, tokenization and decentralized autonomous organization (DAO), we look at four platforms like DLive, DTube, Livepeer, and Theta Network (Theta). As a result, DLive which firstly partnered with Medianova for CDN and with Theta for peer to peer (P2P) network and migrates to Tron blockchain (BC), receives no commission from what creators earn, gives rewards to viewers by measuring engagement, and incentivizes participation by allowing 20% of donation & fees for funding development, 5% to BitTorrent Token (BTT) stakeholders (among these 5%, 20% to partners, 80% to other BTT stakeholders). DTube on its own lower-layer BC, Avalon, offers InterPlanetary File System (IPFS), gives 90% of the created value to creators or curators, and try to empower the community. Livepeer on Ethereum BC offers decentralized CDN, P2P, gives Livepeer Token (LPT) as incentive for network participants, and delegators can stake their LPT to orchestrators doing good. Theta on its native BC pulls streams from peering caching nodes, creates P2P network, gives Theta utility token, TFUEL for caching or relay nodes contributors, and allows Theta governance token, THETA as staking token. We contribute to the categorization of Web3.0 VS platforms: DLive and DTube reduce the risk of platform censorship, promote the diverse content, and allow the community to lead to more user-friendly environments. On the other hand, Livepeer and Theta provide new methods to stream content, but they have some differences. Whereas Livepeer focuses on the transcoding layer, Theta concentrates both on the video application layer and content delivery layer. It means, Theta tries to deliver value to all participants by enhancing network quality, reducing CDN cost, and rewarding users in utility tokens for the storage and bandwidth they provide.