• Title/Summary/Keyword: watching video

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Creation of Soccer Video Highlights Using Caption Information (자막 정보를 이용한 축구 비디오 하이라이트 생성)

  • Shin Seong-Yoon;Kang Il-Ko;Rhee Yang-Won
    • Journal of the Korea Society of Computer and Information
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    • 제10권5호
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    • pp.65-76
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    • 2005
  • A digital video is a very long data that requires large-capacity storage space. As such, prior to watching a long original video, video watchers want to watch a summarized version of the video. In the field of sports, in particular, highlights videos are frequently watched. In short, a highlights video allows a video watcher to determine whether the highlights video is well worth watching. This paper proposes a scheme for creating soccer video highlights using the structural features of captions in terms of time and space. Such structural features are used to extract caption frame intervals and caption keyframes. A highlights video is created through resetting shots for caption keyframes, by means of logical indexing, and through the use of the rule for creating highlights. Finally, highlights videos and video segments can be searched and browsed in a way that allows the video watcher to select his/her desired items from the browser.

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Factors Influencing the Continuous Watching and Paid Sponsorship Intentions of YouTube Real-Time Broadcast Viewers: Based on the S-O-R Framework (유튜브 실시간 방송 시청자의 지속시청 및 유료후원 의도에 영향을 미치는 요인: S-O-R 프레임워크를 기반으로)

  • Kwon, Ji Yoon;Yang, Seon Uk;Yang, Sung-Byung
    • Knowledge Management Research
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    • 제23권3호
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    • pp.285-311
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    • 2022
  • In this study, based on the S-O-R framework, how individual's stimuli (i.e., video characteristics, YouTuber characteristics, real-time broadcasting characteristics of YouTube channel) form organisms (i.e., perceived usefulness, perceived pleasure, social presence), leading to viewers' responses (i.e., continuous watching intention, paid sponsorship intention) on real-time YouTube channels. For this purpose, a research model and hypotheses were constructed, and 369 questionnaire data collected from users of real-time broadcasting channel services on the YouTube platform were analyzed. Result findings confirmed that some video/YouTuber/real-time broadcasting characteristics significantly affect viewers' perceived usefulness/perceived pleasure/social presence, and further influence continuous watching/paid sponsorship intentions. Theoretical and practical implications of the findings are discussed in conclusion.

Change of forward Head Posture in Cervical Flexion Positions while Watching Video on a Smartphone (스마트폰을 이용한 비디오 시청 시, 목뼈 굽힘 각도에 따른 앞쪽 머리 자세의 변화)

  • Bo ram Choi
    • Journal of Korean Physical Therapy Science
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    • 제30권3호
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    • pp.23-30
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    • 2023
  • Background: Flexion of cervical and lumbar joints is required when viewing a smartphone screen. Thus, these joints are overused, together with the surrounding joints and muscles. Long-term use of smartphones will cause changes in cervical and lumbar posture. The effect on forward head posture will vary, depending on the angle of cervical flexion start position in relation to the smartphone. This study investigated how forward head posture changes over time when using a smartphone at 20° and 40° cervical flexion start positions. Design: Cross-sectional study. Methods: Twenty-five subjects with a forward head posture angle of 35° or less participated in the study. A Forward Head Posture app on the participants' smartphones measured forward head posture 5 and 10 minutes after watching videos on their smartphones. Cervical range of motion was used to set a smartphone watching start posture of 20° and 40° of cervical flexion. Results: There was no significant difference in forward head posture, irrespective of cervical flexion start position, but the angle of forward head posture increased more at cervical flexion of 40° than at cervical flexion of 20°. There was no significant difference in what according to smartphone video viewing times, but the angle of forward head posture increased over time. Conclusion: An increase in forward head posture over time with smartphone usage poses a potential risk of neck and shoulder pain. Therefore, smartphone users should avoid prolonged screen time.

An Analysis of EEG Watching Fear of Crime Video (범죄에 대한 두려움 영상 시청 중 발생하는 뇌파 분석)

  • Kim, Yong-Woo;Kang, Hang-Bong
    • KIPS Transactions on Software and Data Engineering
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    • 제7권9호
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    • pp.361-366
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    • 2018
  • Previous studies on fear of crime used survey and interview to measure fear of crime. However, though these methods can measure fear of crime in past events, they cannot measure real time fear of crime. In this paper, we use EEG to measure fear of crime in real time. We measure and analyze the EEG of subjects watching the video and confirm the difference between three groups classified according to the degree of fear of crime. As a result, about two times more beta waves are shown when a group of subjects with a high degree of fear of crime watches the images of fear of crime and 1.5 times more beta waves are shown among the other groups. Although watching videos related to the crime increased the beta waves, the police video showed little increase in beta waves because the subjects can sense safety in the video even if it is related to crime.

An Experiment of User Experience and Neurophysiological Patterns during Watching and Playing a Video Game (게임콘텐츠의 시청행위와 게임행위의 사용자 경험과 뇌파반응특성)

  • Jang, Han-Jin;Kim, Si-Sung;Noh, Ghee-Young
    • Journal of Korea Game Society
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    • 제15권2호
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    • pp.19-32
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    • 2015
  • Presence, flow, and arousal are interesting user experiences provided by video and people's demand for media which responds to personal interest is getting strong. This research compares video watching and game play by conducting a survey and measuring brain wave to find out the difference of those user experiences in the two media. As a result, all the three user experiences were proved to be significantly higher in game play than video watching. And those EEG frequencies which are known to be related to the state of flow were also measured higher scalp distribution of the game play group. Finally, presence, arousal, and EEG(${\alpha}$, ${\beta}$, ${\delta}$) were found to have influence on the flow state in game play. This research is intended to prove above relations by experiment and make a contribution to the theoretical and methodological improvement in the related area.

Influence of Adjustment of TV Watching Time on Children's TV Watching Patterns (TV 시청 시간의 조정이 아동의 TV시청유형에 미치는 영향)

  • Park, Hye won;Cho, Bok hee
    • Korean Journal of Child Studies
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    • 제15권2호
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    • pp.21-35
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    • 1994
  • Two hundred and sixty-six mothers with preschool and primary school children filled out TV diaries for three days around the TV turning-off campaign day initiated by YMCA. TV diaries were designed to record the TV programs watched by family members as well as the focused child's activities every 15 min. 121 families participated in the campaign voluntarily and 145 families served as the control group. The campaign group watched less than the control group even before the campaign day and differed in several family backgrounds primarily due to the difference of family members' ages in both groups. Despite participating in the campaign, 53.9% of the families among the campaign group watched TV and 35.5% of the children in these families watched TV on the campaign day. TV watching time measured by the questionnaire was significantly higher than the estimates by diary method. Participating children in the campaign increased in activities such as reading, indoor play, as well as video watching. In the campaign group, TV watching time on the next day of the campaign increased slightly than the day before it. Preschool and primary school children's activities as well as the watched TV programs were analyzed separately for two groups. In addition, total TV on-time and coviewing patterns by the focused child with the family members were analyzed in relation to the child's other TV watching patterns as well as their related variables.

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Cinemagraph Image Study for the Online Food Marketing

  • Park, JiSeob;Rhee, Cheul
    • Agribusiness and Information Management
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    • 제6권1호
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    • pp.12-19
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    • 2014
  • The purpose of this study is to compare and analyze the product image produced by the cinemagraph image and the product image produced by the general image in the electronic trade. The cinemagraph refers to the image with a special characteristic that provides the motion clue by playing the part of the picture endlessly in the form of a video. For this study, we explored how the perceived monetary value, brand attitude, and perceived taste would influence on the purchase intention, and it was analyzed that all of the three factors significantly influenced on the purchase intention. However, it was investigated that the purchase intention of the group watching the image by the cinemagraph was significantly influenced by the perceived monetary value and the perceived taste, and the purchase intention of the other group watching the general image was significantly influenced by the brand attitude and the perceived taste; therefore, it was verified that there was a difference between the group watching the cinemagraph and the group watching the general image. In this result, it could be interpreted that when the people watching the cinemagraph purchase a product in the shopping mall, the price becomes the important requirement, and when the people watching the general image purchase a product in the shopping mall, the brand becomes the important requirement; therefore, these results could provide great implications to the food marketers.

A Study on the Displacement of Mobile OTT Video Services on Home TV (모바일 OTT 동영상 서비스 이용이 홈 TV 시청에 미치는 영향에 관한 연구)

  • Kim, Joohyeon
    • The Journal of the Korea Contents Association
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    • 제18권8호
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    • pp.434-445
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    • 2018
  • This study examined whether mobile OTT video service substitutes home TV by using 3 screen data of Nielson-KoreanClick. According to the 2SLS estimation results, when the time spent on mobile OTT video service increased by 1% p, the time spent watching home TV decreased by 12.4%. The results also showed that 1%p increase in the time spent using YouTube app and the mobile OTT video services provided by telecommunication company(Oksusu, Alleh TV, VideoPortal) reduced the time spent on watching terrestrial channels on TV by 16.2% and 23.9%, respectively. The displacement of mobile OTT video service on home TV will be accelerated in the near future. In order to resolve the issue of regulatory unfairness with pay TV services and to safeguard viewer's interests, discussions to establish regulation for OTT video services should be taken place more quickly.

Experimental Evaluation of the Lighting Environment for Main Activities of the Residents in Living Room (거실 거주자의 주요 행위에 적합한 조명환경 평가 실험)

  • Kim, Hyun-Ji;Woo, Seong Jun;Kim, Hoon
    • Journal of the Korean Institute of Illuminating and Electrical Installation Engineers
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    • 제27권9호
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    • pp.6-14
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    • 2013
  • The position of the light source, illuminance distribution, and color temperature were evaluated in each lighting environment for the three main activities in a living room - 'watching TV,' 'reading' and 'relaxing.' In 'watching TV', the experiment was done to estimate the degree of comfort felt by the subjects when they watch static video and moving video, respectably, with different ambient brightness, with or without partial lighting above the TV set, and with different color temperatures. In 'reading', the comfortableness was estimated by the illuminance ratio of the ambient lighting to the lighting for reading and by the difference in color temperature. And in 'relaxing', the comfortableness was estimated by means of the ambient brightness, use/no use of a relaxing lamp, and color temperature. This experiment determined the general satisfaction for each visual act and the optimum lighting environment to reduce glare.

Factors Affecting Attitude to Use Devices in Watching Video through Smart Devices (스마트기기를 통한 동영상 시청 환경에서 기기 이용 태도에 영향을 미치는 요인)

  • Song, Jaemin;Kim, Dongyeon
    • The Journal of the Korea Contents Association
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    • 제20권5호
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    • pp.46-57
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    • 2020
  • The dissemination of smart devices has made a lot of changes in overall social activities. In particular, people use various types of smart devices in their spare time, such as watching video clips, but there is a lack of research on external factors influencing the attitude toward using such devices. Therefore, in this study, the effects of video viewing environmental factors (e.g. screen size and video length) and personal factors (e.g. gender and need for entertainment) on perceived ease of use, perceived usefulness, and attitude to use devices based on technology acceptance model. As a result of analyzing 660 users having different smart devices, the attitude to use smart devices is more positive as the screen size increases, but there is no difference according to gender. In addition, while the length of video clips does not affect the attitude to use, the need for entertainment positively affects the attitude to use. Based on the results of this study, we expect that it can be used for optimized customer marketing and management strategy that integrates product development and video content production in consideration of factors such as video viewing environmental factors and personal factors.