본 연구는 대학 교양영어 수업에서 실시한 영어 숏폼 제작 활동을 통 해 한국 이공계 대학생들이 어떠한 글로벌 사회 이슈를 선택하고 이를 어떤 방식으로 구현하며 그 과정에서 어떠한 글로벌 사회 인식을 형성하 는지를 탐구하는 데 목적이 있다. 연구 자료는 영어 숏폼 영상 및 스크 립트, 설문조사 자료, 학습자 저널로 구성되었으며 질적 내용 분석과 양 적 분석을 병행한 혼합 연구 방법을 적용하였다. 분석 결과 학습자들은 대중문화, 미디어 산업, 기술과 사회의 관계 등 다양한 글로벌 사회 이슈 를 선택하였으며 주제 구현 방식에서는 개인 의견 제시형이 가장 높은 비율을 차지하였다. 학습자들의 글로벌 인식의 특징으로는 글로벌 연결 성 인식의 확장, 구조적 문제 인식의 심화, 비판적 시민적 성찰로 나타났 다. 영어 숏폼 활동은 글로벌 사회 이해와 비판적 사고 경험 측면에서 긍정적인 인식 변화를 유도한 것으로 나타났다. 본 연구는 디지털 기반 영어 학습 환경에서 학습자 주도적 콘텐츠 제작 활동이 글로벌 사회 인 식 형성과 비판적 사고 함양에 기여할 수 있음을 실증적으로 제시한다.
This study investigated the impact of rainfall on the network performance and video transmission quality of smart CCTV systems deployed across 16 bridges over the Han River in Seoul. Using operational logs collected from September 22 to October 6, 2025 (n=254), a comparative analysis was performed between the wired (n=5) and wireless (n=11) network architectures. The results reveal that under rainfall conditions, wireless networks experienced critical performance degradation. Specifically, at a heavy rainfall intensity of 10 mm/h, the average latency (Ping) surged from 22.5 ms to 355.2 ms, while video frame rates (FPS) plummeted from 19.8 to 6.4. Notably, at a maximum rainfall intensity of 15 mm/h, the wireless network performance exhibited a 78.8% degradation compared with clear weather conditions, severely compromising real-time monitoring reliability. Conversely, the wired networks exhibited robustness, maintaining a Ping of approximately 20 ms and an FPS within the 19–20 range, regardless of weather conditions. A significant negative correlation (r = -0.81, p < 0.01) between Ping and FPS was identified, establishing increased network latency as the primary driver of video quality degradation. These findings provide a technical basis for implementing real-time operational thresholds at Ping 40 ms and FPS 15 as leading indicators to ensure surveillance reliability in a smart city infrastructure.
본 연구는 RGB 카메라 기반 자세 추정 알고리즘을 활용하여 어깨 운동 중 보상 움직임을 실시간으로 검출하고, 관절 각도를 측정하는 디지털 트윈 재활 시스템을 구현하였다. 게임 인터페이스와 통합하여 실시간 바이오피드백을 제공하며, 파일럿 테스트 결과 사용자 만족도 4.3/5.0점을 기록하였다. 본 연구는 비접촉식 영상 분석 기술을 통한 접근성 높은 재활 게임 플랫폼의 가능성을 제시한다.
The development of digital media has fundamentally transformed modes of visual expression and mechanisms of emotional communication, redefining the identity and performative function of fashion illustration, particularly within short-form content. This study thus aims to analyze the emotional performance strategies used in short-form video fashion illustration content and to interpret these strategies through an integrated framework combining performative image and emotional design theories. As a methodology, five actively operating English-language YouTube channels were selected, each recognized for producing fashion illustration content in short-form videos and holding a subscriber base of over 50,000. The study conducted a qualitative analysis of short-form videos from these channels, examining how they engage viewers emotionally across Norman’s three levels: visceral, behavioral, and reflective. The results revealed that short-form video fashion illustration content employs multi-layered emotional strategies: immediate aesthetic stimulation through visceral visual impact, behavioral immersion via sharing of the drawing process, and reflective meaning-making through storytelling and socio-cultural messages. Notably, these strategies extend beyond the mere display of images, positioning the illustration as an active agent that performs and elicits sensory, emotional, and social engagement from audiences. The study concludes that the convergence of performative image theory and emotional design offers a comprehensive lens to decode how fashion illustration short-form videos function both as visual art and as performative acts. These findings contribute theoretical and practical insights for future digital fashion content creation and research in the visual arts, highlighting how emotional experiences are strategically constructed in contemporary digital media contexts.
This paper is a quantitative follow-up study of Lee’s (2017) qualitative examination on the usage of Korean human nouns for inanimate/non-human referents. It investigated the usage of “demonstrative + human noun” construct (e.g., yay ‘this child,’ i-chinkwu ‘this friend’) referring to inanimate referents by examining various factors that were chosen based on findings and discussions from Lee (2017) and Kim (2018, 2021). Statistical results conformed to the findings of these earlier studies, showing that human nouns referring to inanimate referents were favored when referents were compared to other things or had concrete concept. In addition, it was also revealed that formality conditioned the realization of human noun usage as human nouns for inanimate/non-human referents were favored in less formal contexts. These results provided a quantitative verification of Lee’s (2017) findings and additional insights to Kim (2018, 2021) along with the usefulness of interdisciplinary approaches to understanding sociolinguistic variables.
국내에서 유튜브가 정식으로 서비스를 시작한 이후로 다양한 CCM 영상 콘텐츠의 제작이 늘고 있다. 이제 CCM 영상 콘텐츠의 제작은 다양한 활동을 위한 필수적인 요소로 자리 잡고 있으며 이 는 국내 CCM 문화의 성장에 좋은 양분이 되고 있다. 하지만 이와 관련된 연구가 전무한 실정이다. 지속적인 발전을 위해 관련 연구에 관한 논의가 활발히 이루어져야 함을 생각하였다. 그리고 본 연구를 통해 유튜브를 통한 CCM 영상 콘텐츠의 제작과 국내 CCM 문화에 도움이 되고자 하였다. 본 연구는 2010년대 이후 CCM 영상 콘텐츠를 분석하여 특성을 도출하였다. 국내 CCM 관련 콘텐츠 채널 중 2010년대 이후의 결성된 팀의 채널을 분류하여 다양한 기준을 통해 「J-US Ministry」와 「WELOVE CREATIVE TEAM」 그리고 「아이자야씩스티원(Isaiah6tyOne)」을 선정하였다. 그리고 각 채널의 콘텐츠와 음악을 중심으로 분석하여 도출해낸 특성은 이러하다. 첫째, 온라인 콘텐츠의 특성이 활용되었다. 시공간의 제약을 벗어나는 주제와 새로운 촬영기법을 활용한 콘텐츠가 제작 되었고, 무대 연출과 연행방식에서도 새로운 시도가 있었다. 둘째, 새로운 노랫말의 표현을 사용 하였다. ‘공감’이라는 일상적 단어와 ‘시간’과 ‘뚫다’라는 다른 개념의 단어가 혼합된 노 랫말을 사용하였다. 셋째, 기존의 형태를 벗어나는 음악적 시도가 있었다. 예배음악의 일반적인 음악적 특징에서 벗어나 5도 이상의 도약을 사용하였고, 2옥타브 솔#(G#)의 다소 높은 음의 사용 이 있었다. 본 연구는 유튜브를 통한 국내 CCM 관련 콘텐츠 중 일부만을 다루었다는 점에서 아쉬 움을 남긴다. 그리고 이와 관련된 연구가 계속해서 진행되기를 기대한다.
In this study, the PBL class was applied to a Vietnamese video class. 13 learners were divided into 3 groups, and it was examined whether all learners grew toward their learning goals, and if so, through what process they grew. When group 1 announces a task, groups 2 and 3 perform peer evaluation and submit a peer evaluation sheet. For this, group 1 categorized the contents of peer evaluation into reflecting, partially reflecting, revised, and not reflecting to prepare the presentation evaluation sheet. Further, they were required to write a reason why “not reflecting.” A reflection log was also submitted. As a result of the above, the assignments were immediately revised, supplemented, and developed every week through peer and instructor evaluation. Through this process, the instructor learned in detail what kind of reflection the presenter and team members were doing each week. In particular, learners achieved ‘up-leveling’ with the activeness of immediately accepting each other’s strengths while conducting peer evaluations on each other’s presentations. This shows that the weekly assignments are improved, while the competencies of both the presentation team and peers are developed at the same time.
Background: Considering the kinetic chain of the lower extremity, a pronated foot position (PFP) can affect malalignment of the lower extremity, such as a dynamic knee valgus (DKV). Although the DKV during several single-leg movement tests has been investigated, no studies have compared the differences in DKV during a single-leg step down (SLSD) between subjects with and without PFP.
Objects: The purpose of this study was to compare the DKV during SLSD between subjects with and without PFP.
Methods: Twelve subjects with PFP (9 men, 3 women) and 15 subjects without PFP (12 men, 3 women) participated in this study. To calculate the DKV, frontal plane projection angle (FPPA), knee-in distance (KID), and hip-out distance (HOD) during SLSD were analyzed by twodimensional video analysis software (Kinovea).
Results: The FPPA was significantly lower in PFP group, compared with control group (166.4° ± 7.5° and 174.5° ± 5.5°, p < 0.05). Also, the KID was significantly greater in PFP group, compared with control group (12.7 ± 3.9 cm and 7.3 ± 2.4 cm, p < 0.05). However, the HOD not significantly differed between two groups (12.7 ± 1.7 cm and 11.4 ± 2.5 cm, p > 0.05).
Conclusion: The PFP is associated with lower FPPA and greater KID. When assess the DKV during SLSD, the PFP should be considered as a crucial factor for occurrence of DKV.
The aim of this study to provide basic reference data for the development of video contents used in pattern drafting education and to explore the possibility of utilizing YouTube videos in such education. Subject videos were selected using the number of views. A total of 596 videos and 28 channels were analyzed for the period July to September 2019 and the results are as follows. With regard to content, there were 27 pattern drafting items, the majority being dress, pants, skirt, blouse and sleeve drafting, although high-level content such as cowl, bustier, corset patterns were also available. Therefore, there is a high likelihood that YouTube videos could be used as educational material, especially as supplementary references to provide specific examples and easy explanations for difficult concepts or method, for students majoring in this field. However, as most videos currently focus on a few items, expanding video content to features a wider variety of clothing items at different levels is necessary. With regard to video length, it mostly ranged from 10 to 15 minutes. It is not advisable to create lengthy lecture-style videos expounding on different principles or variations in pattern drafting when developing educational video material.
목적 : 영상의 특성이 안구 움직임에 미치는 영향을 분석하기 위해 아이트래커를 이용하여 안구움직임을 측정 하였다.
방법 : 본 연구의 취지에 동의하는 성인남녀 64명(24.44±3.68세)을 대상으로 선정하였다. 재생시간이 30분인 4개의 영상물을 시청하도록 하고 아이트래커를 이용하여 눈깜박임 횟수, 동공직경, 주시 횟수 및 홱보기 횟수를 측정하였다. 피사체 움직임의 정도가 서로 다른 2개의 영상물(액션 및 토론)을 고화질 및 표준화질로 각각 제작하여 상대적 움직임 및 화질의 차이를 구분하였다.
결과 : 액션 영상을 시청할 때 토론 영상의 시청과 비교하여, 동공직경이 더 컸고(p<0.050), 눈깜박임 횟수는 더 적었고(p<0.050), 주시 횟수는 더 많았고(p<0.050), 홱보기 횟수는 더 많았다(p<0.050). 그러나 화질에 따른 안구 움직임은 유의한 차이가 없었다.
결론 : 영상의 종류에 따라서 눈깜박임, 동공직경, 주시 횟수 및 홱보기 횟수의 차이를 발견하였다. 따라서 영상의 특성이 안구운동 요소에 영향을 미치는 것으로 생각된다.
INTRODUCTION
Online marketing has grown rapidly over the past years and has become a key component when making marketing mix decisions. Over 2014, internet advertising revenues in the U.S. increased 16% from the previous year to a total of $49.5 billion (IAB 2015). In addition, according to Online Publisher Association, video advertisements have reached the majority of the Internet users (66%), and have resulted in an action from almost half of the users. The significant business opportunities provided by the online environment are reflected as the increasing amount of attention for online advertising in academic research (Mei et al. 2008). It is yet to be researched how online videos and the accompanied online video advertisements interact and how advertisement customization can play a role to possibly optimize user experience and therefore the effectiveness of online video advertisements. Particularly, congruity forms a key opportunity for customization in embedded online video advertising. Congruity is defined as consistency between the ad and video or the advertised product and video (Moore et al. 2005). Evidences in extent literature have shown the positive effects of congruity on, for example, the processing fluency of the ad, the consumer attitudes towards the ad and the persuasiveness of the ad (Moore et al. 2005). However, in the context of online video advertising, limited research has been conducted on this topic. The main goal of this research is to explore the effect of online video advertising congruity on consumer attitudes towards the online video, advertisement and advertised product. Therefore, this research attempts to examine the information processing of a consumer and how congruity acts in this process to affect consumer's preferences. Due to the nature of this research question, an online experiment is used to test the hypothesized relationships of the conceptual model. The collected data in this study were examined using partial least squares (PLS).
CONGRUITY AND PROCESSING FLUENCY
Congruity can be defined in terms of similarity. The perceived similarity between two given stimuli of equal importance, determines their congruity (Rokeach & Rothman, 1965). Extensive research has been conducted on the effects of congruity in advertising. For example, studies have focused on congruity between involvement types of ads and TV programs (Sharma, 2000), viewer's mood-ad content congruity (Kamins, Marks, & Skinner, 1991), and program context- advertised product congruity (De Pelsmacker, Geuens, & Anckaert, 2002). Previous research from (Moore, Stammerjohan, & Coulter, 2005) has shown that congruity has a positive effect on consumer attitudes. Research on online banner advertisements on websites has indicated that advertisements should be consistent with the website brand (Newman, Stem Jr, & Sprott, 2004). Appeal congruity can then be achieved when the appeal of the online video and the appeal of the embedded ad are similar: an emotional (affective) video paired with an emotional ad can be deemed congruent. Similarly, an informational ad will be more effective when embedded in an informational video. In this study, Ad-and-Video congruity represents such type of congruity. Based on extent research on processing fluency, it can be assumed that online video advertising congruity, either in terms of appeal or content, will result in more processing ease of the ad as the information provided by the video and ad is similar. The following hypotheses are formulated:
Hypothesis 1: Congruity between the appeal of the online video and the appeal of the advertisement has a positive effect on processing fluency.
Hypothesis 2: Congruity between content of the online video and the advertised product has a positive effect on processing fluency.
We further propose that the above process is influenced by ad/video appeal or execution format (emotional vs. informational). An informational ad format is defined as an ad execution designed to appeal to the rationality of the receiver by using objective information describing a brand’s attributes or benefits, while an emotional ad format as an ad execution designed to appeal to the receiver’s emotions by using drama, mood, music and other emotion-eliciting strategies (Yoo & MacInnis, 2005). When an individual is watching an emotional ad or video, the possible effect of Ad-video or Product-video congruity on a consumer's processing fluency will be attenuated. The following hypotheses are formulated:
Hypothesis 3a: Congruity between the appeal of online video and the appeal of embedded advertisement has a stronger effect on processing fluency for informational appeals than for emotional appeals.
Hypothesis 3b: Congruity between content of the online video and the advertised product has a stronger effect on processing fluency for informational contents than for emotional contents.
Involvement and processing fluency
With regards to online advertising, research has shown that the degree to which a consumer is involved with the topic of a website also affects the processing of online advertising. It can be argued that when an individual is not involved in watching an online video, its effect on a consumer's processing fluency will be absent. On the other hand, when a consumer is highly involved in watching an online video, it is more likely that the viewer experiences processing fluency. As a result, in this situation, involvement may actually affect processing fluency of the viewer. Based on these findings, the following hypothesis is formulated:
Hypothesis 4: Involvement has a positive effect on the processing fluency of consumers.
Post-viewing attitudes
Research has also indicated the mediating role of an individual’s affective response from processing fluency to its evaluation (Winkielman & Cacioppo, 2001). A viewer of an online video is shown an ad that has the same appeal as the video, making it rather easy to process. The viewer appreciates this as it takes less effort to view the ad and to relate to advertised product to the content of the video and the viewer's interests. As a result the viewer is more likely to generate a positive attitude towards the ad, the advertised product and the video. The insights lead to the formulation of the following three hypotheses:
Hypothesis 5: Processing fluency has a positive effect on the attitude towards the online video.
Hypothesis 6: Processing fluency has a positive effect on the attitude towards the advertisement.
Hypothesis 7: Processing fluency has a positive effect on the attitude towards the advertised product.
Figure 1 shows the conceptual model, which summarises the hypothesized relationships.
<Insert Figure 1 about here>
METHODOLOGY
We conducted an experiment in the form of a 2 (type of appeal: informational vs. emotional) × 2 (Ad-Video congruity: congruent vs. incongruent) × 2 (Product-Video congruity: congruent vs. incongruent) full-factorial between-subject design. Video and advertisement appeal are each measured by the three items derived from the study by Moore et al. (1995) on the individual difference in response to advertising appeal. Processing fluency is measured by two items of the study by Lee and Aker (2004). Three items of the study from Zaichowsky (1985) are used to measure the involvement of the participants. The three items related to the attitude towards the video, advertisement and product are derived from the respective studies from Russell et al. (2004) and Kozup, Creyer and Burton (2003). Returned questionnaires numbered 276 responses with 24 incomplete data, resulting in 252 valid responses for data analysis. The collected data in this study were analyzed using partial least squares (PLS).
Measurement model
A measurement model was used to evaluate reliability, convergent validity, and discriminate validity. A structural model was used to determine the significance and association of each hypothesized path, and the explained variance. Reliability was examined by composite reliability values above the 0.70 benchmark (Fornell and Larcker 1981). Results show all values above 0.70, indicating satisfactory reliability. Convergent validity was examined by all indicator loadings that were significant and exceeding 0.7 and average variance extracted (AVE) by each construct exceeding 0.50 (Fornell and Larcker 1981). Results shows all indicator loadings above 0.70 and all AVEs exceeding 0.50, indicating satisfactory convergent validity. Discriminant validity is demonstrated by the square root of the AVE for each construct exceeding the correlations between the constructs (Chin 1998). These results indicate that the proposed models have good reliability and validity.
Structure model
Figure 2 shows the standardized path coefficient, the significance of each hypothesized path and the variance explained (R²). H1 and H2 investigate the effect of Ad-Video congruity and Product-Video congruity on processing fluency. Results show that Product-Video congruity is positively related to processing fluency (β=0.115, t-value=2.131, p<0.05), supporting H2. However, the effect of Ad-Video congruity on processing fluency is not significant ((β=0.022, t-value=0.377, p>0.05). Thus, H1 is not supported. H3a and H3b examine the moderating effect of the type of appeal. The hypothesis testing of H3a and H3b is discussed under the multi-group analysis (PLS-MGA). H4 proposes that involvement has a positive effect on the processing fluency of consumers, which is supported by the results (β=0.399, tvalue= 6.778, p<0.05). H5, H6, and H7 investigate the effects of processing fluency on post-viewing attitudes. Processing fluency is positively related to attitude towards the video (β=0.192, t-value=2.838, p<0.05), advertisement (β=0.426, t-value=7.607, p<0.05) and the focal product (β=0.422, t-value=7.171, p<0.05). These results support H5, H6 and H7.
<Insert Figure 2 about here>
We hypothesize that the type of appeal (informational or emotional) moderates the effects of Ad-Video congruity and Product-Video congruity on processing fluency in H3a and H3b. Specifically, the effects on under informational appeal condition are stronger. To test for group differences, we applied a multi-group analysis (PLS-MGA) approach. The PLS-MGA results for both informational and emotional groups, show that that the positive effect of Ad-Video congruity on processing fluency is only significant for informational appeals (β=.150, t-value=1.99, p<.05) but not emotional appeal (β=-.010, t-value=.15, p>.05), supporting H3a. Similarly, results show that that the positive effects of Product-Video congruity on processing fluency is only significant for informational appeals (β=.170, t-value=2.27, p<.05) but not emotional appeal (β=.050, t-value=.57, p>.05), supporting H3b.
CONCLUSION
Results show that congruity is related to the improvement of processing fluency only for informational ads/videos. This finding provides some support to the processing fluency theory which holds that less discrepant information should result in a higher processing fluency and extends the existing literature by investigating the appeal/execution format as a boundary condition. Involvement itself has been found to be positively related to processing fluency. Thus, when a consumer is initially more involved in watching a video, the processing fluency increases. This is in line with previous research that proved that involvement positively affects the attention that is given to advertisements and ultimately also the attitude of consumers.
본 연구는 한국 회사에서 개발된 보드 게임 장르의 주사위 게임 “디즈니 매지컬 다이스”에서 나타나는 미 국의 디즈니 캐릭터들의 성별 분석을 실시한다. 한국의 게임 회사 넷마블이 디즈니 캐릭터들의 판권을 구입한 뒤, 모바일 플랫폼으로 디즈니 캐릭터들이 있는 주사위 게임을 출시하였다. 게임을 하면서, 플레이어들은 특정 디즈니 캐릭터들을 선택하고 주사위 게임 내에서 다른 플레이어들과 경쟁을 하며, 플레이가 파산하면 게임을 이기게 된다. 이 게임의 특징은 전 세계 사람들과 같이 할 수 있는 장점이 있다. 구체적으로, 본 연구는 디즈 니 매지컬 다이스의 디즈니 캐릭터들을 비판적으로 성별 분석을 하는데 1) 출연 (어떻게 캐릭터들이 다르게 출연하는지) 2) 능력치 (어떻게 캐릭터들이 다른 능력치를 가지고 있는지) 3) 랭킹 (순위표에서 어떻게 캐릭터 들이 순위 되어있는지)로 분석한다. 이를 통해, 현실 세계처럼 중요한 이슈인 성별 분석을 비디오 게임에서 할 뿐만 아니라, 성별, 나이, 지역 등과 상관없이 인기 있는 장르인 보드 게임의 다양한 특징들을 탐구한다.
This study analyzes various games played by Internet broadcasting jockey “Big Library” who professionally broadcasts video game playing. Due to the rapid developments of new media, the era that Internet BJs independently broadcast on their own channel has dawned and it has become popular. Among diverse genres, currently game has been the most popular in Internet broadcasting. Specifically, this study chooses “Big Library”, one of popular Internet game broadcasting Jockeys as a case study. Big Library has broadcasted video game playing on his own Afreeca TV channel, and he also uploaded those recorded videos on his YouTube channel. By visiting his YouTube channel, it examines 1) Genre 2) Nationality 3) Number of Episodes 4) Number of Hit (Popular Games) of games played by him. Throughout this study, it explores traits of games that Big Library has played, and further discusses the future of the new media industry in South Korea.
Behavioral reaction can be measured as a sensitive endpoint for sublethal toxicity of copper, and can be used to obtain easily and quickly. Also behavioral endpoints may serve as a more insightful evaluation tool of the ecological effects of toxic chemicals.
In this study, four invertebrates in freshwater which are usually used indicate species for water quality were selected as test species (Chironomus riparius, Heterocypris incongruens, Daphnia magna, and, Triops longicaudatus). Each test species was exposed to copper for 6 hours, and total distance, velocity, and, turn angle were measured for 1 hour using video analysis system (Ethovision : Noldus Information Technology) in laboratory condition.
Each endpoints reflected effect of copper toxicity appropriately for all test species. These endpoint have possibility that can be used to identify characteristic behavioral responses to a metal toxicity.
We viewed this study as a preliminary experiment for future research to investigate the significance of behavioral endpoints to various toxic chemicals.