• Title/Summary/Keyword: Video industry

Search Result 513, Processing Time 0.029 seconds

Analysis of Chinese Video Website Barrage Language Based On the Influence Of The ACGN Culture

  • Yan, JiHui;Pan, Yang;Yun, Taesoo
    • International Journal of Internet, Broadcasting and Communication
    • /
    • v.13 no.2
    • /
    • pp.195-207
    • /
    • 2021
  • In recent years, with the rapid growth of China's animation industry, the two-dimensional culture and consumption have been immersed in the daily lives of young people. The two-dimensional culture that mainly exists on young people is gradually entering the public's field of vision, making the two-dimensional culture not It is only restricted to the fixed fan circle, but is known to more people outside the circle. At the same time, the "barrage" (screen text) cultures in video websites has become popular with some film and television works, Internet terms, etc., and has attracted the attention on mainstream culture. On the one hand, its cultural products have appeared on traditional mainstream video websites and advertisements on provincial satellite TV. And in the program, on the other hand, a small part of the screen text and cultural terms are also used by some celebrities and other ordinary people who don't understand the meaning of the terms at all, and have caused widespread dissemination. Sometimes the video website itself is also mentioned, which obviously shows a difference. The tendency towards a kind of screen texts subculture to penetrate the mainstream culture.

Delivering Augmented Information in a Session Initiation Protocol-Based Video Telephony Using Real-Time AR

  • Jang, Sung-Bong;Ko, Young-Woong
    • Journal of Information Processing Systems
    • /
    • v.18 no.1
    • /
    • pp.1-11
    • /
    • 2022
  • Online video telephony systems have been increasingly used in several industrial areas because of coronavirus disease 2019 (COVID-19) spread. The existing session initiation protocol (SIP)-based video call system is being usefully utilized, however, there is a limitation that it is very inconvenient for users to transmit additional information during conversation to the other party in real time. To overcome this problem, an enhanced scheme is presented based on augmented real-time reality (AR). In this scheme, augmented information is automatically searched from the Internet and displayed on the user's device during video telephony. The proposed approach was qualitatively evaluated by comparing it with other conferencing systems. Furthermore, to evaluate the feasibility of the approach, we implemented a simple network application that can generate SIP call requests and answer with AR object pre-fetching. Using this application, the call setup time was measured and compared between the original SIP and pre-fetching schemes. The advantage of this approach is that it can increase the convenience of a user's mobile phone by providing a way to automatically deliver the required text or images to the receiving side.

Implementation of External-Contents based Video Mashup Service using OpenAPI (OpenAPI를 이용한 외부컨텐츠 기반 동영상 매쉬업 서비스의 구현)

  • Lee, Dong Kyun;Kwon, Joon Hee
    • Journal of Korea Society of Digital Industry and Information Management
    • /
    • v.5 no.1
    • /
    • pp.89-98
    • /
    • 2009
  • The existing mashup service providers have induced users to participate in their own made services and have grown their services by user participations and contributing contents. Recent services based on Web2.0 are called by 'Open (Content) Service' which means anyone can provide new services to the others without any of their own contents. But unfortunately the most of these days services are not opened. They just using mashups for increasing their service's traffics. We introduce the way to make a simple service to provide searching videos present it with extracted keyword from external content without our own contents at all. this show that how to combine the content with another contents or services.

Food Media Content Study for an AI Smart Speaker

  • Kim, Kyoung-Ah
    • Journal of Multimedia Information System
    • /
    • v.6 no.4
    • /
    • pp.197-202
    • /
    • 2019
  • Society advances through technology, and technology has changed many lifestyles. The need for food is varying, but the availability of food is constantly changing as trends in production change. Combining the food industry and technology, a robot that delivers food and also cooks it has been developed. The time has come for a combination of food content and technology to advance the restaurant industry. This study discusses the application of a recommended food content media providing system using a curation engine that recommends contents according to individual tastes and preferences for the convenience of those who use food contents, using artificial intelligence speakers. We discuss the technologies required to develop video contents optimized for AI speakers with screens and shapes, combined with inset top boxes.

Efficient rate control algorithm for video near-lossless compression (비디오 준무손실 압축을 위한 효율적인 레이트 컨트롤 알고리즘)

  • Joh, Beom Seok;Kim, Young Ro
    • Journal of Korea Society of Digital Industry and Information Management
    • /
    • v.6 no.2
    • /
    • pp.11-17
    • /
    • 2010
  • In this paper, we propose efficient rate control algorithm for video near-lossless compression. The proposed method adjusts pixel error range using amounts of previous encoded bits and target bits at a slice encoding interval. Thus, encoded bits by the proposed method are transmitted well through limited bandwidth without overflow. Also, target bits and encoded bits can be controlled according to transmission policy. Experimental results show that our proposed method not only almost fits compression ratio, but also has better image quality.

A Real Time Multiplayer Network Game System Based on a History Re-Transmission Algorithm

  • Kim, Seong-hoo;Park, Kyoo-seok
    • Journal of Korea Multimedia Society
    • /
    • v.7 no.6
    • /
    • pp.814-823
    • /
    • 2004
  • Current video games and game room games are played as a single player mode on the basis of various emulators. With the evolution of data communications and game technology, a new trend in the game industry has made the primary interests of game developers and companies in the game industry be moved toward a multiplayer mode from the traditional single player mode. In this paper, we represent how to implement a network game platform by allowing network modules to be run in conjunction with the current video emulator games. It also suggests a synchronization scheme for real-time game playout and practical mechanism that can support network games to be played with the Peer-to-Peer process using a lobby system.

  • PDF

A Semantic-based Video Retrieval System using Design of Automatic Annotation Update and Categorizing (자동 주석 갱신 및 카테고라이징 기법을 이용한 의미기반 동영상 검색 시스템)

  • 김정재;이창수;이종희;전문석
    • Journal of the Korea Computer Industry Society
    • /
    • v.5 no.2
    • /
    • pp.203-216
    • /
    • 2004
  • In order to process video data effectively, it is required that the content information of video data is loaded in database and semantic- based retrieval method can be available for various query of users. Currently existent contents-based video retrieval systems search by single method such as annotation-based or feature-based retrieval, and show low search efficiency and requires many efforts of system administrator or annotator form less perfect automatic processing. In this paper, we propose semantic-based video retrieval system which support semantic retrieval of various users by feature-based retrieval and annotation-based retrieval of massive video data. By user's fundamental query and selection of image for key frame that extracted from query, the agent gives the detail shape for annotation of extracted key frame. Also, key frame selected by user become query image and searches the most similar key frame through feature based retrieval method that propose. Therefore, we design the system that can heighten retrieval efficiency of video data through semantic-based retrieval.

  • PDF

Study of Next Generation Game Animation (넥스트 제너레이션 게임애니메이션 연구)

  • Park, Hong-Kyu
    • Cartoon and Animation Studies
    • /
    • s.13
    • /
    • pp.223-236
    • /
    • 2008
  • The video game industry is obsessed by the perception of "Next Generation Game". Appearance of the next generation game console has required the video game industry to renovate new technologies for their entire production. This tendency increases a huge mount of production cost. Game companies have to hire more designers to create a solid concept, artists to generate more detailed content, and programmers to optimize for more complex hardware. All those high cost efforts provide great locking games, but the potential of next generation game consoles does not end there. They also bring possibilities of the new types of gameplay. Next generation game contains a much larger pool of memories for every video game elements. The entire video game used to use roughly 800 animation files, but next generation game is pushing scripted event well over 4000 animation flies. That allows a lot of very unique custom animation for pretty much every action in the game. It gives game players much more vivid and realistic appreciation of the virtual world. Players are not being able to see any recycling of the same animation over and over when they are playing next generation game. The main purpose of this thesis is that defines the concept of next generation game and analyzes new animation-pipeline to be used in the shooter games.

  • PDF

Effects of YouTube Users' Mindfulness factors on the Continued Use Intention (유튜브 이용자의 마음챙김 요인이 지속이용의도에 미치는 영향)

  • Choi, Kyung Woong;Byeon, Benja min;Kwon, Do soon
    • Journal of Korea Society of Digital Industry and Information Management
    • /
    • v.17 no.3
    • /
    • pp.39-61
    • /
    • 2021
  • This study aims to examine the effect of the Mindfulness for YouTube users. Recently, video sharing platforms have grown rapidly with YouTube, and YouTube has grown rapidly despite the emergence of various video sharing platforms. Which YouTube represents these changes, provides an environment where anyone can make and distribute videos. And through these advantages, many viewers are coming in and more creators are making videos. The purpose of this study is to understand the influence factors of YouTube service in Korea and to clarify the causal relationship between the factors that affect the continued use intention through usefulness, confirmation, and satisfaction. For this reason, presented a research model that applied key variables of the Mindfulness theory, which emphasized that users should be aware of their emotions. In order to empirical verification the research model of this study, a questionnaire was conducted for university students and general office workers who had experience using YouTube. As a result, first decentered attention has been shown that has no positive effect on perceived usefulness and confirmation. Second, non-judgmental acceptance has benn shown that has a postitive effect on perceived usefulness and confirmation. Third, current self-perception has been shown that has no positive effect on perceived usefulness and confirmation. Fourth, concentration has been shown that has no positive effect on perceived usefulness and confirmation. And Mindfulness has been shown that has a positive effect on satisfaction and perceived usefulness. Through this, it is important to use YouTube to use what users feel is important, and it is important to determine whether the video is helpful to them when accepting content and make them expect the next video.

Current State of Animation Industry and Technology Trends - Focusing on Artificial Intelligence and Real-Time Rendering (애니메이션 산업 현황과 기술 동향 - 인공지능과 실시간 렌더링 중심으로)

  • Jibong Jeon
    • The Journal of the Convergence on Culture Technology
    • /
    • v.9 no.5
    • /
    • pp.821-830
    • /
    • 2023
  • The advancement of Internet network technology has triggered the emergence of new OTT video content platforms, increasing demand for content and altering consumption patterns. This trend is bringing positive changes to the South Korean animation industry, where diverse and high-quality animation content is becoming increasingly important. As investment in technology grows, video production technology continues to advance. Specifically, 3D animation and VFX production technologies are enabling effects that were previously unthinkable, offering detailed and realistic graphics. The Fourth Industrial Revolution is providing new opportunities for this technological growth. The rise of Artificial Intelligence (AI) is automating repetitive tasks, thereby enhancing production efficiency and enabling innovations that go beyond traditional production methods. Cutting-edge technologies like 3D animation and VFX are being continually researched and are expected to be more actively integrated into the production process. Digital technology is also expanding the creative horizons for artists. The future of AI and advanced technologies holds boundless potential, and there is growing anticipation for how these will elevate the video content industry to new heights.