• Title/Summary/Keyword: 지식콘텐츠 모델

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Resolving the Game Design Discrepancy between the Game Designer and the Gamer by Employing a Knowledge Representation Model (지식표상모델을 활용한 개발자 및 사용자의 게임기획에 대한 불만족 해소방안)

  • Park, Yong-Hyun;Kyung, Byung-Pyo;Ryu, Seuc-Ho;Lee, Dong-Lyeor;Lee, Wan-Bok
    • The Journal of the Korea Contents Association
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    • v.9 no.3
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    • pp.127-136
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    • 2009
  • According to 2008 game white paper, it is reported that both the game developer's and the gamer's dissatisfactions about a game design have been increased recently. It is required to enhance the style of the development work flow and the communication manners to reduce such dissatisfactions. This paper suggests a method which can be used not only to simplify the development work flow but also to provide a satisfactory communication skill between the developer and the users. By speculating the mental recognition model, a knowledge representation model based on UML(Unified Modeling language) has been devised. Our approach can be successfully employed to conceive the user feedback and to articulate the original game design elements, thus provides a more concrete and flexible design process.

Content Recommendation System Using User Context-aware based Knowledge Filtering in Smart Environments (스마트 환경에서의 사용자 상황인지 기반 지식 필터링을 이용한 콘텐츠 추천 시스템)

  • Lee, Dongwoo;Kim, Ungsoo;Yeom, Keunhyuk
    • The Journal of Korean Institute of Next Generation Computing
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    • v.13 no.2
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    • pp.35-48
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    • 2017
  • There are many and various devices like sensors, displays, smart phone, etc. in smart environment. And contents can be provided by using these devices. Vast amounts of contents are provided to users, but in most environments, there are no regard for user or some simple elements like location and time are regarded. So there's a limit to provide meaningful contents to users. In this paper, I suggest the contents recommendation system that can recommend contents to users by reasoning context of users, devices and contents. The contents recommendation system suggested in this paper recommend the contents by calculating the user preferences using the situation reasoned with the contextual data acquired from various devices and the user profile received from the user directly. To organize this process, the method on how to model ontology with domain knowledge and how to design and develop the contents recommendation system are discussed in this paper. And an application of the contents recommendation system in Centum City, Busan is introduced. Then, the evaluation methods how the contents recommendation system is evaluated are explained. The evaluation result shows that the mean absolute error is 0.8730, which shows the excellent performance of the proposed contents recommendation system.

A Framework Exploring the Pivotal Role of Preannounced Information Attributes in the Chinese Market: Moderating Effects of Product Knowledge and Product Innovativeness (중국 시장의 신제품 사전예고 정보 속성의 중요성에 관한 연구: 제품 지식과 제품 혁신성의 조절역할을 중심으로)

  • Duan, Xiaowei;Lu, Yeqing;Huang, Mengjie
    • The Journal of the Korea Contents Association
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    • v.21 no.7
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    • pp.386-403
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    • 2021
  • Preannouncing a new product to its target audiences has been more and more prevalent in a wealth of industries, particularly industries that attach great importance to the speed of entry. Grounded in market signaling theory, the current research advances a theoretical model that takes full cognizance of the relation between preannounced information about an upcoming product and individual customers' behavioral intentions as well as significant moderating effects of prior product knowledge and new product innovativeness. In response, a web-based survey is conducted for data collection and the structural equation model is utilized for data analysis. Results of this study demonstrate that preannounced new product information attributes (i.e., quantity, clarity) may positively influence consumers' attitudes, in turn, lead to a favorable purchase intention. Moreover, the moderating effects of product knowledge and product innovativeness are also confirmed. Specifically, product knowledge moderates the quantity-attitude relation positively and moderates the clarity-attitude relation negatively, whereas product innovativeness does opposite. Both implications and limitations are also described.

A Study on job experience using virtual worlds (가상세계를 이용한 직업체험 구축모델에 관한 연구)

  • Kim, Seung-Han;Kim, Sung-Dong;Park, Woo-Chool;Seo, Hae-Moon;Lee, Jin-Kyu
    • Proceedings of the Korea Information Processing Society Conference
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    • 2012.11a
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    • pp.1194-1197
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    • 2012
  • 본 논문에서는 가상세계를 이용한 직업체험 콘텐츠를 통해 사용자가 직업에 대한 이해와 관련 업무의 지식 및 프로세스의 습득, 작성 및 흥미도 검사 등 직업에 대한 전반적인 정보 제공 및 시뮬레이션을 통한 학습의 몰입감 실제감 있는 교육 환경으로 기능적 목적 충족은 물론 재미적 요소를 가미하여 더욱 흥미있고 효과적인 직업체험을 할 수 있도록 콘텐츠를 구축하였다. 본 논문에서는 영어를 주로 사용하는 직업을 선정하여 직업 수행을 주제로 역할놀이(Role play)를 통해 직업 체험을 이용할 수 있도록 영어 강사 직업 체험 콘텐츠, 공항직원/승무원 직업 체험콘텐츠, 레스토랑 종업원 직업 체험 콘텐츠, 호텔 종업원 직업 체험 콘텐츠로 총 4개의 콘텐츠 서비스를 구성하였다.

An Implementation Study on the Development of Instructional Model of PBL: Centered on Dance Education Program (문제중심학습(PBL)기반의 무용교육 모델 개발에 관한 실행연구)

  • Ha, Young Mi;Lee, Ji Young;Hong, Ae Ryung;Kim, Ji Young
    • Proceedings of the Korea Contents Association Conference
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    • 2018.05a
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    • pp.531-532
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    • 2018
  • 본 연구의 목적은 인문학적 소양(liberal arts knowledge)과 연계한 무용교육의 전문적인 교수지식과 실행방법, 교육의 실천적 의미를 담는 무용교육 프로그램을 개발하는데 있다. PBL(Problem-Based Learning)을 적용한 역사콘텐츠와 문화재를 활용한 주제 중심의 무용교육 프로그램을 개발하였다. 그 결과 역사의 맥락을 접목한 12차시의 무용프로그램 개발, 내러티브 사고와 표현을 이끄는 교수 방법, 다양한 구성요소를 포함한 교육실행 모델을 제시할 수 있었다.

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Index Ontology Repository for Video Contents (비디오 콘텐츠를 위한 색인 온톨로지 저장소)

  • Hwang, Woo-Yeon;Yang, Jung-Jin
    • Journal of Korea Multimedia Society
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    • v.12 no.10
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    • pp.1499-1507
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    • 2009
  • With the abundance of digital contents, the necessity of precise indexing technology is consistently required. To meet these requirements, the intelligent software entity needs to be the subject of information retrieval and the interoperability among intelligent entities including human must be supported. In this paper, we analyze the unifying framework for multi-modality indexing that Snoek and Worring proposed. Our work investigates the method of improving the authenticity of indexing information in contents-based automated indexing techniques. It supports the creation and control of abstracted high-level indexing information through ontological concepts of Semantic Web skills. Moreover, it attempts to present the fundamental model that allows interoperability between human and machine and between machine and machine. The memory-residence model of processing ontology is inappropriate in order to take-in an enormous amount of indexing information. The use of ontology repository and inference engine is required for consistent retrieval and reasoning of logically expressed knowledge. Our work presents an experiment for storing and retrieving the designed knowledge by using the Minerva ontology repository, which demonstrates satisfied techniques and efficient requirements. At last, the efficient indexing possibility with related research is also considered.

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Clinical Decision Support System for Identification of Anaerobe (혐기성 동정을 위한 임상의사결정 지원시스템 개발)

  • Shin Yong-Won
    • The Journal of the Korea Contents Association
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    • v.5 no.6
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    • pp.20-30
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    • 2005
  • In the anaerobe identification, when we develop the clinical decision support system for department of laboratory medicine, we must consider expression of an incomplete knowledge structure and addition of an evolving knowledge based on an expert's informal and heuristic knowledge is very complicated work flow. In the present study, we developed the system for anaerobe identification to advise on identification of unknown bacillus using knowledge base and inference engine. In the future, we are planning to develop the clinical decision support system for the whole bacteria not only an anaerobe but also aerobe to offer an expert's static and dynamic knowledge.

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A Knowledge Graph-based Chatbot to Prevent the Leakage of LLM User's Sensitive Information (LLM 사용자의 민감정보 유출 방지를 위한 지식그래프 기반 챗봇)

  • Keedong Yoo
    • Knowledge Management Research
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    • v.25 no.2
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    • pp.1-18
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    • 2024
  • With the increasing demand for and utilization of large language models (LLMs), the risk of user sensitive information being inputted and leaked during the use of LLMs also escalates. Typically recognized as a tool for mitigating the hallucination issues of LLMs, knowledge graphs, constructed independently from LLMs, can store and manage sensitive user information separately, thereby minimizing the potential for data breaches. This study, therefore, presents a knowledge graph-based chatbot that transforms user-inputted natural language questions into queries appropriate for the knowledge graph using LLMs, subsequently executing these queries and extracting the results. Furthermore, to evaluate the functional validity of the developed knowledge graph-based chatbot, performance tests are conducted to assess the comprehension and adaptability to existing knowledge graphs, the capability to create new entity classes, and the accessibility of LLMs to the knowledge graph content.

Multi-Source/Multi-Use Model of Storytelling Related to Patent (특허 연계 스토리텔링의 멀티소스/멀티유즈 모델)

  • Lee, Ga-Hee;Lee, Sang-Zee
    • The Journal of the Korea Contents Association
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    • v.15 no.10
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    • pp.447-456
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    • 2015
  • In this paper a new model of storytelling related to patent in the field of business as a sort of Intellectual Property(IP) was proposed. The patent related storytelling is investigated in the view points of variety of customers, purposes and applications which is different from the conventional OSMU, transmedia or crossmedia storytelling. In business there are several stages related to patent such as the initial conceptualization and development of technology, apply for and registration of patent, legal conflict like patent invalidation trial and action for infringement of patent and damages, and the commercialization stage like development of product based on patent, advertisement and marketing. Multiple sources optimized to the purpose in each stage of patent related business as well as to multiple convergence application of a patent. Similarly, multi-use refers to the fact that storytelling can be applied in each stage of patent oriented business. The effectiveness and usefulness of proposed MSMU model is also investigated.

Development for Reliability Quality and Performance Evaluate Model of Fingerprint Recognition System (지문인식시스템의 신뢰성 품질 성능 평가모델 개발)

  • Eom, Woo-Sik;Jeon, In-Oh
    • The Journal of the Korea Contents Association
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    • v.11 no.2
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    • pp.79-87
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    • 2011
  • Although products with the fingerprint recognition system currently show a rapid growth in quantity, it is also true that efforts to consider the product quality have been lacking until now. Accordingly, this paper analyzed technological elements with domestic and foreign market situations for products with the fingerprint recognition system to develop an evaluation model to support the quality increase by evaluating aspects of product quality for the knowledge information security, identifying the level of quality and deriving directions for improvements. A model for the reliability quality evaluation was constructed that can be applied comprehensively to non-functional elements that have not been done in the existing evaluations central to the security functions by analyzing requirements for the security, performance and reliability in consideration of features on products. It is considered that this paper can make contributions to the overall quality increase for products with the knowledge information security by reflecting features and trends for the fingerprint recognition products and building a model for the reliability and evaluation to perform evaluations by product.