• Title/Summary/Keyword: Video contents

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The Impact of Video Quality and Image Size on the Effectiveness of Online Video Advertising on YouTube

  • Moon, Jang Ho
    • International Journal of Contents
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    • v.10 no.4
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    • pp.23-29
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    • 2014
  • Online video advertising is now an increasingly important tool for marketers to reach and connect with their consumers. The purpose of this study was to empirically investigate the impact of video format on online video advertising. More specifically, this study aimed to explore whether online video quality and image size influences viewer responses toward online video advertising. By conducting an experimental study on YouTube, the results suggested that enhanced video quality of online advertising may have an important impact on effectiveness of the advertising, and the concept of presence is a key to understanding the effects of enhanced video quality in online advertising.

A Study on the factors on use diversity or usage of mobile video services (모바일 동영상 서비스 사용다양성과 사용정도에 영향을 미치는 요인 연구)

  • Kim, Min-Jeong
    • Journal of Digital Convergence
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    • v.14 no.2
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    • pp.389-396
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    • 2016
  • This study analyzes factors that influence use diversity or usage of mobile video services. This study conducts multiple regression analysis to draw the major factors that affect use diversity or usage of mobile video services. The major findings of this study are as follows. First, IPTV membership status, DMB watching status, and TV contents broadcasting status affect the use diversity of mobile video services. Second, TV contents broadcasting status and video streaming quality affect the usage of mobile video services. This study provides some implications that TV contents broadcasting is a core element in mobile video services. The future research is discussed.

Comparison of Postural Control Ability according to the Various Video Contents during Action Observations

  • Goo, Bon Wook;Lee, Mi Young
    • The Journal of Korean Physical Therapy
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    • v.33 no.1
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    • pp.16-20
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    • 2021
  • Purpose: This study examined the effects of the type of video contents used for action observations on the ability to control posture. Methods: The participants were 48 healthy adults. The two hands of the participants were crossed on both shoulders, and the other foot was placed in a straight line in front of the target to allow them to watch a video of the monitor. The videos were presented in random order with three video contents (natural, stable balance posture, and unstable balance posture) consisting of 30 seconds each. A 15-second resting time was given between each video. During action observation using various video content forms, the posture control ability was measured using a TekScan MetScan® system. Results: The results revealed statistically significant differences in the area of movement and the distance by COP and distance by the type of action-observation videos, and the distance by the anteroposterior and mediolateral sides (p<0.05). The stable balance posture and unstable balance posture video showed significant differences in the distance by the COP, anteroposterior, and mediolateral distance. (p<0.05) Conclusion: This study suggests that choosing the contents of the videos is important during action-observation training, and action-observation training can help improve postural control.

The Development of Information Circulation System for Science & Technology Video Digital Contents Based on KOI(Knowledge Object Identifier) (식별체계기반 과학기술 동영상 콘텐츠 유통시스템 구축 방안)

  • Seok Jung-Ho
    • The Journal of the Korea Contents Association
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    • v.5 no.1
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    • pp.65-71
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    • 2005
  • With the rapid improvement of the internet and information technology, digital contents containing knowledge and information resource is circulated through the internet. A circulation system based on a standardized identifier is required to share this kind of information, generated from seminars and workshops conducted in the area of science and technology and saved in the form of digital video contents. The main objective of this study is on constructing an information circulation system based on the KOI identifier to effectively share the digital video contents produced from seminars and workshops related to the area of science and technology. Furthermore, the overview and status of a standardized identifier, and the functional aspects of the system such as the methods to apply the KOI identification system on the subject and its slides of digital video contents, a digital video contents management system, a centralized identifier management system, and the methods applied for the search of digital video metadata have been suggested to support construction of the information circulation system.

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Design of a Video Metadata Schema and Implementation of an Authoring Tool for User Edited Contents Creation (User Edited Contents 생성을 위한 동영상 메타데이터 스키마 설계 및 저작 도구 구현)

  • Song, Insun;Nang, Jongho
    • Journal of KIISE
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    • v.42 no.3
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    • pp.413-418
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    • 2015
  • In this paper, we design new video metadata schema for searching video segments to create UEC (User Edited Contents). The proposed video metadata schema employs hierarchically structured units of 'Title-Event-Place(Scene)-Shot', and defines the fields of the semantic information as structured form in each segment unit. Since this video metadata schema is defined by analyzing the structure of existing UECs and by experimenting the tagging and searching the video segment units for creating the UECs, it helps the users to search useful video segments for UEC easily than MPEG-7 MDS (Multimedia Description Scheme) which is a general purpose international standard for video metadata schema.

Service Strategy of UCC(User Created Contents) in Video -Comparative Analysis of the Portal Naver's Play and Daum's TV Pot- (동영상 UCC(User Created Contents) 서비스 전략 -포털 네이버 '플레이' 와 다음 'TV 팟' 비교 분석-)

  • Choi, Hak-Hyun;Son, Ji-Sung
    • The Journal of the Korea Contents Association
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    • v.7 no.12
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    • pp.41-54
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    • 2007
  • The recent UCC video sector possesses an explosive potential for growth as it will act as a critical factor in determining the popularity of portal sites. We identified and compared the strengths and weaknesses in the UCC sector of "Naver" and "Daum", which are currently in the development phase, and we investigated alternatives as well as proposing an outlook for both portal companies. We believe a better UCC video service will be the deciding factor in a portal's popularity and therefore researches in the UCC video sector must continue.

Video Data Modeling for Supporting Structural and Semantic Retrieval (구조 및 의미 검색을 지원하는 비디오 데이타의 모델링)

  • 복경수;유재수;조기형
    • Journal of KIISE:Databases
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    • v.30 no.3
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    • pp.237-251
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    • 2003
  • In this paper, we propose a video retrieval system to search logical structure and semantic contents of video data efficiently. The proposed system employs a layered modelling method that orBanifes video data in raw data layer, content layer and key frame layer. The layered modelling of the proposed system represents logical structures and semantic contents of video data in content layer. Also, the proposed system supports various types of searches such as text search, visual feature based similarity search, spatio-temporal relationship based similarity search and semantic contents search.

Understanding User Motivations and Behavioral Process in Creating Video UGC: Focus on Theory of Implementation Intentions (Video UGC 제작 동기와 행위 과정에 관한 이해: 구현의도이론 (Theory of Implementation Intentions)의 적용을 중심으로)

  • Kim, Hyung-Jin;Song, Se-Min;Lee, Ho-Geun
    • Asia pacific journal of information systems
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    • v.19 no.4
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    • pp.125-148
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    • 2009
  • UGC(User Generated Contents) is emerging as the center of e-business in the web 2.0 era. The trend reflects changing roles of users in production and consumption of contents on websites and helps us to understand new strategies of websites such as web portals and social network websites. Nowadays, we consume contents created by other non-professional users for both utilitarian (e.g., knowledge) and hedonic values (e.g., fun). Also, contents produced by ourselves (e.g., photo, video) are posted on websites so that our friends, family, and even the public can consume those contents. This means that non-professionals, who used to be passive audience in the past, are now creating contents and share their UGCs with others in the Web. Accessible media, tools, and applications have also reduced difficulty and complexity in the process of creating contents. Realizing that users create plenty of materials which are very interesting to other people, media companies (i.e., web portals and social networking websites) are adjusting their strategies and business models accordingly. Increased demand of UGC may lead to website visits which are the source of benefits from advertising. Therefore, they put more efforts into making their websites open platforms where UGCs can be created and shared among users without technical and methodological difficulties. Many websites have increasingly adopted new technologies such as RSS and openAPI. Some have even changed the structure of web pages so that UGC can be seen several times to more visitors. This mainstream of UGCs on websites indicates that acquiring more UGCs and supporting participating users have become important things to media companies. Although those companies need to understand why general users have shown increasing interest in creating and posting contents and what is important to them in the process of productions, few research results exist in this area to address these issues. Also, behavioral process in creating video UGCs has not been explored enough for the public to fully understand it. With a solid theoretical background (i.e., theory of implementation intentions), parts of our proposed research model mirror the process of user behaviors in creating video contents, which consist of intention to upload, intention to edit, edit, and upload. In addition, in order to explain how those behavioral intentions are developed, we investigated influences of antecedents from three motivational perspectives (i.e., intrinsic, editing software-oriented, and website's network effect-oriented). First, from the intrinsic motivation perspective, we studied the roles of self-expression, enjoyment, and social attention in forming intention to edit with preferred editing software or in forming intention to upload video contents to preferred websites. Second, we explored the roles of editing software for non-professionals to edit video contents, in terms of how it makes production process easier and how it is useful in the process. Finally, from the website characteristic-oriented perspective, we investigated the role of a website's network externality as an antecedent of users' intention to upload to preferred websites. The rationale is that posting UGCs on websites are basically social-oriented behaviors; thus, users prefer a website with the high level of network externality for contents uploading. This study adopted a longitudinal research design; we emailed recipients twice with different questionnaires. Guided by invitation email including a link to web survey page, respondents answered most of questions except edit and upload at the first survey. They were asked to provide information about UGC editing software they mainly used and preferred website to upload edited contents, and then asked to answer related questions. For example, before answering questions regarding network externality, they individually had to declare the name of the website to which they would be willing to upload. At the end of the first survey, we asked if they agreed to participate in the corresponding survey in a month. During twenty days, 333 complete responses were gathered in the first survey. One month later, we emailed those recipients to ask for participation in the second survey. 185 of the 333 recipients (about 56 percentages) answered in the second survey. Personalized questionnaires were provided for them to remind the names of editing software and website that they reported in the first survey. They answered the degree of editing with the software and the degree of uploading video contents to the website for the past one month. To all recipients of the two surveys, exchange tickets for books (about 5,000~10,000 Korean Won) were provided according to the frequency of participations. PLS analysis shows that user behaviors in creating video contents are well explained by the theory of implementation intentions. In fact, intention to upload significantly influences intention to edit in the process of accomplishing the goal behavior, upload. These relationships show the behavioral process that has been unclear in users' creating video contents for uploading and also highlight important roles of editing in the process. Regarding the intrinsic motivations, the results illustrated that users are likely to edit their own video contents in order to express their own intrinsic traits such as thoughts and feelings. Also, their intention to upload contents in preferred website is formed because they want to attract much attention from others through contents reflecting themselves. This result well corresponds to the roles of the website characteristic, namely, network externality. Based on the PLS results, the network effect of a website has significant influence on users' intention to upload to the preferred website. This indicates that users with social attention motivations are likely to upload their video UGCs to a website whose network size is big enough to realize their motivations easily. Finally, regarding editing software characteristic-oriented motivations, making exclusively-provided editing software more user-friendly (i.e., easy of use, usefulness) plays an important role in leading to users' intention to edit. Our research contributes to both academic scholars and professionals. For researchers, our results show that the theory of implementation intentions is well applied to the video UGC context and very useful to explain the relationship between implementation intentions and goal behaviors. With the theory, this study theoretically and empirically confirmed that editing is a different and important behavior from uploading behavior, and we tested the behavioral process of ordinary users in creating video UGCs, focusing on significant motivational factors in each step. In addition, parts of our research model are also rooted in the solid theoretical background such as the technology acceptance model and the theory of network externality to explain the effects of UGC-related motivations. For practitioners, our results suggest that media companies need to restructure their websites so that users' needs for social interaction through UGC (e.g., self-expression, social attention) are well met. Also, we emphasize strategic importance of the network size of websites in leading non-professionals to upload video contents to the websites. Those websites need to find a way to utilize the network effects for acquiring more UGCs. Finally, we suggest that some ways to improve editing software be considered as a way to increase edit behavior which is a very important process leading to UGC uploading.

A Study on Use Motivation, Consumers' Characteristics, and Viewing Satisfaction of Need Fulfillment Video Contents(Vlog / ASMR / Muk-bang) (욕구 충족 영상 콘텐츠(브이로그 / ASMR / 먹방) 이용 동기, 수용자 특성, 시청 만족도에 관한 연구)

  • Kang, Mee?Jeong;Cho, Chang-Hoan
    • The Journal of the Korea Contents Association
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    • v.20 no.1
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    • pp.73-98
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    • 2020
  • This study aims to redefine Vlog, ASMR, and Muk-bang contents as 'Need Fulfillment Video Contents,' which are emerging as major genres among the video contents. And this study explores the relationships between consumers' motives, viewing satisfaction, and consumers' characteristics such as demographic characteristics, big five personality traits, and individualism-collectivism tendencies in terms of uses and gratifications theory. Statistical analysis techniques such as factor analysis and hierarchical regression analysis were used to analyze 441 samples. As a result, age, income level, and collectivism were found to influence consumers' choice of Need Fulfillment Video Content genre. It was also found that the motivation of using Need Fulfillment Video Contents consisted of five factors: self-assessment and improvement, sensory stimulation and relaxation, entertainment, escapism and passing time, and following trends. Also, each usage motive influenced the viewing satisfaction in various ways. Based on the results of the analyses, the study concludes with discussion of the academic significance and practical implications for Need Fulfillment Video Contents industry development.

The Design and Implementation of Internet Broadcasting Move Picture Solution apply to FlashVideo (FlashVideo를 적용한 인터넷 방송 동영상 솔루션의 설계 및 구현)

  • Kwon, O-Byung;Kim, Kyeong-Su
    • Journal of Digital Convergence
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    • v.10 no.6
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    • pp.241-246
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    • 2012
  • In this paper, we apply the next generation Internet Broadcasting Move Picture solution, FlashVideo has been designed and implemented. Currently being broadcast in the field to compress HD video in real time, as well as live Internet VOD services are available through the online system, the Internet LIVE broadcast and VOD service easy to operate and UCC services that support the solution. VOD video cameras and in real time using H264 CORECODEC to compress MPEC4, WMV, and real-time video streaming on the Internet, and phone system that supports the first, real-time recording of camera images featured nation's first real-time encoder system (Real time encoder system) is, Web and smart environment suitable for supporting the latest CORECODEC technology and software products. Second, the video can be played in MP4 player and customize your chat, and customizing is a possible two-way Internet Broadcasting System. Third, CMS (Contents Management System) feature video contents and course management contents in real time via the Android phone and iPhone streaming service is available.