• Title/Summary/Keyword: video technology

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A Study on the Effect of Physical Upward and Downward Movement Experience on Psychological Judgements (신체의 상향·하향 이동경험이 심리적 판단에 미치는 영향에 관한 연구)

  • Lee, Luri;Lee, Seung-yon;Chung, Hyun Jung
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.8 no.4
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    • pp.183-196
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    • 2018
  • Studies that approach from the point of view that human thoughts or minds are dominated by behavior as well as that human behavior is dominated by thoughts or minds, have begun to attract attention from the late 2000s. The physical experience is reminiscent of a metaphorically connected abstract concept, which ultimately affects the judgment or evaluation of a particular object. However, studies that have been carried out so far have been limited to studies on the difference in perception and judgment depending on the objects to be viewed, the objects to be touched, and the objects to which they are carried. In this study, we tried to find out that the physical movement of the body in the upward or downward direction affects the psychological judgment differently. In the first experiment, a pair of words that were considered to be connected metaphorically was tested. In the second experiment, the subjects tried to solve the complicated calculation problem in a short time, and then they watched the video related to the upward movement or downward movement, and then proceeded to measure the psychological judgment. As a result, it was found that 'downward movement' of the body has a metaphorical connection with 'closure', while 'upward movement' is related to 'progress'. In the case of downward-experienced group compared to upward-experienced group, the reverse intentions of their own decision were low, and the confidences in their own decision and the expectations for performance were high.

Research on factors influencing consumer trust in livestreaming e-commerce (라이브 스트리밍 전자 상거래에서 소비자 신뢰에 영향을 미치는 요인에 관한 연구)

  • Xiao yong Lyu;Jae-Yeon Sim
    • Industry Promotion Research
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    • v.8 no.3
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    • pp.181-199
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    • 2023
  • E-commerce is gradually upgrading from traditional text and image formats to short video and livestreaming formats. Livestreaming e-commerce enriches the content and forms of information dissemination and product display, enhances the consumer's shopping experience, and gradually becomes the mainstream new consumer scene. However, there are many negative phenomena in the development of livestreaming e-commerce, such as false propaganda, counterfeit goods, and various negative events, which seriously affect the level of consumer trust in livestreaming e-commerce. Trust is the core competitive factor of livestreaming e-commerce. Based on previous research on trust theory and combined with the characteristic elements of "people, goods, and scenes" of livestreaming e-commerce, this article constructs a trust model for livestreaming e-commerce, proposes hypotheses, and proves through empirical research that factors such as store characteristics, livestream host characteristics, brand image, product information, platform reputation, livestreaming situation, and trust tendency have a significant positive impact on consumer trust. Based on the research conclusions, this article provides insights and management suggestions, such as emphasizing the construction of store characteristic indicators, creating desirable livestream host characteristics, focusing on product brand building and selection, maintaining the display of product information, selecting suitable livestreaming platforms, and creating rich content for livestreaming situations.

A Study on the Implementation of a Community-based LIS Capstone Course: Developing the 21st Century Skills of Preservice Librarians through Human Library Projects (지역사회협력 기반 문헌정보학 캡스톤 교과목 개발과 운영에 관한 연구 - 휴먼라이브러리 프로젝트 수행을 통한 21세기 학습 기술 강화를 중심으로 -)

  • Jisue Lee
    • Journal of the Korean Society for Library and Information Science
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    • v.57 no.2
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    • pp.379-408
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    • 2023
  • This case study reports on the redevelopment of a course, Local Culture Information Theory offered by the Department of Library and Information Science at C University, into a capstone design course using a project-based learning approach. In collaboration with a local community youth organization, the redesigned course provided an opportunity for LIS students to develop and implement a digital literacy program that enabled high school students to use a variety of digital multimedia technologies to complete a project of digital Human Library featuring video, audio, and digital are such as webtoons. Through semi-structured interviews with 5 students and 3 staff from partner organizations, this study reports on course development process, the establishment of local partnerships, project outcome, as well as suggestions for improvements. In addition, a qualitative analysis of the participating students' interview responses using the Framework for 21st Century Learning (P21) found they developed and improved 11 skills across three core areas: life and career skills including self-direction, project management, collaboration with diverse teams, flexibility, responsibility, leadership; learning and innovation skills including communication and collaboration, problem-solving, creativity, and critical thinking; and information, media, and technology skills through media creation. Lessons learned and recommendations from this case study may be useful for other LIS programs and faculty interested in implementing project-based learning or developing capstone design courses.

BuddyMirror: A Smart Mirror Supporting Image-Making Service (BuddyMirror: 이미지 메이킹 서비스를 지원하는 스마트 미러)

  • Jo, Yeon-Jeong;Sim, Chae-Lin;Jang, Hyo-Won;Jin, Jae-Hwan;Lee, Myung-Joon
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.9 no.5
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    • pp.811-821
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    • 2019
  • Image making for a person is a way to improve various factors that can express oneself, such as appearance, impression, and confidence. In general, people use mirror or camera as a traditional method to make their own image or perform presentation exercises. Recently, as smart mirrors are widely used in various fields, attempts to use smart mirrors as image making tools instead of mirrors have been frequently made. Smart Mirror is considered as a suitable tool to provide image making service because it can attach various devices such as a camera and a microphone in addition to the main advantage of a mirror that it is easily accessible. In this paper, we present BuddyMirror - a smart mirror software that provides image-making service to users, and a dedicated mobile app for flexibly running the mirror software. BuddyMirror provides functions for presentation, mock interview, and styling service at the request of users, interworking with the dedicated mobile app. We also describe the techniques developed for implementing and activating each of the new services as a module of MagicMirror, a widely used smart mirror development platform. The developed mobile app enables users to deliver presentations to BuddyMirror or to download the recorded video for image-making services.

Analysis of Space Use Patterns of Public Library Users through AI Cameras (AI 카메라를 활용한 공공도서관 이용자의 공간이용행태 분석 연구)

  • Gyuhwan Kim;Do-Heon Jeong
    • Journal of the Korean Society for Library and Information Science
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    • v.57 no.4
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    • pp.333-351
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    • 2023
  • This study investigates user behavior in library spaces through the lens of AI camera analytics. By leveraging the face recognition and tracking capabilities of AI cameras, we accurately identified the gender and age of visitors and meticulously collected video data to track their movements. Our findings revealed that female users slightly outnumbered male users and the dominant age group was individuals in their 30s. User visits peaked between Tuesday to Friday, with the highest footfall recorded between 14:00 and 15:00 pm, while visits decreased over the weekend. Most visitors utilized one or two specific spaces, frequently consulting the information desk for inquiries, checking out/returning items, or using the rest area for relaxation. The library stacks were used approximately twice as much as they were avoided. The most frequented subject areas were Philosophy(100), Religion(200), Social Sciences(300), Science(400), Technology(500), and Literature(800), with Literature(800) and Religion(200) displaying the most intersections with other areas. By categorizing users into five clusters based on space utilization patterns, we discerned varying objectives and subject interests, providing insights for future library service enhancements. Moreover, the study underscores the need to address the associated costs and privacy concerns when considering the broader application of AI camera analytics in library settings.

A Study on the Development of an Indoor Positioning Support System for Providing Landmark Information (랜드마크 정보 제공을 위한 실내위치측위 지원 시스템 구축에 관한 연구)

  • Ock-Woo NAM;Chang-Soo SHIN;Yun-Soo CHOI
    • Journal of the Korean Association of Geographic Information Studies
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    • v.26 no.4
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    • pp.130-144
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    • 2023
  • Recently, various positioning technologies are being researched based on signal-based positioning and image-based positioning to obtain accurate indoor location information. Among these, various studies are being conducted on image positioning technology that determines the location of a mobile terminal using images acquired through cameras and sensor data collected as needed. For video-based positioning, a method of determining indoor location is used by matching mobile terminal photos with virtual landmark images, and for this purpose, it is necessary to build indoor spatial information about various landmarks such as billboards, vending machines, and ATM machines. In order to construct indoor spatial information on various landmarks, a panoramic image in the form of a road view and accurate 3D survey results were obtained through c 13 buildings of the Electronics and Telecommunications Research Institute(ETRI). When comparing the 3D total station final result and the terrestrial lidar panoramic image coordinates, the coordinates and distance performance were obtained within about 0.10m, confirming that accurate landmark construction for use in indoor positioning was possible. By utilizing these terrestrial lidar achievements to perform 3D landmark modeling necessary for image positioning, it was possible to more quickly model landmark information that could not be constructed only through 3D modeling using existing as-built drawings.

Multi-View 3D Human Pose Estimation Based on Transformer (트랜스포머 기반의 다중 시점 3차원 인체자세추정)

  • Seoung Wook Choi;Jin Young Lee;Gye Young Kim
    • Smart Media Journal
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    • v.12 no.11
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    • pp.48-56
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    • 2023
  • The technology of Three-dimensional human posture estimation is used in sports, motion recognition, and special effects of video media. Among various methods for this, multi-view 3D human pose estimation is essential for precise estimation even in complex real-world environments. But Existing models for multi-view 3D human posture estimation have the disadvantage of high order of time complexity as they use 3D feature maps. This paper proposes a method to extend an existing monocular viewpoint multi-frame model based on Transformer with lower time complexity to 3D human posture estimation for multi-viewpoints. To expand to multi-viewpoints our proposed method first generates an 8-dimensional joint coordinate that connects 2-dimensional joint coordinates for 17 joints at 4-vieiwpoints acquired using the 2-dimensional human posture detector, CPN(Cascaded Pyramid Network). This paper then converts them into 17×32 data with patch embedding, and enters the data into a transformer model, finally. Consequently, the MLP(Multi-Layer Perceptron) block that outputs the 3D-human posture simultaneously updates the 3D human posture estimation for 4-viewpoints at every iteration. Compared to Zheng[5]'s method the number of model parameters of the proposed method was 48.9%, MPJPE(Mean Per Joint Position Error) was reduced by 20.6 mm (43.8%) and the average learning time per epoch was more than 20 times faster.

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Evaluation of Effective and Organ Dose Using PCXMC Program in DUKE Phantom and Added Filter for Computed Radiography System (CR 환경에서의 흉부촬영 시 Duke Phantom과 부가여과를 이용한 유효선량 및 장기선량 평가)

  • Kang, Byung-Sam;Park, Min-Joo;Kim, Seung-Chul
    • Journal of radiological science and technology
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    • v.37 no.1
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    • pp.7-14
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    • 2014
  • By using a Chest Phantom(DUKE Phantom) focusing on dose reduction of diagnostic radiation field with the most use of artificial radiation, and attempt to reduce radiation dose studies technical radiation. Publisher of the main user of the X-ray Radiological technologists, Examine the effect of reducing the radiation dose to apply additional filtering of the X-ray generator. In order to understand the organ dose and effective dose by using the PC-Based Monte Carlo Program(PCXMC) Program, the patient receives, was carried out this research. In this experiment, by applying a complex filter using a copper and Al(aluminum,13) and filtered single of using only aluminum with the condition set, and measures the number of the disk of copper indicated by DUKE Phantom. The combination of the composite filtration and filtration of a single number of the disk of the copper is the same, with the PCXMC 2.0. Program looking combination of additional filtration fewest absorbed dose was calculated effective dose and organ dose. Although depends on the use mAs, The 80 kVp AP projection conditions, it is possible to reduce the effective amount of about 84 % from about 30 % to a maximum at least. The 120 kVp PA projection conditions, it is possible to reduce the effective amount of about 71 % from about 41 % to a maximum of at least. The organ dose, dose reduction rate was different in each organ, but it showed a decrease of dose rate of 30 % to up 100 % at least. Additional filtration was used on the imaging conditions throughout the study. There was no change in terms of video quality at low doses. It was found that using the DUKE Phantom and PCXMC 2.0 Program were suitable to calculate the effect of reducing the effective dose and organ dose.

R-lambda Model based Rate Control for GOP Parallel Coding in A Real-Time HEVC Software Encoder (HEVC 실시간 소프트웨어 인코더에서 GOP 병렬 부호화를 지원하는 R-lambda 모델 기반의 율 제어 방법)

  • Kim, Dae-Eun;Chang, Yongjun;Kim, Munchurl;Lim, Woong;Kim, Hui Yong;Seok, Jin Wook
    • Journal of Broadcast Engineering
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    • v.22 no.2
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    • pp.193-206
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    • 2017
  • In this paper, we propose a rate control method based on the $R-{\lambda}$ model that supports a parallel encoding structure in GOP levels or IDR period levels for 4K UHD input video in real-time. For this, a slice-level bit allocation method is proposed for parallel encoding instead of sequential encoding. When a rate control algorithm is applied in the GOP level or IDR period level parallelism, the information of how many bits are consumed cannot be shared among the frames belonging to a same frame level except the lowest frame level of the hierarchical B structure. Therefore, it is impossible to manage the bit budget with the existing bit allocation method. In order to solve this problem, we improve the bit allocation procedure of the conventional ones that allocate target bits sequentially according to the encoding order. That is, the proposed bit allocation strategy is to assign the target bits in GOPs first, then to distribute the assigned target bits from the lowest depth level to the highest depth level of the HEVC hierarchical B structure within each GOP. In addition, we proposed a processing method that is used to improve subjective image qualities by allocating the bits according to the coding complexities of the frames. Experimental results show that the proposed bit allocation method works well for frame-level parallel HEVC software encoders and it is confirmed that the performance of our rate controller can be improved with a more elaborate bit allocation strategy by using the preprocessing results.

A Study on Partially Applied Color Image in Black and White Moving Imagery (흑백영상의 부분 색채화에 관한 연구)

  • Yeo, Myoung;Kim, Ji-Hong
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.322-326
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    • 2006
  • Though human being has ability to percept a full colored vision, the technology of early photography only can produce black and white images. For cinema filming imagery also captured mono tone with black and white, until developed a color film technology. The desire for presenting color imagery and the technique for producing film and color ink, photography and print utilize color on it with noticeable color impact to viewers. It, however, abusing fun colors image each and every printed and filmed imagery, the freshness of eye catching power diminished now. On contrast, color becomes black and white or partially used for making discrepancy among full colored images. This image detected commercial and music video, and it spread to film. To use those bleached color images is for evoking a nostalgia and a visual differentiation. Especially, it can be provocative images brought to audience with that. such as "Anycall", "Dimchae" for CF, and "Schindler's list," and "Sin city" for movie. It is hard to investigate on the color studies for partially used images. Therefore, this study is to research that through CF and film, base on it, to investigate the application for this image. To collect data from survey, it will be established a basic concept for understanding the partial color applying.

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