• Title/Summary/Keyword: watching video

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Self-esteem, Parent-adolescent Communication, Friend's Sexual Attitude and Sexual Permissiveness in College Students (대학생의 자아존중감, 부모-자녀간 의사소통, 친구집단 성태도와 성허용성)

  • Jang, Su-Hyun;Lee, Sung-Hee
    • Women's Health Nursing
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    • v.17 no.4
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    • pp.395-406
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    • 2011
  • Purpose: This study was done to identify factors that affect sexual permissiveness in college students. Methods: A descriptive design was used with 380 college students who completed a questionnaire about self-esteem, parents-adolescent communication, friend's sexual attitude and sexual permissiveness. Results: The sexual permissiveness showed significant differences for the variable: grade (F=0.51, p=.002), gender (t=7.28, p<.001), age (F=14.72, p<.001), religion (t=4.97, p<.001), residence type (F=4.75, p=.009), number of call with parents (F=3.56, p=.030), number of viewing pornographic video (F=36.05, p<.001), number of viewing pornographic magazine (F= 47.90, p<.001), status of dating (t=3.62, p<.001), number of sexual intercourse (F=14.51, p<.001), and experience of sexual intercourse (t=13.00, p<.001). There was a positive correlation between the friend's sexual attitude and sexual permissiveness (r=.64, p<.001). The variables such as friend's sexual attitude, experience of sexual intercourse, the number of watching pornographic video, educational system, religion, and the number of calls with parent explained 52% of the variance in sexual permissiveness. Conclusion: The results of this study indicate that it is necessary to develop sexual education program for college students considering their level of sexual permissiveness and their friend's sexual attitude.

User control based OTT content search algorithms (사용자 제어기반 OTT 콘텐츠 검색 알고리즘)

  • Kim, Ki-Young;Suh, Yu-Hwa;Park, Byung-Joon
    • Journal of the Korea Society of Computer and Information
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    • v.20 no.5
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    • pp.99-106
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    • 2015
  • This research is focused on the development of the proprietary database embedded in the OTT device, which is used for searching and indexing video contents, and also the development of the search algorithm in the form of the critical components of the interface application with the OTT's database to provide video query searching, such as remote control smartphone application. As the number of available channels has increased to anywhere from dozens to hundreds of channels, it has become increasingly difficult for the viewer to find programs they want to watch. To address this issue, content providers are now in need of methods to recommend programs catering to each viewer's preference. the present study aims provide of the algorithm which recommends contents of OTT program by analyzing personal watching pattern based on one's history.

A Data Service of Digital Broadcasting for Program-Guiding using Multi-View Video (멀티 뷰 영상을 활용한 디지털방송의 프로그램가이드 데이터서비스)

  • Ko, Kwangil
    • Journal of Digital Contents Society
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    • v.16 no.1
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    • pp.71-77
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    • 2015
  • Currently, numerous (broadcasting) programs are being provided to viewers, which makes it hard for viewers to select a program to watch. Especially, surfing channels watching the program videos (which is the most general manner of searching a program) became a time consuming task of performing several tens of channel changes (a channel change takes about 0.7 second). In the paper, a data service for guiding programs using the multi-view of program videos is proposed. The data service allows viewers to navigate all program videos without channel changes. To implement the data service, a method for composing and transmitting multi-view videos with the meta data for handling each video of the multi-view has been devised and a Java API has been implemented to clip, resize, and display parts of the multi-view videos.

Associations between Elementary School Students' Cell Phone Dependency and Aggression: The Mediating Effects of Diverse Leisure Activities (초등학생의 휴대전화 의존도와 공격성 간의 관계: 다양한 여가시간의 매개효과)

  • Kim, Hee-Sook;You, Jun Ok;Jung, Changsuk;Hyung, Nakyum
    • Journal of Korean Academy of Psychiatric and Mental Health Nursing
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    • v.27 no.4
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    • pp.406-414
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    • 2018
  • Purpose: The purpose of this study was to investigate the relationship between cell phone dependency and aggression in elementary school students with the mediating effect of leisure activities in South Korea. Methods: Data were cross-sectional in study design with 1,555 fourth grade elementary school students participating in the 4th-year Korean Children and Youth Panel Survey. Data analysis was performed using the SPSS/WIN 23.0 and AMOS 21.0 program. Results: Cell phone dependency has a significant effect on aggression, but it did not act as a control variable in the relationship between the protective factor, weekly book reading time and the amount of daytime play with aggression. Weekly entertainment time and weekly TV and video viewing time had a significant statistical effect on aggression, thus this study confirmed that cell phone dependency acts as a control variable in relation to aggression. Conclusion: As the entertainment time for elementary school students, the time spent watching TV and videos play a negative role, it is necessary to prepare a leisure activity management practice and strategies with an emphasis on entertainment time as well as, TV and video viewing as elementary school students' leisure activities for a healthy school life.

Video Based Behavioral Analysis to Observe Attention during Mirror Therapy in Hemiplegic Patients : Preliminary Study

  • Kim, Jinmin;Song, Changho
    • Physical Therapy Rehabilitation Science
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    • v.10 no.2
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    • pp.212-216
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    • 2021
  • Objective: Mirror therapy is one of the promising methods suggested for the upper limb rehabilitation of stroke patients. While mirror therapy was presented to be effective in improving motor function of stroke patients, problems were raised as preceding studies had various methods in applying mirror therapy. Some studies even reported no effect in mirror therapy. Our supposition for the reason of such problems was a decrease of attention on the illusive image during mirror therapy of stroke patients, and we aimed to observe this. Design: A cross-sectional preliminary study. Methods: Three hemiplegic acute patients were recruited for the traditional mirror therapy. It lasted for 30 minutes, and 12 different tasks were asked to perform. All procedures were video-recorded, and Observer XT was used to analyse mirror-gazing time, gaze-distracted time, preparation time, frequency of mirror gazing, frequency of distraction, frequency of preparation for treatment. Results: Subjects spent an average of 4-5 minutes having instructions about the mirror therapy intervention (preparation duration), an average of 11 minutes watching the mirror during therapy (mirror-gazing duration), and the rest of 14-15 minutes looking around the environment (gaze-distracted duration). During the mirror therapy, the number of distracted moments (frequency of distraction) was eight times more than focusing on the mirror (frequency of mirror gazing). Conclusions: Once the patient looks at the mirror, it only lasts about 5 seconds on average. Thus, we confirmed that patients could not concentrate on the illusion during the session and therefore it may have affected the effectiveness of the therapy.

Status and effectiveness of online dental role-play images and dental ASMR videos (온라인 치과 롤플레이 영상 및 치과 ASMR 영상의 이용 현황과 효과 분석)

  • Geum-Han-A-Reum, Lee;Geun-Hyo, Kim;Su-Min, Kim;Eun-Ji, Lee;So-Hyeon, Ji;Yun-Hee, Choi;Sun-Jung, Shin
    • Journal of Korean Academy of Dental Administration
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    • v.10 no.1
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    • pp.66-75
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    • 2022
  • This study aimed to compare the perception of dental role-play or dental ASMR videos between the general public and dental personnel, to determine whether they are suitable for mass media or educational media, and to identify guidelines for video production. The survey consent form was agreed on using SNS for the general public and dental personnel, 236 ordinary people and 232 dental officers who said that they watched dental ASMR videos were analyzed. The questionnaire consisted of 27 questions for the general public and 31 for dental personnel. Data were analyzed using the chi-square test and the Independent T-test using SPSS 25.0 ver. The viewing experience of 'dental ASMR videos' was significantly higher among dentists (84.7%) than among the general population (71.5%) (p<0.001). Overall, 53.8% of the general public were interested in watching dental ASMR videos, and 47.8% of dental personnel acquired clinical information from them.. Overall, 64.8% of the general public and 65.5% of the dental workforce felt that such technical videos should be produced under the guidance of experts in the field to provide accurate technical information. It is necessary to avoid indiscriminate video production with inaccurate information produced by non-experts and to continuously monitor dental ASMR videos dental institutions for better quality of the videos.

The Effects of Information Types and Players in Everyday Vlogs on Viewers' Empathy, Social Presence and Self-Enhancement (일상 브이로그의 정보 속성과 출연자 유형에 따른 시청 몰입 및 자기향상 태도의 차이)

  • Chen, Nuo;Na, Eunkyung
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.4
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    • pp.277-287
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    • 2022
  • Recent trends in sharing online video contents show that vlogging on everyday life can cause meaningful changes in viewers' perception of mediated characters and their own lifestyles. We explored that flourishing everyday life video contents online are intertwined with viewers' psychological engagement such as empathy and social presence, let alone self-enhancing motivations such as self-reflection and psychological empowerment. Survey analysis results suggest that between contents types of vlog (everyday life vs. in-depth information), watching in-depth information videos significantly affected viewers' psychological engagement and self-enhancing motivations. Compared to celebrity's online videos, daily videos starring laypeople showed significantly positive impacts on viewers' engagement such as empathy, social presence, and self-enhancement such as self-reflection, psychological empowerment.

Training Feedback effect of team-based CPR using a mobile video recording device body camera (이동용 영상촬영기기 바디캠을 활용한 팀단위 심폐소생술의 교육피드백 효과)

  • Seong bin Im
    • Smart Media Journal
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    • v.13 no.5
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    • pp.62-71
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    • 2024
  • This study conducted a team-based CPR simulation with 32 fourth-year emergency rescue students to determine the effectiveness of training feedback using body cameras used at emergency rescue sites, and measured awareness, training feedback effectiveness, and satisfactio+n before and after body camera feedback. , preferences and difficulties in using body camera devices were identified. Data analysis was performed using SPSS 27.0 program, including descriptive statistics, frequency analysis, paried t-test, and Wilcoxon signed rank test. As a result of the study, the perception of body camera use showed a positive change from 3.73±0.62 points to 4.45±0.54 points, and a positive satisfaction level of 3.98±0.51 was shown (p<.001). Additionally, there was a significant increase in self-check accuracy and performance score after body camera feedback (p<.001). Therefore, during team-based simulation resuscitation training, positive feedback effects in improving self-inspection ability and performance can be achieved by watching body camera videos and using self-checklists without direct feedback from the instructor.

The Effect of Action Observation Training on Balance and Cognition on the Elderly with Dementia

  • Cheol-Jin Kang;Sung-Min Son;Se-Hee Park
    • The Journal of Korean Physical Therapy
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    • v.36 no.2
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    • pp.61-66
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    • 2024
  • Purpose: The purpose of this study was to investigate the impact of action observation training (AOT) on the balance and cognition of the elderly with dementia. Methods: Twenty-four participants were randomly assigned to experimental and control groups (12 participants each). The 5-week intervention involved 45 minutes sessions, three times a week. Both groups did 30 minutes of general physical exercises, followed by the experimental group watching a 5 minutes video featuring functional movements and imitating them for 10 minutes. The control group watched a scenic video and did functional training for 10 minutes, mimicking the experimental group. All participants were evaluated using the Timed Up and Go (TUG) test, Functional Reaching Test (FRT), Berg's Balance Scale (BBS), and Korean version of Mini-Mental State Examination (K-MMSE) before and after the intervention. A paired t-test was conducted to compare the within-group change before and after the intervention. Two-way repeated measures ANOVA was performed to compare the between-group difference. The statistical significance level was set to p=0.05 for all variables. Results: The experimental group showed significant within-group changes in the TUG test, FRT, BBS, and K-MMSE (p<0.05). The control group showed a significant change in FRT and K-MMSE (p<0.05). A significant difference was observed between the experimental group and the control group regarding the change in the TUG test, BBS, and K-MMSE after the interventions (p<0.05). Conclusion: The findings of this study suggest that the AOT and repetition of actual movements, led to more significant improvements in balance and cognitive abilities compared to the control group that observed scenic landscapes.

A Study on the Interaction Factors Influencing Use Intention of Interactive Video Services: focusing on Timing Flexibility (인터랙티브 비디오 서비스 사용 의도에 영향을 미치는 상호 작용성 요인에 관한 연구: 시간 유연성 개념을 중심으로)

  • Yang, Seung-Hwa;Lim, Seong-Taek;Lee, Su-Jin;Lee, In-Seong;Kim, Jin-Woo
    • Information Systems Review
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    • v.10 no.2
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    • pp.71-96
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    • 2008
  • Interactive Video Service(IVS) is a new type of media service that enables users to interact with others in the process of casting and watching videos in a system. 'Timing flexibility', which divides IVS into real-time IVS and non-real-time IVS, is one of the significant factors of interactivity. The objective of this study is to identify critical factors of interactivity in IVS and to compare their effects in terms of timing flexibility. To achieve the objective, prior literature has been reviewed to establish a theoretical framework, and twelve active users of IVS have been interviewed to develop research model of IVS. Finally, an online survey has been conducted to verify the research model. The results indicate that Technical Factor, Communication Factor, and Contents Factor of IVS are found to be the important interaction factors in IVS; and their impacts on the intention to use IVS were found to be affected by timing flexibility. This paper ends with theoretical and practical implications of study results.