• Title/Summary/Keyword: 협업적 편집

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Effect of Editors' Commitment on Open Collaboration Contents: Promotion of Wikipedia Featured Articles (에디터의 몰입이 개방형 협업 콘텐츠 품질에 미치는 영향: 위키피디아 알찬급 승급을 중심으로)

  • Khan, Naveed;Kim, Jong Woo;Lee, Hong Joo
    • The Journal of Society for e-Business Studies
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    • v.22 no.4
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    • pp.1-19
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    • 2017
  • Wikipedia is one of the world's most visited sites for content collaboration. Its success is due to thousands of volunteers' motivation and commitment to contribute their knowledge to Wikipedia. In this paper, we use the Cox regression model to assess the effect of self-loop editing on the promotion of Wikipedia featured articles. We collected 2978 Wikipedia featured article editing history from start of Wikipedia until 2011. We use self-loops as a proxy measure for Wikipedia editors' commitment, and find that self-loop editing has a positive effect on the promotion of featured articles. We further distinguish the self-loop into a short-term self-loop and a long-term self-loop. We find that long-term self-loop editing is more helpful than short-term self-loop editing. This research has been conducted with both theoretical and practical application methods.

A Concurrency Control and a Collaborative Editing Mechanism in a Collaborative Virtual Environment for Designing a Game Map (게임 맵 디자인을 위한 협업 가상 환경에서의 동시성 제어 및 공동 편집 방법)

  • Park, Sung-Jun;Lee, Jun;Lim, Min-Gyu;Kim, Jee-In
    • Journal of Korea Game Society
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    • v.11 no.4
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    • pp.15-26
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    • 2011
  • Game level design is a collaborative work to create a virtual world for a computer game including maps, agents, monsters, objects, players and events based on predefined its game scenario. It is a promising collaborative design application. The game level design generally requires much time and cost, as the size of its target game space becomes huge. However, traditional game level design tools do not provide concurrency control mechanisms among multiple participating game designers. They do not provide consistency of undo and redo mechanisms for erroneous collaborative tasks during iterative modifications and updates of collaborative tasks among multiple designers. In this paper, we propose a concurrency control and a collaborative editing mechanism to enhance productivity of the collaborative game level design. The proposed system provides hierarchical structures of shared objects and a concurrency control mechanism for each object. The proposed system also provides a consistent undo and redo mechanism to enhance modifications and updates on intermediate results of the level design procedures.

A Design and Implements of CPP/CPA Editing System based on ebXML (ebXML의 CPP/CPA 편집 시스템 설계 및 구현)

  • 최종근;김창수;정회경
    • Journal of Korea Multimedia Society
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    • v.6 no.5
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    • pp.928-936
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    • 2003
  • In terms of B2B, business partners require works that define 1h13ir ability to operate business collaboration. The document outlining collaboration is the basis of improving the system of business partner and its interoperability. In addition, the definition of business interaction that is based on the documents demonstrating inter-cooperation of business companies is needed to function interoperability properly, and business trading is performed depending on the documents that define reciprocal action of collaboration. In ebXML, CPP(Collaboration-Protocol Profile) defines one business partner's technical capabilities to engage in electronic business collaborations with other partners by exchanging electronic messages. A CPA(Collaboration-Protocol Agreement) documents the technical agreement between two partners to engage in electronic business collaboration. In this paper, I draw up a plan for a composer system that deals with business collaboration document to ameliorate the interoperability of B2B companies.

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Participation Level in Online Knowledge Sharing: Behavioral Approach on Wikipedia (온라인 지식공유의 참여정도: 위키피디아에 대한 행태적 접근)

  • Park, Hyun Jung;Lee, Hong Joo;Kim, Jong Woo
    • Journal of Intelligence and Information Systems
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    • v.19 no.4
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    • pp.97-121
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    • 2013
  • With the growing importance of knowledge for sustainable competitive advantages and innovation in a volatile environment, many researches on knowledge sharing have been conducted. However, previous researches have mostly relied on the questionnaire survey which has inherent perceptive errors of respondents. The current research has drawn the relationship among primary participant behaviors towards the participation level in knowledge sharing, basically from online user behaviors on Wikipedia, a representative community for online knowledge collaboration. Without users' participation in knowledge sharing, knowledge collaboration for creating knowledge cannot be successful. By the way, the editing patterns of Wikipedia users are diverse, resulting in different revisiting periods for the same number of edits, and thus varying results of shared knowledge. Therefore, we illuminated the participation level of knowledge sharing from two different angles of number of edits and revisiting period. The behavioral dimensions affecting the level of participation in knowledge sharing includes the article talk for public discussion and user talk for private messaging, and community registration, which are observable on Wiki platform. Public discussion is being progressed on article talk pages arranged for exchanging ideas about each article topic. An article talk page is often divided into several sections which mainly address specific type of issues raised during the article development procedure. From the diverse opinions about the relatively trivial things such as what text, link, or images should be added or removed and how they should be restructured to the profound professional insights are shared, negotiated, and improved over the course of discussion. Wikipedia also provides personal user talk pages as a private messaging tool. On these pages, diverse personal messages such as casual greetings, stories about activities on Wikipedia, and ordinary affairs of life are exchanged. If anyone wants to communicate with another person, he or she visits the person's user talk page and leaves a message. Wikipedia articles are assessed according to seven quality grades, of which the featured article level is the highest. The dataset includes participants' behavioral data related with 2,978 articles, which have reached the featured article level, with editing histories of articles, their article talk histories, and user talk histories extracted from user talk pages for each article. The time period for analysis is from the initiation of articles until their promotion to the featured article level. The number of edits represents the total number of participation in the editing of an article, and the revisiting period is the time difference between the first and last edits. At first, the participation levels of each user category classified according to behavioral dimensions have been analyzed and compared. And then, robust regressions have been conducted on the relationships among independent variables reflecting the degree of behavioral characteristics and the dependent variable representing the participation level. Especially, through adopting a motivational theory adequate for online environment in setting up research hypotheses, this work suggests a theoretical framework for the participation level of online knowledge sharing. Consequently, this work reached the following practical behavioral results besides some theoretical implications. First, both public discussion and private messaging positively affect the participation level in knowledge sharing. Second, public discussion exerts greater influence than private messaging on the participation level. Third, a synergy effect of public discussion and private messaging on the number of edits was found, whereas a pretty weak negative interaction effect of them on the revisiting period was observed. Fourth, community registration has a significant impact on the revisiting period, whereas being insignificant on the number of edits. Fifth, when it comes to the relation generated from private messaging, the frequency or depth of relation is shown to be more critical than the scope of relation for the participation level.

A Table Parametric Method for Automatic Generation of Parametric CAD Models in a Mold Base e-Catalog System (몰드베이스 전자 카탈로그 시스템의 파라메트릭 CAD 모델 자동 생성을 위한 테이블 파라메트릭 방법)

  • Mun, Du-Hwan;Kim, Heung-Ki;Jang, Kwang-Sub;Cho, Jun-Myun;Kim, Jun-Hwan;Han, Soon-Hung
    • The Journal of Society for e-Business Studies
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    • v.9 no.4
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    • pp.117-136
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    • 2004
  • As the time-to-market gets more important for competitiveness of an enterprise in manufacturing industry, it becomes important to shorten the development cycle of a product. Reuse of existing design models and e-Catalog for components are required for faster product development. To achieve this goal, an electric catalog must provide parametric CAD models since parametric information is indispensable for configuration design. There are difficulties in building up a parametric library of all the necessary combination using a CAD system, since we have too many combinations of components for a product. For example, there are at least 80 million combinations of components on one page of paper catalog of a mold base. To solve this problem, we propose the method of table parametric for the automatic generation of parametric CAD models. Any combination of mold base can be generated by mapping between a classification system of an electric catalog and the design parameters set of the table parametric. We propose how to select parametric models and to construct the design parameters set.

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Development of Web-based Workbench for the Construction of Thesaurus (시소러스 구축을 위한 웹 기반 워크벤치 개발)

  • Lee, Seung-Jun;Jung, Han-Min;Sung, Won-Kyung;Choi, Kwang;Lee, Sang-Hun;Choi, Suk-Doo
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.999-1004
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    • 2006
  • 본 연구에서는 다양한 개념 패싯과 관계 패싯들을 수용한 범용 과학기술 시소러스 구축용 웹 기반 워크벤치 개발에 대해 기술한다. 기존 국내 시소러스 구축용 워크벤치들이 제공하는 기본적인 용어 관계구축 기능을 확장하여 개념 패싯, 범주 관계 패싯, 의미역 관계 패싯, 속성 관계 패싯 및 속성 키워드 처리 기능을 원활히 제공할 수 있는 사용자 중심적 워크벤치를 개발함으로써 시소러스 상의 개념들에 대한 효율적인 구축이 가능하도록 한다. 또한 시멘틱 웹 상의 온톨로지 영역에 보다 근접한 고도화되니 시소러스 구축을 위해 용어들을 개념화시키고, 개념간의 다양한 관계를 설정하는 프로세스 중심적 설계로 분야 적합성이 높은 정보 처리 기반을 갖춘다. 궁극적으로 여러 마이크로 시소러스들을 통합하여 운용할 수 있는 복합 모델을 구축하는 것을 목표로 하고 있다. 이러한 목적에 부합하는 시스템 구현을 위해 CBD(Component Based Development) 개발 방법론으로 MSF/CD를 이용하였으며, 분산 환경에서 이기종간의 데이터 교환을 용이하게 하기 위하여 웹 서비스 (XML Web Services)를 이용하였다. 또한 시멘틱 웹 기반 연구자 간 협업 지원 서비스 구현을 위한 확장 검색용으로서도 활용할 수 있도록 하였다. 시소러스 반출은 CSV, XML 및 RDF를 모두 지원할 수 있도록 함으로써 다양한 사용자 요구 사항에 부합할 수 있도록 하였다. 시소러스 브라우징을 시각화 기반의 3단계 구조를 가진 플래시로 구현하여 사용자가 쉽게 시소러스를 탐색하고 분석할 수 있는 기반을 제공하였다. 또한 다양한 검색 요구를 만족시키고자 기본 검색, 고급 검색, 메타 검색을 선택할 수 있도록 하며, 개념 편집 및 시소러스 브라우징과 연동시켜 효율적인 시소러스 구축이 가능하도록 하였다. 본 연구의 워크벤치를 이용하여 구축된 시소러스는 기존 시소러스들에 비해 사용자가 보다 폭넓은 의미 기반 검색을 수행할 수 있도록 함으로써 다각적인 정보를 쉽게 획득할 수 있는 기반을 마련하고 있다는 데 의의가 있으며, 다국어 시소러스 및 다중 시소러스를 수용할 수 있는 방향으로 발전시킬 계획이다.

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Internationalization of Domestic Journals for Enhancing the Global Influence: An Analysis on KoreaScience Journals (해외 영향력 확산을 위한 국내 학술지의 국제화에 관한 연구 - KoreaScience 학술지를 중심으로 -)

  • Shin, Eun-Ja;Choi, Hee-yoon;Seo, Tae-Sul
    • Journal of the Korean Society for Library and Information Science
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    • v.49 no.4
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    • pp.159-177
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    • 2015
  • Today, many learned societies are very interested in publishing international journal, especially for titles from non-English speaking countries. In Korea, there is not many studies on publishing international journals except for some cases trying to internationalize domestic journals. This study analyzed international factors of domestic 143 titles offering DOI by KoreaScience. The analysis showed that many of these journals have low impact factors and editorial board without a lot of foreign scholars. Some titles don't have online submission platform or English websites. It is recommended that domestic journals should reinforce international factors including global distribution with visibility to be considered as reputable international journals.

The Development and the Application of a Collaborative Design Prototyping Tool for Digital Products (디지털 제품의 협동적 디자인을 위한 프로토타이핑 도구 개발 및 활용 사례 연구)

  • Nam, Tek-Jin
    • Archives of design research
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    • v.17 no.4
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    • pp.119-128
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    • 2004
  • There is a lack of user centered design methods that support effective collaboration between designers and end-users for designing hardware and software integrated digital products. This paper presents the application of Collaborative Design and a new collaborative design prototyping tool for interactive digital product design projects. The tool consists of STCtools(State Transition Chart tools) software, hardware modeling materials, and physical interface toolkits for integrating software and hardware. STCtools allow users to create and edit States, to compose Events describing transitions between States, and to run intermediate or final results of STC. Using the hardware modeling materials and the physical interface toolkit, designers and end-users can collaborately examine the hardware and software integrated concepts in an early stage of the design process. Three collaborative design workshops of designing a portable digital guide for a theme park were accomplished to examine the feasibility of the tool. The results suggested that the tool supported iterative concept development and interactions between designers and end users. Although several user interface problems of STCtools were identified, the participants gave positive feedback on the role of the tool in collaborative concept generation and deployment. It is expected that the results of this study contribute not only to the collaboration between designers and end users, but also to the collaboration between designers, and between designers and other professionals.

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The Blended Approach of Machine Translation and Human Translation (기계번역과 인간번역의 혼합적 접근법)

  • Kim, Yangsoon
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.1
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    • pp.239-244
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    • 2022
  • Neural Machine Translation (NMT) is gradually breaking down the boundary between human and machine translation. We look at actual cases of human and machine translation and discuss why machine translation needs a human touch. In this paper, we raise three driving questions: Can humans be replaced by machines?; How human translators can remain successful in a NMT-driven world?; Is it possible to eliminate language barrier in the era of NMT and World Englishes? The answers to these questions are all negative. We suggest that machine translation is a useful tool with rapidity, accuracy, and low cost productivity. However, the machine translation is limited in the areas of culture, borrowing, ambiguity, new words and (national) dialects. The machines cannot imitate the emotional and intellectual abilities of human translators since machines are based on machine learning, while humans are on intuition. The machine translation will be a useful tool that does not cause moral problems when using methods such as back translation and human post-editing. To conclude, we propose the blended approach that machine translation cannot be completed without the touch of human translation.

The Meaning of Collective Relationships Becoming by Large-scale Interview Project - Focused on the media exhibition art <70mk> - (대규모 인터뷰 작업이 생성하는 집단적 관계성의 의미 - 미디어전시예술 <70mK>를 중심으로)

  • OH, Se Hyun
    • Trans-
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    • v.7
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    • pp.19-48
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    • 2019
  • This study was described to examine the meaning of the media exhibition work <70mK>, which aims to capture the topography of the collective consciousness of the Korean people through large-scale interviews. <70mK> edits and organizes interview images of individual beings in mosaic-like layouts and forms, creating video exhibitions and holding exhibitions. The objects in the split frame show the continuity of differences that reveal their own thoughts and personalities. This is a synchronic and conscious collective typology in which the intrinsic nature of the individuals is embodied in a simultaneous and holistic image. Interview images reveal their own form as a actual being and convey the intrinsic nature of one's own as oral information. <70mK> constructs a new individualization by aesthetically structuring the forms and information of life individuals in the extension of a specific group. The beings in the frame are not communicating with each other and are looking straight ahead. it conveys to visitors their relationship and personality as the preindividual reality. It is the repetitive arrangement and composition of heterogeneity and difference that each individual shows, and is a chain operation that includes collective identity behind it. <70mK> constructs the direct images and sounds of individual interviewee, creating a new form of information transfer called Video Art Exhibition. This makes metaphors and perceptions of the meaning and process of transindividual relationships and the meaning of psychic individuation and collective individuation. This is an appropriate case to explain with modern technology and individualization of Gilbert Simondon thought together with the meaning of becoming and relation of individualization. The exhibition space constructed by <70mK> is an aesthetic methodology of the psychic and collective meaning and its relationship to a particular group of individuals through which they are connected. Simondon studied the meaning of the process of individualization and the meaning of becoming, and is a philosopher who positively considered the potential of modern technology. <70mK> is a new individual as structured and generated ethical reality mediated by modern technology mechanisms and network behaviors. It is an case of an aesthetic and practical methodology of how interviews function as 'transduction' in the process of individualization in which technology is cooperated. The direct images and sounds of <70mK> are systems in which the information of life individuals is carried, amplified, accumulated and transmitted. It is also a new individual as a psychic and collective landscape. It is a newly became exhibition art work through the multiple individualization, and is a representation of transindividual meanings and process. The media exhibition art of individualized metastable states leads to new relationships in which viewers perceive the same preindividual reality and feel affectivity. The exhibition space of <70mK> becomes a stage for preparing the actual possibility of the transindividual group beyond the representation of the semantic function.

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