• Title/Summary/Keyword: 콘텐츠 서비스

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Design of Compound Knowledge Repository for Recommendation System (추천시스템을 위한 복합지식저장소 설계)

  • Han, Jung-Soo;Kim, Gui-Jung
    • Journal of Digital Convergence
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    • v.10 no.11
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    • pp.427-432
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    • 2012
  • The article herein suggested a compound repository and a descriptive method to develop a compound knowledge process. A data target saved in a compound knowledge repository suggested in this article includes all compound knowledge meta data and digital resources, which can be divided into the three following factors according to the purpose: user roles, functional elements, and service ranges. The three factors are basic components to describe abstract models of repository. In this article, meta data of compound knowledge are defined by being classified into the two factors. A component stands for the property about a main agent, activity unit or resource that use and create knowledge, and a context presents the context in which knowledge object are included. An agent of the compound knowledge process performs classification, registration, and pattern information management of composite knowledge, and serves as data flow and processing between compound knowledge repository and user. The agent of the compound knowledge process consists of the following functions: warning to inform data search and extraction, data collection and output for data exchange in an distributed environment, storage and registration for data, request and transmission to call for physical material wanted after search of meta data. In this article, the construction of a compound knowledge repository for recommendation system to be developed can serve a role to enhance learning productivity through real-time visualization of timely knowledge by presenting well-put various contents to users in the field of industry to occur work and learning at the same time.

A Study on the Factors of Individual Acceptance for Online Game (온라인게임의 개인적 수용 요인에 관한 연구)

  • Yoon, Gun-Woo;Kim, Won-Joon;Ryu, Seoung-Ho
    • Journal of Korea Game Society
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    • v.9 no.3
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    • pp.107-119
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    • 2009
  • Online games belong to a technology-oriented service industry that has emerged from the assimilation of game contents and communication networks in the respective realms of culture technology (CT) and information technology (IT). This study examines the individual acceptance of online games as entertainment-oriented technology based on the belief-attitude-intention paradigm and the underlying hedonic and utilitarian motivations. To measure the latent variables influencing the acceptance process, a structured questionnaire was developed based on the existing Technology Acceptance Model. Research model analysis and hypothesis testing were carried out using a structural equation model. Results indicated that latent variables reflecting hedonic and utilitarian characteristics had a significant influence on user behavior in the acceptance of online games. By uncovering the core factors in! fluencing the acceptance of online games and thereby theoretically verifying the latent variables influencing the acceptance of entertainment-oriented technology, this study provides strategic implications for business models by game companies aimed at attracting a large user base and dominating the market.

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Research for the Element to Analyze the Performance of Modern-Web-Browser Based Applications (모던 웹 브라우저(Modern-Web-Browser) 기반 애플리케이션 성능분석을 위한 요소 연구)

  • Park, Jin-tae;Kim, Hyun-gook;Moon, Il-young
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.10a
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    • pp.278-281
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    • 2018
  • The early Web technology was to show text information through a browser. However, as web technology advances, it is possible to show large amounts of multimedia data through browsers. Web technologies are being applied in a variety of fields such as sensor network, hardware control, and data collection and analysis for big data and AI services. As a result, the standard has been prepared for the Internet of Things, which typically controls a sensor via HTTP communication and provides information to users, by installing a web browser on the interface of the Internet of Things. In addition, the recent development of web-assembly enabled 3D objects, virtual/enhancing real-world content that could not be run in web browsers through a native language of C-class. Factors that evaluate the performance of existing Web applications include performance, network resources, and security. However, since there are many areas in which web applications are applied, it is time to revisit and review these factors. In this thesis, we will conduct an analysis of the factors that assess the performance of a web application. We intend to establish an indicator of the development of web-based applications by reviewing the analysis of each element, its main points, and its needs to be supplemented.

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A Study on Feasible 3D Object Model Generation Plan Based on Utilization, Demand, and Generation Cost (입체모형 활용 현황, 수요 및 구축 비용을 고려한 실현 가능한 3차원 입체모형 구축 방안 연구)

  • Kim, Min-Soo;Park, Doo-Youl
    • Journal of Cadastre & Land InformatiX
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    • v.50 no.1
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    • pp.215-229
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    • 2020
  • In response to the recent 4th industrial revolution, the demand for 3D object models in the latest fields of digital twin, autonomous driving, and VR/AR, as well as the existing fields such as city, construction, transportation, and energy has increased significantly. It is expected that the demand for 3D object models with various precision from LOD1 to LOD4 will increase more and more in various industry fields. However, the Ministry of Land, Infrastructure and Transport, and the local government and the private sector have partially built 3D object models of different precisions for some specific regions because of the huge cost. Therefore, this study proposes a feasible plan that can solve the cost problem in generating 3D object models for the whole territory. For our purpose, we first analyzed usage, demand, generation technology and generation cost for 3D object models. Afterwards, we proposed LOD3 model generation plan for all territory using automatic 3D object model generation technology based on image matching. Additionally, we supplemented the proposed plan by using LOD4 generation plan for landmarks and LOD2 generation plan non-urban area. In the near future, we expect this would be a great help in establishing a feasible and effective 3D object model generation plan for the whole country.

Innovation Milieu and Cluster Formation of Cultural Industries in Gyeongbuk (경북 문화산업의 혁신환경과 클러스터 구축방향)

  • Choi, Jeong-Su
    • Journal of the Korean association of regional geographers
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    • v.12 no.3
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    • pp.364-381
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    • 2006
  • Strategies for regional development has been implemented by facilitating the cultural industry since the mid 1990s. The government of Gyeongbuk attempted to establish the cluster of cultural industries and to enhance the capability of cultural industries. However, infrastructure of the industries is still weak. The most cultural industries are small-sized enterprises and are in low value-added production link in the value chain. This research examines the situation of cultural industries and then to recommend the direction of cluster of cultural industries in Gyeongbuk. The cluster of cultural industries in Gyeongbuk needs to be decentralized integration. Cultural industries in Gyeongbuk are found in dispersed regions with own cultural and industrial characteristics. The hub of cluster of cultural industries should be formulated to promote network among cultural industrial complexes in dispersed regions; thus, the hub is able to provide knowledge and information for the cultural industrial firms in Gyeongbuk. The supporting center as the hub of cluster has to input more energy to establish the on-line and off-line network among firms, and between firms and innovation agencies such as universities, cultural industrial organizations, and local governments. The cultural industrial cluster should be linked with IT cluster in Gumi and cluster of Daegu cultural industries to upgrade the value chain of cultural industries.

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A Study on the User Recognition of Library Complex Culture Space (도서관 복합문화공간에 대한 이용자 인식 연구)

  • Noh, Younghee;Kim, Yoon-Jeong
    • Journal of the Korean Society for Library and Information Science
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    • v.53 no.4
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    • pp.23-50
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    • 2019
  • Libraries have recently sought to diversify their roles to meet the changing needs of local residents, while faithfully playing the library's original roles. The creation of a complex cultural space and the provision of services based on it are one of the ways to expand its role. In this study, a surveyed and analyzed the awareness of the complex cultural space of the library and the preference and awareness of the program operated in the complex cultural space by conducting a survey on the users of the library currently operating the complex cultural space. As a result, first, it was found that they preferred information space, education space, and rest space in space preference. On the other hand, community space and experience space showed low preference. Second, they prefer educational programs, exhibition programs, and performance programs that utilize complex cultural spaces, but experience programs and community programs have low preference. Therefore, it is necessary to operate the program by providing exhibitions and performance spaces while providing information and education spaces to users. The librarian should also promote the fact that library can be only the space of information and education, but also the space where culture, healing, experience and communication take place. In addition, libraries should strive to improve user awareness of library space.

A Study on Web Mining System for Real-Time Monitoring of Opinion Information Based on Web 2.0 (의견정보 모니터링을 위한 웹 마이닝 시스템에 관한 연구)

  • Joo, Hae-Jong;Hong, Bong-Hwa;Jeong, Bok-Cheol
    • Journal of the Korea Society of Computer and Information
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    • v.15 no.1
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    • pp.149-157
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    • 2010
  • As the use of the Internet has recently increased, the demand for opinion information posted on the Internet has grown. However, such resources only exist on the website. People who want to search for information on the Internet find it inconvenient to visit each website. This paper focuses on the opinion information extraction and analysis system through Web mining that is based on statistics collected from Web contents. That is, users' opinion information which is scattered across several websites can be automatically analyzed and extracted. The system provides the opinion information search service that enables users to search for real-time positive and negative opinions and check their statistics. Also, users can do real-time search and monitoring about other opinion information by putting keywords in the system. Proposed technologies proved to have outstanding capabilities in comparison to existing ones through tests. The capabilities to extract positive and negative opinion information were assessed. Specifically, test movie review sentence testing data was tested and its results were analyzed.

Explication and Rational Conceptualization of Metaverse (메타버스 해석과 합리적 개념화)

  • Song, Stephen W.;Chung, Dong-Hun
    • Informatization Policy
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    • v.28 no.3
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    • pp.3-22
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    • 2021
  • This article reviews previous literature on the metaverse and attempts to provide a refined definition for this phenomenon. Metaverse has recently been in the spotlight among discussions by the industry and the media while a consensus on the exact definition of metaverse is yet to be determined. Since Neal Stephenson first coined the term metaverse in his novel "Snow Crash" in 1992, the Acceleration Studies Foundation (ASF) was the first to analyze the concept of metaverse in 2007. While ASF's effort did not receive much spotlight it may have deserved, metaverse gained much attention in the fall of 2020 when NVIDIA announced its real-time simulation and collaboration platform for 3D production named "Omniverse" as a next-generation alternative for the Internet along with Roblox defining its service as metaverse during its IPO. Since then, metaverse has been commonly recognized as a world where we can cross over reality and virtuality. Based on the two axes and four scenarios proposed by the ASF, we review the literature across four realms as follows - virtual reality, mirror world, augmented reality, and lifelogging. Then, we examine the issues with the existing definition of metaverse and propose an alternative explanation by focusing on human behavior and user experience. Finally, we reassess the concept of metaverse and incorporate human communication, reality-based and virtual-based activities, and eXtended reality as elements to properly define metaverse.

Development and Usability of a Cognitive Rehabilitation System Based on a Tangible Object for the Elderly (고령자를 위한 실감객체기반 인지재활 시스템의 개발과 사용성 연구)

  • Park, Sangmi;Won, Kyung-A;Shin, Yun-Chan;Park, Ji-Hyuk
    • Therapeutic Science for Rehabilitation
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    • v.8 no.1
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    • pp.51-62
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    • 2019
  • Objective: To develop and verify the usability of a cognitive rehabilitation system with diverse cognitive functional levels based on tangible objects for the elderly population. Methods: A study was conducted to investigate the system's strengths and weaknesses by upgrading it with responses from two groups of 15 patients and 4 occupational therapists. After undergoing three forms of training - regarding executive function, memory, and concentration for a total of 20-30 min, the participants were asked to answer a structured questionnaire about contents of the three forms of training, hardware including the tablet PC functioning as a CPU and display media and tangible objects, and satisfaction of experiential usage of the system. Results: Both groups responded that the most interesting training area was executive function while the least interesting was concentration. Six participants reported that the size of the screen of the tablet PC was inappropriate, and five responded that the size of the tool was inappropriate. All therapists and 40% of the patients responded that they were satisfied with this system. Conclusion: This system's features include easy manipulation of tangible tools for performing training tasks, easy selection of and training in cognitive areas based on users' needs, and automatic adjustment of difficulty level based on users' performance. The training environment was designed to be similar to the natural environment by using tangible objects in both hands as input devices for the system, and the system was considered as an alternative to the lack of community cognitive rehabilitation specialists.

Study on how to vitalize the historical record management of the provinces (지방의 역사기록관리 활성화 방안 연구)

  • Sohn, Dong-you
    • The Korean Journal of Archival Studies
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    • no.28
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    • pp.155-180
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    • 2011
  • This study presents how to vitalize the record management of the provinces by investigating the current issues and by identifying the universality and the distinctiveness of the record management in local agencies. However, it only deals with the system of the record management, focusing on the history of the provinces. Although the related projects conducted by the provinces of Korea consist of various types, including publishing the local history, creating the activities of local cultural institutes, and collecting and organizing the historical records, these have not been active in many regions with insignificant achievements. In this regard, local self-governing bodies need to actively fulfill the duty of the management not only for the administrative archives but also for the historical archives by aggressively interpreting the associated parts suggested by the Act on the Management of Public Archives. Ultimately, it is proper to integrate theses two functions. Moreover, an effective collection is the core part of the record management of history. Therefore, a 'committee' with experts should provide in-depth views from planning to post-processing stages. Meanwhile, a consensus on the importance and the necessity of the historical archive management between owners and concerned parties should be formed during the collection process. In conclusion, each local autonomous entity should make sure of the active record management of history through establishing their own mid to long-term development plans, securing experts in archive management, as well as providing the service for record contents.