The Journal of the Institute of Internet, Broadcasting and Communication
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v.19
no.6
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pp.1-8
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2019
Recently, consumer distrust has deepened due to blog posts focusing only on public relations due to 'viral marketing'. In addition, marketing projects such as false writing or exaggerated use of the latter phase are one of the most popular programs in 2016 as they are cheaper and more effective than newspaper and TV ads, and the size of advertising costs is set to be a major means of advertising at '3 trillion 394.1 billion won. From this 'viral marketing,' it has become an Internet environment that needs tools to filter information. The fake review filtering application ADDAVICHI presented in this paper extracts, analyzes, and presents blog keywords, total number of searches, reliability and satisfaction when users search for content such as "event" and "taste restaurant." Reliability shows the number of ad posts on a blog, the total number of posts, and satisfaction shows a clean post with confidence divided into positive and negative posts. Finally, the keyword shows a list of the top three words in the review from a positive post. In this way, it helps users interpret information away from advertising.
Objectives: To measure the prevalence of behavioural risk factors for obesity among urban adolescent school children in Chennai, India. Methods: This study was performed as a cross-sectional study using a World Health Organization-designed Global School-based Student Health Survey questionnaire (modified for India) among adolescent school children studying in 30 randomly selected secondary and higher secondary schools in Chennai city. 1842 adolescents studying in the VIII to XII standards were randomly selected for the study. Results: In the present study, 40.7% of the students ate fruit one or more times per day and 74.5% of the students ate vegetables one or more times per day. Nearly 20% of the students ate fast food items on 4 to 7 days during the previous week. Among the students, 30.4% watched television for more than two hours per day. Nearly 68% of the girls and 22% of the boys did not participate in outdoor sports activities. When the pattern of physical activity of the students was assessed, it was observed that 15.6% were inactive, 43.4% were minimally active, and the remaining 41.0% belonged to the category of health enhancing physical activity. Among the students, 6.2% were overweight and 5.2% were obese. Conclusions: The prevalence of risk factors for obesity was quite high among the adolescents. This study also showed that a great proportion of overweight/obese adolescents had a correct perception of their body weight and they were making efforts to modify risk factors such as television viewing, computer use, a sedentary lifestyle, and unhealthy dietary habits.
Objectives: This study was conducted to examine the length of exposure to smartphone and its association with dietary behavior toward snacks, lifestyle, and nutrition knowledge in elementary school students. Methods: Subjects were 372 5th and 6th grade schoolchildren in Cheongju, Korea, and data was collected by a self-administered questionnaire. They were divided into two groups by the time spent using smartphone: moderate (< 2 hours/day) and overexposure (${\geq}2$ hours/day). Data was analyzed using frequency analysis, ${\chi}^2$-test, and independent t-test as well as analysis of covariance when necessary. Results: Approximately half of subjects (41.4%) reported spending ${\geq}2$ hours/day using smartphone. That habit was more frequent among students in the 6th grade, those who received more monthly allowance, and who has a working mother. 63.4% of the subjects reported that they consumed snacks while watching television, using a computer and/or a smartphone and 48.1% said that they consumed snacks while they use a smartphone. Both situations were most prevalent among those with overexposure to smartphone (${\geq}2$ hours/day). We also observed that a higher percentage of subjects from the overexposure group spent more money on snack foods with the preference for ice cream, fast food, and carbonated drinks. Further, those in the overexposure group consumed more ice cream, cookies, and carbonated drinks. In addition, they had less desirable dietary behavior and health-related lifestyle (sleep duration and frequency of regular exercise) compared to those with moderate smartphone usage (< 2 hours/day). However, there was no statistical difference in nutrition knowledge among children with different degrees of smartphone usage. Conclusions: Our results showed that longer smartphone use was associated with less desirable snack preference/consumption and other dietary behavior in elementary school students. Thus interest and positive attitudes towards healthy snacks and diet should be reinforced in nutrition education programs, especially for those who are prone to use smartphones.
Broadcast encryption schemes are applied to transmit digital informations of multimedia, software, Pay-TV etc. in public network. User acquires message or session key to use key that broadcaster transmits, broadcaster need process that generation and distribution key in these process. Also, user secession new when join efficient key renewal need. In this paper, introduce about efficient key generation and distribution, key renewal method. The temporary conference environment base structure against an each mobile device wild gap. Without the transmission possible, it follows infrequent location change and with the quality where the key information change flow. Thus, in this paper, in order to apply to the embedded computing environment and the key generation and the efficient key renewal are done when the mobile device is used of the specify space it proposes.
Since the appearance of moving images, the expansion of mass media such as 1V or VCR has made the pace and range of spreading information to people faster and widely popular. Recendy, the development of digital image technique has resulted in solving the problem -great defect- of the display quality of analogue system; special effects by means of computer graphics have risen to a higher quality level; showed the new direction of digital image; and popular wi1h people all c:Ner the world. This paper reestablishes the notion of image up to now, and analyses the technical differences between analogue system and digital system on the basis of the SpecifIC property and skill of digital image editing; it also studies the special effects which can be applied to the image editing software. Moreover, in researdting 1V advertising, the special effects by digital system in use in 1his country today complies with the statistics in their own field. The special effects in 1V advertising is performed at a higher standard by a professional production. Accordingly, with the help of technology of digital moving image, the special effects are expected to continue developing into a level of high quality
In this paper, I had tried to analyze the relationship between the time assigned for computer usage and weakening eyesight. First of all, students classified by gender, school year, eyesight, and wearing glasses along demographic characters took part in a poll, and The questionnaire included questions about computer time, factors of weakening eyesight, and purpose of computer use. The finding in this analysis composed of a cross-tabulations between annual eyesight change and the factors to change their eyesight is that 63.6 % of 165 students participated in this survey weakened their eyesight within a year. To show a correlation between computer usage duration and worsening eyesight in this paper, regression analysis indicated weakened vision by computer usage duration per day and week instead of a year. In addition, according to the analysis between computer usage duration and weakened vision for the people who wear glasses or not trough Independent-Samples T test, weakened vision was shown in computer usage duration per day and week, but not shown in the duration by the year. Therefore, weakening vision was also worse for the people who didn't wear glasses than the others. This study indicated 24..5% of teenagers had poor eyesight by using their computer. According to the frequency analysis on purposes of computer usage, the biggest purpose accounting for 36.4% of the total was the computer usage as a game consol, and the computer as a learning tool was the next biggest purpose at 32.1%. This paper showed the correlation between computer usage time and a factor of weakened eyesight through an analysis of the factor. Therefore, schoolchildren's parents should be more interested in their computer usage.
In the meantime, broadcasting CG has gone through the process of dismantling, changing, and distorting, while broadcasting CG in broadcasting programs utilizes the expanded background of 'temporality' and 'formality'. This is to create an audiovisual language that appeals to human synesthesia by expressing the meaning to be conveyed in three dimensions. Broadcast CG goes beyond simple instructional and informational broadcast graphic operation, and increases the pure aesthetic value and sensibility of the video considering readability and formativeness, and through this, the audiovisual information perfection of the broadcast program is derived and acts as a very important factor. Therefore, this paper examines the results of broadcast CG production and utilization methods at existing local broadcasters, and identifies the limitations of local broadcasters' CG production and utilization through case analysis for each broadcast program type. We want to derive a model that is a compromise line. In addition, I would like to suggest a plan that can be applied more actively and practically to local broadcasting programs. In order to solve this problem, this study first examines "Analysis of cases of use of broadcasting CG production in broadcasting programs" and then "more efficient broadcasting CG production techniques by identifying problems in broadcasting CG production methods and utilization of local broadcasters" and how to actively use it". In addition, the results of this study are expected to contribute to the establishment of a new role and practical broadcast CG production model for broadcast graphic designers in charge of broadcast CG production and the technical perspective of broadcast program production by local broadcasters.
International Journal of Computer Science & Network Security
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v.22
no.10
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pp.207-213
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2022
The article reveals the problems of aesthetic education of young people as a necessary condition for the cultural development of the individual in the modern conditions of the information society. Aesthetic education should contribute to the formation of a creatively active personality. The basis of aesthetic education of young people in the modern conditions of the information society is the core of artistic culture - art as a unique form of public consciousness that contributes to the spiritual development and improvement of the inner world of a person. The main tasks of aesthetic education are highlighted. It is focused on the formation of aesthetic consciousness and aesthetic behavior of the individual. The formation of true aesthetic and spiritual values of students is impossible without a deep awareness of the national foundations of culture, which combines science (including technology), education, art, morality, way of life and worldview, and most importantly its information component - information culture. The effectiveness of aesthetic education of students largely depends on the skillful use of various methods and means by teachers. Aesthetic education of students involves a qualitative change in the level of their aesthetic culture in the modern conditions of the information society. In the era of information and computer technologies, the main Institute for aesthetic education of young people, as a necessary condition for the cultural development of the individual, is mass media. Television stands out especially because it has several information series (audio and video sequence), multiplied by the efficiency of providing information that increases several times compared to paper media, which allows you to report directly during the event.
Journal of the Institute of Electronics Engineers of Korea SP
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v.47
no.4
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pp.9-19
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2010
In this paper, a new program recommendation system is proposed to recommend user preferred VOD program in IPTV environment. A proposed system is implemented with hybrid filtering method that can cooperatively complements the shortcomings of the content-based filtering and collaborative filtering. For a user program preference, a single-scaled measure is designed so that the recommendation performance between content-based filtering and collaborative filtering is easily compared and reflected to final hybrid filtering procedure. In order to provide more accurate program recommendation, we use not only the user watching history, but also the user program preference and sub-genre program preference updated every week as a user preference profile. System performance is evaluated with modified IPTV data from real 24-weeks cable TV watching data provided by Nilson Research Corp. and it shows quite comparative quality of recommendation.
Our human society is rapidly changing into the world of advanced visual information with the development of image industry, the advent of satellite and terrestrial DMB, and the opening of Ubiquitous era. Like this, we are living in the space of overflowing media contents. Jean Baudrillad anticipated that the influential power of image would dominate our reality in 'Simulation'. Noticing the indication of our time, which is organized by various information media including the mass media, Baudrillad predicted that the 21st century would be an era of symbol and image due to the development of television, computer, and internet. This paper attempts to find the physical and conceptual peculiarities of the space change according to the use of display, by analyzing SF films, where future daily life is a major setting, under the judgement that the exploration of space change is significant. Through findings, it tries to lead the visual expansion, which recognizes display as space itself rather than object of space and changes unmoving space into moving space, and suggest the future space design by using digital space. It suggests case studies, which use digital display in the real space, as a study method and it examines the features, influences, and roles of digital display through investigating literatures and cases. In addition, it attempts to find a correlation of digital display and space by selecting films, which can give the affluent resources of analysis on the digital display among SF films. Therefore, it will come to a conclusion that space change should be dealt with in the space design.
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