• Title/Summary/Keyword: 아이템 특성

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A CFG Based Automated Search Method of an Optimal Transcoding Path for Application Independent Digital Item Adaptation in Ubiquitous Environment (유비쿼터스 환경에서 응용 독립적 DIA를 위한 최적 트랜스코딩 경로의 CFG 기반 자동 탐색 방법)

  • Chon Sungmi;Lim Younghwan
    • The KIPS Transactions:PartB
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    • v.12B no.3 s.99
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    • pp.313-322
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    • 2005
  • In order to access digital items in a server via ubiquitous devices, the digital items should be adapted according to the system environment, device characteristics and user preferences. In ubiquitous environment, those device-dependent adaptation requirements are not statically determined and not predictable. Therefore an application specific adaptation mechanism can not be applied to a general digital item adaptation engine. In this paper, we propose an application independent digital item adaptation architecture which has a set of minimal transcoders, transcoding path generator for a required adaptation requirement, and adaptation scheduler. And a CFG based method of finding a sequence of multiple unit transcoders called a transcoding path Is described in detail followed by experimental results.

경기도 문화콘텐츠분야 창업보육센터 지원서비스가 입주기업 성과에 미치는 영향에 관한 연구 : 창업아이템의 사업타당성을 중심으로

  • Hong, Dae-Ung;Lee, Il-Han
    • 한국벤처창업학회:학술대회논문집
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    • 2017.04a
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    • pp.41-41
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    • 2017
  • 연구에서는 기존의 업종구분 없이 창업보육센터의 서비스와 입주기업의 성과와의 상관관계 분석과 관련된 연구들을 문화콘텐츠 분야의 기업 관점에서도 유의미한지 재 검증해보고, 또한 문화콘텐츠 기업의 특성상 아이템의 사업성이 입주기업의 성과에 유의미한 영향을 미치는지에 대해 검증하고자 한다. 그래서 문화콘텐츠 분야의 창업보육 시 필요한 서비스를 발굴하고 빠르게 변화하는 문화콘텐츠 시장의 성장에 따른 아이템의 사업성 평가에 따른 차별화된 창업보육 서비스를 통해 성과가 도출될 수 있도록 체계적이고 합리적인 문화콘텐츠 분야의 창업보육시스템 구축의 중요성에 대해서 논의하고자 한다. 실증분석을 위하여 설문조사는 경기도 문화콘텐츠분야 창업보육센터 입주기업을 대상으로 설문을 실시하였고, 설문 데이터의 실증분석 방법으로는 SmartPLS 2.0를 이용해 빈도분석(頻度分析), 신뢰도분석(信賴度分析), 그리고 구조모형을 통하여 가설검증을 실시하였다. 가설검증을 통해 분석한 결과를 다음과 같다. 첫째, 경기도 문화콘텐츠 분야 창업보육센터의 지원서비스 수준이 창업아이템의 사업타당성에 미치는 영향을 분석한 결과에서는, 공간 및 부대지원서비스, 경영지원서비스, 기술지원 서비스는 창업아이템의 사업타당성에는 유의한 영향을 미치지 않는 것으로 나타났으며, 인적지원 서비스 및 마케팅 지원 서비스는 유의미한 정(+)의 영향을 미치는 것을 확인 할 수 있었다. 둘째, 경기도 문화콘텐츠 분야 창업보육센터의 지원서비스 수준이 입주기업의 성과에 미치는 영향을 분석한 결과에서는, 공간 및 부대지원 서비스, 인적지원 서비스 및 마케팅지원 서비스는 입주기업의 재무적 성과에 유의미한 정(+)의 영향을 미치는 것을 확인 할 수 있었으나, 경영지원 서비스, 기술지원 서비스는 입주기업의 재무적 성과에 유의미한 영향을 미치지 않는 것으로 나타났다. 또한 공간 및 부대지원 서비스, 경영지원 서비스, 인적지원 서비스 및 마케팅지원 서비스는 입주기업의 비재무적 성과에 유의미한 정(+)의 영향을 미치는 것을 확인 할 수 있었으나. 기술지원 서비스는 입주기업의 비재무적 성과에 유의한 영향을 미치지 않는 것으로 나타났다. 셋째, 경기도 문화콘텐츠 분야 창업아이템의 사업타당성이 입주기업의 성과에 미치는 영향을 미치는 것을 분석한 결과 창업아이템의 사업타당성이 입주기업의 성과(재무적,비재무적) 성과에 모두 영향을 미치는 중요한 요소임을 확인 할 수 있었다.

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Factors on the Intention to Purchase Charged Items in Mobile Social Network Game (모바일 소셜 네트워크 게임의 아이템 구매의도에 영향을 주는 요인)

  • Kim, Jae Min;Lee, Young Joo;Lee, Hye Won
    • The Journal of the Korea Contents Association
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    • v.14 no.1
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    • pp.165-178
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    • 2014
  • Recently, the social network game (SNG) industry is expanding at a fast pace by the increase in the charged item sales. The objective of the present study is to explore factors influencing user intention to purchase charged items. Based on the literature review, flow has been introduced as an influential factor of the intention to purchase and individual influence, social relationship, and social influence as factors of flow. Enjoyment and self-competence are assumed to be measurement constructs for individual influence, social interaction and self-presentation for social relationship, social norm and perceived critical mass for social influence. Empirical analysis show that enjoyment and self-presentation has significant influence on users' flow while self-competence and social interaction has not. Also social norms and perceived critical mass directly influence intention to purchase items. Theoretical and practical implications are discussed by this results.

MPEG-21 Terminal (MPEG-21 터미널)

  • 손유미;박성준;김문철;김종남;박근수
    • Journal of Broadcast Engineering
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    • v.8 no.4
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    • pp.410-426
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    • 2003
  • MPEG-21 defines a digital item as an atomic unit lot creation, delivery and consumption in order to provide an integrated multimedia framework in networked environments. It is expected that MPEG-21 standardization makes it Possible for users to universally access user's preferred contents in their own way they want. In order to achieve this goal, MPEG-21 has standardized the specifications for the Digital Item Declaration (DID). Digital Identification (DII), Rights Expression Language (REL), Right Data Dictionary (RDD) and Digital Item Adaptation (DIA), and is standardizing the specifications for the Digital Item Processing (DIP), Persistent Association Technology (PAT) and Intellectual Property Management and Protection (IPMP) tot transparent and secured usage of multimedia. In this paper, we design an MPEG-21 terminal architecture based one the MPEG-21 standard with DID, DIA and DIP, and implement with the MPEG-21 terminal. We make a video summarization service scenario in order to validate ow proposed MPEG-21 terminal for the feasibility to of DID, DIA and DIP. Then we present a series of experimental results that digital items are processed as a specific form after adaptation fit for the characteristics of MPEG-21 terminal and are consumed with interoperability based on a PC and a PDA platform. It is believed that this paper has n important significance in the sense that we, for the first time, implement an MPEG-21 terminal which allows for a video summarization service application in an interoperable way for digital item adaptation and processing nth experimental results.

Hansel and Gretel : GFG Detection Scheme Based on In-Game Item Transactions (헨젤과 그레텔 : 게임 내 아이템 거래를 기반으로 한 GFG 탐지 방안)

  • Lee, Gyung Min;Kim, Huy Kang
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.28 no.6
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    • pp.1415-1425
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    • 2018
  • MMORPG genre is based on the belief that all users in virtual world are equal. All users are able to obtain the corresponding wealth or status as they strive under the same resource, time. However, game bot is the main factor for harming this fair competition, causing benign gamers to feel a relative deprivation and deviate from the game. Game bots mainly form GFG(Gold Farming Group), which collects the goods in the game indiscriminately and adversely affects the economic system of the game. A general game bot detection algorithm is useful for detecting each bot, but it only covers few portions of GFG, not the whole, so it needs a wider range of detecting method. In this paper, we propose a method of detecting GFG based on items used in MMORPG genre. Several items that are mainly traded in the game were selected and the flows of those items were represented by a network. We Identified the characteristics of exchanging items of GFG bots and can identify the GFG's item trade network with real datasets from one of the popular online games.

The Effects of Influentials on Successful and Unsuccessful Diffusion in the Social Network (인터넷 정보확산의 성공과 실패에 미치는 사회적 네트워크 영향자의 영향)

  • Han, Sangman;Cha, Kyoung Cheon;Hong, Jae Weon
    • Asia Marketing Journal
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    • v.11 no.2
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    • pp.73-96
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    • 2009
  • In this paper, authors focused on the difference between successful and unsuccessful items in terms of the innovation and imitation parameters of Bass diffusion model. Each item was scraped by members directly from the minihompies they visit. Top 50 items in terms of total number of adoption are classified as successful items and the 50 items whose total number of adoption was just below the average are classified as unsuccessful items. In particular, authors are interested in investigating the role of influentials in the diffusion process. Influentials are defined as those people whose network centrality (Indegree, Outdegree, and Betweeness centrality) was larger than the mean centrality in their social network. Figure 1 shows the plots of number of scraping, cumulative scraping, indegree, outdegree and betweenness of the people who scraped the most popular item among 100 items.

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Default Voting using User Coefficient of Variance in Collaborative Filtering System (협력적 여과 시스템에서 사용자 변동 계수를 이용한 기본 평가간 예측)

  • Ko, Su-Jeong
    • Journal of KIISE:Software and Applications
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    • v.32 no.11
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    • pp.1111-1120
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    • 2005
  • In collaborative filtering systems most users do not rate preferences; so User-Item matrix shows great sparsity because it has missing values for items not rated by users. Generally, the systems predict the preferences of an active user based on the preferences of a group of users. However, default voting methods predict all missing values for all users in User-Item matrix. One of the most common methods predicting default voting values tried two different approaches using the average rating for a user or using the average rating for an item. However, there is a problem that they did not consider the characteristics of items, users, and the distribution of data set. We replace the missing values in the User-Item matrix by the default noting method using user coefficient of variance. We select the threshold of user coefficient of variance by using equations automatically and determine when to shift between the user averages and item averages according to the threshold. However, there are not always regular relations between the averages and the thresholds of user coefficient of variances in datasets. It is caused that the distribution information of user coefficient of variances in datasets affects the threshold of user coefficient of variance as well as their average. We decide the threshold of user coefficient of valiance by combining them. We evaluate our method on MovieLens dataset of user ratings for movies and show that it outperforms previously default voting methods.

Scalable Collaborative Filtering Technique based on Adaptive Clustering (적응형 군집화 기반 확장 용이한 협업 필터링 기법)

  • Lee, O-Joun;Hong, Min-Sung;Lee, Won-Jin;Lee, Jae-Dong
    • Journal of Intelligence and Information Systems
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    • v.20 no.2
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    • pp.73-92
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    • 2014
  • An Adaptive Clustering-based Collaborative Filtering Technique was proposed to solve the fundamental problems of collaborative filtering, such as cold-start problems, scalability problems and data sparsity problems. Previous collaborative filtering techniques were carried out according to the recommendations based on the predicted preference of the user to a particular item using a similar item subset and a similar user subset composed based on the preference of users to items. For this reason, if the density of the user preference matrix is low, the reliability of the recommendation system will decrease rapidly. Therefore, the difficulty of creating a similar item subset and similar user subset will be increased. In addition, as the scale of service increases, the time needed to create a similar item subset and similar user subset increases geometrically, and the response time of the recommendation system is then increased. To solve these problems, this paper suggests a collaborative filtering technique that adapts a condition actively to the model and adopts the concepts of a context-based filtering technique. This technique consists of four major methodologies. First, items are made, the users are clustered according their feature vectors, and an inter-cluster preference between each item cluster and user cluster is then assumed. According to this method, the run-time for creating a similar item subset or user subset can be economized, the reliability of a recommendation system can be made higher than that using only the user preference information for creating a similar item subset or similar user subset, and the cold start problem can be partially solved. Second, recommendations are made using the prior composed item and user clusters and inter-cluster preference between each item cluster and user cluster. In this phase, a list of items is made for users by examining the item clusters in the order of the size of the inter-cluster preference of the user cluster, in which the user belongs, and selecting and ranking the items according to the predicted or recorded user preference information. Using this method, the creation of a recommendation model phase bears the highest load of the recommendation system, and it minimizes the load of the recommendation system in run-time. Therefore, the scalability problem and large scale recommendation system can be performed with collaborative filtering, which is highly reliable. Third, the missing user preference information is predicted using the item and user clusters. Using this method, the problem caused by the low density of the user preference matrix can be mitigated. Existing studies on this used an item-based prediction or user-based prediction. In this paper, Hao Ji's idea, which uses both an item-based prediction and user-based prediction, was improved. The reliability of the recommendation service can be improved by combining the predictive values of both techniques by applying the condition of the recommendation model. By predicting the user preference based on the item or user clusters, the time required to predict the user preference can be reduced, and missing user preference in run-time can be predicted. Fourth, the item and user feature vector can be made to learn the following input of the user feedback. This phase applied normalized user feedback to the item and user feature vector. This method can mitigate the problems caused by the use of the concepts of context-based filtering, such as the item and user feature vector based on the user profile and item properties. The problems with using the item and user feature vector are due to the limitation of quantifying the qualitative features of the items and users. Therefore, the elements of the user and item feature vectors are made to match one to one, and if user feedback to a particular item is obtained, it will be applied to the feature vector using the opposite one. Verification of this method was accomplished by comparing the performance with existing hybrid filtering techniques. Two methods were used for verification: MAE(Mean Absolute Error) and response time. Using MAE, this technique was confirmed to improve the reliability of the recommendation system. Using the response time, this technique was found to be suitable for a large scaled recommendation system. This paper suggested an Adaptive Clustering-based Collaborative Filtering Technique with high reliability and low time complexity, but it had some limitations. This technique focused on reducing the time complexity. Hence, an improvement in reliability was not expected. The next topic will be to improve this technique by rule-based filtering.

Effective Association Rule Method for Personalized Recommender System (개인화 추천시스템을 위한 효율적 연관 규칙 방법)

  • Ko, Byoung-Jin;Yu, Young-Hoon;Jo, Ceun-Sik
    • Proceedings of the Korea Information Processing Society Conference
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    • 2002.11c
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    • pp.2133-2136
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    • 2002
  • 인터넷 특성상 방대한 양의 정보와 상품 등으로 사용자들이 원하는 정보를 찾기 위해서 많은 시간을 낭비하고 있는 실정이다. 이러한 사용자의 시간 소모를 중이기 위해서 추천 시스템이 개발되었다. 현재 인터넷 상의 추천 기술 중에서 가장 많이 사용하는 기법으로는 협력적 여과(Collaborative filtering) 방법이다. 그러나, 협력적 추천 방법으로 추천 받기 위해서는 특정수 이상의 아이템에 대한 평가가 필요하며, 또한 비슷한 성향을 가지는 일부 사용자 정보에 근거하여 추천함으로써 나머지 사용자 정보를 무시하는 경향이 있다. 이러한 문제점이 발생되므로 최근에는 데이터 마이닝(Data Mining) 기법 중 연관 규칙(Association Rule)을 이용한 추천 시스템이 개발되고 있다[1,10]. 그러나, 연관 규칙 기법은 개인별 사용자의 성향을 반영하지 못하는 단점이 있다[4]. 연관 규칙은 단지 대용량 데이터 베이스에서 아이템간의 지지도(Support)와 신뢰도(Confidence)에 근거하여 규칙을 발견하는 특징을 가지고 있기 때문이다. 즉 개인성향을 무시하고 아이템간의 연관성만을 근거로 하여 아이템을 추천하기 때문이다. 본 논문에서는 효율적인 연관 규칙을 이용한 개인화 추천 시스템을 구현하기 위해서 연관 규칙과 여과 방법을 통합한 시스템을 제안한다. 본 시스템에 대하여 성능 비교 실험을 수행함으로써 제안한 방법의 타당성을 제시한다.

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DVD무인대여기 시장을 띄워라

  • 한국자동판매기공업협회
    • Vending industry
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    • v.3 no.1 s.9
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    • pp.88-89
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    • 2004
  • 시대를 앞서가는 사업아이템은 외롭다. 소비자 인식과 시장이 따라주지 않은 시점에서 이를 만들어 나가야하니 그 고충이 적지 않을 수 없다. 하지만 시장 선각자에게 주어지는 성공의 대가는 마치 황금의 땅 `엘로라도` 찾는 기쁨에 비견 될 수 있을 것이다. 그만큼 시장메리트가 크기에 어렵고 힘들어도 시장 선각자의 길을 서로 가려 한다. DVD무인대여기도 이러한 특성을 반영하는 품목이다. 아직은 본격화하지 않은 DVD시대에 있어 오늘 보다는 내일을 보는 아이템인 것이다. DVD타이틀을 무인 대여 반납할 수 있는 이 제품이 과연 시장에서 어떤 반응을 얻을지 현재로서는 그 가능성이 극히 조심스럽다. DVD무인대여기 시장의 새로운 개척자로 등장한 에스더블유피 신우전자를 통해 그 시장 가능성을 진단해 봤다.

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