• Title/Summary/Keyword: 디지털정보서비스

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A Study on the Online Newspaper Archive : Focusing on Domestic and International Case Studies (온라인 신문 아카이브 연구 국내외 구축 사례를 중심으로)

  • Song, Zoo Hyung
    • The Korean Journal of Archival Studies
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    • no.48
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    • pp.93-139
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    • 2016
  • Aside from serving as a body that monitors and criticizes the government through reviews and comments on public issues, newspapers can also form and spread public opinion. Metadata contains certain picture records and, in the case of local newspapers, the former is an important means of obtaining locality. Furthermore, advertising in newspapers and the way of editing in newspapers can be viewed as a representation of the times. For the value of archiving in newspapers when a documentation strategy is established, the newspaper is considered as a top priority that should be collected. A newspaper archive that will handle preservation and management carries huge significance in many ways. Journalists use them to write articles while scholars can use a newspaper archive for academic purposes. Also, the NIE is a type of a practical usage of such an archive. In the digital age, the newspaper archive has an important position because it is located in the core of MAM, which integrates and manages the media asset. With this, there are prospects that an online archive will perform a new role in the production of newspapers and the management of publishing companies. Korea Integrated News Database System (KINDS), an integrated article database, began its service in 1991, whereas Naver operates an online newspaper archive called "News Library." Initially, KINDS received an enthusiastic response, but nowadays, the utilization ratio continues to decrease because of the omission of some major newspapers, such as Chosun Ilbo and JoongAng Ilbo, and the numerous user interface problems it poses. Despite these, however, the system still presents several advantages. For example, it is easy to access freely because there is a set budget for the public, and accessibility to local papers is simple. A national library consistently carries out the digitalization of time-honored newspapers. In addition, individual newspaper companies have also started the service, but it is not enough for such to be labeled an archive. In the United States (US), "Chronicling America"-led by the Library of Congress with funding from the National Endowment for the Humanities-is in the process of digitalizing historic newspapers. The universities of each state and historical association provide funds to their public library for the digitalization of local papers. In the United Kingdom, the British Library is constructing an online newspaper archive called "The British Newspaper Archive," but unlike the one in the US, this service charges a usage fee. The Joint Information Systems Committee has also invested in "The British Newspaper Archive," and its construction is still ongoing. ProQuest Archiver and Gale NewsVault are the representative platforms because of their efficiency and how they have established the standardization of newspapers. Now, it is time to change the way we understand things, and a drastic investment is required to improve the domestic and international online newspaper archive.

Development Process and Methods of Audit and Certification Toolkit for Trustworthy Digital Records Management Agency (신뢰성 있는 전자기록관리기관 감사인증도구 개발에 관한 연구)

  • Rieh, Hae-young;Kim, Ik-han;Yim, Jin-Hee;Shim, Sungbo;Jo, YoonSun;Kim, Hyojin;Woo, Hyunmin
    • The Korean Journal of Archival Studies
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    • no.25
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    • pp.3-46
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    • 2010
  • Digital records management is one whole system in which many social and technical elements are interacting. To maintain the trustworthiness, the repository needs periodical audit and certification. Thus, individual electronic records management agency needs toolkit that can be used to self-evaluate their trustworthiness continuously, and self-assess their atmosphere and system to recognize deficiencies. The purpose of this study is development of self-certification toolkit for repositories, which synthesized and analysed such four international standard and best practices as OAIS Reference Model(ISO 14721), TRAC, DRAMBORA, and the assessment report conducted and published by TNA/UKDA, as well as MoRe2 and current national laws and standards. As this paper describes and demonstrate the development process and the framework of this self-certification toolkit, other electronic records management agencies could follow the process and develop their own toolkit reflecting their situation, and utilize the self-assessment results in-house. As a result of this research, 12 areas for assessment were set, which include (organizational) operation management, classification system and master data management, acquisition, registration and description, storage and preservation, disposal, services, providing finding aids, system management, access control and security, monitoring/audit trail/statistics, and risk management. In each 12 area, the process map or functional charts were drawn and business functions were analyzed, and 54 'evaluation criteria', consisted of main business functional unit in each area were drawn. Under each 'evaluation criteria', 208 'specific evaluation criteria', which supposed to be implementable, measurable, and provable for self-evaluation in each area, were drawn. The audit and certification toolkit developed by this research could be used by digital repositories to conduct periodical self-assessment of the organization, which would be used to supplement any found deficiencies and be used to reflect the organizational development strategy.

Detection Ability of Occlusion Object in Deep Learning Algorithm depending on Image Qualities (영상품질별 학습기반 알고리즘 폐색영역 객체 검출 능력 분석)

  • LEE, Jeong-Min;HAM, Geon-Woo;BAE, Kyoung-Ho;PARK, Hong-Ki
    • Journal of the Korean Association of Geographic Information Studies
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    • v.22 no.3
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    • pp.82-98
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    • 2019
  • The importance of spatial information is rapidly rising. In particular, 3D spatial information construction and modeling for Real World Objects, such as smart cities and digital twins, has become an important core technology. The constructed 3D spatial information is used in various fields such as land management, landscape analysis, environment and welfare service. Three-dimensional modeling with image has the hig visibility and reality of objects by generating texturing. However, some texturing might have occlusion area inevitably generated due to physical deposits such as roadside trees, adjacent objects, vehicles, banners, etc. at the time of acquiring image Such occlusion area is a major cause of the deterioration of reality and accuracy of the constructed 3D modeling. Various studies have been conducted to solve the occlusion area. Recently the researches of deep learning algorithm have been conducted for detecting and resolving the occlusion area. For deep learning algorithm, sufficient training data is required, and the collected training data quality directly affects the performance and the result of the deep learning. Therefore, this study analyzed the ability of detecting the occlusion area of the image using various image quality to verify the performance and the result of deep learning according to the quality of the learning data. An image containing an object that causes occlusion is generated for each artificial and quantified image quality and applied to the implemented deep learning algorithm. The study found that the image quality for adjusting brightness was lower at 0.56 detection ratio for brighter images and that the image quality for pixel size and artificial noise control decreased rapidly from images adjusted from the main image to the middle level. In the F-measure performance evaluation method, the change in noise-controlled image resolution was the highest at 0.53 points. The ability to detect occlusion zones by image quality will be used as a valuable criterion for actual application of deep learning in the future. In the acquiring image, it is expected to contribute a lot to the practical application of deep learning by providing a certain level of image acquisition.

Rethinking the Characteristics of the New Economy: A Systemic View (시스템적 관점에서 접근한 신경제의 특성에 대한 재고찰)

  • Juhn, Sung-Hyun;Park, Yong-Tae
    • Information Systems Review
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    • v.10 no.3
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    • pp.1-20
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    • 2008
  • Under the rubric of the new economy, a wide variety of economic and social phenomena have been identified and discussed since the 1990's. Most of the observations in the literature on the new economy are fragmented, casual, and anecdotal, not compiling to a whole picture of what the new economy is really about. Therefore, this study attempts to provide e-commerce companies with a better, more systematic understanding of the new economy and new economy phenomena as well as the implications of them in order to help them develop more effective business strategies. To provide a better understanding of the new economy phenomena, this article adopts system perspective as an overarching frame of reference for analysis. The systemic characteristics and behavior of the new economy is sought in five generic aspects of a system; 1) what are the entities that comprise the system, and how are they related to one another?; 2) how does the system function?; 3) what are the goods and services (output) that are generated and flow in the system?; 4) what is the value of those goods and services?; and 5) what are the collective, systemic quality and attributes of the system? Based upon the review and categorization, some essential characterizations are made for the five system aspects of the new economy. Such characterizations are interpreted as collectively enunciating the systemic characteristics and behavior of the new economy. The implications of the systemic under-standing of the new economy for business and firm strategy are discussed and some future research is suggested.

An Empirical Study on the Influence of Web site's Quality Assessment of Entrepreneurial Company to Customer's Satisfaction and Purchase Intention (중소창업기업 웹사이트의 품질평가를 통한 고객 만족감과 구매의도와의 관계에 관한 연구)

  • Lee, Woo Jin;Oh, Hye Mi
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.15 no.6
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    • pp.3478-3489
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    • 2014
  • Because the increased number of Internet users and the common use of IT technology via the expansion of domestic IT infrastructure have increased the web site use of companies, Internet users have begun to experience a range of online websites. In a digital environment, entrepreneurial companies who have limited resources will require effective management by analyzing the critical factors of the website quality assessment and focusing their resources to seize the market because the website quality built in the company directly affects the satisfaction and purchase activity of the customers. In this study, a total of 523 surveys from the customers visiting online websites of the entrepreneurial companies were collected to analyze the factors between the influencing factors and satisfaction and purchase intention using the ServQual method in the AMOS 18.0 program. This analysis showed that the customers visiting the website are satisfied with the factors of tangibility, reliability and responsiveness of visited websites, and the factor of community, which indicates that the level of customer activity in the web sites is related significantly to the customers' purchase intentions.

The viterbi decoder implementation with efficient structure for real-time Coded Orthogonal Frequency Division Multiplexing (실시간 COFDM시스템을 위한 효율적인 구조를 갖는 비터비 디코더 설계)

  • Hwang Jong-Hee;Lee Seung-Yerl;Kim Dong-Sun;Chung Duck-Jin
    • Journal of the Institute of Electronics Engineers of Korea TC
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    • v.42 no.2 s.332
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    • pp.61-74
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    • 2005
  • Digital Multimedia Broadcasting(DMB) is a reliable multi-service system for reception by mobile and portable receivers. DMB system allows interference-free reception under the conditions of multipath propagation and transmission errors using COFDM modulation scheme, simultaneously, needs powerful channel error's correction ability. Viterbi Decoder for DMB receiver uses punctured convolutional code and needs lots of computations for real-time operation. So, it is desired to design a high speed and low-power hardware scheme for Viterbi decoder. This paper proposes a combined add-compare-select(ACS) and path metric normalization(PMN) unit for computation power. The proposed PMN architecture reduces the problem of the critical path by applying fixed value for selection algorithm due to the comparison tree which has a weak point from structure with the high-speed operation. The proposed ACS uses the decomposition and the pre-computation technique for reducing the complicated degree of the adder, the comparator and multiplexer. According to a simulation result, reduction of area $3.78\%$, power consumption $12.22\%$, maximum gate delay $23.80\%$ occurred from punctured viterbi decoder for DMB system.

Online WOM Communication of Crossmedia Storytelling (크로스미디어 스토리텔링의 온라인 구전 양상)

  • Seo, Seong-Eun
    • The Journal of the Korea Contents Association
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    • v.11 no.1
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    • pp.134-144
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    • 2011
  • Crossmedia Storytelling is receiving attention as a new style of description in the age of limitless competition and infinite fusion among media. Crossmedia Storytelling specifies a form of storytelling carried out through mixed usage of plural media, such as televisions, movies, and web services. It is different from OSMU strategy in that plays one source of contents according to the characteristics of various media while Crossmedia Storytelling demands users' active participation. Moreover, it is also slightly different from Transmedia Storytelling in the point that narratives of each media are not complete themselves and only through effectively combining plural media can the whole story fully enjoyed. This research aims to analyze how users move among media in terms of Crossmedia contents by examining cases of Swedish interactive drama series , from Australia, and from the United States. To do so, first, the paper looks into the principles of Crossmedia communication and examines that it is based on online word-of-mouth communication, such as viral marketing. As a result, the following was found in the cases of Crossmedia Storytelling: negative stories that arouse users' emotional reactions & users' participation are effective, and the set-up of Sneezer, which causes the knowledge gap, is very important. It was also found that users' participation was actively taking place through online WOM communication in Crossmedia Storytelling.

Determining Uses and Gratifications for the Mobile Games (이용 충족관점에서의 모바일게임 플레이어 유형과 특성 분석에 관한 연구)

  • Han, Kwang-Hyun;Lee, Han-Chul;Kim, Tae-Ung
    • Information Systems Review
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    • v.9 no.2
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    • pp.15-39
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    • 2007
  • Mobile games have emerged as the most innovative entertainment technology, adding new revenue streams, taking advantage of the potential of wireless applications and service offerings. Mobile games, like any other types of computer game, offer a unique value for users in providing an exciting digital experience in virtual worlds. In this paper, we attempt to investigate the demographic factors which play critical roles in determining the level of playing times; classify mobile gamers based on their motives for playing games; and empirically test differences in their demographic factors and mobile game usage. Statistical results show that significant differences in playing times exist, depending upon their age, gender, mobile device, mobile phone usage, mobile game experiences, and preferred games genres. Applying Factor analysis, we have identified Escape, Social interaction, Challenge and Competition, Fantasy, Diversion and Relaxation, Ease of Accessibility as key motivators for playing mobile games. Additional cluster analysis shows that the categorization of gamers, according to their usage habits and the key motivators for playing, can be made as follows: Multi-gamers, Communication-focused gamers and Mobile active-gamers. Further correlation of these grouping with socio-economic data shows the significant differences in gaming habits and patterns of mobile phone use.

Implementation of the AMBA AXI4 Bus interface for effective data transaction and optimized hardware design (효율적인 데이터 전송과 하드웨어 최적화를 위한 AMBA AXI4 BUS Interface 구현)

  • Kim, Hyeon-Wook;Kim, Geun-Jun;Jo, Gi-Ppeum;Kang, Bong-Soon
    • Journal of the Institute of Convergence Signal Processing
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    • v.15 no.2
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    • pp.70-75
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    • 2014
  • Recently, the demand for high-integrated, low-powered, and high-powered SoC design has been increasing due to the multi-functionality and the miniaturization of digital devices and the high capacity of service informations. With the rapid evolution of the system, the required hardware performances have become diversified, the FPGA system has been increasingly adopted for the rapid verification, and SoC system using the FPGA and the ARM core for control has been growingly chosen. While the AXI bus is used in these kinds of systems in various ways, it is traditionally designed with AXI slave structure. In slave structure, there are problems with the CPU resources because CPU is continually involved in the data transfer and can't be used in other jobs, and with the decreased transmission efficiency because the time not used of AXI bus beomes longer. In this paper, an efficient AXI master interface is proposed to solve this problem. The simulation results show that the proposed system achieves reductions in the consumption clock by an average of 51.99% and in the slice by 31% and that the maximum operating frequency is increased to 107.84MHz by about 140%.

A Multimedia Contents Recommendation System using Preference Transition Probability (선호도 전이 확률을 이용한 멀티미디어 컨텐츠 추천 시스템)

  • Park, Sung-Joon;Kang, Sang-Gil;Kim, Young-Kuk
    • Journal of the Korean Institute of Intelligent Systems
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    • v.16 no.2
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    • pp.164-171
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    • 2006
  • Recently Digital multimedia broadcasting (DMB) has been available as a commercial service. The users sometimes have difficulty in finding their preferred multimedia contents and need to spend a lot of searching time finding them. They are even very likely to miss their preferred contents while searching for them. In order to solve the problem, we need a method for recommendation users preferred only minimum information. We propose an algorithm and a system for recommending users' preferred contents using preference transition probability from user's usage history. The system includes four agents: a client manager agent, a monitoring agent, a learning agent, and a recommendation agent. The client manager agent interacts and coordinates with the other modules, the monitoring agent gathers usage data for analyzing the user's preference of the contents, the learning agent cleans the gathered usage data and modeling with state transition matrix over time, and the recommendation agent recommends the user's preferred contents by analyzing the cleaned usage data. In the recommendation agent, we developed the recommendation algorithm using a user's preference transition probability for the contents. The prototype of the proposed system is designed and implemented on the WIPI(Wireless Internet Platform for Interoperability). The experimental results show that the recommendation algorithm using a user's preference transition probability can provide better performances than a conventional method.