• 제목/요약/키워드: the audience

검색결과 1,332건 처리시간 0.03초

Design of Low Cost Real-Time Audience Adaptive Digital Signage using Haar Cascade Facial Measures

  • Lee, Dongwoo;Kim, Daehyun;Lee, Junghoon;Lee, Seungyoun;Hwang, Hyunsuk;Mariappan, Vinayagam;Lee, Minwoo;Cha, Jaesang
    • International Journal of Advanced Culture Technology
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    • 제5권1호
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    • pp.51-57
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    • 2017
  • Digital signage is becoming part of daily life across a wide range of visual advertisements segments market used in stations, hotels, retail stores, hotels, etc. The current digital signage system used in market is generally works on limited user interactivity with static contents. In this paper, a new approach is proposed using computer vision based dynamic audience adaptive cost-effective digital signage system. The proposed design uses the Camera attached Raspberry Pi Open source platform to employ the real-time audience interaction using computer vision algorithms to extract facial features of the audience. The real-time facial features are extracted using Haar Cascade algorithm which are used for audience gender specific rendering of dynamic digital signage content. The audience facial characterization using Haar Cascade is evaluated on the FERET database with 95% accuracy for gender classification. The proposed system, developed and evaluated with male and female audiences in real-life environments camera embedded raspberry pi with good level of accuracy.

만화수용자 분석을 위한 연구방법론 (Methodology for Analysis of Comics Audience)

  • 한창완
    • 만화애니메이션 연구
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    • 통권9호
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    • pp.80-93
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    • 2005
  • 이 논문은 한국만화시장의 현황분석을 전제로, 국내 만화수용자 연구의 필요성을 제기하고, 만화수용자연구의 차별적인 연구방법론 제시를 통해 국내만화시장의 대안을 제시하는 연구이다. 기존 조사 연구되었던 만화수용자 연구성과를 토대로 변화하는 만화수용자의 현황을 체계적으로 분석할 수 있는 연구의 틀을 문화연구의 수용자론에 근거하여 제시한다. 그리고, 그러한 이론적 연구를 통해 급변하고 있는 만화의 패러다임의 변화에 맞춘 수용자의 환경분석과 수용행태분석의 틀을 마련하자는 것이다. 현재 국내 만화수용자는 이미 만화에 대한 적극적인 소비행위를 시도하고 있으며, 보다 다양한 시장접근방식을 통해 만화상품의 정보와 만화를 통해 시도할 수 있는 개인적 사회참여를 의도하고 있다. 그러한 수용자의 기호와 수용행태를 분석하는 것이 만화기획에 필요한 사전단계이며, 연구방법론이 필요한 이유이다.

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이러닝 구현을 위한 SignalR 기반 청중 응답 시스템 (SignalR-based Audience Response System for e-Learning Implementation)

  • 도병학;권성근
    • 한국멀티미디어학회논문지
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    • 제23권9호
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    • pp.1139-1146
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    • 2020
  • Recently, as e-learning technology advances, interaction and data exchange between lecturers and learners have become very important. In addition, accuracy of data delivery and efficiency of system implementation should be ensured. Considering these aspects, SignalR is the most suitable communication method for constructing an audience response system in e-learning. Existing audience response systems require separate wireless devices and have problems with system compatibility. SignalR, on the other hand, is capable of operating in all environments including PC programs, web, Android, and iOS, and has an advantage of being easy to develop applications. As such, SignalR is widely used in chatting functions for small scale, real-time communication system, and it has never been used to implement an audience response system. Thus, for the first time in this paper, an audience response system using SignalR was proposed and an experiment was conducted on whether it was applicable at the e-learning education field. Therefore, from the results fo an experiment, a variety of e-learning environments can be built through the audience response system using SignalR proposed in this paper.

신경회로망 기반의 관객 반응 추출 시스템 (A System for Extraction of Audience Reaction Based on Neural Network)

  • 백영태;유은순;박승보
    • 한국컴퓨터정보학회논문지
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    • 제20권2호
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    • pp.47-54
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    • 2015
  • 관객의 감정 반응은 개별 관객들의 반응을 관측하여 판단할 수 있다. 영상 카메라를 이용한 시각적 데이터를 분석하여 활용하는 방법을 이용할 경우, 관객의 반응을 적은 비용으로 데이터를 추출하여 판단할 수 있는 것이 가능하다. 하지만, 영상 카메라를 이용할 경우 다수의 관객으로부터 발생하는 대규모의 영상 신호로부터 관객의 특징값들을 분석하여 반응을 판단하기 위한 방법과 시스템이 필요하다. 이를 위해 본 논문에서는 관객의 영상 데이터를 신경회로망 기법을 이용하여 관객의 반응을 관측하여 판단하는 방법과 시스템을 제안하고, 기존의 관객석을 고정적인 영역으로 분할하여 데이터를 취합하여 분석하기 때문에 발생하는 문제를 개선하기 위해 얼굴 검출을 통해 자동적으로 관객 영역을 분할하는 방법을 제안한다. 또한 실험을 통해 기존의 고정적으로 관객 영역을 지정하는 방법에 비해 10.5 %(7.75의 Hit Ratio)의 성능향상이 있음을 확인하였다. 이를 통해 제안하는 방법이 실제 관객 반응을 판단하는데 더 적합하다는 것을 알 수 있다.

공연장 의자의 흡음성능 평가 (Sound Absorption Characteristics of Audience Seats)

  • 정정호;서춘기;전진용
    • 한국소음진동공학회:학술대회논문집
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    • 한국소음진동공학회 2008년도 추계학술대회논문집
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    • pp.589-590
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    • 2008
  • Sound absorption characteristics of audience seating is very important when design and simulate room acoustics of concert halls or multi-purpose auditoriums. Sound absorption characteristics of audience seats were measured in reverberation chamber by varying the row to row spacing and number of audiences. By the increment of the row to row spacing, sound absorption characteristics in mid frequency band was increased. Also, sound absorption was proportionated to the number of audience.

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서바이벌 음악예능프로그램의 참여 수용자를 위한 구성 연구: MBC'복면가왕'을 중심으로 (A Study on the Composition for the Participating Audience of the Survival Music Entertainment Program: Focusing on Dramatic Device of MBC 'The King of Mask Singer')

  • 홍관섭
    • 한국멀티미디어학회논문지
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    • 제20권4호
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    • pp.721-729
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    • 2017
  • This study examined the dramatic devices that the production team made for the studio progress in the survival music entertainment program of open narrative structure in which the audience participated through MBC 'The King of Mask Singer'. The reason for the need for dramatic equipment is that the studio Audience who participated in the process of the program crossed the situations of flow, selection, and enjoyment. As a result of the research, the production team of 'The King of Mask Singer' was found to have a device of time margin, lighting and background image, and role of MC in order to change the progress of the studio and that the participating audience naturally change their roles.

복합영화관 대기공간의 사용실태에 관한 연구 - 대기공간내 관람객의 분포현황과 경로를 중심으로 - (A Study on the utilization of Waiting Areas in Multiplex Cinema - Focused on Audience distribution and their routes within Waiting Areas -)

  • 우은영;최준혁;임채진
    • 한국실내디자인학회논문집
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    • 제29호
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    • pp.203-210
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    • 2001
  • Major companies have launched into the film industry since 1990s, which resulted in competition in facilities. In addition, restriction for the number of the prints was removed. Under these circumstances, the cinema has been transformed and developed from the established one-hall cinema into multiplex cinema with large-scaled halls. Contrary to the established cinema, modern cinema are a cultural place within easy access. They accommodate diverse social and cultural needs and their functions have been extending gradually. The waiting areas should not function only as the waiting space for the audience but also the places to attract the audience and provide them with various cultural and art information, and temporary restful break. For this study, the inter-relationship between the structure of the area and the audience are identified objectively by analyzing audience distribution and their routes within the area. The purpose of the study is to provide basic data about the design of the waiting area based on the findings above.

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수용자의 상호작용성과 제품관여도에 따른 양방향 TV광고 효과 (A Study on the Interactive Television Advertisement's Effect through the Involvement of and Interaction with Audience)

  • 양영종
    • 디지털융복합연구
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    • 제6권4호
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    • pp.63-71
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    • 2008
  • This study researches the effectiveness of interactive TV advertising focusing on the factors of audience involvement and interaction. The study began with the effective measurement of interactive television advertisements. Interactive television advertisements have different concepts than existing television advertisements. This study mainly focuses on the characteristics of audience interaction and experiments based on the data of 78 persons for measurement. In the experiments, the characteristics were categorized according to search time, specifically the number of searched pages about interactive television advertisement. Hypothesis 1 reveals that the interaction of the audience increases when the advertising attitude, brand attitude, and purchase intentions also increase. Hypothesis 2 finds that the involvement of the audience increases when the advertising attitude, brand attitude, and purchase intentions also increase. By studying these consumer characteristics and behavior, a new method of effective measurement for interactive television advertisement is uncovered. The new method includes not only existing measurement elements of television advertisement which include attitude about advertising and brand, and customer purpose, but also the features of interactive television advertisement like customer search time. According to this research on interactive television advertisement, the interaction with and involvement of the audience are highly influential variables.

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어린이박물관 전시공간의 접근도 향상을 위한 이미지평가 연구 (A Study on the Image Evaluation for hight accessibility in Museum for Children)

  • 송정화;임채진;유은미
    • 한국실내디자인학회논문집
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    • 제20권2호
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    • pp.20-29
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    • 2011
  • This research is based on the environmental psychology model of Albert Mehrabian & JAMES a. Russell. The purpose of this research is to search a method of planning a spatial image improving the degree of access that is audience's dependent response to a display space image of a museum for children. A museum for children is the place for education with experience and its main audience is children and parents. It indicates with a basis of the environmental psychology model that a designer needs to consider the emotional response of children and parents in designing the space. The space design starts from a plan of space image that is delivered to audience through the five senses. Image on the space means visual image as people acquire information mostly through the sense of sight. Visual image consists of shape, the feel of a material, and color that is the most influential factor to the sensibility of audience. Therefore, firstly, this research measures the degree of audience's approach and avoidence on image of display space. In addition, this research suggests the improvement method by analyzing differences on the access of each space and audience based on visual image. Secondly, four factors are extracted through factor analysis based on the result of adjective survey result.

유튜브 콘텐츠의 자막과 인포그래픽이 수용자의 기억에 미치는 영향 (Effect of Subtitle and Infographic of YouTube Content on the memory of Audience)

  • 박덕춘
    • 한국멀티미디어학회논문지
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    • 제25권10호
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    • pp.1468-1474
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    • 2022
  • This is an empirical study to find out whether subtitles and infographics can affect the recognition and recall memory of YouTube users. In this study, a total of 104 university students were divided into 4 groups and exposed to 4 types of contents according to the presence or absence of subtitles and infographics. After the subjects watched YouTube content, they responded to the level of their memory through a survey. As a result of the analysis, the subtitles used in YouTube contents did not affect the recall memory of the audience, and the infographic did not affect the recognition memory of the audience. However, when subtitles were used for YouTube content, the audience's recognition memory was found to be high at a statistically significant level, and when infographics were used for YouTube content, the audience's recall memory was found to be high at a statistically significant level. The significance of this study can be found in that the effects of subtitles and infographics that appeared in the audience effect of legacy media such as newspapers and broadcasting were also found in YouTube, a new video content media.