• Title/Summary/Keyword: Video clip

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A Comparison of Viewpoints on the Science Lesson between Pre-service Teachers and Experienced Teachers (예비교사와 경력교사의 과학 수업 관점 비교)

  • Jhun, Youngseok;Jung, Hana
    • Journal of Korean Elementary Science Education
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    • v.36 no.1
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    • pp.95-112
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    • 2017
  • The competence of teachers, comes out through their lesson, is one of the key factors of school education. The purpose of this study is comparing the viewpoints on the science lessons in the elementary classrooms between pre-service teachers and highly experienced teachers in order to draw implications on pre-service teacher educating system. The participants of the study are 14 junior students in a university of education and 9 elementary school teachers who are highly educated and have much career experience. Each student participant observed one video clip with science lesson of their classmate. The total number of the video subject to observation is 4. Meanwhile experienced teachers observed 1 or 2 videos which are the same to those the students watched. The participants made a class criticism according to the General Standards for Class Critique made by KICE. The in-depth analysis of the criticism yielded the following conclusions; First, pre-service teachers had narrow views on the science class mainly limited in the practical part of class, but experienced teachers had wide views covered to class-knowledge, plan, and practice. Second, most experienced teachers thought that learning is the process by which students acquire knowledge or concepts by themselves, and the main purpose of the class is to help students' learning. Meanwhile, there were many pre-service teachers who thought that conveying knowledge or concepts to students was the main purpose of the class. Third, experienced teachers thought that a good science class should maintain consistency around the learning goals from the planning, implementation, and evaluation. However, many pre-service teachers did not take the learning objectives so seriously.

Spatial-Temporal Scale-Invariant Human Action Recognition using Motion Gradient Histogram (모션 그래디언트 히스토그램 기반의 시공간 크기 변화에 강인한 동작 인식)

  • Kim, Kwang-Soo;Kim, Tae-Hyoung;Kwak, Soo-Yeong;Byun, Hye-Ran
    • Journal of KIISE:Software and Applications
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    • v.34 no.12
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    • pp.1075-1082
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    • 2007
  • In this paper, we propose the method of multiple human action recognition on video clip. For being invariant to the change of speed or size of actions, Spatial-Temporal Pyramid method is applied. Proposed method can minimize the complexity of the procedures owing to select Motion Gradient Histogram (MGH) based on statistical approach for action representation feature. For multiple action detection, Motion Energy Image (MEI) of binary frame difference accumulations is adapted and then we detect each action of which area is represented by MGH. The action MGH should be compared with pre-learning MGH having pyramid method. As a result, recognition can be done by the analyze between action MGH and pre-learning MGH. Ten video clips are used for evaluating the proposed method. We have various experiments such as mono action, multiple action, speed and site scale-changes, comparison with previous method. As a result, we can see that proposed method is simple and efficient to recognize multiple human action with stale variations.

Simulation of Disaster Broadcast Service Using Terrestrial UHD Additional Data (지상파 UHD 부가 데이터를 활용한 재난방송 서비스 시뮬레이션)

  • Kwak, Chunsub;Lee, Man-Kyu;Lee, Hyun-Ji
    • The Journal of the Korea Contents Association
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    • v.20 no.5
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    • pp.58-68
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    • 2020
  • In this paper, we simulated disaster broadcast service using terrestrial UHD additional data. We looked at nine functions(warning alarm, location-based information, multilingual, re-viewing the title of breaking news, evacuation knack video, CCTV, clip video, wake up, automatic channel switching) by referring to ATSC 3.0 standards. Analyzing the advantages and problems of the proposed disaster broadcast. Expert interviews were conducted after a demonstration and explanation of terrestrial UHD disaster broadcast. They said that the problems with the technology were difficulty in using, obstruction of viewing, content creation problems, and problems with advertisers. In addition to the lack of simulation-based research, this research has provided an insight into the technology by showing it in a visible way. This helped shape the advantages and problems of technology.

A Data Service of Digital Broadcasting for Program-Guiding using Multi-View Video (멀티 뷰 영상을 활용한 디지털방송의 프로그램가이드 데이터서비스)

  • Ko, Kwangil
    • Journal of Digital Contents Society
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    • v.16 no.1
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    • pp.71-77
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    • 2015
  • Currently, numerous (broadcasting) programs are being provided to viewers, which makes it hard for viewers to select a program to watch. Especially, surfing channels watching the program videos (which is the most general manner of searching a program) became a time consuming task of performing several tens of channel changes (a channel change takes about 0.7 second). In the paper, a data service for guiding programs using the multi-view of program videos is proposed. The data service allows viewers to navigate all program videos without channel changes. To implement the data service, a method for composing and transmitting multi-view videos with the meta data for handling each video of the multi-view has been devised and a Java API has been implemented to clip, resize, and display parts of the multi-view videos.

The Effect of Matching between Odor and Color on Video Reality and Sense of Immersion (향과 색의 어울림이 영상 실감과 몰입감에 미치는 효과)

  • Lee, Guk-Hee;Li, Hyung-Chul O.;Bang, Dongmin;Ahn, ChungHyun;Ki, MyungSeok;Kim, ShinWoo
    • Journal of Broadcast Engineering
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    • v.19 no.6
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    • pp.877-895
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    • 2014
  • It is common sense that providing specific odor can increase the video reality when video scene has an object having specific odor. However, people still do not know how to increase video reality and emotional immersion when there is no information on specific odor in the scene. So, present study explores how we improve video reality and immersion when the scene has no concrete odor information from some objects. Especially, this research focuses on diverse previous studies about matching between odor and color and then we expect providing odor can increase video reality if the odor is well-matched with the video's color. To do this, we collected 48 odors and investigated which color was well-matched with each odor. As a result, we get 5 odors which had clearly well-matched colors and decide ill-matched colors of those 5 odors as complementary colors of well-matched colors (Experiment 1). After that, we organize 3 conditions such as coloring image and video clip with well-matched color (color-odor match condition), coloring those with ill-matched color (color-odor mismatch condition), and coloring those with achromatic color by removing color saturation (color-odor neutral condition). Under each of these three conditions, image-odor matching, increment of reality with the odor, increment of immersion with the odor, and odor preference are asked (Experiment 2; 3). The results showed that the scores of all 4 questions in color-odor match condition were higher than color-odor mismatch condition and neutral condition. These results mean that providing matching odor with the scene's color in video is very effective to increase video reality and immersion. We expect experiencing better reality and immersion with olfactory information by adding various future research.

Experiences of Patients with Coronavirus in the COVID-19 Pandemic Era in Indonesia

  • Aungsuroch, Yupin;Juanamasta, I Gede;Gunawan, Joko
    • Asian Journal for Public Opinion Research
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    • v.8 no.3
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    • pp.377-392
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    • 2020
  • COVID-19 is considered the worst pandemic of the beginning of the 21st century. Among the ASEAN countries, Indonesia has the second highest number of active cases and is ranked 23th in the world in active cases as of August 14, 2020. The number of people becoming infected in Indonesia continues to grow along with fear and panic conditions that have negative impacts on Indonesian society. Therefore, efforts to deal with the conditions should be made. This study aims to explore the experience of patients with COVID-19 experiences during the treatment process. This study used literature and video clip analysis of 14 cases. Data were analyzed using content analysis. The results were presented in the following five themes (i) experience of receiving a diagnosis (I am shocked, how could I get infected?, suggestive thinking between dead or alive, and uncertainty of the test result), (ii) boredom during isolation, (iii) being stigmatized and discriminated against, (iv) self-reflection with God, and (v) social support from family members and healthcare workers. This study serves as an input to increase the chances of the recovery of the patients with COVID-19.

Research on Efficient Usage of 3D Stereoscopic Technology (3D 스테레오스코픽(Stereoscopic)기술의 효율적 활용에 관한 연구)

  • Kim, Ji-Soo
    • The Journal of the Korea Contents Association
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    • v.10 no.2
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    • pp.138-145
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    • 2010
  • Stereoscopic technology can be regarded as core basis technology which is commonly requested in field of next generation stereoscopic multi media information communication. Realization of stereoscopic image in order to express natural images that are close to reality is a part that human constantly put effort, it first began with visual recognition system, went through stereo picture by using binocular disparity and were conducted as video clip stereoscopic age. Life is changing, a new culture is formed, there were technological development which realized imagination as reality based on expansion of IT industry and core trend, and there is 3D stereoscopic image technology in the center. We will look at technology development tendency and development strategy of 3D stereoscopic image in this essay, and will suggest efficient usage plan of 3D stereoscopic image technology for continuous market expansion.

The Successful Strategies for YouTube Channels Using the Network Overlap (네트워크 중복을 이용한 유튜브 채널의 성공 전략)

  • Shin, Jin-Hee;Son, Jung-Min
    • The Journal of Information Systems
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    • v.29 no.1
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    • pp.267-287
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    • 2020
  • Purpose Online platform companies can increase the spread of content by communicating with users who have diverse preferences through social networks. Previous studies show the mixed effect on the network overlap, and there was a limited examinations for the underlying mechanism. This study expects high academic and practical implications that can be provided by studying on the user's viewership network. The purpose of this research is to examine the effects of network overlap on the users' viewership for creators of user-generated content in YouTube. We explain the direct and in-direct effects through the content sharing and the valence of user ratings. Design/methodology/approach The data contains 45 channels and 4,085 video clips from YouTube. We control the effect of the categories, channel characteristics, and vide clip characteristics on the viewership. PROCESS macro were used to analyze the direct and in-direct effects of network overlap. Findings The analysis results showed that the network overlap directly affect on the users' viewership. The variable decreases the moderators (i.e., content sharing and the valence of user ratings). This result implies that the users can not satisfy their need for uniqueness which is achieved by content sharing and rating in the overlapped network.

Effects of Aroma Hand Massage on Stress, Fatigue, and Sleep in Nursing Students (아로마 손 마사지가 간호대학생의 스트레스, 피로와 수면에 미치는 효과)

  • Park, Soohyun;Park, Hyun Joo
    • Journal of Korean Academy of Fundamentals of Nursing
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    • v.26 no.2
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    • pp.86-95
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    • 2019
  • Purpose: The aim of this study was to examine the effects of aroma hand massage on stress, fatigue, and sleep in sophomore nursing students. Methods: This study was a quasi-experimental design with a nonequivalent control group and a pre-post test was used. Thirty-seven sophomore nursing students were recruited. The experimental group (n=18) underwent 40 minutes aroma hand massage which was provided by the research assistant. The research assistant was trained with a video clip for aroma hand massage that was developed by Korea Aroma Association. Aroma oil contained lavender essential oil and sweet orange oil mixed with a jojoba oil base. The control group (n=19) did not receive any other treatments related aroma and massage. Results: Significant improvements were exhibited in scores for stress (t=-2.61, p=.013) and fatigue in the experimental group (t=-2.05, p=.047) compared to the control group. However, differences in sleep between two groups were not statistically significant (t=1.23, p=.277) between two groups. Conclusion: The results of this study suggest that aroma hand massage could be useful to decrease stress and fatigue levels for sophomore nursing students. Therefore, results of this study can be used as a basis of health care programs for reducing stress of nursing students.

The Effect of Experiential Value of AR Fashion Platform on Platform Preference (증강현실 패션플랫폼에 대한 경험적 가치가 플랫폼 선호도에 미치는 영향)

  • Ha Kyung Lee;Hee Jin Hur
    • Journal of the Korean Society of Clothing and Textiles
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    • v.46 no.6
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    • pp.987-1003
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    • 2022
  • This study explores the effect of experiential value of AR fashion platform on platform preference. Based on the SOR theory, the effects of visual appeals, entertainment, service excellence, and efficiency on platform attitudes, mediated by intrinsic enjoyment and escapism, are tested. The participants respond to the questions after watching the video clip, using an AR fashion platform. A total of 252 data is analyzed using SPSS 26.0 for descriptive statistics and reliability analysis and AMOS 26.0 for confirmatory factor analysis and structural equation modeling. The results show visual appeals, entertainment, and efficiency influence platform preference, mediated by intrinsic enjoyment. Entertainment also influences platform preference, mediated by escapism. The moderating effect of the AR service pre-experience is also explored. For the group with the AR service experience, entertainment and efficiency has a positive effect on intrinsic enjoyment, leading to AR platform preference. For the group without an AR service experience, only entertainment influences the AR platform preference, mediated by intrinsic enjoyment; however, there are no factors which increase escapism. The findings of this study contribute to find the marketing directions for the AR service users, by offering appropriate experiential values based on their prior AR experience.