• Title/Summary/Keyword: 미디어정보평가

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Multi-layer Caching Scheme Considering Sub-graph Usage Patterns (서브 그래프의 사용 패턴을 고려한 다중 계층 캐싱 기법)

  • Yoo, Seunghun;Jeong, Jaeyun;Choi, Dojin;Park, Jaeyeol;Lim, Jongtae;Bok, Kyoungsoo;Yoo, Jaesoo
    • The Journal of the Korea Contents Association
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    • v.18 no.3
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    • pp.70-80
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    • 2018
  • Due to the recent development of social media and mobile devices, graph data have been using in various fields. In addition, caching techniques for reducing I/O costs in the process of large capacity graph data have been studied. In this paper, we propose a multi-layer caching scheme considering the connectivity of the graph, which is the characteristics of the graph topology, and the history of the past subgraph usage. The proposed scheme divides a cache into Used Data Cache and Prefetched Cache. The Used Data Cache maintains data by weights according to the frequently used sub-graph patterns. The Prefetched Cache maintains the neighbor data of the recently used data that are not used. In order to extract the graph patterns, their past history information is used. Since the frequently used sub-graphs have high probabilities to be reused, they are cached. It uses a strategy to replace new data with less likely data to be used if the memory is full. Through the performance evaluation, we prove that the proposed caching scheme is superior to the existing cache management scheme.

5An Empirical Study on effect between Mobile Device Property and Customer Satisfaction (이동전화단말기 속성이 고객만족에 미치는 영향에 관한 실증적 연구)

  • Choi, Seung-Il;Kim, Dong-Il
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.11 no.5
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    • pp.1856-1862
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    • 2010
  • Last rapidly changing mobile handset market in many industries, as well as market conditions affect the prevalence of various content types of consumer spending in general is affecting. Changes in mobile handset market by separating the various consumer-tier analysis, or differentiated in consumers' purchasing behavior are being reflected in the property analysis and overview of customer satisfaction can be assessed by measuring. These mobile devices and the purchase of the devices to investigate the tendency to analyze and weigh the various content industries, you can see how important one can be considered. The development of mobile communication systems and wireless internet and multimedia applications can lead the industry accelerated. In this study, tried to investigate that the mobile communication systems in consideration of the special form of mobile handsets, and customer satisfaction of mobile phone handsets, and the relationship between customer loyalty. Outcome of this study, the mobile properties and the mobile handset brand, price, design and related details to be statistically significant variables were analyzed. In this study, the characteristics of future mobile handset market with a wide range of content-based guidelines for the development of the industry is expected to be able to provide.

A Study on factors affecting the viewer rating of"My Little Television": Focusing on SNS Big Data (마이리틀 텔레비전 시청률에 영향을 미치는 요인에 관한 연구 : SNS 빅데이터 중심으로)

  • Kim, Sang-Cheol;Kim, Kwang-Ho
    • Journal of Digital Contents Society
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    • v.17 no.1
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    • pp.1-10
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    • 2016
  • < My Little Television > with the new format which extends one person media broadcasting to terrestrial broadcasting is creating a huge Topic Index. It started the first broadcast on April 2015 and has continued the number one in viewer rating in the same time. While viewers directly participate in the program through the Daum TV Pod and a host communicates with viewers in a real time, various opinions are being reflected on the program. While a lot of information about the program has spread through SNS, it has led to raising the viewer rating of program. Recently, the Topic Index on the program has been published through the big data analysis rather than the program evaluation only by the viewer rating. The research on the correlation between the program viewer rating and amount of buzz has increased. In this study, it has analyzed how the Topic Index which is an extended concept of the amount of buzz affects the viewer rating. Study results show that the Topic Index is analyzed to positively influence the viewer rating. It will give a lot of help in studying big data of SNS on the program.

Fuzzy Decision Making-based Recommendation Channel System using the Social Network Database (소셜 네트워크 데이터베이스를 이용한 퍼지 결정 기반의 추천 채널 시스템)

  • Ma, Linh Van;Park, Sanghyun;Jang, Jong-hyun;Park, Jaehyung;Kim, Jinsul
    • Journal of Digital Contents Society
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    • v.17 no.5
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    • pp.307-316
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    • 2016
  • A user usually gets the same suggesting results as everyone else in most of the multimedia social services, nowadays. To address the challenging problem of personalization in the social network, we propose a method which exploits user's activities, user's moods, and user's friend relationships from the social network to build a decision-making system. Depending on a current state of the user's mood, this system infers the most appropriated video for the user. In the system, the user evaluates a set of the given recommendation methods which extract from the user's database social network and assigns a vague value to each method by a weight. Then, we find the fuzzy collection solution for the system and classify the set of methods into subsets, and order the subsets based on its local dominance to choose the best appropriate method. Finally, we conduct an experiment using the YouTube API with a lot of video types. The experiment result shows that the channel recommendation system appropriately affords the user's character, it is more satisfying than the current YouTube based on an evaluation of several users.

Expected Role of ICT for Creative Economy (ICT와 미래창조경제의 나아갈 방향)

  • Kim, Kook-Jin
    • Journal of Legislation Research
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    • no.44
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    • pp.7-31
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    • 2013
  • Paradigm of Global economy is changing to creative economy. This study focuses on the role of creative economy to clarify (understand clearly) the impact (influence) which transition of economy system will bring about. The creative economy is basically came from New economy theory. According to the New economy theory, a state can achieve sustainable growth without an inflation, or higher growth rate under given inflation rate, through an investment on ICT. However, different from America, Korea had limited effect of New Economy. This is because Korean economy had factor-input driven growth model rather than New Economy mechanism. However, ICT is essential requirement to move toward New Economy(Digital Economy), it does not sufficiently explain the increase of productivity and economic growth. A crucial point to realize New economy is how to diffuse and spill over the technology development on ICT sector to other industry. ICT is not creative industry or creative economy per se, and it should play as an enabler to improve other industry's productivity. The creative economy can be understood as an extension of New Economy theory. It means the economy that creates values by cultural assets and human resource, as well as capital and labor factors. However, if we understand the meaning of creative economy as change of input factors, it is hard to bring real shape of creative economy.

The Effects of Utilitarian and Hedonic Perceptions of Travel Review Website on Perceived Usefulness and Behavioral Intention (여행 리뷰 웹사이트의 기능적, 쾌락적 인식이 지각된 유용성 및 행동의도에 미치는 영향)

  • Kim, Yong-Soon
    • The Journal of the Korea Contents Association
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    • v.19 no.9
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    • pp.152-161
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    • 2019
  • The purpose of this study was to research the relationships among utilitarian perceptions, hedonic perceptions, perceived usefulness and behavioral intention. Recently, consumers rely heavily on user-generated contents of social media channels to support their purchase decisions, such as electronic word-of-mouth. Electronic word-of-mouth helps consumers to evaluate items before making purchase, to reduce purchase risks and to support their purchase decisions. This study was based on both the analysis derived from a hypothesis and literature reviews and data collected from 255 travelers who had used travel review website at least once. The results of empirical analysis showed as follows. First, Utilitarian perceptions(information quality) has a significant impact on the perceived usefulness of a travel review website. Second, Enjoyment has a significant impact on the perceived usefulness of a travel review website. Third, Curiosity fulfilment has a significant impact on the perceived usefulness of a travel review website. Finally, Perceived usefulness of a travel review website has a significant impact on behavioral intention. Based on these findings, the implications and limitations of the study were presented including some directions for future studies.

Low-complexity Local Illuminance Compensation for Bi-prediction mode (양방향 예측 모드를 위한 저복잡도 LIC 방법 연구)

  • Choi, Han Sol;Byeon, Joo Hyung;Bang, Gun;Sim, Dong Gyu
    • Journal of Broadcast Engineering
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    • v.24 no.3
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    • pp.463-471
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    • 2019
  • This paper proposes a method for reducing the complexity of LIC (Local Illuminance Compensation) for bi-directional inter prediction. The LIC performs local illumination compensation using neighboring reconstruction samples of the current block and the reference block to improve the accuracy of the inter prediction. Since the weight and offset required for local illumination compensation are calculated at both sides of the encoder and decoder using the reconstructed samples, there is an advantage that the coding efficiency is improved without signaling any information. Since the weight and the offset are obtained in the encoding prediction step and the decoding step, encoder and decoder complexity are increased. This paper proposes two methods for low complexity LIC. The first method is a method of applying illumination compensation with offset only in bi-directional prediction, and the second is a method of applying LIC after weighted average step of reference block obtained by bidirectional prediction. To evaluate the performance of the proposed method, BD-rate is compared with BMS-2.0.1 using B, C, and D classes of MPEG standard experimental image under RA (Random Access) condition. Experimental results show that the proposed method reduces the average of 0.29%, 0.23%, 0.04% for Y, U, and V in terms of BD-rate performance compared to BMS-2.0.1 and encoding/decoding time is almost same. Although the BD-rate was lost, the calculation complexity of the LIC was greatly reduced as the multiplication operation was removed and the addition operation was halved in the LIC parameter derivation process.

Correlation between Head Movement Data and Virtual Reality Content Immersion (헤드 무브먼트 데이터와 가상현실 콘텐츠 몰입도 상관관계)

  • Kim, Jungho;Yoo, Taekyung
    • Journal of Broadcast Engineering
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    • v.26 no.5
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    • pp.500-507
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    • 2021
  • The virtual reality industry has an opportunity to take another leap forward with the surge in demand for non-face-to-face content and interest in the metaverse after Covid-19. Therefore, in order to popularize virtual reality content along with this trend, high-quality content production and storytelling research suitable for the characteristics of virtual reality should be continuously conducted. In order for content to which virtual reality characteristics are applied to be effectively produced through user feedback, a quantitative index that can evaluate the content is needed. In this study, the process of viewing virtual reality contents was analyzed and head movement was set as a quantitative indicator. Afterwards, the experimenter watched five animations and analyzed the correlation between recorded head movement information and immersion. As a result of the analysis, high immersion was shown when the head movement speed was relatively slow, and it was found that the head movement speed can be used significantly as an index indicating the degree of content immersion. The result derived in this way can be used as a quantitative indicator that can verify the validity of the storytelling method applied after the prototype is produced when the creator creates virtual reality content. This method can improve the quality of content by quickly identifying the problems of the proposed storytelling method and suggesting a better method. This study aims to contribute to the production of high-quality virtual reality content and the popularization of virtual reality content as a basic research to analyze immersion based on the quantitative indicator of head movement speed.

Cell ID Detection Schemes Using PSS/SSS for 5G NR System (5G NR 시스템에서 PSS/SSS를 이용한 Cell ID 검출 방법)

  • Ahn, Haesung;Kim, Hyeongseok;Cha, Eunyoung;Kim, Jeongchang
    • Journal of Broadcast Engineering
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    • v.25 no.6
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    • pp.870-881
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    • 2020
  • This paper presents cell ID (cell identity) detection schemes using PSS/SSS (primary synchronization signal/secondary synchronization signal) for 5G NR (new radio) system and evaluates the detection performance. In this paper, we consider two cell ID detection schemes, i.e. two-stage detection and joint detection schemes. The two-stage detection scheme consists of two stages which estimate a channel gain between a transmitter and receiver and detect the PSS and SSS sequences. The joint detection scheme jointly detects the PSS and SSS sequences. In addition, this paper presents coherent and non-coherent combining schemes. The coherent scheme calculates the correlation value for the total length of the given PSS and SSS sequences, and the non-coherent combining scheme calculates the correlation within each group by dividing the total length of the sequence into several groups and then combines them non-coherently. For the detection schemes considered in this paper, the detection error rates of PSS, SSS and overall cell ID are evaluated and compared through computer simulations. The simulation results show that the joint detection scheme outperforms the two-stage detection scheme for both coherent and non-coherent combining schemes, but the two-stage detection scheme can greatly reduce the computational complexity compared to the joint detection scheme. In addition, the non-coherent combining detection scheme shows better performance under the additive white Gaussian noise (AWGN), fixed, and mobile environments.

IoT data processing techniques based on machine learning optimized for AIoT environments (AIoT 환경에 최적화된 머신러닝 기반의 IoT 데이터 처리 기법)

  • Jeong, Yoon-Su;Kim, Yong-Tae
    • Journal of Industrial Convergence
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    • v.20 no.3
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    • pp.33-40
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    • 2022
  • Recently, IoT-linked services have been used in various environments, and IoT and artificial intelligence technologies are being fused. However, since technologies that process IoT data stably are not fully supported, research is needed for this. In this paper, we propose a processing technique that can optimize IoT data after generating embedded vectors based on machine learning for IoT data. In the proposed technique, for processing efficiency, embedded vectorization is performed based on QR such as index of IoT data, collection location (binary values of X and Y axis coordinates), group index, type, and type. In addition, data generated by various IoT devices are integrated and managed so that load balancing can be performed in the IoT data collection process to asymmetrically link IoT data. The proposed technique processes IoT data to be orthogonalized based on hash so that IoT data can be asymmetrically grouped. In addition, interference between IoT data may be minimized because it is periodically generated and grouped according to IoT data types and characteristics. Future research plans to compare and evaluate proposed techniques in various environments that provide IoT services.