• Title/Summary/Keyword: Video Platforms

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A comparative study of the Metaverse platforms through college students'experiences using the Metaverse

  • Sanghui Park;Kiyoon Kim
    • International Journal of Advanced Culture Technology
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    • v.12 no.2
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    • pp.110-118
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    • 2024
  • This study was conducted to analyze the metaverse usage behavior of college students through in-depth interviews and to explore the characteristics of the major metaverse platforms with a focus on keywords. This study derived elements such as metaverse participation activities, real-world order, metaverse system, presence, and self-expression from previous research. This study examined how college students who use the metaverse perceive these variables. We present the following research results: First, the college students who participated in the study showed interest in content with many interactive elements on the metaverse platform and appeared to participate more actively in such content. Second, college students cited the ability to engage in economic activities in the metaverse as their greatest strength. It was expected that social norms applied in the real world would also be applied in the metaverse. Third, the Metaverse system, such as the Metaverse UI, UX, and servers, was found to be a factor that needs to meet users' expectations and hinders immersion. In this study, the characteristics of the metaverse platform were analyzed, focusing on essential keywords from in-depth interviews. The analysis results are as follows: It was expressed with keywords such as Zepeto has 'avatar' and 'personality expression,' Ifland has 'free decoration' and 'communication convenience,' Gathertown has 'movement convenience' and 'video chat.' Roblox has 'game-based' and 'dynamic.'

The Influence of Affordances in Digital Platforms on Writers'Performance and Motivation (디지털 쓰기 플랫폼의 행동유도성이 디지털 쓰기 수행과 필자의 쓰기 동기에 미치는 영향 분석)

  • 주민재
    • Language Facts and Perspectives
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    • v.48
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    • pp.385-415
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    • 2019
  • This study analyzes mobile media-based writing aspects in terms of behavior induction under the premise that the digital media environment is built around mobile. The actual space where the digital writes are performed is a separate platform. The platform facilitates interaction by providing tools and rules to provide infra and participate in a variety of participants. In a mobile environment, writing is done through social platforms. In digital media, images are no longer content that supplements text. On the contrary, the tendency to use text as subtitles has been strengthened to enhance the message delivery power of video. The following are the aspects of digital writing based on the platform or application of mobile media. Second is the generalization of "textual extension." Third, the expansion of the 'visual style' of text is obvious. The affordance of mobile media is based on perceived affordance. However, mobile media users are not just aware of and understand the information provided by the media's interface. The active use of media based on the transformation of behavioral induction should be understood as the result of the accumulation of numerous experiences of interactions driven by iteration of performance induced by behavioral induction. The future research, therefore, should be conducted in the direction of analyzing new usage patterns of mobile media instead of staying on the behavioral induction based on understanding the perceived behavioral induction of users.

A Study on Online Sharing Platforms and Sub-Contents in the Field of the Performing Arts - Focusing on the Case of 『Cirque du Soleil Entertainment』 (공연예술분야 온라인 공유 플랫폼 및 서브 콘텐츠 연구 - 『태양의 서커스 엔터테인먼트』 사례를 중심으로)

  • Kim, Ga-Eun;Park, Jin-Won
    • The Journal of the Korea Contents Association
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    • v.22 no.2
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    • pp.22-34
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    • 2022
  • This study examines the forms and current status of online performance content production in the field of the performing arts through diversified video media platforms. For this, it studied the leading case of Cirque du Soleil Entertainment and analyzed the unique brand value innovation elements of Cirque du Soleil, the background and current status of the digital hub platform of "Cirque Connect", and its various sub-contents that have diversified original contents. Digital platform applications and sub-content production in the field of the performing arts require an understanding of the needs of the public, who are familiar with media content appreciation, and strategic planning that takes into consideration everything from the initial stages of performance planning to the creation of varied sub-contents. This will promote the improvement of sub-content quality and increase the product value of digital contents in the performing arts through distinctions made from other various forms of cultural and artistic contents. environments in which information from various perspectives related to performance works can easily be accessed through online platforms will enhance the popularity of the performing arts field and allow the performing arts industry to expand its base in rapidly changing cultural enjoyment methods. For the performing arts field to be competitive within cultural trends that are being diversified, the most important tasks to be completed are gaining brand value innovation that enhances the artistic and cultural value of performance works and based on this, producing various sub-contents.

A Study on Utilizing Smartphone for CMT Object Tracking Method Adapting Face Detection (얼굴 탐지를 적용한 CMT 객체 추적 기법의 스마트폰 활용 연구)

  • Lee, Sang Gu
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.1
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    • pp.588-594
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    • 2021
  • Due to the recent proliferation of video contents, previous contents expressed as the character or the picture are being replaced to video and growth of video contents is being boosted because of emerging new platforms. As this accelerated growth has a great impact on the process of universalization of technology for ordinary people, video production and editing technologies that were classified as expert's areas can be easily accessed and used from ordinary people. Due to the development of these technologies, tasks like that recording and adjusting that depends on human's manual involvement could be automated through object tracking technology. Also, the process for situating the object in the center of the screen after finding the object to record could have been automated. Because the task of setting the object to be tracked is still remaining as human's responsibility, the delay or mistake can be made in the process of setting the object which has to be tracked through a human. Therefore, we propose a novel object tracking technique of CMT combining the face detection technique utilizing Haar cascade classifier. The proposed system can be applied to an effective and robust image tracking system for continuous object tracking on the smartphone in real time.

Development of Dataset Evaluation Criteria for Learning Deepfake Video (딥페이크 영상 학습을 위한 데이터셋 평가기준 개발)

  • Kim, Rayng-Hyung;Kim, Tae-Gu
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.44 no.4
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    • pp.193-207
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    • 2021
  • As Deepfakes phenomenon is spreading worldwide mainly through videos in web platforms and it is urgent to address the issue on time. More recently, researchers have extensively discussed deepfake video datasets. However, it has been pointed out that the existing Deepfake datasets do not properly reflect the potential threat and realism due to various limitations. Although there is a need for research that establishes an agreed-upon concept for high-quality datasets or suggests evaluation criterion, there are still handful studies which examined it to-date. Therefore, this study focused on the development of the evaluation criterion for the Deepfake video dataset. In this study, the fitness of the Deepfake dataset was presented and evaluation criterions were derived through the review of previous studies. AHP structuralization and analysis were performed to advance the evaluation criterion. The results showed that Facial Expression, Validation, and Data Characteristics are important determinants of data quality. This is interpreted as a result that reflects the importance of minimizing defects and presenting results based on scientific methods when evaluating quality. This study has implications in that it suggests the fitness and evaluation criterion of the Deepfake dataset. Since the evaluation criterion presented in this study was derived based on the items considered in previous studies, it is thought that all evaluation criterions will be effective for quality improvement. It is also expected to be used as criteria for selecting an appropriate deefake dataset or as a reference for designing a Deepfake data benchmark. This study could not apply the presented evaluation criterion to existing Deepfake datasets. In future research, the proposed evaluation criterion will be applied to existing datasets to evaluate the strengths and weaknesses of each dataset, and to consider what implications there will be when used in Deepfake research.

Proposal of design plan to improve immersion in online video education -Focusing on Zoom and Webex- (온라인 화상 교육 몰입도 향상을 위한 디자인 방안 제안 -줌(Zoom)과 웹엑스(Webex)를 중심으로-)

  • Lee, Kaha;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.19 no.7
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    • pp.341-348
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    • 2021
  • This study identified learners' immersion, focusing on online video education platforms, Zoom and Webex, used in colleges after the 'Covid-19', and suggested design improvement measures to improve immersion. Through prior research and literature research, the components of immersion and screen components of the online distance education platform were identified, and measures to improve immersion were suggested through questionnaire surveys and in-depth interviews. The research method was conducted for 5 days from April 7 to 12, 2021 for 50 college students and graduate students in their 20s and 30s who are receiving online education through Zoom and Webex, and 6 people were interviewed in-depth. As a result of the experiment, the communication between learners and lecturers was deduced as the biggest factor, so a design plan to facilitate communication between learners and lecturers was proposed based on Gutenberg's diagram. As online video education is predicted to continue even after the Covid-19, continuous online video education immersion research is needed, and we hope that it can contribute to the direction of the research.

A Conceptual Architecture and its Experimental Validation of CCTV-Video Object Activitization for Tangible Assets of Experts' Visual Knowledge in Smart Factories (고숙련자 공장작업지식 자산화를 위한 CCTV-동영상 객체능동화의 개념적 아키텍처와 실험적 검증)

  • Eun-Bi Cho;Dinh-Lam Pham;Kyung-Hee Sun;Kwanghoon Pio Kim
    • Journal of Internet Computing and Services
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    • v.25 no.2
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    • pp.101-111
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    • 2024
  • In this paper, we propose a concpetual architecture and its implementation approach for contextualizing unstructured CCTV-video frame data into structured XML-video textual data by using the deep-learning neural network models and frameworks. Conclusively, through the conceptual architecture and the implementation approach proposed in this paper, we can eventually realize and implement the so-called sharable working and experiencing knowledge management platforms to be adopted to smart factories in various industries.

Development of Video Watermark System for Low-specification System as Android Platforms (저 사양 안드로이드 기반 동영상 보안을 위한 워터마크 시스템 개발)

  • Hwang, Seon-Cheol
    • Journal of the Korea Society of Computer and Information
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    • v.19 no.7
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    • pp.141-149
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    • 2014
  • This paper describes a method to insert and detect watermark or fingerprint to/from videos in low-computing powered system as Android platforms. Fingerprint, which is a kind of watermark, has features such as patterns that contain information. The inserting frame numbers in video-stream and the positions in a picture were chosen from the encrypted user ID to insert the watermarks. The used encrypt algorithm is the HIGHT algorithm which was developed for low-computing powered systems by KISA(Korean Internet & Security Agency). Subtracting an inferred picture from the previous picture was used to extract a candidate feature. Median filtering was used to get rid of noise and stabilize the candidate feature. New algorithm that reduces calculating steps of the median filtering was developed and applied for low-specification systems. The stabilized features were accumulated over 150 times and calculated by correlation coefficient method to recognize the patterns. We examined 22 videos and successfully detected the patterns from 21 videos. The correlation coefficient r values that we examined through this study exceeded over 0.79 more than the threshold (0.7).

Binary Image Based Fast DoG Filter Using Zero-Dimensional Convolution and State Machine LUTs

  • Lee, Seung-Jun;Lee, Kye-Shin;Kim, Byung-Gyu
    • Journal of Multimedia Information System
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    • v.5 no.2
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    • pp.131-138
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    • 2018
  • This work describes a binary image based fast Difference of Gaussian (DoG) filter using zero-dimensional (0-d) convolution and state machine look up tables (LUTs) for image and video stitching hardware platforms. The proposed approach for using binary images to obtain DoG filtering can significantly reduce the data size compared to conventional gray scale based DoG filters, yet binary images still preserve the key features of the image such as contours, edges, and corners. Furthermore, the binary image based DoG filtering can be realized with zero-dimensional convolution and state machine LUTs which eliminates the major portion of the adder and multiplier blocks that are generally used in conventional DoG filter hardware engines. This enables fast computation time along with the data size reduction which can lead to compact and low power image and video stitching hardware blocks. The proposed DoG filter using binary images has been implemented with a FPGA (Altera DE2-115), and the results have been verified.

A Study on the Narrative Closure and Continuing Serial form of Korean Youth Web Series (단막극 형태로 서사가 종결되는 청춘 웹 드라마의 내러티브 연구)

  • Mok, Wing Sum;Byun, Daniel H.
    • Trans-
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    • v.13
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    • pp.91-116
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    • 2022
  • Web series, as one of the products in the network era, are different from traditional TV dramas, With the contents preferred by youngsters, wed series, as a form of fast food culture, are increasingly gaining popularity, such as being uploaded on online video platforms like Naver TV and Youtube. This study aims to examine the characteristics of narrative closure and continuing serial form of Youth Web Series through the youth web series production company "playlist original" in Korea and analyze the narrative structure caused by narrative closure and continuing serial form and nonlinear narratives.