Hwangdun is a remote rural village in Korea, located in the montane central part of the nation. In the early of 2000, the provincial government of Kangwon-do designated Hwangdun as a model E-village. The village was connected to the national information backbone network, and 100 personal computers and 66 Internet TVs were distributed among the villagers for free of charge. The village center too was turned to a ‘tele-cottage’harnessed with PCs, a kiosk and peripheral devices. The Hwangdun E-village, being the first case of its kind in Korea, has drawn much attention nationwide, and has triggered similar informatization investments in a number of rural areas. The present study conducted a survey in the early of 2001 to examine what the E-village Project has meant for the people in Hwangdun. In particular, the survey focused on the characteristics of the households having computers and of the computer users, the ways in which people use their computers, the kinds of problems and difficulties the users have faced, and the changes of Hwangdun after the introduction of computers to the village. This paper describes the major findings of the study and discusses the research and policy implications of those findings.
Feature-based similarity retrieval has become an important research issue in multimedia database systems. The features of multimedia data are useful for discriminating between multimedia objects (e 'g', documents, images, video, music score, etc.). For example, images are represented by their color histograms, texture vectors, and shape descriptors, and are usually high-dimensional data. The performance of conventional multidimensional data structures(e'g', R- Tree family, K-D-B tree, grid file, TV-tree) tends to deteriorate as the number of dimensions of feature vectors increases. The R*-tree is the most successful variant of the R-tree. In this paper, we propose a SOM-based R*-tree as a new indexing method for high-dimensional feature vectors.The SOM-based R*-tree combines SOM and R*-tree to achieve search performance more scalable to high dimensionalities. Self-Organizing Maps (SOMs) provide mapping from high-dimensional feature vectors onto a two dimensional space. The mapping preserves the topology of the feature vectors. The map is called a topological of the feature map, and preserves the mutual relationship (similarity) in the feature spaces of input data, clustering mutually similar feature vectors in neighboring nodes. Each node of the topological feature map holds a codebook vector. A best-matching-image-list. (BMIL) holds similar images that are closest to each codebook vector. In a topological feature map, there are empty nodes in which no image is classified. When we build an R*-tree, we use codebook vectors of topological feature map which eliminates the empty nodes that cause unnecessary disk access and degrade retrieval performance. We experimentally compare the retrieval time cost of a SOM-based R*-tree with that of an SOM and an R*-tree using color feature vectors extracted from 40, 000 images. The result show that the SOM-based R*-tree outperforms both the SOM and R*-tree due to the reduction of the number of nodes required to build R*-tree and retrieval time cost.
Choe, Eun-Hee;Nam, Eun-Woo;Jin, Gi-Nam;Lee, Kyu-Sik;Houri, Daisuke;Min, Liu Zhong;Matsumoto, Kenji
Korean Journal of Health Education and Promotion
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v.27
no.4
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pp.39-49
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2010
Objectives: This study analyzed the factors that influence the mental health of adolescents in Korea, China, and Japan. Methods: The survey was conducted in each country between November 2008 and January 2009. The respondents were 1,390 Korean, Chinese, and Japanese students aged between 14 years and 16. The mental health was measured by the School Mental Health Scale of Ochanomizu University (2004), which is composed of six scales: physical symptoms, eating disorders, depression, interpersonal relationship, powerlessness, and impulsiveness. Results: The relationship with family and friends are strongly associated with mental health. As for Korean and Chinese female students experienced mental illness more than male. Regarding Korean students, the time to use TV computer game is related to relationship and impulsiveness. The mobile phone use more than three hours is related to depression and relationship for Japanese, and the number of family member less than three, is associated with powerlessness for Chinese. Conclusion: Regular and effective health education is required in order to improve students lifestyles and family and peer relationships. This study also offers the fundamental information for health promotion programs for Korean, Chinese and Japanese students.
Previously common users just want to watch the video contents without any specific requirements or purposes. However, in today's life while watching video user attempts to know and discover more about things that appear on the video. Therefore, the requirements for finding multimedia or browsing information of objects that users want, are spreading with the increasing use of multimedia such as videos which are not only available on the internet-capable devices such as computers but also on smart TV and smart phone. In order to meet the users. requirements, labor-intensive annotation of objects in video contents is inevitable. For this reason, many researchers have actively studied about methods of annotating the object that appear on the video. In keyword-based annotation related information of the object that appeared on the video content is immediately added and annotation data including all related information about the object must be individually managed. Users will have to directly input all related information to the object. Consequently, when a user browses for information that related to the object, user can only find and get limited resources that solely exists in annotated data. Also, in order to place annotation for objects user's huge workload is required. To cope with reducing user's workload and to minimize the work involved in annotation, in existing object-based annotation automatic annotation is being attempted using computer vision techniques like object detection, recognition and tracking. By using such computer vision techniques a wide variety of objects that appears on the video content must be all detected and recognized. But until now it is still a problem facing some difficulties which have to deal with automated annotation. To overcome these difficulties, we propose a system which consists of two modules. The first module is the annotation module that enables many annotators to collaboratively annotate the objects in the video content in order to access the semantic data using Linked Data. Annotation data managed by annotation server is represented using ontology so that the information can easily be shared and extended. Since annotation data does not include all the relevant information of the object, existing objects in Linked Data and objects that appear in the video content simply connect with each other to get all the related information of the object. In other words, annotation data which contains only URI and metadata like position, time and size are stored on the annotation sever. So when user needs other related information about the object, all of that information is retrieved from Linked Data through its relevant URI. The second module enables viewers to browse interesting information about the object using annotation data which is collaboratively generated by many users while watching video. With this system, through simple user interaction the query is automatically generated and all the related information is retrieved from Linked Data and finally all the additional information of the object is offered to the user. With this study, in the future of Semantic Web environment our proposed system is expected to establish a better video content service environment by offering users relevant information about the objects that appear on the screen of any internet-capable devices such as PC, smart TV or smart phone.
The emergence of the internet technology and SNS has increased the information flow and has changed the way people to communicate from one-way to two-way communication. Users not only consume and share the information, they also can create and share it among their friends across the social network service. It also changes the Social Media behavior to become one of the most important communication tools which also includes Social TV. Social TV is a form which people can watch a TV program and at the same share any information or its content with friends through Social media. Social News is getting popular and also known as a Participatory Social Media. It creates influences on user interest through Internet to represent society issues and creates news credibility based on user's reputation. However, the conventional platforms in news services only focus on the news recommendation domain. Recent development in SNS has changed this landscape to allow user to share and disseminate the news. Conventional platform does not provide any special way for news to be share. Currently, Social News Service only allows user to access the entire news. Nonetheless, they cannot access partial of the contents which related to users interest. For example user only have interested to a partial of the news and share the content, it is still hard for them to do so. In worst cases users might understand the news in different context. To solve this, Social News Service must provide a method to provide additional information. For example, Yovisto known as an academic video searching service provided time dependent metadata from the video. User can search and watch partial of video content according to time dependent metadata. They also can share content with a friend in social media. Yovisto applies a method to divide or synchronize a video based whenever the slides presentation is changed to another page. However, we are not able to employs this method on news video since the news video is not incorporating with any power point slides presentation. Segmentation method is required to separate the news video and to creating time dependent metadata. In this work, In this paper, a time dependent metadata-based framework is proposed to segment news contents and to provide time dependent metadata so that user can use context information to communicate with their friends. The transcript of the news is divided by using the proposed story segmentation method. We provide a tag to represent the entire content of the news. And provide the sub tag to indicate the segmented news which includes the starting time of the news. The time dependent metadata helps user to track the news information. It also allows them to leave a comment on each segment of the news. User also may share the news based on time metadata as segmented news or as a whole. Therefore, it helps the user to understand the shared news. To demonstrate the performance, we evaluate the story segmentation accuracy and also the tag generation. For this purpose, we measured accuracy of the story segmentation through semantic similarity and compared to the benchmark algorithm. Experimental results show that the proposed method outperforms benchmark algorithms in terms of the accuracy of story segmentation. It is important to note that sub tag accuracy is the most important as a part of the proposed framework to share the specific news context with others. To extract a more accurate sub tags, we have created stop word list that is not related to the content of the news such as name of the anchor or reporter. And we applied to framework. We have analyzed the accuracy of tags and sub tags which represent the context of news. From the analysis, it seems that proposed framework is helpful to users for sharing their opinions with context information in Social media and Social news.
With the success of the world's first 3D computer animated film, "Toy Story" in 1995, industrial development of 3D computer animation gained considerable momentum. Consequently, various 3D animations for TV were produced; in addition, high quality 3D computer animation games became common. To save a large amount of 3D animation production time and cost, technological development has been conducted actively, in accordance with the expansion of industrial demand in this field. Further, compared with the traditional approach of producing animations through hand-drawings, the efficiency of producing 3D computer animations is infinitely greater. In this study, an experiment and a comparative analysis of markerless motion capture systems for facial expression animation has been conducted that aims to improve the efficiency of 3D computer animation production. Faceware system, which is a product of Image Metrics, provides sophisticated production tools despite the complexity of motion capture recognition and application process. Faceshift system, which is a product of same-named Faceshift, though relatively less sophisticated, provides applications for rapid real-time motion recognition. It is hoped that the results of the comparative analysis presented in this paper become baseline data for selecting the appropriate motion capture and key frame animation method for the most efficient production of facial expression animation in accordance with production time and cost, and the degree of sophistication and media in use, when creating animation.
Kang Bok-Sun;Park Myoung-Soon;Cho Young-Sun;Lee Joung-Won
Korean Journal of Community Nutrition
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v.11
no.4
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pp.469-478
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2006
In order to investigate the adolescent's beverage drinking pattern and its related ecological factors, a questionnaire survey was conducted with the subjects of 920 middle and high-school students,450 boys and 470 girls, residing in 4 cities of the Chungnam area. Of the subjects 65% liked, or liked very much, beverages and only 3.7% did not like beverages. They drank beverages 4.3 $\pm$ 4.0 times a week on average, but 10.4% of them drank beverages more than twice a day. Male students drank more frequently than the females. The intake frequency of carbonated drinks was 1.7 $\pm$ 2.3 a week which was about 40% of the total beverages. However, more students drank mainly ion beverages (33.6%) than carbonated drinks (28.7%). As the students took more balanced food and ate more regularly, their beverage drinking frequency decreased and those taking carbonated drinks also tended to decrease. The more frequent the students took fast food, the more frequent they drank carbonated beverages. The drinking frequencies for beverages or carbonated beverages were also less in students eating cooked rice with sidedishes as breakfast than in students eating others. The drinking frequency for carbonated drinks showed significant correlations with the students' activities such as the time spent using computers and watching TV got longer, the drinking frequency for soft drinks was also higher. When nutritional knowledge was higher, drinking frequency for carbonated drinks got lower. In conclusion, to make the adolescents improve their attitudes toward drinking beverages and to prevent excessive drinking of carbonated drinks, they should be educated not only on the nutritional knowledge and the proper intake of beverages, but also on good dietary habits including balance, regularity, and types of meals. Proper snacking and fast food consumption also should be taught. Since ion beverages were taken more frequently than carbonated drinks among adolescents, further study is recommended on the impact of excessive intake of ion beverages.
In the first quarter of 2004, there were about 1 billion 348 million mobile phone users worldwide with a penetration rate of only 29%. Korea ranks among the highest in the use of mobile communication, having over 36 million mobile phone subscribers with a mobile phone penetration rate of 75% as of May 2004. Since the introduction of wireless Internet service in May 1999, the number of subscribers rose to 34.5 million with 95.3% of the total mobile phone subscribers using wireless Internet services in May 2004, largely due to continued investments by telecommunication service providers, improvement of mobile handsets (color and digital camera phones) and implementation of policies on mobile number portability. In the Korean wireless Internet market, there are many user complaints since the service providers are competing with each other through TV commercial sales and phone discounts rather than improving their call quality, services and billing systems. therefore there is a growing need to improve the billing systems through means such as the implementation of reasonable payment plans according to consumer use, development of a wireless Internet billing system that can predict the number of users and establishment of pricing standards for controlled data (head, tail, etc...) as well as menu information by testing the texts. multimedia, video and other types of content provided by the three major mobile communication companies. The purpose of this study is to promote wireless Internet services and protect user rights by proposing a reasonable way to improve the billing systems for wireless Internet services after conducting a comparative analysis of file size and billing data of each of the service providers through a verification test on a packet billing system for wireless Internet services.
From game consoles to TV and Hollywood films, 3D rendering technology is involved in various fields. Up until the late 90s, the computer image rendering method was rasterization that mainly used Phong Shading, and up until recently it was the go-to method for movies and film animation. In the 21st century, the quality provided by Ray Tracing and the development of Global Illumination was much more realistic and thus became popularized. However, despite its growing use in architectural rendering to the markets, Global Illumination in film animation and movies was limited due to its long render time. So, in this thesis, if one were to take the concept from each rendering method and consider it from a mathematical perspective, one could adapt the Ambient Occlusion's equation to the illumination loop equation used in rasterization. This algorithm modification has the capability to reflect the lighting of a diverse array of colors, like in Global Illumination, with a fast render time, as in rasterization, and the example RenderMan Shader is based upon this new algorithm. In conclusion, with Global Illumination's naturalistic lighting and rasterization's rendering speed, the combination of the best points of each is a new method with a short rendering time while producing good quality. I hope animations and films can benefit from this algorithm by the reduction of budget with an overall better quality output in VFX production.
KIPS Transactions on Computer and Communication Systems
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v.12
no.9
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pp.283-290
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2023
With the recent steady development of IoT technology, it is widely used in medical systems and smart TV watches. 66% of software development is developed through language C, which is vulnerable to memory attacks, and acts as a threat to IoT devices using language C. A stack-smashing overflow attack inserts a value larger than the user-defined buffer size, overwriting the area where the return address is stored, preventing the program from operating normally. IoT devices with low memory capacity are vulnerable to stack smashing overflow attacks. In addition, if the existing vaccine program is applied as it is, the IoT device will not operate normally. In order to defend against stack smashing overflow attacks on IoT devices, we used canaries among several detection methods to set conditions with random values, checksum, and DSLR (random storage locations), respectively. Two canaries were placed within the buffer, one in front of the return address, which is the end of the buffer, and the other was stored in a random location in-buffer. This makes it difficult for an attacker to guess the location of a canary stored in a fixed location by storing the canary in a random location because it is easy for an attacker to predict its location. After executing the detection program, after a stack smashing overflow attack occurs, if each condition is satisfied, the program is terminated. The set conditions were combined to create a number of eight cases and tested. Through this, it was found that it is more efficient to use a detection method using DSLR than a detection method using multiple conditions for IoT devices.
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