• Title/Summary/Keyword: watching video

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The Influence of Topic Exploration and Topic Relevance On Amplitudes of Endogenous ERP Components in Real-Time Video Watching (실시간 동영상 시청시 주제탐색조건과 주제관련성이 내재적 유발전위 활성에 미치는 영향)

  • Kim, Yong Ho;Kim, Hyun Hee
    • Journal of Korea Multimedia Society
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    • v.22 no.8
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    • pp.874-886
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    • 2019
  • To delve into the semantic gap problem of the automatic video summarization, we focused on an endogenous ERP responses at around 400ms and 600ms after the on-set of audio-visual stimulus. Our experiment included two factors: the topic exploration of experimental conditions (Topic Given vs. Topic Exploring) as a between-subject factor and the topic relevance of the shots (Topic-Relevant vs. Topic-Irrelevant) as a within-subject factor. For the Topic Given condition of 22 subjects, 6 short historical documentaries were shown with their video titles and written summaries, while in the Topic Exploring condition of 25 subjects, they were asked instead to explore topics of the same videos with no given information. EEG data were gathered while they were watching videos in real time. It was hypothesized that the cognitive activities to explore topics of videos while watching individual shots increase the amplitude of endogenous ERP at around 600 ms after the onset of topic relevant shots. The amplitude of endogenous ERP at around 400ms after the onset of topic-irrelevant shots was hypothesized to be lower in the Topic Given condition than that in the Topic Exploring condition. The repeated measure MANOVA test revealed that two hypotheses were acceptable.

Psychological phenomenon analysis of short video users' anxiety, Addiction and Subjective well-being

  • Peng, Chen;Lee, Jong-Yoon;Liu, ShanShan
    • International Journal of Contents
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    • v.18 no.1
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    • pp.27-39
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    • 2022
  • Short videos are becoming more popular in mobile Internet age. Not only people's media consumption patterns have been changed by the rise of this new media form, but also it has posed challenges to public psychological well-being. For many netizens, their entertainment needs have been met by watching short videos. However, many side effects, such as addiction and anxiety, reduce users' subjective well-being instead of satisfying the entertainment motivation after watching short videos. Therefore, it has become a significant research problem in short videos to figure out how to get audiences to watch short videos on a regular basis while avoiding side effects like anxiety and addiction and improving audiences' subjective well-being. Based on the theory of Internet addiction, this study analyzed short video users using the 2×2×2 research method and explored the relationship between the length of use, addiction, anxiety, and subjective well-being of short video users. The results showed that short video users with different usage lengths showed significant differences in addiction, anxiety, subjective well-being, and online social support; innovative different short video users showed significant differences in addiction and anxiety, as well as a triadic relational interaction of short video users' anxiety under the interaction with self-efficacy and online social support. This study contributes to the advancement of internet addiction theory research and application, assisting short video users in avoiding addiction and anxiety, and improving the subjective well-being of short video users, thereby promoting the growth of the short video industry.

A Video Summarization Study On Selecting-Out Topic-Irrelevant Shots Using N400 ERP Components in the Real-Time Video Watching (동영상 실시간 시청시 유발전위(ERP) N400 속성을 이용한 주제무관 쇼트 선별 자동영상요약 연구)

  • Kim, Yong Ho;Kim, Hyun Hee
    • Journal of Korea Multimedia Society
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    • v.20 no.8
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    • pp.1258-1270
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    • 2017
  • 'Semantic gap' has been a year-old problem in automatic video summarization, which refers to the gap between semantics implied in video summarization algorithms and what people actually infer from watching videos. Using the external EEG bio-feedback obtained from video watchers as a solution of this semantic gap problem has several another issues: First, how to define and measure noises against ERP waveforms as signals. Second, whether individual differences among subjects in terms of noise and SNR for conventional ERP studies using still images captured from videos are the same with those differently conceptualized and measured from videos. Third, whether individual differences of subjects by noise and SNR levels help to detect topic-irrelevant shots as signals which are not matched with subject's own semantic topical expectations (mis-match negativity at around 400m after stimulus on-sets). The result of repeated measures ANOVA test clearly shows a 2-way interaction effect between topic-relevance and noise level, implying that subjects of low noise level for video watching session are sensitive to topic-irrelevant visual shots, while showing another 3-way interaction among topic-relevance, noise and SNR levels, implying that subjects of high noise level are sensitive to topic-irrelevant visual shots only if they are of low SNR level.

Study Level Inference System using Education Video Watching Behaviors (학습동영상 학습행위 기반의 학습레벨 추론시스템)

  • Kang, Sang Gil;Kim, Jeonghyeok;Heo, Nojeong;Lee, Jong Sik
    • Journal of Information Technology and Architecture
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    • v.10 no.3
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    • pp.371-378
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    • 2013
  • Video-demand learning through E-learning continuously increases on these days. However, not all video-demand learning systems can be utilized properly. When students study by education videos not matched to level of their own, it is possible for them to lose interest in learning. It causes to reduce the learning efficiency. In order to solve the problem, we need to develop a recommendation system which recommends customized education videos according the study levels of students. In this paper, we estimate the study level based on the history of students' watching behaviors such as average watching time, skipping and rewinding of videos. In the experimental section, we demonstrate our recommendation system using real students' video watching history to show that our system is feasible in a practical environment.

A Phenomenological Research on Simulation Practice and Video Watching Educational Experience Using Dyspnea Case in Nursing Students. (간호대학생의 호흡곤란 사례를 이용한 시뮬레이션 실습과 동영상 시청교육 경험에 관한 현상학적 연구)

  • Kim, Mi Seon;Jeong, Hyeon Cheol
    • Journal of Digital Convergence
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    • v.17 no.6
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    • pp.287-296
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    • 2019
  • This study is a qualitative research attempted to understand meaning and essential structure of experience of nursing students who received simulation training and video watching education. The collected data were analyzed using the Colaizzi method among the phenomenological methods. The results of the study showed that the simulation practice was divided into three categories (experience of clinical nursing in advance, benefit of simulation exercise, limitation of simulation exercise) and 14 themes. Video watching education was derived from three categories (convenience of education, increase of educational effect, lack of knowledge transfer) and 6 themes. In conclusion, it is suggested that the simulation training and the video watching education should be reflected the results of this study in order to apply to the nursing curriculum effectively.

Effect of 2D Forest Video Viewing and Virtual Reality Forest Video Viewing on Stress Reduction in Adults (2D 숲동영상 및 Virtual Reality 숲동영상 시청이 성인의 스트레스 감소에 미치는 영향)

  • Hong, Sungjun;Joung, Dawou;Lee, Jeongdo;Kim, Da-young;Kim, Soojin;Park, Bum-Jin
    • Journal of Korean Society of Forest Science
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    • v.108 no.3
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    • pp.440-453
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    • 2019
  • This study was carried out to investigate the effect of watching a two-dimensional (2D) forest video and a virtual reality (VR) forest video on stress reduction in adults. Experiments were conducted in an artificial climate room, and 40 subjects participated. After inducing stress in the subjects, subjects watched a 2D gray video, 2D forest video, or VR forest video for 5 mins. The autonomic nervous system activity was evaluated continuously in terms of measured heart rate variability during the experiment. After each experiment, the subject's psychological state was evaluated using a questionnaire. The 2D forest video decreased the viewer's stress index, increased HF, and reduced heart rate compared with the 2D gray video. The VR forest video had a greater stress index reduction effect, LF/HF increase effect, and heart rate reduction effect than the 2D gray video. Psychological measurements showed that subjects felt more comfortable, natural, and calm when watching the 2D gray video, 2D forest video or VR forest video. We also found that the 2D forest video and VR forest video increased positive emotions and reduced negative emotions compared to the 2D gray video. Based on these results, it can be concluded that watching the 2D forest and VR forest videos reduces the stress index and heart rate compared with watching the 2D gray video. Thus, it is considered that the 2D forest video increases the activity of the parasympathetic nervous system, and the VR forest video increases the activity of the sympathetic nervous system. The increased activity of the sympathetic nervous system upon watching the VR forest video is judged to be positive sympathetic nerve activity, such as novelty and curiosity, and not negative sympathetic activity, such as stress and tension. The results of this study are expected to be the basis for examining the visual effects of forest healing, with hope that the utilization of VR, the technology of the fourth industrial revolution in the forestry field, will broaden.

Effects of Using Shot Clip on the Broadcasting Viewing Intention (방송클립동영상 이용이 방송 시청의도에 미치는 영향)

  • Cho, Sukhyun;Lee, Hyunji
    • The Journal of the Korea Contents Association
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    • v.16 no.10
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    • pp.645-655
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    • 2016
  • The purpose of this study is to search shot clip' using variables influencing on the VOD purchase intention and watching intention of real-time broadcasting. This research focused on usage motivation, usage experience such as use time, time of utilization, genre, utilization pattern. Controlling demographic factors, results show that personal relation, benefit against whole broadcast, education genre, watching video, video sharing and recommendation were statistically influential to VOD purchase intention. And, results show that flexibility of use, drama/movie genre, read and write comments were statistically influential to watching intention of real-time broadcasting.

A Study on Youtube Video-Watching Activities and their Effects on Improving English Reading Comprehension Skills (유튜브 비디오 보기 활동이 영어 독해 능력 향상에 미치는 영향)

  • Kim, Na-Young
    • Journal of Digital Convergence
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    • v.17 no.6
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    • pp.1-9
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    • 2019
  • In an effort to explore the effects of Youtube video-watching activities on Korean college students' English reading comprehension skills, 148 undergraduate students who enrolled in a General English class at a university in Korea participated in the present study. Participants were randomly classified into four groups - three experimental groups and one control group - according to when they watch videos: before class (n = 33), during class (n = 42), after class (n = 36), and none (n = 37). Over 16 weeks, the three experimental groups engaged in Youtube video-watching activities for about 10 minutes before, during, and after the class, while the control group did not. Pre- and post-tests were administered to confirm the effects of the use of Youtube videos on improving English reading comprehension skills. To compare the improvement between groups, a one-way ANOVA was also run. Major findings are as follows: First, participants in all the three experimental groups significantly improved their English reading comprehension skills, indicating the beneficial effects of Youtube video-watching activities. However, there was no statistically significant difference in the mean improvement between the groups. Based on this, limitations and suggestions for the future research are discussed at the end.

A study on the applicability of interactive technology in VR video content production

  • Liu, Miaoyihai;Chung, Jeanhun
    • International journal of advanced smart convergence
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    • v.11 no.2
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    • pp.71-76
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    • 2022
  • The continuous development of virtual reality technology in the last five years has brought about a big change in the future film industry. Interactive VR movies using virtual reality technology in movies showed the result of increasing the immersion of the audience due to the characteristics of interaction. This will provide a unique opportunity for a new experience of immersion in various forms of cinema in the near future. In this paper, the interaction of narrative VR movies was studied as an example of the movie , which won the [The Best VR Experience Award] at the Venice International Film Festival, In future development, improve the scene transition, Dizziness, Ways of interaction and other questions, let the audience increase the sense of participation, immersion and curiosity when watching movies, and make watching movies a more interesting thing in life.

Designing and Evaluating Digital Video Storyboard Surrogates (디지털 영상 초록의 설계와 평가에 관한 연구)

  • Kim, Hyun-Hee;Kim, Yong-Ho;Ko, Su-Hyun
    • Journal of Korean Library and Information Science Society
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    • v.38 no.4
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    • pp.463-480
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    • 2007
  • This study examines the design and utilization of video storyboard surrogates in the digital video libraries. To do this, first we constructed the arrangement model of key-frames for storyboard based on the FRBR model, image communication and PRECIS Indexing theories and evaluated the model using 6 sample videos and 26 participants. The study results show that the video storyboard surrogates based on the arrangement model has a higher accuracy value in terms of summary extraction than that of the sequential video storyboard. Moreover, watching both types of video storyboard one after another, especially browsing the sequential video storyboard first and then the arrangement model-based one, produces a remarkable increase in accuracy value of summary extraction. The study proposes two methods of utilizing the video storyboard surrogates in the digital video libraries: Designing a video browsing interface where users can use the sequential storyboard as a default and then the arrangement model-based one for re-watching; and utilizing the arrangement model-based storyboard as structured match sources of image-based queries.

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