• 제목/요약/키워드: 협업방식

Search Result 311, Processing Time 0.029 seconds

Personalized Movie Recommendation System Using Context-Aware Collaborative Filtering Technique (상황기반과 협업 필터링 기법을 이용한 개인화 영화 추천 시스템)

  • Kim, Min Jeong;Park, Doo-Soon;Hong, Min;Lee, HwaMin
    • KIPS Transactions on Computer and Communication Systems
    • /
    • v.4 no.9
    • /
    • pp.289-296
    • /
    • 2015
  • The explosive growth of information has been difficult for users to get an appropriate information in time. The various ways of new services to solve problems has been provided. As customized service is being magnified, the personalized recommendation system has been important issue. Collaborative filtering system in the recommendation system is widely used, and it is the most successful process in the recommendation system. As the recommendation is based on customers' profile, there can be sparsity and cold-start problems. In this paper, we propose personalized movie recommendation system using collaborative filtering techniques and context-based techniques. The context-based technique is the recommendation method that considers user's environment in term of time, emotion and location, and it can reflect user's preferences depending on the various environments. In order to utilize the context-based technique, this paper uses the human emotion, and uses movie reviews which are effective way to identify subjective individual information. In this paper, this proposed method shows outperforming existing collaborative filtering methods.

A Study on Display Technique of Sketch Annotation in 3D Virtual Space for Collaboration (3D 가상공간에서 의사표현을 위한 Sketch Annotation 제시기법에 관한 연구)

  • Sin, Eun-Joo;Choy, Yoon-Chul;Lim, Soon-Bum
    • Journal of Korea Multimedia Society
    • /
    • v.12 no.10
    • /
    • pp.1466-1477
    • /
    • 2009
  • With development of 3D virtual space technology, diverse studies on 3D virtual space are being conducted because virtual space is being recognized as an appropriate technology for the field of urban and architectural design. However, while the process of urban and architectural design is done based on collaboration of various interested parties, there is lack of studies that support such collaboration. Communication within the virtual space must be provided for 3D virtual space to support collaboration, and a quick and direct technique of expressing one's intentions is required. sketch technique is effective. Ambiguous lines of sketch are extremely effective in that the range of thoughts in the idea stage can be broadened. However, such traditional sketch technique alone is difficult to support collaboration in 3D virtual space. That is because diverse shapes of 3D space require input of sketch. Accordingly in this study, sketch annotation that can effectively deliver intentions in 3D space was studied. Annotation technique using sketch-box was examined.

  • PDF

An Extended Reality-based Data Visualization Supporting Heterogeneous Remote Collaboration (이기종 원격협업을 지원하는 확장현실 기반 데이터 시각화)

  • Hyoji Ha;Hyeonwoo Kim;Yongseo Kim;Sanghun Park
    • Journal of the Korea Computer Graphics Society
    • /
    • v.30 no.3
    • /
    • pp.87-97
    • /
    • 2024
  • This study aims to develop a system that enables users employing PC and VR devices to collaboratively analyze data visualizations in a remote environment. The system provides a task-oriented node-link control interface to aid users in understanding the visualization analysis process and effectively distributing roles. Additionally, it offers a network environment where multiple users can collaborate and receive feedback on visualization analysis even when physically separated. To elucidate the collaborative analysis method implemented in the system, we designed a scenario. Furthermore, we conducted a pilot experiment to evaluate the system's usability with participants majoring in related fields. The experimental results confirmed that users can freely analyze data through easily comprehensible interface manipulations in an extended reality space, and efficiently conduct real-time collaborative analysis in a remote environment.

Analysis of Collaboration Method Used according to the Characteristics of Each Stage of the Design Process (디자인 과정 단계별 특성에 따라 활용되는 협업 방식 분석)

  • Jung, Young-Wook
    • The Journal of the Convergence on Culture Technology
    • /
    • v.7 no.1
    • /
    • pp.300-308
    • /
    • 2021
  • The epidemic of COVID19 caused a big change in design collaboration, which has been conducting using face-to-face interaction. Designers actively used video conferencing and online document tools in situations where face-to-face meetings were difficult, and this gave them an opportunity to experience that non-face-to-face collaboration can be more effective in a specific design process. In this regard, this study attempted to find out which activities during the design process are more compelling in face-to-face collaboration or non-face-to-face collaboration. To do this, three user experience design projects conducted after the COVID19 epidemic were analyzed through a retrospective interview method. As a result, during four design stages, 'Discover, Define, Develop, Deliver', face-to-face collaboration is necessary for the areas that require creative problem solving through active interaction. In contrast, non-face-to-face collaboration is preferred and more effective when designers need their own space and proceed their design work. In addition, the aspects of design tools supporting non-face-to-face collaboration were also illustrated. Findings discovered through this study are expected to contribute to research on the design process later.

A Study on Effective Collaborative Production Processes for Multimedia Convergence Performances (다매체 융합공연을 위한 효율적인 협업제작과정 연구)

  • Kim, Ga-Eun;Park, Jin-Won
    • The Journal of the Korea Contents Association
    • /
    • v.20 no.4
    • /
    • pp.49-61
    • /
    • 2020
  • Recently, the convergence of genre-mixed collaboration and technology-mixed collaboration in performance art strategically fuses different goals and different properties, satisfying anticipated demand, and developing into experimental forms that bring out convergence contents of new value. To supplement problems of convergence attempts and heighten levels of completion, the effective collaborative processes of media experts must be studied and improved. This thesis attempts to study effective collaborative production plans of convergence performance that correspond to the demands of the times through multimedia convergence performance prototypes(Live performance play + Pre-made digital animation). It categorizes performance production processes into pre-production and production and researches the effective collaborative production processes of convergence performances that utilize these two forms of media through work selection, production direction establishment, human resource constituents, production schedule plan establishment, visualization processes, and performance practices and rehearsals. Continuous research must be conducted based on convergence performance contents planning, changes in production methods, and an understanding of distinct characteristics among convergence contents for the industrial development systemization and vitalization of convergence contents to be made possible.

A Study on Collaborative Information Behavior for High School Students' Academic Performance: Focused on the Metropolitan Area (중고등학생의 학업 수행을 위한 협업정보행동 연구 - 수도권을 중심으로 -)

  • Kang, Ji-Hei
    • Journal of Korean Library and Information Science Society
    • /
    • v.50 no.4
    • /
    • pp.405-428
    • /
    • 2019
  • This study discerned interactions that secondary students experience during their studies and information behaviors that explains their interactions. In addition, when young people collaborate with their friends, this study identified their actions, such as collecting, using, sharing, and generating information, and the social and cultural factors that influence the behavior. The research questions consisted of 'Radical Change Theory' focusing on the information behavior of the digital age youth and the type of radical change in the digital age. As a result of the research, the status of collaborative information behavior of middle and high school students was reflected in our educational reality. Students, however, approached and utilized various information sources, diversified their opinion sharing tools, and discovered channels that were different from adults and used them in information activities. Though not as anticipated, they suggested that the experience of collaboration helped the individual's growth.

Recommendation system for supporting self-directed learning on e-learning marketplace (이러닝 마켓플레이스에서 자기주도학습지원을 위한 추천시스템)

  • Kwon, Byung-Il;Moon, Nam-Mee
    • Journal of the Korea Society of Computer and Information
    • /
    • v.15 no.2
    • /
    • pp.135-146
    • /
    • 2010
  • In this paper, we propose an Recommendation System for supporting self-directed learning on e-learning marketplace. The key idea of this system is recommendation system using revised collaborative filtering to support marketplace. Exisiting collaborative filtering method consists of 3 stages as preparing low data, building familiar customer group by selecting nearest neighbor, creating recommendation list. This study designs recommendation system to support self-directed learning by using collaborative filtering added nearest neighbor learning course that considered industry and learning level. This service helps to select right learning course to learner in industry. Recommendation System can be built by many method and to recommend the service content including explicit properties using revised collaborative filtering method can solve limitations in existing content recommendation.

Item-Based Collaborative Filtering Recommendation Technique Using Product Review Sentiment Analysis (상품 리뷰 감성분석을 이용한 아이템 기반 협업 필터링 추천 기법)

  • Yun, So-Young;Yoon, Sung-Dae
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.24 no.8
    • /
    • pp.970-977
    • /
    • 2020
  • The collaborative filtering recommendation technique has been the most widely used since the beginning of e-commerce companies introducing the recommendation system. As the online purchase of products or contents became an ordinary thing, however, recommendation simply applying purchasers' ratings led to the problem of low accuracy in recommendation. To improve the accuracy of recommendation, in this paper suggests the method of collaborative filtering that analyses product reviews and uses them as a weighted value. The proposed method refines product reviews with text mining to extract features and conducts sentiment analysis to draw a sentiment score. In order to recommend better items to user, sentiment weight is used to calculate the predicted values. The experiment results show that higher accuracy can be gained in the proposed method than the traditional collaborative filtering.

A Study on Presence of Collaboration based Multi-user Interaction in Immersive Virtual Reality (몰입형 가상현실에서의 협업 기반 다수 사용자 상호작용의 현존감에 관한 연구)

  • Park, Seongjun;Park, Wonjun;Heo, Hayoung;Kim, Jinmo
    • Journal of the Korea Computer Graphics Society
    • /
    • v.24 no.3
    • /
    • pp.11-20
    • /
    • 2018
  • This study proposes collaboration based multi-user interaction to provide improved presence and satisfying experience to multiple HMD users in immersive virtual reality. The core of the proposed multi-user interaction is to present the direction in which HMD users in virtual reality environment can interact through communication and collaboration with each other based on their separate roles and behaviors. Each user in the virtual collaborative environment uses a hand to interact with a virtual environment or virtual objects. Based on the basic structure, this study designs methods (synchronization and communication) that can be achieved a common goal together through communication and collaboration. Then, this study creates a virtual reality application of arcade genre that considers communication and collaboration in order to verify whether the proposed multi-user interaction provides improved presence and satisfaction experience. And, the survey experiments are conducted for participants. Through these processes, it is confirmed that the interaction in the proposed immersive virtual collaborative environments provide the presence and experience that is satisfactory to all users.

Collaborative Learning System based on Augmented Reality for Enhancing Collaboration (협업성 강화를 위한 증강현실 기반의 협업적 교육 시스템)

  • Park, Byung-June;Baek, Yeong-Tae;Park, Seung-Bo
    • Journal of the Korea Society of Computer and Information
    • /
    • v.19 no.4
    • /
    • pp.101-109
    • /
    • 2014
  • This paper aims to design and implement a collaborative learning system based on the augmented reality. The existing augment reality-based learning systems have just focused on interactivity between a system and learners without consideration of cooperability, thereby leading to an ineffective approach to encouraging an learning system to be more supportive and conducive of and to cooperation among learners. The collaborative learning system is a learning method, with which learners achieve a common objective through critical thinking and cooperative teamwork so as to seek solutions to such fulfillment. This requires positive interdependence, proactive interactions, a sense of responsibility shared by individuals as well as the group, and development of teamwork among learners. Educators and systems assume a critical role in helping the collaborative education be effective. An educator is responsible for defining a project at the outset of learning activities, organizing groups for learners, and providing evaluation criteria applied to a group's project activities. Meanwhile, a system shall support interactions to take place while facilitating learning activities. Furthermore, an educator shall provide a system for managing and evaluating activities involving interactions among learners. This paper suggests and embodies a collaborative learning system based on the augmented reality with consideration of the aforementioned collaborative education.