• Title/Summary/Keyword: video reality

Search Result 386, Processing Time 0.021 seconds

Pilot Study for Analysis of TV Ads of Local Governments (지방자치단체 광고효용성에 대한 탐색적 연구: KTX 광고노출 환경을 중심으로)

  • Song, Seungyeol;Lim, Sang Guk;Kim, Jung Kyu
    • Journal of Korea Multimedia Society
    • /
    • v.23 no.1
    • /
    • pp.43-49
    • /
    • 2020
  • Along side with the rapid growth of local governments' advertising bills, there are few studies focused on the effectiveness of these ads. Especially one of the media being used by the local governments is the Korea Express Train (KTX), where they advertise in the train coaches' KTX video monitor. Unfortunately the ads in KTX are exposed without audio mostly. The current study, therefore, probed on the effectiveness of these ads. This study utilized transportation theory and content analysis methodology to give insight to its discourse. We established two analysis units (camera and subtitles), and then analyzed 107 local government ads. From the camera analysis, it is observed that local governments' festival and tour promotion ads more often employ dynamic angles such as drone shot and long shot. Also, from subtitles usage analysis, it is observed that many of the ads make use of large size titles and subtitles which could prevent viewers seeing visual shots. In the special case audio-less KTX ads, this study recommends emphasis on subtitles which will enhance the ad effectiveness of the ad messages.

The Virtual Model House System using Modeling-based Eyetracking (모델링 기반 시선추적을 이용한 가상모델하우스 시스템)

  • Lee, Dong-Jin;Lee, Ki-Young
    • The Journal of the Institute of Internet, Broadcasting and Communication
    • /
    • v.10 no.5
    • /
    • pp.223-227
    • /
    • 2010
  • Since the most of existing virtual model house used non-immersive type virtual reality technology, it was made to control using direct input type device such as keyboard and mouse. But in this paper realized not only direct data entry method but also indirect data entry method using eyetracking technology through universal webcam for virtual model house based upon modeling. In this paper showed the position of pointer controlled according to the relative movement of pupils or the part of function related to the equipment entry called by comparing the value of gray after extracting the area of pupil in the user' video data received from webcam. Such a method provided the convenience of navigation and interface to the user.

Cultural Features in Modern Digital Fashion Shows Focusing on Hybrid Digital Culture (현대 디지털 패션쇼에 나타난 하이브리드 디지털 문화적 특성)

  • Cho, Wooin;Suh, Seunghee
    • Journal of the Korean Society of Costume
    • /
    • v.64 no.6
    • /
    • pp.131-147
    • /
    • 2014
  • Purpose of this study is to analyze the meaning of the hybrid digital culture and to find out the features of digital fashion shows appearing in the period of the hybrid digital culture as there have been almost no studies on the hybrid cultural values in the fashion shows and on the diachronic socio-cultural viewpoint of fashion show. The characteristics of hybrid digital culture were identified through the analysis of cases, and they were organized into three for this study; 'non-economic creativity', 'interactive communication' and 'transcendence'. Based on these characteristics, the features of hybrid digital cultures in the modern digital fashion shows were classified into the digitalization of presentation form and the acceptance by audience of digitalization using case studies. The features of digital fashion shows which appear through the presentation form in the digital fashion shows are as follows; 'Expansion of presentation media of runway' and 'Destruction of component factors of runway'. The features of digital fashion show in the perspective of audience's acceptance of digitalization are as follows; 'Audience's field experience through the live video', 'Participation by audience in interactive manner' and, 'Immersion in the virtual reality by the audiences'.

Reality and Improvement Plan of Information-Oriented Age Conscription Administration and Barracks informationization (정보화시대 병무행정과 병영정보화의 실태와 발전 방안)

  • Kim, Doo-Hyun
    • The Journal of the Institute of Internet, Broadcasting and Communication
    • /
    • v.14 no.1
    • /
    • pp.109-112
    • /
    • 2014
  • Korean informationization technology development speed is growing fastly and IT technology become world-class. Especially, by grafting IT technology to war commanding system, built an network center operational environment. However, conscription administration and the barracks informationization have inadequate points, to provide the people who have a duty of military service and parents with benefits and develop conscription administration and the barracks informationization base system conformed to IT age include using online system to guarantee military personnel's studying environment, writer proposed an improvement plan.

How Facebook Functions in a Social Movement: An Examination Using the Web Mining Approach

  • Cao, Wenny;Cheong, Angus;Li, Zizi
    • Asian Journal for Public Opinion Research
    • /
    • v.1 no.4
    • /
    • pp.268-291
    • /
    • 2014
  • Social media is becoming more and more important in social movements. This study, adopting the web mining approach, attempts to investigate how social media, Facebook in particular, functioned in the "May 25 Protest" and the "May 27 Protest", two movements which broke out in Macao on 25 and 27 May 2014, respectively, against the Retirement Package Bill. In the two protests, Macao residents deployed Facebook to share information and motivated people's participation. Twelve events (181,106 people invited) and 36 groups/pages (41,266 members) related on Facebook were examined. Results showed that the information flow on Facebook fluctuated in accordance with the event development in reality. Multiple patterns of manifestation, such as video of adopted news or songs, designed profile (protest icon), original ironic pictures, self-organized clubs by undergraduates and white T-shirts as a symbol, among others, appeared online and interacted with offline actions. It was also found that social media assisted the information diffusion and provided persuasive reasons for netizens to join the movement. Social media helped to expand movement influence in providing a platform for diversified performances for actions taken in a protest, which could express and develop core and consistent movement repertoire.

A Study on Developing the Model of Learner Satisfaction in Synchronous Online Entrepreneurship Education (동기식 온라인창업교육의 학습자만족 모델 개발)

  • Byun, Young Jo;Lee, Sang Han;Kim, Jaeyoung
    • Knowledge Management Research
    • /
    • v.21 no.2
    • /
    • pp.119-135
    • /
    • 2020
  • Owing to pandemic (COVID-19), the traditional face-to-face education method has been changed to the non-face-to-face real-time online education methods. Using a real time-based video conference system, synchronous education can be adopted by face-to-face class easily. Specially, it is very important to minimize the difference in learning effects between face-to-face and non-face-to-face in Entrepreneurship education. In this study, in order to derive the factors that affect the satisfaction of learners in synchronous online education, authors collected data from learners taking a synchronous entrepreneurship course. Through previous research, learned the reality of education and the composition of lessons. Spatiotemporal effectiveness, mentor ability, and educational environment influence learning satisfaction. PLS-SEM results revealed that it was confirmed that only spatiotemporal effects affect learner satisfaction. However, the education environment (fluent operation and convenience of function use of real-time based online conference system) effect teaching presence, class structure, and spatiotemporal effects. Through this research, we hope to provide theoretical and practical support for developing effective teacher activities, proper lesson structure, convenient function of the conference system, and learner-centered online learning environment when developing synchronous online classes.

An Implementation of a VR Horror Game using Video Converter (동영상 변환기를 이용한 VR 공포 게임)

  • Kim, Mincheol;Jang, Eunsik;Lee, Doyeop;Jeon, Sugon;Kim, Hangkon;Byun, Taeyoung;Kim, Byeongchang;Seo, Dongmahn
    • Proceedings of the Korea Information Processing Society Conference
    • /
    • 2016.10a
    • /
    • pp.514-517
    • /
    • 2016
  • 동영상이나 게임에서 2차원적인 시야를 제공해주는 물건(컴퓨터,TV,스크린 등)이나 입체감을 주기위한 3D기술을 사용하여 보는 것에 만족하던 시대가 가고 VR(Virtual Reality)이 등장함으로 인해서 사람들이 점점 가상현실에 대한 환상을 가지고 있다. 본 연구에서는 많은 관심을 받는 VR과 동영상 Converter기술을 합쳐 공포 게임을 만들어 보며, 일반적인 공포 영상이 VR과 접목되면서 가져올 감정변화가 사람들의 관심을 끌 수 있음을 보이고자 한다.

An Overview of Mobile Edge Computing: Architecture, Technology and Direction

  • Rasheed, Arslan;Chong, Peter Han Joo;Ho, Ivan Wang-Hei;Li, Xue Jun;Liu, William
    • KSII Transactions on Internet and Information Systems (TIIS)
    • /
    • v.13 no.10
    • /
    • pp.4849-4864
    • /
    • 2019
  • Modern applications such as augmented reality, connected vehicles, video streaming and gaming have stringent requirements on latency, bandwidth and computation resources. The explosion in data generation by mobile devices has further exacerbated the situation. Mobile Edge Computing (MEC) is a recent addition to the edge computing paradigm that amalgamates the cloud computing capabilities with cellular communications. The concept of MEC is to relocate the cloud capabilities to the edge of the network for yielding ultra-low latency, high computation, high bandwidth, low burden on the core network, enhanced quality of experience (QoE), and efficient resource utilization. In this paper, we provide a comprehensive overview on different traits of MEC including its use cases, architecture, computation offloading, security, economic aspects, research challenges, and potential future directions.

Comparison of Training Effectiveness for IV Injections: Intravenous (IV) Arm Model versus Computer Simulator (마네킹 모델과 컴퓨터 시뮬레이터를 이용한 정맥주사 실습교육의 효과 비교)

  • Hwang, Juhee;Kim, Hyunjung
    • Journal of Korean Academy of Fundamentals of Nursing
    • /
    • v.21 no.3
    • /
    • pp.302-310
    • /
    • 2014
  • Purpose: The purpose of this study was to compare the effectiveness of training using an intravenous (IV) arm model versus a computer simulator for IV injections. Method: Study was a quasi-experimental study conducted with 106 nursing students. Participants were divided into two groups: the IV Arm Group using a mannequin arm model (control group) and the Computer Simulator Group using the Virtual IV demonstration (experimental group). Theoretical lectures and video presentations on IV injections were given to both groups. Each group went through the training practice using the IV arm or computer simulator. After the completion of training, questionnaires were given to the students to evaluate their learning attitudes and experiences, self-confidence in IV injection, and satisfaction with the training materials. Results: Student satisfaction with the training materials including the reality, usefulness, and educational effects showed notable differences between the two groups with the Computer Simulator group reporting more positive effects that the IV Arm group. However, there was no statistical difference between the two groups in the categories of learning attitude, learning experience, or self-confidence. Conclusion: While there was a differences in strengths and weaknesses of the two methods, both methods should be considered for practice and further study needs to be done on educational effectiveness.

FDVRRP: Router implementation for fast detection and high availability in network failure cases

  • Lee, Changsik;Kim, Suncheul;Ryu, Hoyong
    • ETRI Journal
    • /
    • v.41 no.4
    • /
    • pp.473-482
    • /
    • 2019
  • High availability and reliability have been considered promising requirements for the support of seamless network services such as real-time video streaming, gaming, and virtual and augmented reality. Increased availability can be achieved within a local area network with the use of the virtual router redundancy protocol that utilizes backup routers to provide a backup path in the case of a master router failure. However, the network may still lose a large number of packets during a failover owing to a late failure detections and lazy responses. To achieve an efficient failover, we propose the implementation of fast detection with virtual router redundancy protocol (FDVRRP) in which the backup router quickly detects a link failure and immediately serves as the master router. We implemented the FDVRRP using open neutralized network operating system (OpenN2OS), which is an open-source-based network operating system. Based on the failover performance test of OpenN2OS, we verified that the FDVRRP exhibits a very fast failure detection and a failover with low-overhead packets.