• Title/Summary/Keyword: video fusion

Search Result 118, Processing Time 0.019 seconds

Prediction of Agricultural Purchases Using Structured and Unstructured Data: Focusing on Paprika (정형 및 비정형 데이터를 이용한 농산물 구매량 예측: 파프리카를 중심으로)

  • Somakhamixay Oui;Kyung-Hee Lee;HyungChul Rah;Eun-Seon Choi;Wan-Sup Cho
    • The Journal of Bigdata
    • /
    • v.6 no.2
    • /
    • pp.169-179
    • /
    • 2021
  • Consumers' food consumption behavior is likely to be affected not only by structured data such as consumer panel data but also by unstructured data such as mass media and social media. In this study, a deep learning-based consumption prediction model is generated and verified for the fusion data set linking structured data and unstructured data related to food consumption. The results of the study showed that model accuracy was improved when combining structured data and unstructured data. In addition, unstructured data were found to improve model predictability. As a result of using the SHAP technique to identify the importance of variables, it was found that variables related to blog and video data were on the top list and had a positive correlation with the amount of paprika purchased. In addition, according to the experimental results, it was confirmed that the machine learning model showed higher accuracy than the deep learning model and could be an efficient alternative to the existing time series analysis modeling.

Comparative Study on TV Public Advertising Content in Korea and China (한국과 중국의 TV공익광고 내용 비교 연구)

  • Cho, Woo Ri;Chung, Hae Won
    • The Journal of the Convergence on Culture Technology
    • /
    • v.10 no.5
    • /
    • pp.497-503
    • /
    • 2024
  • This paper makes a comparative analysis of themes, appeals, and aims of TV public service advertisements through 927 advertisements from China and South Korea. The study found that there is an obvious difference between China and Korea TV public service advertisements : (1) China TV public service advertisements pay more attention to public morals, while advertisements of South Korea focus on national fusion ; (2) In the way of appeal, different from China's rational demands, South Korea is based on emotional appeals ; (3) The aim of Chinese public service advertisements is for public but South Korea's target is for individuals. Thus, although both China and South Korea are Asian countries, their TV public service advertisements are obvious different. So it is necessary to analyze different situations of the two countries when China and South Korea focus on the same theme of publicity.

Study on the meaning of Edi-curation in Trans-media era - Based on the comic(webtoon) and publishing content - (트랜스미디어 시대에서 에디큐레이션의 의미에 대한 연구 - 출판 및 만화 콘텐츠를 중심으로 -)

  • Park, Se-Hyeon
    • Cartoon and Animation Studies
    • /
    • s.44
    • /
    • pp.235-261
    • /
    • 2016
  • Media consumers in the context of the Internet and digital media are using the same content to a variety of platforms. As such, the content of various genres is converted to the form of a new content through the process of fusion, combination, transformation, differentiation, reproduction, etc on the basis of digital media. That is referred to as trans-media. In order to create the successful content in trans-media era, it requires the work of Edi-curation. Edi-curation work is the act of editing and adding meaning to the curation work of curators. In that sense, this paper analyzed the definition and meaning for Edi-curation of publishing and comic(webtoon) content in trans-media era. Edi-curation process induces the changing role of consumers and producers of content in the digital media experience. In process of Edi-curation, consumers(producers) will soon lead to a media producer(consumer), namely proconsumer / produser. Diversification of digital platforms and devices, digital 1 person (or SNS) appeared in the media, etc. are also required to Edi-curation of content and comic(webtoon) published in a variety of ways. Depending on the intention of media producers (or consumers), content through the process of replication, montage, disassembly, dismantling, hypertext, compression, and reconstruction births to new content. The work of Edi-curation has the significance that it affects the way the media producers work in creative process, as well as the reading content of the media consumers. In the publishing content, Edi-curation work is the logicality destruction of a chapter or a paragraph, a sentence of colloquialisms, card news, the deformation of the utilization of video and media content. Meanwhile in the comic(webtoon) content, we mention the destruction of cut(frame), the various modifications of speech bubbles, onomatopoeia, and mimetic word.

Study on the Visual Characteristics and Subjectivity in the Live Action Based Virtual Reality (실사기반 가상현실 영상의 특징과 주체 구성에 대한 연구)

  • Jeon, Gyongran
    • Cartoon and Animation Studies
    • /
    • s.48
    • /
    • pp.117-139
    • /
    • 2017
  • The possibility of interactivity of digital media environment is adopted in human expression system and integrates the dynamic aspect of digital technology with expressive structure, thereby transforming the paradigm of image acceptance as well as image expression range. Virtual reality images have an important meaning in that they are changing the one-way mechanism of production and acceptance of images that lead to producers-video-audiences beyond the problem of verisimilitude such as how vividly they simulate reality. First of all, the virtual reality image is not one-sided but interactive image composed by the user. Viewing a virtual reality image does not just see the camera shine, but it gets the same view as in the real world. Therefore, the image that was controlled through framing changes to be configured positively by the user. This implies a change in the paradigm of image acceptance as well as a change in the existing form of the image itself. In addition, the narrative structure of the image and the subjects that are formed in the process are also required to be discussed. In the virtual reality image, the user 's gaze is a fusion of the gaze inside the image and the gaze outside the image. This is because the position of the user as the subject of the gaze in the virtual reality image is continuously restricted by the device of the discourse such as the editing and the narration of the shot. The significance of the virtual reality image is not aesthetically perfect but it is reconstructed according to the user to reflect the existence of the user positively and engage the user in the image.

Customizing feature analysis for super mario maker (슈퍼마리오 메이커의 커스터마이징 특징 분석)

  • Park, Sang-Tae;Sohn, Jong-Nam;Lee, Chang-Jo
    • Journal of Digital Convergence
    • /
    • v.14 no.7
    • /
    • pp.339-345
    • /
    • 2016
  • While a game market has been growing consistently world widely, a market of arcade or video game has been detained. In this stagnation, the latest one in 2015, "Super Mario Maker" of Mario series that's been running in good for 30 years, the notable sale and growth of which are extraordinary. As for a study in customizing, a literature of game customizing and studies that are foregone were mostly handling contents about a game character. In the survey that's done in this thesis about knowledge and needs in customizinge game users have, it was shown they want to customize sides of a rule and a character. I analyzed what the main factors are in this game which uses a main concept of customizing and the reason for high profits and popularity. As a result of the analysis, four features, possibility to customize a game rule, share data among users, collaboration in marketing with NFC figure characters, offering updates with sustained and new customizing features were found out. I am certain a game customizing will be helping to meet users and be used for various industries without limit of existing character.

A Study on the Influence Factors on Intention to Continuous Use of Untact Performance Service in Concert Hall (공연장의 언택트 공연서비스의 지속사용의도에 미치는 영향요인 연구)

  • Bang, Sung-Teak;Baek, Jin-Hyoun;Moon, Jae-Young
    • The Journal of the Korea Contents Association
    • /
    • v.22 no.1
    • /
    • pp.283-291
    • /
    • 2022
  • Due to the impact of COVID-19, untact performances where performance videos are recorded, edited and distributed have begun to be activated in a non-face-to-face environment. Performance halls are supporting untact performance services such as video production and broadcasting so that performances can be viewed through online platforms. Therefore, this study intends to study the satisfaction and continued use intention of the untact performance service in the concert hall for experts who have experience using the untact performance service in the concert hall. A total of 9 hypotheses were rejected and 10 hypotheses were adopted as a result of developing and analyzing a research model suitable for the untact performance service of the concert hall by fusion of the information system success model and the expectation inconsistency model. Excluding content quality, it was found that in both system quality and service quality, inconsistency occurs through the comparison of expectations and performance after expectations arise. This positive discrepancy affects satisfaction, and the higher the satisfaction, the higher the intention to continue using it. This study is a basic study on the untact performance service and is expected to provide a new perspective for quality improvement.

Convergence of Korean Traditional Dance and K-Pop Dance : An Analysis of Comments on 2018 MMA BTS 'IDOL' Videos on YouTube (한국 전통춤과 K-pop 댄스의 융합 : 2018 MMA 방탄소년단 'IDOL' 유튜브 댓글 분석)

  • Yoo, Ji-Young;Kim, Mi-Kyung
    • Journal of Korea Entertainment Industry Association
    • /
    • v.13 no.8
    • /
    • pp.189-198
    • /
    • 2019
  • This study aims to make meaning of the reactions of the Korean people through the text mining of comments on videos of the December 2018 MMA performance of intro on YouTube. For this, comments on 15 YouTube videos were collected over the past 10 months. With the collected data, a total of 5,135 comments were analyzed through crawling using the Python and BeautifulSoup programs, data was refined over a total of 3 sessions, and a final total of 5,080 comments were used as analysis material. A mining technique was used for data analysis and the process of refinement, analysis, and visualization was achieved using the Textom program. Research results showed that keyword analysis showed the keywords of 'performance', 'Korea', 'video', 'top', 'cool', 'dance', 'idol', 'legend', 'love', and 'gratitude' in that order and keywords such as 'patriotism' and 'Olympics' also appeared frequently. N-gram analysis showed that comments with contexts such as 'a top performance that will remain a legend among Korean idol performances', and 'an idol performance that displayed the traditional culture of Korea' were in higher ranks. Based on such keyword analysis results, topic modeling was applied and 5 top keywords were extracted from a total of 5 topics. Analysis results of topic contents and distribution showed that topics in the comments of this performance's videos largely consisted of the 3 reactions of 'high praise regarding the stage performance', 'affection towards the fusion and artistic sublimation of Korean traditional dance', and 'gratitude towards the uploading of cool dance videos'

The Study on the Role of 3D Animated Pre-visualization in VFX FilmProduction (VFX 영화 제작을 위한 3D animatied Pre-visualization(3D애니메이티드 사전시각화)의 역할에 관한 연구)

  • Park, Sung-Ho
    • Cartoon and Animation Studies
    • /
    • s.51
    • /
    • pp.293-319
    • /
    • 2018
  • Thanks to the advancement of the related technologies and equipment, today's video contents like movies, animations and soap operas are rapidly expanding their expressible cinematic imagination area. In order to fulfill the elevated visual expectations of audiences and realize exciting storytelling and fantastic world, the fusion of different techniques is actively used, and the reality for visual effects and image synthesis is increasing more and more. Accordingly, recent VFX-oriented movies using CG have a much more complicated production process than before. Therefore, the importance of Pre-visualization, aka Pre-vis is becoming bigger in the planning process for sophisticated design. Pre-vis means that the advance visualization for stories or directing ideas in the planning process before starting production of movies or animations. 3D animated Pre-visualization realizing directors' abstract and ambiguous ideas in 3 dimensional environment in advance is, as a powerful means for visual storytelling, briskly used focusing on the VFX film industry on which the present CG is broadly used, and the role of Pre-vis throughout productions has increased compared to the past. The studies, however, on the role and utility of Pre-vis are not enough. Therefore, this study was conducted on the role of Pre-vis used for present VFX movie productions using the examples of 3D animated Pre-visualization production in which the researcher of this study participated. In this study, the role of the Pre-vis that is subdivided presently, is divided into and 3D animatics and their each role is analyzed with the example images. Through this, the characteristics that Pre-vis should have are clarified and the concept of the advantages and utility led by the use of Pre-vis in productions is strengthened. The goal of this study is to induce active uses of Pre-vis throughout productions after forming consensus about the various roles of Pre-vis and their utility.