• Title/Summary/Keyword: 장르 이용

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TV Program Recommendation Method Using LDA Clustering (LDA 클러스터링을 이용한 TV 프로그램 추천 기법)

  • Park, Chang-yong;Chung, Yeounoh;Kim, Noo-ri;Lee, Jee-hyoung
    • Proceedings of the Korea Information Processing Society Conference
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    • 2013.05a
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    • pp.272-274
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    • 2013
  • 최근 TV 시청자들의 콘텐츠 소비량이 증가함에 따라 방송사에서 제공하는 TV 프로그램들의 수량이 방대해지고 장르 또한 다양해지고 있기 때문에 시청자가 TV 프로그램을 선택하는 것이 점점 더 어려워지고 있다. 이러한 문제를 해결하기 위해 TV 프로그램 추천이라는 연구가 활발하게 이루어지고 있다. 기존의 연구에서는 시청자를 기반으로 하는 협업 필터링 추천 방법과 아이템을 기반으로 하는 협업 필터링 추천 방법이 제안되었지만 시청자의 시청 의도를 고려하는 연구는 사례는 적다. 이에 본 논문에서는 LDA 모델링을 이용하여 사용자의 시청 의도를 고려한 TV 프로그램 추천 기법을 제안한다. 실험을 통해 시청자의 시청 의도가 반영된 TV 프로그램 추천이 가능하다는 것을 검증했다.

A Study on the Music Retrieval System using MPEG-7 Audio Low-Level Descriptors (MPEG-7 오디오 하위 서술자를 이용한 음악 검색 방법에 관한 연구)

  • Park Mansoo;Park Chuleui;Kim Hoi-Rin;Kang Kyeongok
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2003.11a
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    • pp.215-218
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    • 2003
  • 본 논문에서는 MPEG-7에 정의된 오디오 서술자를 이용한 오디오 특징을 기반으로 한 음악 검색 알고리즘을 제안한다. 특히 timbral 특징들은 음색 구분을 용이하게 할 수 있어 음악 검색뿐만 아니라 음악 장르 분류 또는 Query by humming에 이용 될 수 있다. 이러한 연구를 통하여 오디오 신호의 대표적인 특성을 표현 할 수 있는 특징벡터를 구성 할 수 있다면 추후에 멀티모달 시스템을 이용한 검색 알고리즘에도 오디오 특징으로 이용 될 수 있을 것이다 본 논문에서는 방송 시스템에 적용 할 수 있도록 검색 범위를 특정 컨텐츠의 O.S.T 앨범으로 제한하였다. 즉, 사용자가 임의로 선택한 부분적인 오디오 클립만을 이용하여 그 컨텐츠 전체의 O.S.T 앨범 내에서 음악을 검색할 수 있도록 하였다. 오디오 특징벡터를 구성하기 위한 MPEG-7 오디오 서술자의 조합 방법을 제안하고 distance 또는 ratio 계산 방식을 통해 성능 향상을 추구하였다. 또한 reference 음악의 템플릿 구성 방식의 변화를 통해 성능 향상을 추구하였다. Classifier로 k-NN 방식을 사용하여 성능 평가를 수행한 결과 timbral spectral feature들의 비율을 이용한 IFCR(Intra-Feature Component Ratio) 방식이 Euclidean distance 방식보다 우수한 성능을 보였다.

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Meta-representation of Video Game through the Cross-media Storytelling: Focusing on the Animated Motion Picture Game Over (크로스미디어 스토리텔링을 통한 비디오 게임의 메타적 재현 : 애니메이션 <게임오버>를 중심으로)

  • Cho, Eun-Ha
    • Journal of Korea Game Society
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    • v.12 no.3
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    • pp.25-36
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    • 2012
  • Cross-Media Storytelling(CMS) is the new method of media representation. It picks the features and the elements in one media, and uses them in another media. 'Remediation' in digital era uses the content of old media in new form based on new technology. But 'CMS' represents the basic elements of the media experience in each unique style of media. It changes the focus from the technology to experience. So CMS is the new strategy of the media not based on the new technology. Adam PESapane's (2006) is a example for this strategy. It takes the game media as a subject matter. But it expresses the meta-representation of game experience in the "stop motion animation" Especially it emphasizes the narrative chain between the usual phenomenon and the visual imagination. And it shows the possibility of representation of new media experience in the old media genre. So it suggests the conditions of CMS.

A Recommendation Technique using Weight of User Information (사용자 정보 가중치를 이용한 추천 기법)

  • Yun, So-Young;Youn, Sung-Dae
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.15 no.4
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    • pp.877-885
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    • 2011
  • A collaborative filtering(CF) is the most widely used technique in recommender system. However, CF has sparsity and scalability problems. These problems reduce the accuracy of recommendation and extensive studies have been made to solve these problems, In this paper, we proposed a method that uses a weight so as to solve these problems. After creating a user-item matrix, the proposed method analyzes information about users who prefer the item only by using data with a rating over 4 for enhancing the accuracy in the recommendation. The proposed method uses information about the genre of the item as well as analyzed user information as a weight during the calculation of similarity, and it calculates prediction by using only data for which the similarity is over a threshold and uses the data as the rating value of unrated data. It is possible simultaneously to reduce sparsity and to improve accuracy by calculating prediction through an analysis of the characteristics of an item. Also, it is possible to conduct a quick classification based on the analyzed information once a new item and a user are registered. The experiment result indicated that the proposed method has been more enhanced the accuracy, compared to item based, genre based methods.

Characteristics of Korean Dramas Favored by Chinese Viewers -Focused on Internet Bulletin Boards- (중국인들이 선호하는 한국 드라마의 특성 -인터넷 게시판에 나타난 시청의견을 중심으로-)

  • Lee, Moon-Haeng
    • The Journal of the Korea Contents Association
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    • v.11 no.6
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    • pp.167-175
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    • 2011
  • Increased numbers of Chinese are using the Internet as communications technology develops, and more Chinese are downloading and watching Korean dramas and movies. According to a survey conducted to assess the present state of Korean wave in China, most Chinese young people are watching Korean dramas by downloading them from the Internet. The objective of this study is to see the characteristics of Korean dramas preferred by Chinese viewers: the factors are years of production, diffusers(Broadcasters), types of drama, story topics, main actors, and directors. As a result, Chinese viewers tend to prefer to dramas recently diffused in Korea, miniseries, and comic dramas and romance. Otherwise, broadcasters, main actors, and directors do not influence directly on the choice of dramas of Chinese. Particularly, Korean wave stars in China do not always appear into the dramas favored by Chinese viewers.

Preliminary Study on Human Sensibility Evaluation of Ringtone in Mobile Phone (휴대폰의 벨소리 감성만족도 평가를 위한 예비연구)

  • Kweon, O-Seong;Choi, Jae-Hyun
    • Science of Emotion and Sensibility
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    • v.12 no.4
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    • pp.403-410
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    • 2009
  • The purpose of this study was to find whether there is sound quality difference among mobile service providers in terms of ringtone in mobile phones, and identify factors that contribute to the difference of sound quality. A series of experiments were performed to identify the source of sound difference while controlling brand factor of the leading company. Mobile service provider, phone manufacturer, phone model variation, specific music genre and contents provider factors were examined. The results showed there was sound quality difference among mobile service providers. The difference comes from mobile phones provided to service provider and sound contents. There was difference in sound quality among same models that provided to different service providers. The different sound making process contributed to the difference of sound quality. The genre effect was not clear. To complement the limitation of samples used, an interview with the sound expert of mobile device was performed. The results showed hardware parts used and careful tuning of the device can influence to the sound quality of the mobile phone.

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Characteristics of Korean Film Market by Using Social Network Analysis (사회 연결망 분석을 이용한 국내 영화 시장의 특성 연구)

  • Kim, Tae-Gu;Cho, Nam-Wook;Hong, Jung-Sik
    • The Journal of the Korea Contents Association
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    • v.14 no.6
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    • pp.93-107
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    • 2014
  • Recently Korean film industry has continuously experienced a rapid growth and expanded its influence to foreign countries. Accordingly, there have been numerous studies in various research areas to investigate the characteristics of the industry. In this study, we applied social network analysis based on the attributes such as genres, ratings, distributors, nationalities, sizes, and profitability to divide the movies into several clusters with respect to their similarity. Results suggested that the ratings and nationality rather than the genre are the major factors to divide the motion picture market into clusters and the profitability also varies much across the clusters. Furthermore, estimation of the diffusion model showed the positive relationship between the success of a movie and the word-of-mouth effect, while the relatively unsuccessful titles exhibited a monotonic decreasing diffusion pattern with the high initial demand and the early peak time.

Determinants of perceptual switching costs for digital game: focused on the different effects of basic psychological needs satisfaction (게임 전환 비용의 결정 요인: 모바일 게임 사용자의 기본적 심리 욕구 충족 차이를 중심으로)

  • Kim, Young-Berm;Lee, Sang-Ho
    • Journal of the Korea Convergence Society
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    • v.11 no.1
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    • pp.131-139
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    • 2020
  • Gamers switch their games to a new when get bored or encounter more attractive ones. Switching cost varies by gamers and depends on how they are satisfied with their current game. This study evaluates the satisfaction with current games as the miltiple basic psychological need in the self-determination theory and suggests 'needs-costs' causality research model that explain the variety of gamer's switching behavior. As the empirical test to domestic mobile gamers, the autonomy fulfillment to current game affect reversely with those of autonomy and relatedness. Those relationships between need satisfaction and perceptual switching cost vary according to their age and game genre preference. The results would be applied to understand gamers' switching behavior.

Design of 3D Oculus VR Action Game using Silhouette Outline

  • Kim, Ho-Ryel;Han, Chang-Min;An, Syoungog;Kim, Soo Kyun
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.11
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    • pp.59-65
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    • 2020
  • Lately the VR (Virtual Reality) game genre is becoming increasingly more popular and it has been cementing its place in the market as its own independent game genre. The key advantage of VR is that it lowers the barrier between player and the virtual world, thus creating an immersive experience. The suggested method develops a game that allows the player to experience what it is like to be visually impaired using the unique characteristics of VR. A distinctive feature of this game is that the character is provided only a limited range of sight, which is created using silhouette outlines. This restrictive visual field is then grafted onto VR and the player can indirectly experience blindness in a highly immersive manner. The silhouette outline along with the particle system is created using Oculus Rift, a headset highly used in VR game development, and Unity 3D game engine. We will also explain in detail regarding the removal of borders between the objects.

The Structural Relationship of Factors Impacting on e-Loyalty to MMORPG (MMORPG 이용자 충성도에 대한 영향요인간 구조적 관계)

  • Kim, Jung-Ho;Kim, Yoo-Jung;Kang, So-Ra
    • The Journal of the Korea Contents Association
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    • v.10 no.12
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    • pp.274-289
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    • 2010
  • MMORPG makes up 25.9% of domestic market share in game industry, and it has become increasingly fierce in competition. Game developer and publisher make every effort to build customer e-loyalty to sustain their competitiveness. Thus, this paper examines the determinants of e-loyalty that reflect the features of MMORPG such as intensive and real-time interactivity. For this purpose, we selected interactivity, sense of community, reward and fun as the key antecedents of e-loyalty based on the extensive review of previous researches related to online game and Internet service usage. A total of 202 responses were used for analysis and the research results are as follow. The findings show that interactivity, sense of community and reward influence significantly on fun, then fun is positively related to e-loyalty. Also, interactivity and reward are proven to have a positive influence on sense of community, and sense of community mediates the effect of interactivity and reward on fun.