• Title/Summary/Keyword: 사용자 생산 콘텐츠

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A Model for Blog Rank based on User Behavior and Social Relationship (사용자 행동과 사회적 관계 기반의 블로그 랭크 모델)

  • Hwang, Jae-Seon;Kim, Jangwon
    • Proceedings of the Korea Information Processing Society Conference
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    • 2009.04a
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    • pp.547-550
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    • 2009
  • 블로그는 누구나 쉽게 이용할 수 있는 도구이며, 블로그를 통한 콘텐츠의 생산과 소비는 빠른 속도로 증가하고 있다. 이런 블로그의 글은 단순히 정보를 전달하는 웹 페이지 이상의 사회적 관계를 포함하고 있다. 하지만 지금까지 웹 페이지 및 블로그에 대한 검색은 이러한 사회적 관계를 고려하지 않고 있다. 따라서 본 논문에서는 사용자 행동과 사회적 관계에 기반한 블로그 랭크 모델을 제안한다. 이를 기반으로 국내의 서로 다른 서비스에서 제공한 블로그 랭킹을 새롭게 제안한 블로그 모델과 비교하였고, 이를 통해 제안하는 블로그 모델의 타당성을 제시하였다.

The Study on niche creation mechanism of drama contents based on lead users - Focussing on drama Damo fandom community (드라마 콘텐츠의 리드 유저 기반 틈새 창출(niche creation) 메커니즘 연구 - 드라마 다모(茶母) 팬덤 커뮤니티를 중심으로)

  • Chang, Yong Ho;Kong, Byoung-Hun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.14 no.5
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    • pp.2121-2130
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    • 2013
  • Based on the case study methods, the study analyzes that the countless UCC Cloud cloud is the niche creation by the lead users make process. This research show as follows. First, The Drama lovers and fan fiction writers are not only drama consumers but UCC creators/producers. By the process that the UCC and fan fiction is tailored to meet the needs of their users create fan fiction in fandom community, they create an entirely different niche from original drama. Second, the flow(drama consumption/evaluation, viewers needs/adaption, the user's creation/production) which community's creative users make sequentially coevolutes with the flow(drama information offer, intentionally supply/diffusion, derivatives production) of media companies. Third, the drama fandom community activities which is non-commercial activities form the drama ecosystem with a new paradigm, as well as form a virtuous cycle inked to the market continuously beyond fun, play, empathy.

Open IPTV Platform using Overlay Multicast and Content Delivery Network (오버레이 멀티캐스트 및 콘텐츠 전달 네트워크를 적용한 개방형 IPTV 플랫폼)

  • Jung, Seung-Moon;Kang, Im-Chul;Jeon, Jin-Han
    • The Journal of the Korea Contents Association
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    • v.9 no.12
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    • pp.528-536
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    • 2009
  • Recently, the importance of IPTV providing multimedia service over IP based networks managed to provide the required level of quality of service and experience, security, interactivity and reliability has been gradually increasing by the commercialization of its service. However, the original purposes of IPTV service - contents are produced and consumed anytime, anywhere, and over any device at the same time - have not been satisfied by service providers because most services offered by service providers depend on closed IPTV platform. In this paper, we propose an open IPTV service platform that an individual or small company can easily produce contents and offer IPTV service independently from the existing closed IPTV platform.. The proposed IPTV platform exploits overlay multicast scheme to offer reasonable service under the environment where network bandwidth and processor resource are limited. It also uses CDN-like scheme to ensure the quality of transmitted contents. The performance evaluation shows that the proposed IPTV platform has the possibility of being an open IPTV platform considering its results such as the quality of transmitted contents, the transmission rate, the channel zapping time, and so on. It also shows that proposed IPTV platform could be applied to real IPTV service with continuous enhancement of its functions and user interfaces.

A Mobile Multimedia Auction System (모바일 멀티미디어 경매 시스템)

  • Ahn, Hoo-Young;Ryu, Ki-Young;Park, Young-Ho;Ha, Sun-Tae
    • Journal of KIISE:Computing Practices and Letters
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    • v.13 no.5
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    • pp.320-332
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    • 2007
  • Recently, new interests on digital contents and UCC(User Created Content)s are growing fast through the development of internet. However, there have been many side-effects on those interests. The representative problems are perversing illegal copies and the distributions for personal valuable digital contents to unauthorized anonymous users. These decrease creation of good digital contents by interfering with the growth of information technology industry and the content provider#s creative will. To resolve these problems, in the paper, we propose a novel auction system for multimedia contents and bidding processes. The system applies the concept of used goods onto digital contents. Especially, the auction system is based on mobile environment. Finally, the performance evaluation shows that those main auction process algorithms indicate the time complexity of logarithm scale for insertions and searches. Therefore, the performance of the system is not significantly influenced by the amount of contents even though the volume of contents in the system is increasing.

Development and Operation of Integrated Technical Information System(ITIS) for an Aircraft Development (항공기 통합기술정보시스템(ITIS) 개발 및 운용)

  • Chung, Joon-Young;Lee, Joon-Woo;Kim, Cheon-Young
    • The Journal of the Korea Contents Association
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    • v.6 no.2
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    • pp.75-83
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    • 2006
  • The Aircraft Development Department operated a Technical Document Management System that was effectively managed using a database management system for the management of the technical information created by a research and development phase of an aircraft and managed a technical information of a research and development varied by the project on a lot of the aircraft development program. While managing the user management and technical information project, it caused some problems on the workflow of the Work Memo and a search of some technical information, etc. As result, we developed the web-based Integrated Technical Information System(ITIS) which be able to totally manage the Technical Document Management System varied by program. According to the construction and operation of this system, we can access by program using user account and privilege and dramatically increased the productivity of a research and development because of performing the workflow of the Work Memo and some search of technical information by the integrated screen of the ITIS.

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Design of Fourth Generation Knowledge Management System based on Social Network Service (소셜 네트워크 서비스 기반의 4세대 지식관리시스템 설계 방안)

  • Ahn, Gilseung;Kwon, Minsung;Kang, Changwook;Hur, Sun
    • Journal of KIISE
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    • v.43 no.5
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    • pp.579-589
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    • 2016
  • Currently, corporations have introduced the knowledge management system that utilizes knowledge effectively for practical purpose and development of core ability. However, existing knowledge systems have failed to share the knowledge content due to lack of elements that encourage the members to participate in the system. In this study, we designed a novel knowledge management system that employs the structure of social network service (SNS). More precisely, screen layout according to function and several algorithms to improve user friendliness and produce integrated knowledge content are recommended. The proposed SNS-based knowledge management system encourages the enterprise members to participate in the system to produce and share valuable knowledge contents.

Game Fan-dom of Generative the Secondary Culture -Based On Machinima- (게임 팬덤의 이차 문화 생성 -머시니마를 중심으로-)

  • Oh, Seong-Suk;Park, Sung-Jun
    • The Journal of the Korea Contents Association
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    • v.9 no.11
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    • pp.130-139
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    • 2009
  • This paper introduces the secondary cultural productions of game fandom that have been underestimated. The participatory cultural activities of game users are broadly expanding owing to machinima technology based on game engine. It allows gamers to make the three dimensional digital animations simple and easy way. This paper studies that how simple game consumers change their role as producers through machinima. This study is focused on the relationship between polysemy of participatory Machinima and former fandom's the secondary culture studies using ethnographic research method. It is to clarify relationship between the game users' psychological motivation for culture practice and the machinimas. We verify practically the machinima's effects on fandom culture through analysing viewers' reaction using replies on the machinimas and then find out machinima is a very important tool for expanding the game culture realm as the main body.

A Study on the Gamification Technology Valuation Framework (게이미피케이션 기술 가치 평가 프레임워크 연구)

  • Baek, Junho;Jang, Jintae;Jeong, Jiyong;Kim, Sangkyun
    • Journal of Korea Game Society
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    • v.18 no.3
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    • pp.17-26
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    • 2018
  • As the concept of experience economy has been accelerated recently, user experience is more emphasized today, most of all. And related representative keywords are gamification. Gamification characterized by that intangible elements are produced and consumed through various interactions between providers and users and by having a structure that is difficult to generalize and objectify to economic value. Therefore, the purpose of the present study is to develop a quantitative valuation indicator of concept and standardize the valuation formula covering economic value for gamification technology and overall framework from the perspective of evaluating economic values of intangible technologies such as of knowledge, design, contents, and service of a company.

A Study on Fabric Color Mapping for 2D Virtual Wearing System (2D 가상 착의 시스템의 직물 컬러 매핑에 관한 연구)

  • Kwak, No-Yoon
    • Journal of Digital Contents Society
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    • v.7 no.4
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    • pp.287-294
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    • 2006
  • Mass-customization is fast growing a segment of the apparel market. 2D Virtual wearing system is one of visual support tools that make possible to sell apparel before producing and reduce the time and costs related to product development and manufacturing in the world of apparel mass-customization. This paper is related to fabric color mapping method for 2D image-based virtual wearing system. In proposed method, clothing shape section of interest is segmented from a clothes model image using a region growing method, and then mapping a new fabric color selected by user into it based on its intensity difference map is processed. With the proposed method in 2D virtual wearing system, regardless of color or intensity of model clothes, it is possible to virtually change the fabric color with holding the illumination and shading properties of the selected clothing shape section, and also to quickly and easily simulate, compare, and select multiple fabric color combinations for individual styles or entire outfits.

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A Tag Clustering and Recommendation Method for Photo Categorization (사진 콘텐츠 분류를 위한 태그 클러스터링 기법 및 태그 추천)

  • Won, Ji-Hyeon;Lee, Jongwoo;Park, Heemin
    • Journal of Internet Computing and Services
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    • v.14 no.2
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    • pp.1-13
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    • 2013
  • Recent advance and popularization of smart devices and web application services based on cloud computing have made end-users to directly produce and, at the same time, consume the image contents. This leads to demands of unified contents management services. Thus, this paper proposestag clustering method based on semantic similarity for effective image categorization. We calculate the cost of semantic similarity between tags and cluster tags that are closely related. If tags are in a cluster, we suppose that images with them are also in a same cluster. Furthermore, we could recommend tags for new images on the basis of initial clusters.