• Title/Summary/Keyword: 메타기술효율성

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Development of Web 3.0 based shopping mall (Web3.0 기반 쇼핑몰 개발)

  • Hyo Hyun Choi;Byeong Seon Lee;Dae Joon Lee;Dong Geon Kim;Bong Joon Kim
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2024.01a
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    • pp.301-302
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    • 2024
  • 본 논문은 웹 3.0 환경을 적용한 쇼핑몰 플랫폼의 구축을 목표로 하며, 이를 통해 참여자들이 블록체인 기술을 이해하고 활용할 수 있도록 하는 것을 중점으로 한다. MetaMask[1] 결제 및 로그인 통합을 통해 사용자는 간편하게 결제하거나 로그인할 수 있으며, 블록체인 스마트컨트랙트를 기반으로한 결제 시스템을 도입하여 높은 수준의 보안을 제공한다. 또한, 웹 3.0 기술을 도입하여 분산형 데이터 저장 방식을 채택하여 차별성을 확보한다. 이 프로젝트는 기존 쇼핑몰의 효율성을 높이고 사용자들에게 현대 기술 트렌드를 체험하게 함으로써 웹 3.0 시대에 걸맞은 차별화된 서비스를 제공하고자 한다.

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Investigating the End-User Tagging Behavior and its Implications in Flickr (플리커 이미지 자료에 대한 이용자 태깅 행태 분석과 활용 방안)

  • Kim, Hyun-Hee;Kim, Min-Kyung
    • Journal of Information Management
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    • v.40 no.2
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    • pp.71-94
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    • 2009
  • Indexing images using traditional indexing methods like taxonomy is not always efficient because of its visual content. This study examined how to apply folksonomies to image retrieval. To do this, first, we developed a category model for image tags found in Flickr. The model includes five categories and seventeen subcategories. Second, in order to evaluate the usefulness of the model to represent the various image tags as well as to investigate the end-user tagging behavior, three researchers classified the sampled image tags(141 most popular tags, 105 tags on three individual tag clouds and 3,848 image tags assigned on 156 images) according to the model. Finally, based on the research results, we proposed three methods for efficient image retrieval: extending folksonomies by combining them with ontologies; improving image retrieval efficiency using visual content and folksonomies; and updating taxonomy using folksonomies.

Standardization Strategy on 3D Animation Contents (3D 애니메이션 콘텐츠의 SCORM 기반 표준화 전략)

  • Jang, Jae-Kyung;Kim, Sun-Hye;Kim, Ho-Sung
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.218-222
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    • 2006
  • In making 3D animation with digital technology, it is necessary to increase productivity and reusability by managing production pipeline systematically through standardization of animation content. For this purpose, we try to develop the animation content management system that can manage all kind of information on the production pipeline, based on SCORM of e-teaming by considering production, publication and re-editing. A scene as the unit of visual semantics is standardize into an object that contains meta-data of place, cast, weather, season, time and viewpoint about the scene. The meta-data of content includes a lot of information of copyright, publication, description, etc, so that it plays an important role on the management and the publication. If an effective management system of meta-data such as ontology will be implemented, it is possible to search multimedia contents powerfully. Hence, it will bring on production and publication of UCC. Using the meta-data of content object, user and producer can easily search and reuse the contents. Hence, they can choose the contents object according to their preference and reproduce their own creative animation by reorganizing and packaging the selected objects.

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A Study on the Realistic Media Creator Curriculum Based on Drone Video

  • Kim, Gi-Weon
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.10
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    • pp.83-91
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    • 2021
  • In this paper, presents an efficient education method for training specialized edutainment SW education instructors and drone realistic media creators, not just training to acquire certificates through drone manipulation training. To this end, the NCS-based curriculum was derived. The developed curriculum includes the edutainment drone curriculum and the realistic media creator curriculum. Among them, core responsibilities were defined for the drone control curriculum and core tasks, knowledge, and attitudes were described for each. After that, a detailed curriculum for drone control was derived. In the realistic media creator curriculum, pilot education was conducted to actually produce advertisement videos to foster experts who can work directly in the industrial field. Finally, through holding an online conference in a metaverse environment, a virtual conference was operated to share and discuss media videos produced by trainees. After the end of education, the efficiency of this curriculum was proved through education satisfaction analysis for 46 education graduates. This paper presented a method to achieve internalization of SW education in non-face-to-face online education that our society must solve after post-COVID-19. In addition, an efficient educational method in a realistic media environment was suggested by showing a realistic media creator training curriculum, pilot programs, and metaverse conference management cases.

Character Recognition and Search for Media Editing (미디어 편집을 위한 인물 식별 및 검색 기법)

  • Park, Yong-Suk;Kim, Hyun-Sik
    • Journal of Broadcast Engineering
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    • v.27 no.4
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    • pp.519-526
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    • 2022
  • Identifying and searching for characters appearing in scenes during multimedia video editing is an arduous and time-consuming process. Applying artificial intelligence to labor-intensive media editing tasks can greatly reduce media production time, improving the creative process efficiency. In this paper, a method is proposed which combines existing artificial intelligence based techniques to automate character recognition and search tasks for video editing. Object detection, face detection, and pose estimation are used for character localization and face recognition and color space analysis are used to extract unique representation information.

Design of an Electrically Small Antenna Using Metamaterial Structure (메타물질 구조를 이용한 전기적 소형 안테나의 설계)

  • Lee, Hong-Min
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.3 no.1
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    • pp.24-30
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    • 2010
  • In this paper, a novel electrically small monopole type resonant antenna is proposed. The very short length monopole (${\iota}{\approx}{\lambda}_g/15$ ) acts as a capacitive element and the slot on the ground structure acts as an inductive element, hence the combined system with these two elements thus form an LC resonator. The equivalent circuit model of the antenna structure was used to analysis and qualify the design correctness. Although the proposed antenna has very small size, it shows good performances. The measured maximum gain and radiation efficiency of the fabricated antenna at the frequency of 2.1 GHz was 3.6 dBi and 77.8 %, respectively.

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The Modification of UML for Developing of the Efficient Ontology (효율적인 온톨로지 개발을 위한 UML의 변경)

  • Kim, Young-Tae;Lim, Jae-Hyun;Kim, Chi-Su
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.9 no.2
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    • pp.415-421
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    • 2008
  • The increasing interest in ontologies is driven by the large volumes of information now available as well as by the increasing complexity and diversity of this information. These trends have also increased interest in automating many activities that were traditionally performed manually. We are currently engaged in this paper that have realized benefits in productivity and clarity by utilizing UML class diagrams to develop and to display complex OWL ontologies. UML has many features, such as profiles, global modularity and extension mechanisms that are not generally available in most ontology languages. However, ontology languages have some features that UML does not support. Our paper identifies the similarities and differences between UML and the ontology languages RDF and OWL. To reconcile these differences, we propose a modification to the UML metamodel to address some of the most problematic differences.

Efficiency Evaluation of Genetic Algorithm Considering Building Block Hypothesis for Water Pipe Optimal Design Problems (상수관로 최적설계 문제에 있어 빌딩블록가설을 고려한 유전 알고리즘의 효율성 평가)

  • Lim, Seung Hyun;Lee, Chan Wook;Hong, Sung Jin;Yoo, Do Guen
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.5
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    • pp.294-302
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    • 2020
  • In a genetic algorithm, computer simulations are performed based on the natural evolution process of life, such as selection, crossover, and mutation. The genetic algorithm searches the approximate optimal solution by the parallel arrangement of Schema, which has a short definition length, low order, and high adaptability. This study examined the possibility of improving the efficiency of the optimal solution by considering the characteristics of the building block hypothesis, which are one of the key operating principles of a genetic algorithm. This study evaluated the efficiency of the optimization results according to the gene sequence for the implementation in solving problems. The optimal design problem of the water pipe was selected, and the genetic arrangement order reflected the engineering specificity by dividing into the existing, the network topology-based, and the flowrate-based arrangement. The optimization results with a flowrate-based arrangement were, on average, approximately 2-3% better than the other batches. This means that to increase the efficiency of the actual engineering optimization problem, a methodology that utilizes clear prior knowledge (such as hydraulic properties) to prevent such excellent solution characteristics from disappearing is essential. The proposed method will be considered as a tool to improve the efficiency of large-scale water supply network optimization in the future.

Ontology Integration and Extension for Intelligent Ubiquitous (지능형 유비쿼터스 웹을 위한 온톨로지 통합 및 확장)

  • Lee, Ji-Yun;Yang, Jin-Hyeok;Jeong, In-Jeong
    • Proceedings of the Korea Inteligent Information System Society Conference
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    • 2005.11a
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    • pp.221-225
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    • 2005
  • 언제 어디서나 자유롭게 인터넷을 사용할 수 있는 다가오는 유비쿼터스 환경에서 원하는 정보를 빠르고 정확하게 찾고자 하는 사용자들의 요구는 중요한 이슈가 되었다. 대량의 정보에 대한 정확하고 의미있는 검색의 해결책으로 제시된 한 분야가 바로 시맨틱 웹이다. 우리는 본 논문에서 시맨틱 웹의 핵심 기술인 차세대 데이터베이스라 불리는 온톨로지를 통합하고 이를 확장해 나아가는 방법에 대해 제안한다. 본 논문에서 온톨로지 통합에 사용되는 기법은 맵핑을 이용한 온톨로지 병합(merging) 기법이고, 이를 바탕으로 하는 상위 온톨로지 확장은 통합된 온톨로지를 메타레벨과 언어레벨로 나누는 작업을 통해 이루어진다. 제안된 방법은 중복되는 온톨로지들을 최소화하여 재사용성을 높이는데 기여한다. 또한 온톨로지들 사이의 개념들 간의 관계를 효율적으로 만들고, 시맨틱 웹뿐만 아니라 나아가 유비쿼터스 웹 환경에서 사용자들이 원하는 정보의 공유를 용이하게 한다.

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Development of Copycat Harmony Search : Adapting Copycat Scheme for the Improvement of Optimization Performance (모방 화음탐색법의 개발 : 흉내내기에 의한 최적화 성능 향상)

  • Jun, Sang Hoon;Choi, Young Hwan;Jung, Donghwi;Kim, Joong Hoon
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.9
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    • pp.304-315
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    • 2018
  • Harmony Search (HS) is a recently developed metaheuristic algorithm that is widely known to many researchers. However, due to the increasing complexity of optimization problems, the optimal solution cannot be efficiently found by HS. To overcome this problem, there have been many studies that have improved the performance of HS by modifying the parameter settings and incorporating other metaheuristic algorithms. In this study, Copycat HS (CcHS) is suggested, which improves the parameter setting method and the performance of searching for the optimal solution. To verify the performance of CcHS, the results were compared to those of HS variants with a set of well-known mathematical benchmark problems. The effectiveness of CcHS was proven by finding final solutions that are closer to the global optimum than other algorithms in all problems. To analyze the applicability of CcHS to engineering optimization problems, it was applied to a design problem for Water Distribution Systems (WDS), which is widely applied in previous research. As a result, CcHS proposed the minimum design cost, which was 21.91% cheaper than the cost suggested by simple HS.