• Title/Summary/Keyword: Video understanding

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REPRESENTATION OF NAVIGATION INFORMATION FOR VISUAL CAR NAVIGATION SYSTEM

  • Joo, In-Hak;Lee, Seung-Yong;Cho, Seong-Ik
    • Proceedings of the KSRS Conference
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    • 2007.10a
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    • pp.508-511
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    • 2007
  • Car navigation system is one of the most important applications in telematics. A newest trend of car navigation system is using real video captured by camera equipped on the vehicle, because video can overcome the semantic gap between map and real world. In this paper, we suggest a visual car navigation system that visually represents navigation information or route guidance. It can improve drivers' understanding about real world by capturing real-time video and displaying navigation information overlaid on it. Main services of the visual car navigation system are graphical turn guidance and lane change guidance. We suggest the system architecture that implements the services by integrating conventional route finding and guidance, computer vision functions, and augmented reality display functions. What we designed as a core part of the system is visual navigation controller, which controls other modules and dynamically determines visual representation methods of navigation information according to a determination rule based on current location and driving circumstances. We briefly show the implementation of system.

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A Study of the Mimesis in Internet Online Video Game Apparel Design (인터넷 온라인게임 의상디자인에 표현된 미메시스 연구)

  • Yang, Su-Mi;Kwon, Mi-Jeong
    • Journal of the Korean Society of Costume
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    • v.61 no.8
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    • pp.1-17
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    • 2011
  • Ever since Homeros in Greece, Mimesis was thought to be an art that imitates nature, especially the classicism of nature. Mimetic theories were used in the artworks in the era of the Renaissance, and the terminology 'mimesis' replaced the idea of originality in the 15th century. The purpose of this study is to understand the aesthetics of mimesis expressed in Online video game apparel design. For this purpose, I researched different theories of 'mimesis' and applied them to Online video game apparel designs. The research was conducted using various books on aesthetics and fashion, and demonstrative studies were processed by analyzing photos from Internet video game websites. In the history of aesthetics, the term mimesis is divided into three categories: external, internal and multiple mimesis. External mimesis represented the historical point of view in the design, which showed the beauty of the ancient times. Internal mimesis displayed the metaphorical symbols of religion, character, psychology, sexuality and fear. Multiple mimesis was the hybrid and the distortion of the different aspects of mimesis. Applying this research on mimesis and expressing them in Online video game design may be an excellent method for understanding human aesthetics in video game apparels.

A Case Study On the 6th Graders' Understanding of Variables Using LOGO Programming (Logo 프로그래밍을 통한 초등학교 6학년 아동의 변수개념 이해)

  • 류희찬;신혜진
    • Journal of Educational Research in Mathematics
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    • v.10 no.1
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    • pp.85-102
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    • 2000
  • The concept of variables is central to mathematics teaching and learning in junior and senior high school. Understanding the concept provides the basis for the transition from arithmetic to algebra and necessary for the meaningful use of all advanced mathematics. Despite the importance of the concept, however, much has been written in the last decade concerning students' difficulties with the concept. This Thesis is based on research to investigate the hypothesis that LOGO programming will contribute to 6th grader' learning of variables. The aim of the research were to; .investigate practice on pupils' understanding of variables before the activity with a computer; .identify functions of LOGO programming in pupils' using and understanding of variable symbols, variable domain and the relationship between two variable dependent expressions during the activity using a computer; .investigate the influence of pupils' mathematical belief on understanding and using variables. The research consisted predominantly of a case study of 6 pupils' discourse and activities concerning variable during their abnormal lessons and interviews with researcher. The data collected for this study included video recordings of the pupils'work with their spoken language.

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The Effects of an English Lecture for a Korean Business Student: Enhancing Understanding and Learning Outcomes (유통기업을 위한 대학의 영어전공강의 성과분석: 이해도 제고와 학습성과를 중심으로)

  • Kim, Myoung-Sook;Kang, Shin-Ae
    • Journal of Distribution Science
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    • v.14 no.10
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    • pp.127-136
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    • 2016
  • Purpose - This study investigated the effects of lectures in the English medium (EML) on understanding and learning outcomes. Sixty percent of EML lectures in Korea also use Korean for further support. Thus, this situation needs to clearly distinguish the specific impacts of the EML classes on learning outcomes. Here, we use the same English materials, including PowerPoint slides and video content, given in the Korean and English lectures. The difference between the lectures becomes only whether the lecture is delivered in Korean or English. Thus, we can clearly identify whether the language difference makes any difference in learning outcomes. Research design, data, and methodology - Our sample consisted of 91 students taking an international business course the spring of 2015. All course materials, including textbooks, PowerPoint slides, exams, video, and support content, were presented in English. Survey data and exam results were used. Students filled out their student identification number and name, so we could match the surveys against the exam results. Results - First, results show that whether the lecture was delivered in English or Korean was an important factor when students chose the class. Second, English proficiency related to international business and general English levels were higher in the English class than in the Korean class. However, the understanding of key concepts and reading abilities of international business newspapers were the same for students in both classes. Third, teaching materials and lectures were the most important material for the understanding of key concepts in the business major. Fourth, the exam results showed no difference in performance of the students in the English versus the Korean class. This shows that EML classes were not necessarily detrimental to the understanding of major concepts of the lecture. Thus, it is important that researchers carefully design empirical settings to study the effectiveness of EML. Conclusions - The English lecture can be as helpful for enhancing knowledge in the business major as the Korean lecture. For further research, various English lecture forms can be considered to distinguish the effects of the English lecture.

VIDEO GAME CULTURE AND INTERACTIVITY -An exploration of digital interactive media through a metaphorical approach to video game culture-

  • U, Tak
    • 한국게임학회지
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    • v.6 no.1
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    • pp.70-72
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    • 2009
  • This research is focused on defining interaction within the context of digital media and creating a multi cultural definition of interactivity. The concept of multi digital culture and a definition of interaction in digital media have often been overlooked by other researchers and this has caused the emergence of many different notions on this issue. As a result of these varied notions of the concept, public confusion has arisen regarding interactivity. The main purpose of this research is to find a suitable multi definition of interaction through examining local digital culture. In order to analogise multi digital culture, the video game culture is employed as a metaphor to interpret local digital culture. The reason for this is that a specific national culture can be easily identified within the video game culture. Four countries, South Korea, Japan, the U.S. and the UK have been chosen for comparison purposes. Case study, questionnaire and publicly accessible video game related data, such as, video game charts, are used for formalising and analysing unique local digital culture. The Heyri POP UP IMAGE Festival, S. Korea, was also used as a pilot study, with some of the above research methods being employed to analyse South Korean digital culture. In relation to western cases, interview and questionnaire were primarily used. The data from the case countries was carefully compared and analysed and then it became the basis of a theory of multi definition of interaction in digital media. The case study employed the cultural metaphor for this research and in addition video game culture related questionnaires and interviews with experts of interactive art genre, regarding new notions of digital interaction were utilised. The survey was conducted simultaneously in the four different cultural case nations of this research. Twenty respondents from each case nation participated in the survey, in order to investigate firstly, the existence of 'local digital culture' and secondly, the trends and phenomena of 'digital culture' in these four different 'local digital cultural areas'. In terms of interviews with experts of the interactive art genre, these were focused on obtaining their understanding of contemporary digital culture in their research. Using gathered data from the observation of local digital culture, the basic theory of interaction and the terminology of interaction are reformed. Localised definitions of interaction on digital media, control based interaction and communication based interaction are presented, in order to identify a 'locality' in terms of various contemporary digital cultures. As a result of analysing digital culture, new definitions of 'multi definition of digital interaction' were formulated. As mentioned above, 'control' and 'communication' based interaction were initiated, based on 'user to media' relationships. Based on the degree of physical interaction, 'liminal' and 'transitive' interactions were initiated. Less physical digital interaction is named 'liminal' interaction and more physical digital interaction is named' transitive' interaction. These new definitions of interaction were applied to the real world examples of uses of digital interaction, such as, digital interactive installation artworks and video games. The newly defined meaning of digital interaction can be applied to analysing digital interactive installation artworks and possibly indicate their future development and the prospects of future electronic games. Three leading digital interactive artists were selected for this analysis and their works were studied in terms of the implementation of 'multi definition of digital interaction'. Throughout these processes, the meaning of 'communication' in digital interactive media was emphasised. Many of the selected artists' digital installations were focused on 'communication' or 'interaction between each user through digital media', rather than the concept of 'control' in digital interaction, otherwise termed, 'communication with digital media'. In their artworks, interaction between each audience was digitally engaged within the physical interactive environment which was created by the digital media. Both the audience's action and all the reaction throughout the interaction between the audiences, triggered the digital media' s reaction. This audience-audience-media interaction is the key to understanding the concept of 'communication' in physical digital media and it is the main interactive concept upon which the selected digital interactive installation artists for this research and many other artists from similar fields, are concentrating their efforts. In the case of the video game, a similar trend was noticed to that of digital interactive installations. Based on this research's 'multi definition of digital interaction', the video game has evolved from the early stage of being conventional game, which was focused on control based interaction, to the on-line game which was focused on communication based interaction, to physical interactive games, such as, Nintendo Wii, which are focused on more physical interaction and finally, the ubiquitous interactive game, which is mainly concentrated on the concept of 'communication' in physical digital interaction. It is possible that this evolution of the video game concept of interaction is comparable to the progress of digital interactive artworks. This view is based on the fact that both genres show evidence that they are developing in the direction of the concept of 'communication', in terms of physical digital interaction. The important emphasis of this research's results is 'locality' and 'communication' in physical digital interaction. The existence of different digital culture trends, which were assessed by the 'multi definition of digital interaction', can explain the concept of 'locality' in digital interaction. This meaning of 'locality' may assist in understanding contemporary digital culture and can reduce possible misunderstanding as regards 'local' digital culture. In the application of the concept of digital interaction to the field of either artworks or video games, it is possible to form the opinion that an innovative concept of physical digital interaction is 'communication' within this context. This concept and its applications can improve the potential of both digital interactive culture and technology.

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Web-based V-Commerce Development Using Persona Model - For Vietnamese Consumer (페르소나 모델을 활용한 웹 기반의 V-Commerce 개발 -베트남 소비자들을 대상으로-)

  • Chung, Hae-Kyung;Lee, Seung-Min
    • Journal of Digital Contents Society
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    • v.19 no.6
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    • pp.1169-1176
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    • 2018
  • This study aims to create a video-commerce website that uses video for Vietnamese consumers. First of all, we completed the persona by conducting understanding questionnaires, in - depth interviews, and analysis of prior research to understand the content interest and understanding of Vietnamese consumers, purpose of website use. Persona results: First, make it easy for Vietnamese and Korean people to interact with each other by creating a contact menu. Secondly, it would be provided various information about K-pop, Korean fashion, Korean makeup(cosmetics), Korean food, Korean travel, Korean, etc., which Vietnamese people are interested in. Third, it makes it easy to purchase the products that are shown in the video that they watch.

Understanding Lane Number for Video-based Car Navigation Systems (실감 차량항법시스템을 위한 확률망 기반의 주행차로 인식 기술)

  • Kim, Sung-Hoon;Lee, Sang-Il;Lee, Ki-Sung;Cho, Seong-Ik;Park, Jong-Hyun;Choi, Kyoung-Ho
    • Journal of Korea Spatial Information System Society
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    • v.11 no.1
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    • pp.137-144
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    • 2009
  • Understanding lane markings in a live video captured from a moving vehicle is essential to build services for intelligent vehicles such as LDWS(Lane Departure Warning Systems), unmanned vehicles, video-based car navigation systems. In this paper, we present a novel approach to recognize the color of lane markings and the lane number that he/she is driving on. More specifically, we present a background-color removal approach to understand the color of lane markings for various illumination conditions, such as backlight, sunset, and so on. In addition, we present a probabilistic network approach to decide the lane number. According to our experimental results, the proposed idea shows promising results to detect lane number in a various illumination conditions and road environments.

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Statistical Profiles of Users' Interactions with Videos in Large Repositories: Mining of Khan Academy Repository

  • Yassine, Sahar;Kadry, Seifedine;Sicilia, Miguel Angel
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.14 no.5
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    • pp.2101-2121
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    • 2020
  • The rapid growth of instructional videos repositories and their widespread use as a tool to support education have raised the need of studies to assess the quality of those educational resources and their impact on the quality of learning process that depends on them. Khan Academy (KA) repository is one of the prominent educational videos' repositories. It is famous and widely used by different types of learners, students and teachers. To better understand its characteristics and the impact of such repositories on education, we gathered a huge amount of KA data using its API and different web scraping techniques, then we analyzed them. This paper reports the first quantitative and descriptive analysis of Khan Academy repository (KA repository) of open video lessons. First, we described the structure of repository. Then, we demonstrated some analyses highlighting content-based growth and evolution. Those descriptive analyses spotted the main important findings in KA repository. Finally, we focused on users' interactions with video lessons. Those interactions consisted of questions and answers posted on videos. We developed interaction profiles for those videos based on the number of users' interactions. We conducted regression analysis and statistical tests to mine the relation between those profiles and some quality related proposed metrics. The results of analysis showed that all interaction profiles are highly affected by video length and reuse rate in different subjects. We believe that our study demonstrated in this paper provides valuable information in understanding the logic and the learning mechanism inside learning repositories, which can have major impacts on the education field in general, and particularly on the informal learning process and the instructional design process. This study can be considered as one of the first quantitative studies to shed the light on Khan Academy as an open educational resources (OER) repository. The results presented in this paper are crucial in understanding KA videos repository, its characteristics and its impact on education.

Real-Time Video Indexing and Non-Linear Video Browsing for DTV Receivers (디지털 텔레비전 수신환경에서의 실시간 비디오 인덱싱과 비선형적 비디오 브라우징)

  • 윤경로;전성배
    • Journal of Broadcast Engineering
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    • v.7 no.2
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    • pp.79-87
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    • 2002
  • The fast advances in digital video processing and multimedia processing technology over the last decade enabled various non-linear video browsing techniques. Based on the machine-understanding of the video content, non-linear video brows ing interfaces such as key-frame based content summarization have been introduced. The key-frame based user interfaces, such as storyboard or table of content, however, are still very hard for conventional TV users to use, and are very hard to implement without the service providers providing additional information for the construction of the key-frame based interfaces. In this paper, non-linear video browsing techniques, which not only overcome previously described drawbacks but also are easy-to-use, and real-time video indexing technology to support the proposed browsing techniques are proposed. The structure-based skipping and skimming help users easily find interesting scene and understand the content in a very short time, using real-time video indexing technology.

Communication with Video Games as a Process of Semiosis

  • Maletska, Mariia;Ostashchuk, Ivan;Khrypko, Svitlana;Salo, Hanna;Petryshyn, Halyna;Lobanchuk, Olena
    • International Journal of Computer Science & Network Security
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    • v.22 no.10
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    • pp.37-42
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    • 2022
  • Communication as a process of interpreting signs has always existed in people's life. In post-information society, the communication between a person and a technological system through the specific sign-attaching process becomes widespread. Moreover, it somehow replaces usual communication between people. One of the means of communication in the digital space are video games. They not only play an important role in communication processes, but also are a special case of sign-creating and interpreting. The purpose of the article is to examine video games as a space of sign-based communication between a person and a game as a specific digital system. With the help of general scientific and hermeneutic methodology, the analysis of video games as a post-information society phenomenon which people communicate to has been conducted. The process of semiosis as attaching special meanings to signs has been traced in both manipulating in-game objects and characters and understanding rules of an in-game world.