• 제목/요약/키워드: Video watching

검색결과 247건 처리시간 0.023초

주사실습 교육방법이 간호학생의 불안에 미치는 영향 (Effects of Injection Practice Education Methods on Anxiety in Nursing Students)

  • 최성녀
    • 부모자녀건강학회지
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    • 제19권1호
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    • pp.17-24
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    • 2016
  • Purpose: This study examined the level of students' anxiety depending on the injection type, education methods, and the students' characteristics. Methods: 209 first year nursing students were randomly assigned to each group by three factors -injection methods, video watching, and number of practice. Injection methods had two levels (IV and IM). Video watching also had also two levels (video watching and non-watching group). And the number of practice had 4 levels according to number of practice (2, 4, 6, and 8 times). The video watching group was watching 30 minutes video before manikin practice. After 5 to 15 minutes of manikin practice, the sufficiency of practice and the level of anxiety were measured. The data were analyzed by t-test and one way ANOVA. Results: The anxiety of the IV practice was higher than that of IM. The students who have experiences of working at hospital or the similar institution were lower in anxiety. The higher self-confident in sufficiency of practice lowered the students' anxiety. But watching video and the number of practices had no effects on the level of anxiety. Conclusion: To effectively lower the anxiety of nursing students in the nursing practice education, lecture methods and education tools are needed to develop.

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The Effects of Watching a Virtual Reality (VR) Forest Video on Stress Reduction in Adults

  • Hong, Sungjun;Joung, Dawou;Lee, Jeongdo;Kim, Da-Young;Kim, Soojin;Park, Bum-Jin
    • 인간식물환경학회지
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    • 제22권3호
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    • pp.309-319
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    • 2019
  • This study was conducted to investigate the effects of watching a virtual reality (VR) forest video on stress reduction in adults. Experiments were performed in an artificial climate chamber where temperature, humidity and illumination were controlled. To cause stress in subjects, the subjects were asked to multiply two digit numbers by one digit numbers for two minutes. The subjects then watched a VR forest video for five minutes. During the experiment, the heart rate variability (HRV) and heart rate (HR) of subjects were continuously measured for evaluating their physiological state. After measuring the baseline and watching a VR forest video, their psychological state was evaluated using the profile of mood state (POMS), semantic differential (SD) method, and positive affect and negative affect schedule (PANAS). The results of physiological evaluation after watching a VR forest video showed a decrease in the stress index and HR, an increase in the activity of the parasympathetic nervous system, and the standard deviation of normal to normal RR intervals (SDNN). The results of psychological assessment confirmed that watching a VR forest video induced "comfort", "natural", and "soothed" feelings in subjects. In addition, watching a VR forest video decreased "tension-anxiety (T-A)", "depression-dejection (D)", "anger-hostility (A-H)", "fatigue (F)", "total mood disturbance (TMD)", and increased "vigor (V)" compared to the base line, and decreased "negative affect" and increased "positive affect." These results indicate that watching a VR forest video decreases adults' stress index, stabilizes physiological state, and has a positive impact on psychological state. The findings of this study can serve as a basis for providing forest welfare services to people in the blind spots of forest welfare, and can lay a foundation for the adoption of VR, one of the technologies of the fourth industrial revolution in forestry.

Understanding the User Preferences in the Types of Video Censorship

  • Park, Sohyeon;Kim, Kyulee;Oh, Uran
    • International Journal of Internet, Broadcasting and Communication
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    • 제14권2호
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    • pp.147-161
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    • 2022
  • Video on demand (VOD) platforms provide immersive, inspiring, and commercial-free binge watching experiences. Recently, the number of these platform users increased dramatically as users can enjoy various contents without physical and time constraints during COVID-19. However, such platforms do not provide sufficient video censorship services while there is a strong need. In this study, we investigated the users' desire for video censorship when choosing and watching movies on VOD platforms, and how video censorship can be applied to different types of scenes to increase the censoring effect without diminishing the enjoyment. We first conducted an online survey with 98 respondents to identify the types of discomfort while watching sexual, violent, or drug-related scenes. We then conducted an in-depth online interview with 18 participants to identify the effective video filtering types and regions for each of the three scenes. Based on the findings, we suggest implications for designing a censor application for videos that contain uncomfortable scenes.

항공기 기내 OTT 서비스 전략에 관한 연구: 연령에 따른 콘텐츠 몰아보기 시청유형 차이의 관점에서 (A Study on In-Flight OTT Service Strategies: From the Perspective of Age-Driven Variances in Binge-Watching Patterns)

  • 이영화;이인남
    • 한국항공운항학회지
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    • 제32권2호
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    • pp.82-99
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    • 2024
  • The aim of this study is to propose strategies for in-flight OTT services by examining differences in binge-watching patterns through online video streaming services based on age. Additionally, it investigates how the moderating effects of need for cognition and critical media literacy influence the relationship between age and binge-watching. Data from the 2020 Korean Media Panel Survey conducted by the Korea Information Society Development Institute were utilized, with moderating effects analyzed using Process Macro Model 1. Results indicate that as age increases, the frequency of binge-watching content rises while the duration decreases. Moreover, moderating effects of need for cognition and critical media literacy in the age-binge-watching relationship were confirmed. This study analyzed binge-watching behaviors among online video streaming service users, confirming the influence of age, binge-watching habits, need for cognition, and critical media literacy. Theoretical and practical implications include insights for in-flight service providers, content marketers, and online video streaming service operators.

One-Click Marketing Solution for Mobile Videos

  • Lee, Jae Seung;Lee, Seung Heon;Jang, Jin Woo;Kim, Hyun Bin;Nam, Ga Young;Lee, Suk Ho
    • International Journal of Internet, Broadcasting and Communication
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    • 제11권3호
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    • pp.71-76
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    • 2019
  • In this paper, we propose a simple one-click marketing solution for mobile devices which can advertise a product which is embedded in a mobile video while watching the video on a smartphone. If a specific product of interest appears in the video to the user, one can simply click on the product in the video and a pop-up window with information about the product is proposed. The implementation of the system is expected to enable users to gain real-time information about the product while watching the video without having to search for the product again after watching the movie, and thereby facilitating more mobile commerce. We use a two-fold system to prevent the failure of tracking which often occurs on a single online tracking system, so that the user cannot always get the commercial product information.

폭력적 게임의 시청행위와 게임행위의 부정적 감정효과에 대한 실험연구 (An Experimental Study on Negative Emotional Effects in Violent Video Game)

  • 윤주성;방영주;노기영
    • 한국게임학회 논문지
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    • 제14권6호
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    • pp.7-18
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    • 2014
  • 사회적 통념상 폭력적 게임콘텐츠는 기존의 TV와 같은 수동적 시청행위보다 능동적 행위를 요구하는 게임에서 부정적 효과가 더 크다고 보고 있다. 본 연구는 폭력적 게임에 대한 시청행위와 게임행위에서 발생할 수 있는 공포, 불안, 혐오, 분노, 적대감, 우울과 같은 부정적 감정효과를 검증하기 위해 플레이테스트 실험 방법론을 통해 분석하였다. 연구 결과 폭력게임에 대한 시청행위는 혐오, 우울과 같은 내적감정이 더 강하게 나타났으며, 능동적 게임행위에서는 분노, 적대감과 같은 외적감정 상태의 부정적 감정이 강하게 나타났다. 결론적으로 두 종류의 미디어 행위는 각기 다른 성격의 부정적 감정을 경험하게 되며 따라서 폭력 게임에 대한 능동적 게임행위가 시청행위보다 특별히 부정적 감정효과가 크다고 할 수 없다는 것을 시사하고 있다.

Understanding Watching Patterns of Live TV Programs on Mobile Devices: A Content Centric Perspective

  • Li, Yuheng;Zhao, Qianchuan
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제9권9호
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    • pp.3635-3654
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    • 2015
  • With the rapid development of smart devices and mobile Internet, the video application plays an increasingly important role on mobile devices. Understanding user behavior patterns is critical for optimized operation of mobile live streaming systems. On the other hand, volume based billing models on cloud services make it easier for video service providers to scale their services as well as to reduce the waste from oversized service capacities. In this paper, the watching behaviors of a commercial mobile live streaming system are studied in a content-centric manner. Our analysis captures the intrinsic correlation existing between popularity and watching intensity of programs due to the synchronized watching behaviors with program schedule. The watching pattern is further used to estimate traffic volume generated by the program, which is useful on data volume capacity reservation and billing strategy selection in cloud services. The traffic range of programs is estimated based on a naive popularity prediction. In cross validation, the traffic ranges of around 94% of programs are successfully estimated. In high popularity programs (>20000 viewers), the overestimated traffic is less than 15% of real happened traffic when using upper bound to estimate program traffic.

유아의 비디오 이용 현황 및 실태 분석 (An Analysis of Children's Video Uses)

  • 문혁준
    • 대한가정학회지
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    • 제38권10호
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    • pp.69-83
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    • 2000
  • A survey analysis of children's home video usage was carried out for 659 parents who have four to six year old children. Descriptive analysis and chi-square tests were used to answer research questions. The results showed that 90% children enjoyed watching video and parental mediation of children's video programming selection and coviewing was differed by children's age and birth order. Children's preferences for video programming were also differed by their sex, age, and birth order. For example, male children enjoyed violent video programming most, on the other hand, female children enjoyed non-violent video programming most. Furthermore, children's imitation behavior after watching video programming were differed an sex and age. For example, male children imitated video programming more than female children did. Implications are discussed.

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카메라 앵글 조정 방식을 통한 다시점 UCV(User Created Video) 서비스 분석과 평가 (Analysis and Evaluation of Multi-view UCV(User Created Video) Service through Adjusting Camera Angle)

  • 성보경;고일주
    • 한국콘텐츠학회논문지
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    • 제14권2호
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    • pp.39-47
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    • 2014
  • 개인용 스마트 디바이스의 빠른 발전과 역동적 보급은 개인 사용자들을 영상시청 중심의 소비자에서 영상의 촬영에서 공유로 확장된 프로슈머로 변화 시키고 있다. 이러한 변화 속에서 방송영상에 비견되는 소비가 발생되고 지속적으로 생산 및 공유되는 사용자 제작 영상(User Created Video,UCV)이 다양한 콘텐츠 서비스가 가능한 플랫폼으로 주목을 받고 있다. 특히 경험의 공유 목적으로 제작되는 UCV는 복수의 사용자들이 한정된 시간, 공간의 동일한 이벤트로부터 촬영된 것으로, 방송영상과 유사하게 동일한 이벤트를 다양한 앵글의 카메라로 촬영된다. 본 논문에서는 UCV의 다시점적 특성을 제시하고, 이러한 특징을 기반하여 동일한 이벤트에서 촬영된 UCV를 앵글 전환하며 시청할 수 있는 다시점 UCV 서비스를 제안하였다. 또한 사용자 만족도 설문을 통해 중복영역이 포함된 UCV의 시청방식으로 다시점 UCV 서비스를 기존의 선형적 시청방식보다 더 선호함을 알 수 있었다.

실내조경에 의한 스트레스 해소효과 (The effect of Recovery from Psychological Stress by Interior Landscape Spaces)

  • 이진희;이창래
    • 한국조경학회지
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    • 제28권6호
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    • pp.106-113
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    • 2001
  • The purpose of this study is to find out the effect of recovery from psychological stress when watching plants indoors. As an instrument of measurement of psychological stress, Galvanic Skin Resistance(GSR) has been used because it has been convenient to read a psychological sign without a medical sense and an instrument. In order to make the conditions of stress and recovery, video programs have been made, and especially, the video program of recovery has consisted of three types-- types 1 of watching plants in a botanical garden, type 2 of watching very bush street, and type 3 of closing eyes naturally. The two groups of normal and the mentally handicapped persons have been participated in this experiment to compare the effect of recovery. As the result of this test, the rate of stress relief has been maximumly effected by watching the video program of plants. Between the two groups the recovery of stress has had better effects on the mentally handicapped than the normal one. And also it shows that the circumstances of emotional refinement is led by having plants in indoor. The result of this test has been turned out to be highly useful. It is desirable that a indoor worker, staying for a long time, contact with plants visually to keep healthy mental conditions. This study suggests that the surrounding conditions or the settings of circumstances play an important role for the emotional refinement of the groups of mentally han야capped persons as well as the normal person.

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