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Journal articles on the topic 'Video platform'

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1

Pisotskyi, Marian, and Alexey Botchkaryov. "Online Video Platform with Context-aware Content-based Recommender System." Advances in Cyber-Physical Systems 6, no. 1 (2021): 46–53. http://dx.doi.org/10.23939/acps2021.01.046.

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The problem of developing an online video platform with a context-aware content-based recommender system has been considered. Approaches to developing online video platforms have been considered. A comparison of popular online video platforms has been presented. A method of context-aware content-based recommendation of videos has been proposed. A method involves saving information about user interaction with video, obtaining and storing information about which videos the user liked, determining user context, composing a profile of user preferences, composing a profile of user preferences depen
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Yang, Zeyang, Mark D. Griffiths, Zhihao Yan, and Wenting Xu. "Can Watching Online Videos Be Addictive? A Qualitative Exploration of Online Video Watching among Chinese Young Adults." International Journal of Environmental Research and Public Health 18, no. 14 (2021): 7247. http://dx.doi.org/10.3390/ijerph18147247.

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Watching online videos (including short-form videos) has become the most popular leisure activity in China. However, a few studies have reported the potential negative effects of online video watching behaviors (including the potential for ‘addiction’) among a minority of individuals. The present study investigated online video watching behaviors, motivational factors for watching online videos, and potentially addictive indicators of watching online videos. Semi-structured interviews were conducted among 20 young Chinese adults. Qualitative data were analyzed using thematic analysis. Eight th
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Krijestorac, Haris, Rajiv Garg, and Vijay Mahajan. "Cross-Platform Spillover Effects in Consumption of Viral Content: A Quasi-Experimental Analysis Using Synthetic Controls." Information Systems Research 31, no. 2 (2020): 449–72. http://dx.doi.org/10.1287/isre.2019.0897.

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To inform product release and distribution strategies, research has analyzed cross-market spillovers in new product adoption. However, models that examine these effects for digital and viral media are still evolving. Given resistance to advertising, firms often seek to promote their own viral content to boost brand awareness. However, a key shortcoming of virality is its ephemeral nature. To gain insight into sustaining virality, we develop a quasi-experimental approach that estimates the backward spillover onto a focal platform by introducing a piece of content onto a new platform. We posit t
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Kurniawati, Noviarina. "CREATING LOW-COST ANIMATION VIDEO USING ONLINE PLATFORM: A LEARNING MEDIA USER REVIEW." Jurnal Pendidikan Kedokteran Indonesia: The Indonesian Journal of Medical Education 9, no. 1 (2020): 26. http://dx.doi.org/10.22146/jpki.53166.

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Background: A shift in modern learner learning preference and expansive growth of computer capacities leads to a more widely use of multimedia instructions, including animation videos. Creating animation instructions can be time and resource-consuming. A means of low-cost animation video making platform is favorable. This article aims to review an example of online platform for animation video making.Learning Media Review: Powtoonâ is an online video making and editing platform for producing 2D animation videos. It provides animation attributes, i.e. icons, characters, text, background picture
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Wang, Han, Shangyu Xie, and Yuan Hong. "VideoDP: A Flexible Platform for Video Analytics with Differential Privacy." Proceedings on Privacy Enhancing Technologies 2020, no. 4 (2020): 277–96. http://dx.doi.org/10.2478/popets-2020-0073.

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AbstractMassive amounts of videos are ubiquitously generated in personal devices and dedicated video recording facilities. Analyzing such data would be extremely beneficial in real world (e.g., urban traffic analysis). However, videos contain considerable sensitive information, such as human faces, identities and activities. Most of the existing video sanitization techniques simply obfuscate the video by detecting and blurring the region of interests (e.g., faces, vehicle plates, locations and timestamps). Unfortunately, privacy leakage in the blurred video cannot be effectively bounded, espec
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Islam, Md Anwarul, Md Azher Uddin, and Young-Koo Lee. "A Distributed Automatic Video Annotation Platform." Applied Sciences 10, no. 15 (2020): 5319. http://dx.doi.org/10.3390/app10155319.

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In the era of digital devices and the Internet, thousands of videos are taken and share through the Internet. Similarly, CCTV cameras in the digital city produce a large amount of video data that carry essential information. To handle the increased video data and generate knowledge, there is an increasing demand for distributed video annotation. Therefore, in this paper, we propose a novel distributed video annotation platform that explores the spatial information and temporal information. Afterward, we provide higher-level semantic information. The proposed framework is divided into two parts
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Panayides, A., I. Eleftheriou, and M. Pantziaris. "Open-Source Telemedicine Platform for Wireless Medical Video Communication." International Journal of Telemedicine and Applications 2013 (2013): 1–12. http://dx.doi.org/10.1155/2013/457491.

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An m-health system for real-time wireless communication of medical video based on open-source software is presented. The objective is to deliver a low-cost telemedicine platform which will allow for reliable remote diagnosis m-health applications such as emergency incidents, mass population screening, and medical education purposes. The performance of the proposed system is demonstrated using five atherosclerotic plaque ultrasound videos. The videos are encoded at the clinically acquired resolution, in addition to lower, QCIF, and CIF resolutions, at different bitrates, and four different enco
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Yang, MM, A. Singhal, JM Kerr, et al. "CACN Platform Presentations." Canadian Journal of Neurological Sciences / Journal Canadien des Sciences Neurologiques 42, S1 (2015): S13. http://dx.doi.org/10.1017/cjn.2015.82.

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Background: Fundoscopy is an important component of the neurological examination, but can be challenging in uncooperative children. This study explores whether playing a video during eye examination, improves the success, duration and ease of pediatric fundoscopy. Methods: We completed a prospective, multi-clinic, block-randomized trial. Patients 1-4 years were recruited in the emergency department, neurology, spinal cord and general pediatric clinic. Patients were randomized (by eye examined) to video/non-video assisted fundoscopy. Successful exams were defined as visualizing the fundus withi
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Jin, Lin, and Changhong Yan. "Research on Key Technologies of Massive Videos Management Under the Background of Cloud Platform." Journal of Advanced Computational Intelligence and Intelligent Informatics 23, no. 1 (2019): 72–77. http://dx.doi.org/10.20965/jaciii.2019.p0072.

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With the rapid development of mobile internet and smart city, video surveillance is popular in areas such as transportation, schools, homes, and shopping malls. It is important subject to manage the massive videos quickly and accurately. This paper tries to use Hadoop cloud platform for massive video data storage, transcoding and retrieval. The key technologies of cloud computing and Hadoop are introduced firstly in the paper. Then, we analyze the functions of video management platform, such as user management, videos storage, videos transcoding, and videos retrieval. According to the basic fu
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Liu, Jingfang, Caiying Lu, and Shuangjinhua Lu. "Research on the Influencing Factors of Audience Popularity Level of COVID-19 Videos during the COVID-19 Pandemic." Healthcare 9, no. 9 (2021): 1159. http://dx.doi.org/10.3390/healthcare9091159.

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(1) Background: During the COVID-19 pandemic, users share and obtain COVID-19 information through video platforms, but only a few COVID-19 videos become popular among most audiences. Therefore, it is a very interesting and important research question to explore the influencing factors of the popularity of COVID-19 videos during the COVID-19 pandemic; (2) Our research collects video data related to the keyword “COVID-19” on video platform, the data are analyzed by content analysis and empirical analysis. We then constructed a theoretical model based on the information adoption model; (3) A tota
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Haviv, Avery, Yufeng Huang, and Nan Li. "Intertemporal Demand Spillover Effects on Video Game Platforms." Management Science 66, no. 10 (2020): 4788–807. http://dx.doi.org/10.1287/mnsc.2019.3414.

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Many platform strategies focus on indirect network effects between sellers through platform expansion. In this paper, we show sellers on the console video game platform generate a positive intertemporal spillover effect and expand the demand for other sellers, holding the set of platform adopters fixed. We propose a novel identification strategy that leverages exogenous variation in the release timing of games exclusively available on a console platform, and examine how this variation affects the sales of games available on both platforms. We find a sizable intertemporal demand spillover effec
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Li, Jinying. "The Interface Affect of a Contact Zone: Danmaku on Video-Streaming Platforms." Asiascape: Digital Asia 4, no. 3 (2017): 233–56. http://dx.doi.org/10.1163/22142312-12340079.

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Abstract This essay interrogates the transmedial, transnational expansion of platforms by analyzing the mediation functions and affective experiences of a discursive interface, danmaku. It is a unique interface design originally featured by the Japanese video-sharing platform Niconico to render user comments flying over videos on screen. The danmaku interface has been widely adopted in China by video-streaming websites, social media, and theatrical film exhibitions. Examining the fundamental incoherence that is structured by the interface – the incoherence between content and platform, between
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Petryk, Oleksandr. "Features of YouTube’s recommendation algorithms on the example of a channel about esports." Obraz 35, no. 1 (2021): 84–100. http://dx.doi.org/10.21272/obraz.2021.1(35)-84-100.

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The purpose of the study is to identify relevant effective strategies for interaction with the recommendation algorithm on the YouTube platform in the process of creating and distributing video content. The topic of the study is relevant because YouTube is an active global platform for the distribution of video content. YouTube is the most visited video viewing platform in Ukraine and one of the most visited websites in the world. Understanding the work of recommendation algorithms will allow you to adapt video content so that it reaches the widest possible target audience. The result of the s
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Cheng, Xiaoying, Lifeng Mu, Yanhong Sun, and Yiwen Bian. "Optimal Pricing Decisions for the Online Video Platform Under Customer Choice." Asia-Pacific Journal of Operational Research 35, no. 01 (2018): 1850002. http://dx.doi.org/10.1142/s0217595918500021.

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With the development of the video-on-demand (VOD) technology, the audiences can decide to skip the advertisements by paying the video platform. This paper examines the optimal pricing decisions for an online video platform by considering the customer’s choice behavior. Based on a two-sided market that is composed of a monopolistic video platform, advertisers and audiences, we show that the platform’s optimal price charging from the advertisers is decreasing in the degree of audiences’ disutility for advertisements, while the optimal price charging from the audiences is convex in the degree of
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Murthy, Dhiraj. "Evaluating Platform Accountability: Terrorist Content on YouTube." American Behavioral Scientist 65, no. 6 (2021): 800–824. http://dx.doi.org/10.1177/0002764221989774.

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YouTube has traditionally been singled out as particularly influential in the spreading of ISIS content. However, the platform along with Facebook, Twitter, and Microsoft jointly created the Global Internet Forum to Counter Terrorism in 2017 as one mode to be more accountable and take measures toward combating extremist content online. Though extreme content on YouTube has been found to have decreased substantially due to this and other efforts (human and machine-based), it is valuable to historically review what role YouTube previously had in order to better understand the evolution of contem
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Saha, Anup, Miguel Chavarrías, Fernando Pescador, Ángel M. Groba, Kheyter Chassaigne, and Pedro L. Cebrián. "Complexity Analysis of a Versatile Video Coding Decoder over Embedded Systems and General Purpose Processors." Sensors 21, no. 10 (2021): 3320. http://dx.doi.org/10.3390/s21103320.

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The increase in high-quality video consumption requires increasingly efficient video coding algorithms. Versatile video coding (VVC) is the current state-of-the-art video coding standard. Compared to the previous video standard, high efficiency video coding (HEVC), VVC demands approximately 50% higher video compression while maintaining the same quality and significantly increasing the computational complexity. In this study, coarse-grain profiling of a VVC decoder over two different platforms was performed: One platform was based on a high-performance general purpose processor (HGPP), and the
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Frydenberg, Mark, and Diana Andone. "Creating micro-videos to demonstrate technology learning and digital literacy." Interactive Technology and Smart Education 13, no. 4 (2016): 261–73. http://dx.doi.org/10.1108/itse-09-2016-0030.

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Purpose Short videos, also known as micro-videos, have emerged as a platform for sharing ideas, experiences and life events via online social networks. This paper aims to share preliminary results of a study, involving students from two universities who created six-second videos using the Vine mobile app to explain or illustrate technological concepts. Design/methodology/approach Students were assigned the task of creating a Vine video to demonstrate their understanding of an assigned technological concept. A survey, performed after creating their micro-videos, asked students about the technol
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Kirn, Borut. "Exploring the optimal duration of video recording in a post-discharge eLearning platform for cardiac patients." F1000Research 8 (May 21, 2019): 705. http://dx.doi.org/10.12688/f1000research.19087.1.

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Background: On a post-discharge eLearning platform for patients with coronary artery disease, videos are used as the main educational media. Medical content takes a long time to be thoroughly explained, frequently exceeding the viewer’s attention span. To find the optimal duration for such an educational video, we studied the retention of video watching. Methods: In this study, 135 (88% male; age 62±9 years) patients with coronary artery disease actively used eLearning platform which included 60 video recordings with duration ranging from 21 sec to 303 sec. The videos were divided into two gro
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Lu, Zhiqin, and Inyong Nam. "Research on the Influence of New Media Technology on Internet Short Video Content Production under Artificial Intelligence Background." Complexity 2021 (January 28, 2021): 1–14. http://dx.doi.org/10.1155/2021/8875700.

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With the rapid development of the Internet and smart phone technology, a large number of short videos are shared through social platforms. Therefore, video content analysis is a very important and popular work in machine learning and artificial intelligence currently. However, it is very difficult to analyze all aspects of video content originally produced by large-scale users. How to screen out bad and illegal content from short videos published by a large number of users, select high-quality videos to share with other users, and improve the quality of video on the distribution platform of th
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Chen, Mio Sheng, Wu Lung Huang, Kuan Min Wu, and Chia Chun Tsai. "Qnew-Video Course Consultative System." Advanced Materials Research 655-657 (January 2013): 1839–42. http://dx.doi.org/10.4028/www.scientific.net/amr.655-657.1839.

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QNew is different from the common Internet video, for it shares the readers with its curriculum self-timer videos. It has the spirit of the open textbook-assisted learning. It also focuses on the uploading, sharing, and expansion of the users’ information. Typically, 5 to 10 minutes is the limit, as long as the teachers and students have finished registering, they can upload their videos of teaching. Website platform is composed of the sub-platform of course classification and message board, which furnishes the teachers and students with the service of Internet Hit.. QNew is the website mentio
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Sztąberek, Maciej. "Platforma strumieniowa Netflix – domena VOD czy nowa forma telewizji jakościowej? Historia i sposoby dystrybucji." Panoptikum, no. 20 (December 17, 2018): 10–32. http://dx.doi.org/10.26881/pan.2018.20.01.

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Nowadays streaming platforms are becoming more and more popular, enabling viewing of video materials in the format of Video on Demand. Currently, the most popular are platforms such as Amazon Prime Video, Showmax, which came to Poland at the beginning of 2017, HBO GO service belonging to a traditional television broadcaster, or finally the oldest of these – the Netflix platform. This article will be devoted to Netflix due to its long history and unquestionable clearing of routes in this area. The main purpose of this article is to analyze Netflix’s actions related to VoD services and its produ
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Costa, Carolina, Helena Alvelos, and Leonor Teixeira. "Students' Acceptance of an Educational Videos Platform." International Journal of Information and Communication Technology Education 14, no. 1 (2018): 86–102. http://dx.doi.org/10.4018/ijicte.2018010107.

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The Educast is an educational videos' platform that captures simultaneously video and digital support materials. This paper presents a study on the acceptance of Educast, by students, using the Technology Acceptance Model–TAM. The data was collected through a questionnaire applied to 54 students which results were analyzed using descriptive analysis and non-parametric tests. It was concluded that students expressed a positive attitude towards the variables Perceived Ease Of Use, Perceived Usefulness and Attitude Toward Using. The comparison between ratings assigned to the questionnaire items b
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Hjort, Anders, Kristoffer Henriksen, and Lars Elbæk. "Player-Driven Video Analysis to Enhance Reflective Soccer Practice in Talent Development." International Journal of Game-Based Learning 8, no. 2 (2018): 29–43. http://dx.doi.org/10.4018/ijgbl.2018040103.

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In the present article, we investigate the introduction of a cloud-based video analysis platform called Player Universe (PU). Video analysis is not a new performance-enhancing element in sports, but PU is innovative in how it facilitates reflective learning. Video analysis is executed in the PU platform by involving the players in the analysis process, in the sense that they are encouraged to tag game actions in video-documented soccer matches. Following this, players can get virtual feedback from their coach. Findings show that PU can improve youth soccer players' reflection skills through co
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Gao, Pei Yuan, Jian Wang, and Ming Hui Zhu. "National Highway Video Surveillance Networking Platform." Applied Mechanics and Materials 496-500 (January 2014): 2996–99. http://dx.doi.org/10.4028/www.scientific.net/amm.496-500.2996.

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In order to guarantee the stable operation of the highway network, improve the ability of handling highway emergencies and the public service level, and give full play to the advantage of the video surveillance system in finding and confirming traffic emergencies in time, most provinces are gradually improving the construction of provincial networking platform for the highway video surveillance, and based on it, acceleration of the construction of the national highway video surveillance networking platform is needed to strengthen the coordination and management of road network in the region an
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Hoozemans, Joost, Jeroen van Straten, Timo Viitanen, Aleksi Tervo, Jiri Kadlec, and Zaid Al-Ars. "ALMARVI Execution Platform: Heterogeneous Video Processing SoC Platform on FPGA." Journal of Signal Processing Systems 91, no. 1 (2019): 61–73. http://dx.doi.org/10.1007/s11265-018-1424-1.

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Zhu, Juan, and Shuyan Zhang. "Design of video tracking simulation platform." Journal of Computational Methods in Sciences and Engineering 16, no. 2 (2016): 337–48. http://dx.doi.org/10.3233/jcm-160621.

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Yang, QingLi. "Video Capture System Based on PXA270 Platform." International Journal of Advanced Pervasive and Ubiquitous Computing 4, no. 1 (2012): 29–34. http://dx.doi.org/10.4018/japuc.2012010104.

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In this paper, the author introduces a video capture system based on embedded Linux PXA270 platform. First, the paper briefly introduces PXA270 platform. The author then describes implementation of video capture on the platform. The system captures a real-time video stream by USB camera and designs video program by Video 4 Linux APIs. The paper particularly presents the method and process of realizing video data capture, as well as how to implement the application to target board.
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Susilawati, Retno, and Gunawan Bagaskoro. "PENGGUNAAN KLIP VIDEO DARI YOUTUBE DI DALAM ACARA TELEVISI YANG BERSIFAT KOMERSIAL DIPANDANG DARI UNDANG-UNDANG No. 28 TAHUN 2014 TENTANG HAK CIPTA." SUPREMASI HUKUM 17, no. 1 (2021): 94–102. http://dx.doi.org/10.33592/jsh.v17i1.1177.

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The development of technology in cellular phones, cameras, digitalization, and internet create new opportunities in creating art, including cinematograpics creation and in sharing said creation to the public. Using a cellular phone, one can create and edit a film then upload saif film to video sharing platform such as Youtube, Vimeo, Metacafe, Dailymotion, etc. Problems arise when the uploaded films are being used, without the owner’s consent, for a commercial activity, in this case in a commercially TV show which has commercial slot in it. This article will discuss the afromentioned video usa
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Rand, Debbie, Rachel Kizony, Uri Feintuch, et al. "Comparison of Two VR Platforms for Rehabilitation: Video Capture versus HMD." Presence: Teleoperators and Virtual Environments 14, no. 2 (2005): 147–60. http://dx.doi.org/10.1162/1054746053967012.

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In recent years, clinical studies have begun to demonstrate the effectiveness of VR as an intervention tool for a variety of neurological conditions. There remain, however, a number of important issues that must be addressed in order to determine how widely VR-based intervention should be applied, and the user and platform characteristics that may be important when using VR in clinical settings. One of the unresolved issues that must be addressed is the suitability of particular VR platforms in relation to the therapeutic goals one wishes to achieve. Studying and identifying the characteristic
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Zyskowski, Michael, Sebastian Pesch, Frederik Greve, et al. "Doctor YouTube: A Quality Analysis Of Medical Information Videos On The Video Platform YouTube On Ankle Sprain." Foot & Ankle Orthopaedics 4, no. 4 (2019): 2473011419S0045. http://dx.doi.org/10.1177/2473011419s00458.

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Category: Ankle, Sports, Trauma Introduction/Purpose: The video portal YouTube has evolved from pure entertainment to professional and semi-professional video tutorials and medical video channels in the recent past. As a result, YouTube today is a source of information that is widely used by patients and relatives. Ankle sprains are one of the most common musculoskeletal injuries, this study was designed to analyze the quality of informational videos available on YouTube and to identify potential hazards as well as content errors. Methods: In July 2016, YouTube was searched for the terms “ankl
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Cha, Jiyoung. "Predictors of television and online video platform use: A coexistence model of old and new video platforms." Telematics and Informatics 30, no. 4 (2013): 296–310. http://dx.doi.org/10.1016/j.tele.2013.01.001.

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Yang, Keng-Chieh, Chia-Hui Huang, Conna Yang, and Su Yu Yang. "Consumer attitudes toward online video advertisement: YouTube as a platform." Kybernetes 46, no. 5 (2017): 840–53. http://dx.doi.org/10.1108/k-03-2016-0038.

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Purpose Online video advertisement is a wide-ranging phenomenon on the internet that provides huge opportunities for business enterprises. The revenues of website service providers come primarily from advertisement. However, it is rare to find research focusing on consumer attitudes toward online video advertisement. This study aims to investigate consumer attitudes toward advertisement while they are watching online videos on YouTube. Design/methodology/approach The paper followed Brackett and Carr’s (2001) Web Advertising Attitudes Model and combined it with the theory of reasoned action (TR
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Babb, Jeffry, Neil Terry, and Kareem Dana. "The Impact Of Platform On Global Video Game Sales." International Business & Economics Research Journal (IBER) 12, no. 10 (2013): 1273. http://dx.doi.org/10.19030/iber.v12i10.8136.

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This paper examines video game sales by platform in the global market from a period spanning 2006 through 2011. As the home video game industry has rapidly matured and become established as a forefront facet of interactive entertainment in the home, we seek to determine what aspects of the video game market have the greatest impact on sales. This question is particularly poignant, as the maturation of the video game industry has witnessed efforts at both vertical integration and horizontal expansion on the part of the top game publishers and developers in hopes of solidly grounding the industr
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Fung, Anthony YH. "Fandomization of online video or television in China." Media, Culture & Society 41, no. 7 (2019): 995–1010. http://dx.doi.org/10.1177/0163443719863353.

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In this article, I explain a new media ecology for online television in which the online audience or fans and their participation play a stronger role in swaying the online video content or production. I call it fandomization of online television. Dependent on the number of online users and the viewership, online television platforms have to produce programs that align with the fans’ discourse and emotions to maximize their viewership. This results in a fan-discourse-led production, as in the case of China’s huge online video or television market. Based on my study of the top online television
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Jiang, Zhiying, Chong Guan, and Ivo L. de Haaij. "Congruity and processing fluency." Asia Pacific Journal of Marketing and Logistics 32, no. 5 (2019): 1070–88. http://dx.doi.org/10.1108/apjml-03-2019-0128.

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Purpose The purpose of this paper is to investigate the benefits of Ad-Video and Product-Video congruity for embedded online video advertising. A conceptual model is constructed to test how congruity between online advertisements, advertised products and online videos impact consumer post-viewing attitudes via processing fluency. Design/methodology/approach An online experiment with eight versions of mock video sections (with embedded online video advertisements) was conducted. The study is a 2 (type of appeal: informational vs emotional) × 2 (Ad-Video congruity: congruent vs incongruent) × 2
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Seo, Chang Wan, A. Ra Cho, Jung Chul Park, Hag Yeon Cho, and Sun Kim. "Dental students’ learning attitudes and perceptions of YouTube as a lecture video hosting platform in a flipped classroom in Korea." Journal of Educational Evaluation for Health Professions 15 (October 11, 2018): 24. http://dx.doi.org/10.3352/jeehp.2018.15.24.

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Purpose: The aim of this study was to confirm the applicability of YouTube as a delivery platform of lecture videos for dental students and to assess their learning attitudes towards the flipped classroom model. Methods: Learning experiences after using the YouTube platform to deliver preliminary video lectures in a flipped classroom were assessed by 69 second-year students (52 males, 17 females) at Dankook University College of Dentistry, Korea, who attended periodontology lectures during 2 consecutive semesters of the 2016 academic year. The instructor uploaded the lecture videos to YouTube
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Ni, Han Biao, and San Xing Cao. "Research and Implementation of Asynchronous Video Converter based on Linux." Applied Mechanics and Materials 241-244 (December 2012): 2596–600. http://dx.doi.org/10.4028/www.scientific.net/amm.241-244.2596.

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As a visual form of expression, video has been favoured by more and more viewers. But in actual applications, various operations have different requirements for videos, which necessitate the video converter. This paper proposes a queuing mechanism by using the FFmpeg platform to achieve asynchronous video conversion based on the Linux OS environment. The test results show that this system realizes the asynchronous conversion of video contents by calling inotify and FFmpeg.
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Xiao, Xiao, and Xiao Kun. "One Platform-Independent Graphics Workstation Design Technology." Applied Mechanics and Materials 543-547 (March 2014): 2636–40. http://dx.doi.org/10.4028/www.scientific.net/amm.543-547.2636.

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Based on the research of special new workstation system module, this paper focuses on the solution of key technologies such as high performance computer system integration, high resolution video frame extraction, multi-layer multiple analog video window fusion, independent video input source synchronous, large capacity and high density FPGA design. Using high-performance workstation main control module and video cards as the foundation, develop a variety of sensing information radar display module, a variety of types of high-resolution graphics/image frame extraction module in order to realize
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Cavanagh, Michael. "Pre-service Teacher Reflection and Feedback Using an Online Video Platform During Professional Experience." Australian Journal of Teacher Education 46, no. 2 (2021): 72–85. http://dx.doi.org/10.14221/ajte.2021v46n2.5.

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This paper presents the results of a pilot study in which 11 triads comprising a pre-service teacher, a supervising teacher and a university supervisor used a video platform for pre-service teacher self-reflection and for the provision of feedback. Pre-service teachers made video recordings of one lesson each week during a four-week professional experience placement. They annotated the videos using time-stamped comments and shared them with their supervisors who added comments to provide feedback. The annotations were investigated through questionnaires and interviews that were analysed for th
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Loizos, Maria, Shehan Chin, Mari Umpierre, and Mary Sano. "413 - Telehealth in Multiethnic Caregiver Support Group: Transition from Telephone to Video in the Age of COVID-19." International Psychogeriatrics 32, S1 (2020): 129. http://dx.doi.org/10.1017/s1041610220002665.

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Background:Caregivers of persons with Alzheimer’s Disease and Other Dementias are a population in need of support as they are vulnerable to emotional, physical, and mental exhaustion associated with caregiver burnout. While CDC guidelines state that social distancing is the greatest protective factor, it can already exacerbate feelings of isolation and stress. Technology offers the opportunity to maximize socialization and access to healthcare; however, research shows that digital platforms are most underutilized by older and lower socioeconomic patients.Objective:This report describes the tra
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Litvinenko, Anna. "YouTube as Alternative Television in Russia: Political Videos During the Presidential Election Campaign 2018." Social Media + Society 7, no. 1 (2021): 205630512098445. http://dx.doi.org/10.1177/2056305120984455.

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Previous studies on “youtubification” of political communication (May, 2010) have largely focused on democratic contexts. This study aims at exploring the role of the global video-sharing platform in non-democratic political communication, using the example of the Russian presidential election of 2018. It draws on the qualitative content analysis of 169 political videos collected from the “Popular” section of Russian YouTube during the last 2 months of the presidential campaign. The results show that oppositional discourse dominated the most popular political videos of Russian YouTube and that
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Balaouras, Pantelis, Michalis Gatzonis, Konstantinos Tsimpanis, Hippokratis Apostolidis, and Τhrasyvoulos Tsiatsos. "Towards an online video platform for MOOCs." Multimedia Tools and Applications 77, no. 10 (2017): 12749–75. http://dx.doi.org/10.1007/s11042-017-4913-5.

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Arrieux, Jacques P., Brittney L. Roberson, Katie N. Russell, Brian J. Ivins, and Wesley R. Cole. "An Investigation of the Accuracy of Reaction Time Measurements on ANAM4 TBI-MIL Across Three Computer Platforms." Archives of Clinical Neuropsychology 35, no. 7 (2020): 1145–53. http://dx.doi.org/10.1093/arclin/acaa032.

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Abstract Study Design Using two observational methods and a within-subjects, counterbalanced design, this study aimed to determine if a computer’s hardware and software settings significantly affected reaction time (RT) on the Automated Neuropsychological Assessment Metrics (Version 4) Traumatic Brain Injury Military (ANAM4 TBI-MIL). Methods Three computer platforms were investigated: Platform 1—older computers recommended for ANAM4 TBI-MIL administration, Platform 2—newer computers with settings downgraded to run like the older computers, and Platform 3—newer computers with default settings.
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Kretschmer, Tobias, and Christian Peukert. "Video Killed the Radio Star? Online Music Videos and Recorded Music Sales." Information Systems Research 31, no. 3 (2020): 776–800. http://dx.doi.org/10.1287/isre.2019.0915.

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We study how online video platforms affect the sales volume and sales distribution of recorded music. To do so, we study two events that removed and then partially restored access to online music videos for consumers in Germany. Because of a legal dispute, virtually all music videos were blocked from YouTube, which led to a decrease in record sales of about 5%–10%. When the dedicated platform Vevo entered a few years later, record sales increased again by a similar amount. This is effect can be attributed to user-generated content (fan videos and cover versions) as much as to official music vi
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Korhonen, Hannu, and Paavo Niemelä. "Seasonal changes in platform use by adult farmbred silver foxes (Vulpes Vulpes)." Agricultural and Food Science 5, no. 1 (1996): 3–15. http://dx.doi.org/10.23986/afsci.72726.

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Seasonal changes in platform use (Wooden U-type platform, area 3090 cm2) were studied during one year in adult farmbred silver foxes (Vulpes vulpes) by daytime scan sampling observations and 24-h video recordings. Platform use was found to be lowest during the coldest part of the year (winter, late autumn) and highest in mid-summer (July). The seasonal pattern in platform use obtained by the scan samplings was in agreement with that obtained by video recordings. Platform use was sex-related being significantly (p < 0.001) higher in females than males. Circadian distribution of platform use
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Li, Xiang Jun, Qiao Zheng Ma, and Xiao Fei Zhang. "Design of Audio-Video Player System Based on Android Platform." Advanced Materials Research 694-697 (May 2013): 2313–16. http://dx.doi.org/10.4028/www.scientific.net/amr.694-697.2313.

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The wide application of audio and video technology is becoming more and more popular, involving the development of audio and video players, video conference, digital television, video on demand software, etc. This paper first studies and analyzes the structures of audio and video systems; then according to the analytical results, this paper expands the audio-video system by transplanting the FFmpeg framework, enabling it to support the parsing and decoding of a variety of audio and video formats. At last, this paper proposes the player development scheme by adopting the expanded audio-video sy
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Bialkova, Svetlana, and Emiel Ros. "Enhancing Employer Branding via High-Tech Platforms: VR and Digital, What Works Better and How?" management revue 32, no. 2 (2021): 128–45. http://dx.doi.org/10.5771/0935-9915-2021-2-128.

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A growing concern for the future of organisations in the age of digital transformation challenges the existing theories and calls for new exploration. The current paper addresses this challenge looking at how virtual reality (VR), the most recently emerging technology could be best used to enhance employer branding. In particular, we asked potential job seekers to experience either a VR platform, online digital video, or both platforms combined to promote the employer. VR experience (i.e. naturalness, presence, engagement, liking) and employer evaluation (i.e. familiarity, image, reputation, p
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Gaustad, Terje. "How streaming services make cinema more important." Nordic Journal of Media Studies 1, no. 1 (2019): 67–84. http://dx.doi.org/10.2478/njms-2019-0005.

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AbstractThe technocultural disruption triggered by digitization has radically changed the way in which we consume films outside cinemas and transformed content providers’ business models. In Norway, between 2010 and 2016, DVD/Bluray and subscription-based streaming services switched places as major and minor platforms for home video consumption. Hence, home video consumption has migrated from a high-yielding platform at the head of the home video release cycle to a low-yielding platform at the tail end, where films also face tougher competition from drama series and international content tends
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Jiang, Ling, and Haiyue Zhang. "Analysis on the Innovative Business Model of Entrepreneurial Short Video Platform in China." International Journal of Business Administration 11, no. 1 (2020): 22. http://dx.doi.org/10.5430/ijba.v11n1p22.

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In many short video platforms around the world using MCN mode as the main expansion of the video distribution, ranging from the Tik Tok, Youtube to other, “Yitiao" is completely with the PGC mode. The production content, the positioning of the audience as the middle class, the launching of original short videos, and the unique aesthetic content and accurate audience positioning, have revolutionalized the short video industry. With the use of innovative business model, “Yitiao” brings the content and interconnected new media features into the commercial e-commerce field, and combines innovation
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Valappil, Najiya K., and Qurban A. Memon. "CNN-SVM based vehicle detection for UAV platform." International Journal of Hybrid Intelligent Systems 17, no. 1-2 (2021): 59–70. http://dx.doi.org/10.3233/his-210003.

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Conventional surveillance devices are deployed at fixed locations on road sideways, poles or on traffic lights, which provide a constant and fixed surveillance view of the urban traffic. Unmanned aerial vehicles (UAVs) have for last two decades received considerable attention in building smart and effective system with wider coverage using low cost, highly flexible unmanned platform for smart city infrastructure. Unlike fixed monitoring devices, the camera platform of aerial vehicles has many constraints, as it is in constant motion including titling and panning, and thus makes it difficult to
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