• Title/Summary/Keyword: 사용자 테스트

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A Comparative Study of Emotional Response to Korean Drama among Countries: With Drama 'Goblin' (한국 드라마 수용에 있어서 국가별 감정 반응 분석: 드라마 <도깨비>를 중심으로)

  • Lee, Yewon;Woo, Sungju
    • Science of Emotion and Sensibility
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    • v.20 no.4
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    • pp.31-40
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    • 2017
  • This research aims to investigate 'Hallyu' contents consumption tendency of consumers from Korea, Japan, and the United States by analyzing their emotional responses. With the development of social media, research on emotion analysis by reviewing text materials has grown. Whereas environmental variables affect consumer demand towards 'Hallyu' contents, little comparative analyses have been conducted on the emotional responses of consumers from different countries. In this research, the emotional prototype model proposed by Russell(1980) used to extract and distinguish emotional words to clarify how people in the three countries differently perceive the Korean drama "Goblin". First of all, the SNS reviews were collected during a two-month period (February 12 to April 12). Second, significant factors were identified in the collected data according to Russell's emotion model. Third, random forest was applied to organize the selected variables in the order of variable importance. Fourth, the correlations among the emotional words were compared. Lastly, the accuracy of the trained model was measured using the test dataset. The results show that "Happy" was found to be the greatest factor in Korea and in the United States and "Pleased" in Japan. Emotional words correlations showed that when watching the drama "Goblin", "passive unpleasure" was the main factor associated with individual's interest in Korea whereas "passive pleasure" was associated with individual's interest in Japan and in the United States. Based on the results, this research suggests the possibility of developing evaluation guidelines for emotional responses of different countries towards 'Hallyu' contents.

Intelligent Broadcasting System and Services for Personalized Semantic Contents Consumption (개인화된 의미 기반 콘텐츠 소비를 위한 지능형 방송 시스템과 서비스)

  • Jin, Sung Ho;Cho, Jun Ho;Ro, Yong Man;Kim, Jae-Gon
    • Journal of Broadcast Engineering
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    • v.10 no.3
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    • pp.422-435
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    • 2005
  • Compared with analog broadcasting, digital broadcasting supports technical background to provide personalize the TV watching environment by offering broadcasting services that can adapt to viewers' preferences. However, current digital broadcasting shows limited services such as reservation recording, simple program guiding with an electronic program guide (EPG) on a personal video recorder system, and primitive data broadcasting by broadcasters. Therefore, the purpose of this paper is to suggest a new broadcasting environment which gives a person facility and a difference fur watching TV by serving enhanced personalized services. For that reason, we propose an intelligent broadcasting system which can minimize viewer's actions, and enhanced broadcasting services which are based on understanding of the semantics of broadcasting contents. To implement the system, agent technology as well as the MPEG-7 and TV-Anytime Forum (TVAF) are employed. For content-level services, real-time content filtering and personalized video skimming are designed and implemented. To verify the usefulness of the proposed system, we demonstrate it with a test-bed on which content-level personalized services are implemented.

A Design and Implementation of Ubiquitous Museum(U-Seum) Using Location Based Service and Augmented Reality (위치기반 서비스 및 증강현실을 이용한 유비쿼터스 박물관(U-Seum)의 설계 및 구현)

  • Lee, Sun-Ho;Lee, Woo-Ski;Kim, Nam-Gi;Chun, Jun-Chul
    • Journal of Internet Computing and Services
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    • v.13 no.4
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    • pp.63-71
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    • 2012
  • This paper presents a design and implementation of U-Seum(Ubiquitous Museum) system based on the LBS(Location Based Service) and mobile augmented reality technique. The mobile services under the smart space of the ubiquitous environments have been expanded in the various fields. In this study, we introduce U-Seum which supports tourists in the museum. U-Seum is developed by use of the position tracking technique based on Wi-Fi and mobile augmented reality. The GPS which is widely used in the position tracking has a difficulty to be utilized in the inside of the building because it requires the Line-of-Sight between a sender and a receiver. Therefore, in this paper, we develop a realtime tour-supported service through experience and evaluate the performance of the system in the world famous UNESCO's Hwa-Seong Museum by measuring the distance from the Wi-Fi signal which is suitable to track the position interior of the museum. U-Seum provides various push services such as mobile augmented reality service for explanation of the artifacts of the museum, game services and the statistics information of the tourist when the tourist approach a specific AP. U-Seum is developed in the Haw-Seong Museum by the support of the Swon Haw-Seong Cultural Foundation. With a field test, we prove that the excellence and expandability of the system.

Respond System for Low-Level DDoS Attack (저대역 DDoS 공격 대응 시스템)

  • Lee, Hyung-Su;Park, Jae-Pyo
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.10
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    • pp.732-742
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    • 2016
  • This study suggests methods of defense against low-level high-bandwidth DDoS attacks by adding a solution with a time limit factor (TLF) to an existing high-bandwidth DDoS defense system. Low-level DDoS attacks cause faults to the service requests of normal users by acting as a normal service connection and continuously positioning the connected session. Considering this, the proposed method makes it possible for users to show a down-related session by considering it as a low-level DDoS attack if the abnormal flow is detected after checking the amount of traffic. However, the service might be blocked when misjudging a low-level DDoS attack in the case of a communication fault resulting from a network fault, even with a normal connection status. Thus, we made it possible to reaccess the related information through a certain period of blocking instead of a drop through blacklist. In a test of the system, it was unable to block the session because it recognized sessions that are simply connected with a low-level DDoS attack as a normal communication.

A Study on Smart Ground Resistance Measurement Technology Based on Aduino (아두이노 기반 IT융합 스마트 대지저항 측정 기술 연구)

  • Kim, Hong Yong
    • Journal of the Society of Disaster Information
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    • v.17 no.4
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    • pp.684-693
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    • 2021
  • Purpose: The purpose is to establish a safe facility environment from abnormal voltages such as lightning by developing a smart land resistance measuring device that can acquire real-time land resistance data using Arduino. Method: This paper studied design models and application cases by developing a land resistance acquisition and analysis system with Arduino and a power line communication (PLC) system. Some sites in the wind power generation complex in Gyeongsangnam-do were selected as test beds, and real-time land resistance data applied with new technologies were obtained. The electrode arrangement adopted a smart electrode arrangement using a combination of a Wenner four electrode arrangement and a Schlumberger electrode arrangement. Result: First, the characteristic of this technology is that the depth of smart multi-electrodes is organized differently to reduce the error range of the acquired data even in the stratigraphic structure with specificity between floors. Second, IT convergence technology was applied to enable real-time transmission and reception of information on land resistance data acquired from smart ground electrodes through the Internet of Things. Finally, it is possible to establish a regular management system and analyze big data accumulated in the server to check the trend of changes in various elements, and to model the optimal ground algorithm and ground system design for the IT convergence environment. Conclusion: This technology will reduce surge damage caused by lightning on urban infrastructure underlying the 4th industrial era and design an optimized ground system model to protect the safety and life of users. It is also expected to secure intellectual property rights of pure domestic technology to create jobs and revitalize our industry, which has been stagnant as a pandemic in the post-COVID-19 era.

Construction of Record Retrieval System based on Topic Map (토픽맵 기반의 기록정보 검색시스템 구축에 관한 연구)

  • Kwon, Chang-Ho
    • The Korean Journal of Archival Studies
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    • no.19
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    • pp.57-102
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    • 2009
  • Recently, distribution of record via web and coefficient of utilization are increase. so, Archival information service using website becomes essential part of record center. The main point of archival information service by website is making record information retrieval easy. It has need of matching user's request and representation of record resources correctly to making archival information retrieval easy. Archivist and record manager have used various information representation tools from taxonomy to recent thesaurus, still, the accuracy of information retrieval has not solved. This study constructed record retrieval system based on Topic Map by modeling record resources which focusing on description metadata of the records to improve this problem. The target user of the system is general web users and its range is limited to the president related sources in the National Archives Portal Service. The procedure is as follows; 1) Design an ontology model for archival information service based on topic map which focusing on description metadata of the records. 2) Buildpractical record retrieval system with topic map that received information source list, which extracted from the National Archives Portal Service, by editor. 3) Check and assess features of record retrieval system based on topic map through user interface. Through the practice, relevance navigation to other record sources by semantic inference of description metadata is confirmed. And also, records could be built up as knowledge with result of scattered archival sources.

Deep Learning-Based Lighting Estimation for Indoor and Outdoor (딥러닝기반 실내와 실외 환경에서의 광원 추출)

  • Lee, Jiwon;Seo, Kwanggyoon;Lee, Hanui;Yoo, Jung Eun;Noh, Junyong
    • Journal of the Korea Computer Graphics Society
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    • v.27 no.3
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    • pp.31-42
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    • 2021
  • We propose a deep learning-based method that can estimate an appropriate lighting of both indoor and outdoor images. The method consists of two networks: Crop-to-PanoLDR network and LDR-to-HDR network. The Crop-to-PanoLDR network predicts a low dynamic range (LDR) environment map from a single partially observed normal field of view image, and the LDR-to-HDR network transforms the predicted LDR image into a high dynamic range (HDR) environment map which includes the high intensity light information. The HDR environment map generated through this process is applied when rendering virtual objects in the given image. The direction of the estimated light along with ambient light illuminating the virtual object is examined to verify the effectiveness of the proposed method. For this, the results from our method are compared with those from the methods that consider either indoor images or outdoor images only. In addition, the effect of the loss function, which plays the role of classifying images into indoor or outdoor was tested and verified. Finally, a user test was conducted to compare the quality of the environment map created in this study with those created by existing research.

Reliability and utility of a Dry Test Bench for testing the acoustic output from a ballistic shock wave therapeutic device (탄도형 충격파 치료기의 음향 출력 시험을 위한 Dry Test Bench의 신뢰성 및 유용성)

  • Jeon, Sung Joung;Lee, Min Young;Kwon, Oh Bin;Kim, Jong Min;Choi, Min Joo
    • The Journal of the Acoustical Society of Korea
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    • v.41 no.5
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    • pp.589-600
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    • 2022
  • In order to verify the reliability of Dry Test Bench (DTB) used for testing the output energy from ballistic extracorporeal shock wave therapeutic devices, the measurements with DTB were compared with the acoustic energy measured with a Laser Doppler Vibrometer (LDV) for a commercial ballistic ESWT device. It was shown that the mechanical energy detected with DTB had variability maintained within 5 % at the same output power setting and also had a linear correlation (adj. R2 = 0.991) with the acoustic energy measured with the LDV for the entire output power settings. Using the correlation between the two methods and the correlation on the acoustic energy measured in between air and water with the LDV, the DTB measurement can be used to estimate the energy flux density in water with an average error of 7.85 % for the entire output power settings of the ballistic shock wave generator considered in the experiment. DTB provides information limited to the output mechanical energy and therefore it is not suitable for testing the various acoustic output parameters required in IEC61846 and IEC63045. However, DTB that is simple in measurement principles and easy to use is expected for manufacturers and clinical users to monitor the performance of ballistic Extracorporeal Shock Wave Therapy (ESWT) devices.

Comparison of Spatial Interpolation Processing Environments for Numerical Model Rainfall and Soil Moisture Data (수치모델 강우 및 토양수분 자료의 공간보간 처리환경의 비교)

  • Seung-Min, Lee;Sung-Won, Choi;Seung-Jae, Lee;Man-Il, Kim
    • Korean Journal of Agricultural and Forest Meteorology
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    • v.24 no.4
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    • pp.337-345
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    • 2022
  • For data such as rainfall and soil moisture, it is important to obtain the values of all points required as geostatistical data. Spatial interpolation is generally performed in this process, and commercial software such as ArcGIS is often used. However, commercial software has fatal drawbacks due to its high expertise and cost. In this study, R, an open source-based environment with ArcGIS, a commercial software, was used to compare the differences according to the processing environment when performing spatial interpolation. The data for spatial interpolation was weather forecast data calculated through Land-Atmosphere Modeling Package (LAMP)-WRF model, and soil moisture data calculated for each cumulative rainfall scenario. There was no difference in the output value in the two environments, but there was a difference in user interface and calculation time. The results of spatial interpolation work in the test bed showed that the average time required for R was 5 hours and 1 minute, and for ArcGIS, the average time required was 4 hours and 40 minutes, respectively, showing a difference of 7.5%. The results of this study are meaningful in that researchers can derive the same results in a commercial software environment and an open source-based environment, and can choose according to the researcher's environment and level.

Detecting Daily-Driven Game-Bot Based on Online Game Play Log Clustering (온라인 게임 로그 데이터 클러스터링 기반 일일 단위 게임봇 판별)

  • Kim, Joo Hwan;Choi, Jin-Young
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.31 no.6
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    • pp.1097-1104
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    • 2021
  • Online game-bots are already known for a lot of persons by various ways. It leads to problems such as declining game player's interest, in-game financial crisis, etc. Detecting and restricting of game-bot is now essential. Because both publishers and players get disadvantages from their long term abnormal working. But it is not easy to restrict, because of false restriction risks. Game publishers need to distinguish game-bot from server-side game logs. At last, it should can make reasons for game-bot restriction. In this paper, we classified game-bot users by using daily separated game logs for testing data. For daily-driven detection, we separated total dataset into one day logs. Preliminary detects game-bots with one day logs, and determines total results by using these data. Daily driven detection advantages on detection which contains combined game playing style. Which shows like normal user and game-bot. These methodology shows better F1-score, which one of indicator which demonstrate classification accuracy. It increases from 0.898 to 0.945 by using Random Forest classifier.