• Title/Summary/Keyword: Content Based

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Effect of Density on Water Content Reflectometer Measured Field Water Content in Pavement Subgrades (Water Content Reflectometer로 측정한 현장 노상토의 함수량에 대한 다짐도 영향 평가)

  • Park Seong-Wan;Lee Chi-Hun;Hwang Kyu-Young
    • International Journal of Highway Engineering
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    • v.8 no.3 s.29
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    • pp.115-127
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    • 2006
  • The purpose of field monitoring system in KHC-Test Road is to provide the performance data for environmental loadings from pavement surface. Among them, water content reflectometer(WCR) are used for measuring the volumetric water content of pavement subgrades. However, WCRs are not well-calibrated based on the local field conditions. A need therefore exists for improving equations for predicting water content using the proper field and laboratory calibrations. Based on the study performed, calibrations based on various soil characteristics and density conditions are well fitted to the data from fields. So, it is recommended to use the suggested general calibration of WCR to the compacted subgrade soils in test road for predicting the volumetric water content.

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Proactive Caching Strategy Based on Optimal Content Distribution in Content Centric Vehicular Networks (차량 네트워크에서 최적의 컨텐츠 분배 기반의 사전 캐싱 방안)

  • Park, Sungjin;Lee, Euisin
    • KIPS Transactions on Computer and Communication Systems
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    • v.9 no.6
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    • pp.131-136
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    • 2020
  • In vehicular communications environment, content pre-caching can reduce the delay time from the user to the content server. However, the problem of where and how much pre-caching is still not solved. In this paper, based on the movement probability of the vehicle, we propose a method for pre-caching by distributing the optimized amount of content to each base station candidate that the vehicle will move as follows. First, the movement probability of each vehicle was learned using Markov Model. And the amount of content to be distributed and pre-cached was optimized based on the wireless environment. In experiments based on NS-3, the proposed strategy maintained the least delay compared to the existing protocol, leading to the most traffic-saving results.

Designing Augmented Spatial Experiences of Architectural Heritage - Information Modeling for Intelligent Content Service Platform - (건축문화유산의 공간경험 디자인 - 지능형 콘텐츠 서비스 플랫폼과 정보표현체계 -)

  • Jang, Sun-Young;Kim, Seongjun;Kim, Sung-Ah
    • Journal of the Architectural Institute of Korea Planning & Design
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    • v.35 no.4
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    • pp.15-24
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    • 2019
  • Currently, museums and architectural heritage provide augmented user experiences by incorporating various media technologies. They still, however, suffer from the limitation of entertainment-based and the provision of location-based simple and repetitive contents. In addition, while acting as a key medium of experience for architectural heritage, the concept of space is not properly reflected in current services. The purpose of this study is to design user space experience considering such characteristics of architectural heritage. The spatial experience content and content production platform are defined. This software platform creates content that enhances the experience of the place by giving a context-based digital data associated with space and objects. The spatial experience content is designed as a series of experience sequences. The composition of the sequence borrows the method of film and narrative which segment and connect consecutive experiences on a scene basis considering user's detailed spatial experience. Therefore, content components can be combined and reproduced in various types. Augmented contents were extracted by using rule-based reasoning function of ontology at the moment. As a practical example of architectural heritage, the Seokjojeon Hall is used to reveal a spatial experience scenario.

Design and Implementation of the Document HTML System for Preserving Content Integrity

  • Hyun Cheon Hwang;Ji Su Park;Jin Gon Shon
    • Journal of Information Processing Systems
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    • v.19 no.3
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    • pp.334-346
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    • 2023
  • An electronic document based on PDF has been widely used in customer communication between an enterprise and a customer to deliver personalized content. However, electronic documents based on PDF in the form of paper layouts are not suitable for mobile environments because of low readability and lack of interactive interaction. Even though HTML is an essential language in a mobile environment, electronic document based on PDF is still used as it has a content integrity verification feature with a digital signature. It means that a user is sacrificing user experience in a mobile environment for content integrity and using paper-layout electronic documents. In this research, we design the Document HTML specification by setting the Document HTML conformance, adding the extended meta tags, and signing the message digest with a digital signature based on public key infrastructure (PKI). Furthermore, we implemented the Document HTML system, which has REST API services to generate and verify the Document HTML, and did experimental verification of the theory. As a result, we have confirmed that the Document HTML has both content integrity and user experience on mobile. Furthermore, the Document HTML is expected to be an alternative document format to deliver personalized content from an enterprise to a customer in a mobile environment instead of the paper layout electronic document such as PDF.

Cloud-Based Gaming Service Platform Supporting Multiple Devices

  • Kim, Kyoung Ill;Bae, Su Young;Lee, Dong Chun;Cho, Chang Sik;Lee, Hun Joo;Lee, Kyu Chul
    • ETRI Journal
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    • v.35 no.6
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    • pp.960-968
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    • 2013
  • To implement a cloud game service platform supporting multiple users and devices based on real-time streaming, there are many technical needs, including game screen and sound capturing, audio/video encoding in real time created by a high-performance server-generated game screen, and real-time streaming to client devices, such as low-cost PCs, smart devices, and set-top boxes. We therefore present a game service platform for the running and management of the game screen, as well as running the sound on the server, in which the captured and encoded game screen and sound separately provide client devices through real-time streaming. The proposed platform offers Web-based services that allow game play on smaller end devices without requiring the games to be installed locally.

Content Based Image Retrieval Using Combined Features of Shape, Color and Relevance Feedback

  • Mussarat, Yasmin;Muhammad, Sharif;Sajjad, Mohsin;Isma, Irum
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.7 no.12
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    • pp.3149-3165
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    • 2013
  • Content based image retrieval is increasingly gaining popularity among image repository systems as images are a big source of digital communication and information sharing. Identification of image content is done through feature extraction which is the key operation for a successful content based image retrieval system. In this paper content based image retrieval system has been developed by adopting a strategy of combining multiple features of shape, color and relevance feedback. Shape is served as a primary operation to identify images whereas color and relevance feedback have been used as supporting features to make the system more efficient and accurate. Shape features are estimated through second derivative, least square polynomial and shapes coding methods. Color is estimated through max-min mean of neighborhood intensities. A new technique has been introduced for relevance feedback without bothering the user.

The Development and Evaluation of Web-based Flash Content for Fighting Spirit Promotion in Patients with Cancer (암 환자 투병의지 증진을 위한 플래시 콘텐츠 개발 및 평가)

  • Oh, Pok-Ja
    • Korean Journal of Adult Nursing
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    • v.20 no.3
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    • pp.395-405
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    • 2008
  • Purpose: The purpose of this study was to develop a Web-based flash content for fighting spirit promotion and to test its effect on cancer patients' fighting spirit. Methods: The 15-minute long Web-based flash content was developed using the following 5 process: analysis, planning, development, program operation and evaluation stages and utilized the multiple edition and revision processes from December 2005 to August 2006. The evaluation was done by one group pretest-posttest design. Study subjects were 17 cancer patients undergoing chemotherapy. The group were received a 2-week intervention, a day weekly, and measured the variables at baseline, 4 weeks later. The study was performed from August 2006 to February 2007 at a cancer center in Korea. Fighting spirit was measured by Mini-MAC(Mental Adjustment to Cancer). Data was analysed by descriptive statistics and paired t-test using SAS 9.13 program. Results: On the Web-based flash content, there are 4 menu bars that consisted of cancer diagnosis, symptom management, stress management, and cancer survivorship. The study group revealed significantly more fighting spirit than pre-test(t=-3.04, p=.008). Conclusion: This Web-based flash content can be utilized in psychosocial interventions for promoting fighting spirit in patients with cancer.

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Predicting Learning Achievements with Indicators of Perceived Affordances Based on Different Levels of Content Complexity in Video-based Learning

  • Dasom KIM;Gyeoun JEONG
    • Educational Technology International
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    • v.25 no.1
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    • pp.27-65
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    • 2024
  • The purpose of this study was to identify differences in learning patterns according to content complexity in video-based learning environments and to derive variables that have an important effect on learning achievement within particular learning contexts. To achieve our aims, we observed and collected data on learners' cognitive processes through perceived affordances, using behavioral logs and eye movements as specific indicators. These two types of reaction data were collected from 67 male and female university students who watched two learning videos classified according to their task complexity through the video learning player. The results showed that when the content complexity level was low, learners tended to navigate using other learners' digital logs, but when it was high, students tended to control the learning process and directly generate their own logs. In addition, using derived prediction models according to the degree of content complexity level, we identified the important variables influencing learning achievement in the low content complexity group as those related to video playback and annotation. In comparison, in the high content complexity group, the important variables were related to active navigation of the learning video. This study tried not only to apply the novel variables in the field of educational technology, but also attempt to provide qualitative observations on the learning process based on a quantitative approach.

Developing Price Response Functions for Internet Content Services (인터넷 콘텐츠 서비스에 있어서 가격반응함수의 추정에 관한 연구)

  • Lee, Jung-Woo;Lee, Se-Yoon
    • The Journal of Society for e-Business Studies
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    • v.14 no.1
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    • pp.93-120
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    • 2009
  • Content services on the Internet is getting attention as a new business model, selling digital content in real-time on the web. However, most of these content-based business is based on advertisement model rather than direct-payment-based business model. One of the difficulty in setting up charge-based content service is that the pricing paradigm of digital content is different from traditional pricing of products or services. The objective of this study is to empirically derive the feasible price response functions for these content services. Based on conjoint analysis of popular attributes of digital content, several price response function models were fitted against the conjoint data, using online movie viewers' preferences for different attributes of the service. Fitted function models were linear, multiplicative, exponential, attraction, and Gutenberg models. attraction model was found to be well-fit with the data for several specific combinations of attributes. Implications for pricing strategy is discussed at the end.

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Deep Reinforcement Learning-Based Edge Caching in Heterogeneous Networks

  • Yoonjeong, Choi; Yujin, Lim
    • Journal of Information Processing Systems
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    • v.18 no.6
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    • pp.803-812
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    • 2022
  • With the increasing number of mobile device users worldwide, utilizing mobile edge computing (MEC) devices close to users for content caching can reduce transmission latency than receiving content from a server or cloud. However, because MEC has limited storage capacity, it is necessary to determine the content types and sizes to be cached. In this study, we investigate a caching strategy that increases the hit ratio from small base stations (SBSs) for mobile users in a heterogeneous network consisting of one macro base station (MBS) and multiple SBSs. If there are several SBSs that users can access, the hit ratio can be improved by reducing duplicate content and increasing the diversity of content in SBSs. We propose a Deep Q-Network (DQN)-based caching strategy that considers time-varying content popularity and content redundancy in multiple SBSs. Content is stored in the SBS in a divided form using maximum distance separable (MDS) codes to enhance the diversity of the content. Experiments in various environments show that the proposed caching strategy outperforms the other methods in terms of hit ratio.