• Title/Summary/Keyword: Content creation

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Automatic Test Report Recording Program Design and Implementation for Integration Test (통합시험을 위한 자동 시험일지 작성프로그램 설계 및 구현)

  • Jeong, Younghwan;Song, Kyoungrok;Lee, Wonsik;Wi, Sounghyouk
    • KIISE Transactions on Computing Practices
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    • v.24 no.1
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    • pp.33-39
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    • 2018
  • For the integration test in the current field of defense simulation, each actual equipment and simulator's logging information is automated. Although the event of the integrated test system is written in the test log, it is not automated, and relies on the operator's handwriting or file creation, resulting in ineffective aspects such as low-quality record content and repetition of the same content. In this study, we propose the automatic test report recording program that solves these problems. Automatic test report recording program uses framework-based technology to receive information from the test control computer and user to record a log of the test log. Automatic test report recording program allows the user to record the repeated test content in a stable manner. Additionally, even if the number of test operators is limited, the efficiency is improved so that we can fucus on the integration test.

Study on Online Community Media Practice: Focus On Daedeok-valley Radio (온라인 공동체 미디어(Community Media) 실천연구: 대덕밸리라디오를 중심으로)

  • Choi, Soonhee
    • The Journal of the Korea Contents Association
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    • v.17 no.6
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    • pp.39-54
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    • 2017
  • This study started from the consciousness that the community media practice studies have been confined to the traditional terrestrial broadcasting. The following research results and implications were obtained by analyzing Daedeok-valley Radio's case to elucidate characteristics of online-based community media and content production and distribution characteristics neglected in previous researches. First, online community media activities are civic/citizen media activities that capture the value of local communities, and this locality is realized through media content production and its online distribution. Second, contents of online community media link members of the community, and individuals become nodes, interacting both online and offline. Therefore, online-based citizen media activities can be utilized effectively as a means to enhance civic participation and to achieve the locality of community in online and offline spaces depending on strategies for online contents production and distribution. Utilizing online infrastructures for media content creation and distribution in Korea demonstrates potential opportunities of local online media to be considered as niche media that can increase its own sustainability.

A Mobile Multimedia Auction System (모바일 멀티미디어 경매 시스템)

  • Ahn, Hoo-Young;Ryu, Ki-Young;Park, Young-Ho;Ha, Sun-Tae
    • Journal of KIISE:Computing Practices and Letters
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    • v.13 no.5
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    • pp.320-332
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    • 2007
  • Recently, new interests on digital contents and UCC(User Created Content)s are growing fast through the development of internet. However, there have been many side-effects on those interests. The representative problems are perversing illegal copies and the distributions for personal valuable digital contents to unauthorized anonymous users. These decrease creation of good digital contents by interfering with the growth of information technology industry and the content provider#s creative will. To resolve these problems, in the paper, we propose a novel auction system for multimedia contents and bidding processes. The system applies the concept of used goods onto digital contents. Especially, the auction system is based on mobile environment. Finally, the performance evaluation shows that those main auction process algorithms indicate the time complexity of logarithm scale for insertions and searches. Therefore, the performance of the system is not significantly influenced by the amount of contents even though the volume of contents in the system is increasing.

A Study on the Applicability of ISNI for Authority Control (전거제어를 위한 국제표준이름식별자(ISNI)의 활용가능성에 관한 연구)

  • Lee, Mihwa
    • Journal of the Korean Society for information Management
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    • v.31 no.3
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    • pp.133-151
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    • 2014
  • This study was to investigate the concept of ISNI and to find its availability in authority control, realizing importance of ISNI as the bridge identifier including all the information media content industries. ISNI is needed for global and comprehensive name authority control as the bridge identifier for the identification of public identities of parties involved throughout the information media content industries in the creation, production, management and content distribution chains. First of all, it was to inquire ISNI concept, goal, terms and definitions, structure and syntax, allocation of ISNI, administration of the ISNI system, and metadata. Next, it was to suggest the applicability of ISNI in authority control. First, it should be needed to consider in applying ISNI for cooperative authority control. It is possible to interactively use the authority data created in library and other information industries area by constructing KISNI system. Second, it is possible to construct linked data by linking various identifier through ISNI identifier as bridge identifier. Third, it is needed to develop KORMARC for describing ISNI identifier in KORMARC bibliographic and authority record.

3D Character Production for Dialog Syntax-based Educational Contents Authoring System (대화구문기반 교육용 콘텐츠 저작 시스템을 위한 3D 캐릭터 제작)

  • Kim, Nam-Jae;Ryu, Seuc-Ho;Kyung, Byung-Pyo;Lee, Dong-Yeol;Lee, Wan-Bok
    • Journal of the Korea Convergence Society
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    • v.1 no.1
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    • pp.69-75
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    • 2010
  • The importance of a using the visual media in English education has been increased. By an importance of Characters in English language content, the more effort is needed for a learner to show the English pronunciation and a realistic implementation. In this paper, we tried to review the Syntax-based Educational Contents Authoring System. For the more realistic lip-sync character, 3D character to enhance the efficiency of the education was constructed. We used a chart of the association structure analysis of mouth's shape. we produced an optimized 3D character through a process of a concept, a modeling, a mapping and an animating design. For more effective educational content for 3D character creation, the next research will be continuously a 3d Character added to a hand motion and body motion in order to show an effective communication example.

Influence of Fly Ash on Life-Cycle Environmental Impact of Concrete (플라이애시가 콘크리트의 전과정 환경영향에 미치는 효과)

  • Jung, Yeon-Back;Yang, Keun-Hyeok;Choi, Dong-Uk
    • Journal of the Korea Institute of Building Construction
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    • v.14 no.6
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    • pp.515-522
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    • 2014
  • In order to quantitatively evaluate the effect of fly ash (FA) as partial replacement of cement on the life-cycle environmental impact of concrete, a comprehensive database including 4023 laboratory mixes and 2120 plant mixes was analyzed. The environmental loads on the life-cycle assessment were quantitatively converted into environmental impact indicators through categorization, characterization, normalization and weighting process. The life-cycle environmental impacts of concrete could be classified into three categories including global warming, photochemical oxidant creation and abiotic resource depletion. Furthermore, these environmental impacts of concrete was decreased with the increase of the replacement level of FA and governed by the unit content of ordinary portland cement (OPC). As a result, simple equations to assess the environmental impact indicators could be formulated as a function of the unit content of binder and the replacement level of FA.

A Study on Developing Model and Implementation of Intelligent Contents Planning Supporting System(ICPS) in familyHistory (지능형 스토리텔링 콘텐츠 기획지원도구 모델설계 및 구현에 관한 연구 - 가족이야기(familyHistory)를 중심으로 사례연구)

  • Lee, Eun-Ryoung;Kim, Kio-Chung
    • Journal of Digital Contents Society
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    • v.11 no.4
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    • pp.607-614
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    • 2010
  • History centered knowledge based story-telling project planning tool supports the process of story creation in narrative genre about history of families or individuals. Narrative fields not only include drama, mythology, legend, history but also non-verbal epics such as movie, play, ballet and opera. But as verbal epic, this research paper focuses on the family history and individual history of each household. This story-telling planning tool redevelops each genre of story-telling about family history through sampleDB and informationDB, and it is widely applicable in concreting high quality stories in both its content and value. Reduces the time of planning story-telling, and impose minimum expenses in human resources. Content about family history is one of the most the fundamental and renowned contents in Story-telling but planning tool that is easily applicable in creating such content does not exist in statue quo. In this current system lacking creative infra, this research paper seeks to provide a planning tool that public can easily utilize, and by systemizing the tool. it aims to create a creative contents tool model applicable in variety of genres.

Comparative Study on Visual and Perceptual Difference Towards the Artworks of Human and Artificial Intelligence Using Eye-Tracking (시선추적장치(Eye Tracking)를 활용한 인공지능(AI) 창작물과 사람의 창작물에 대한 시지각 비교 연구)

  • Hwang, Mi Kyung;Zhou, Yi Mou;Park, Min Hee;Kwon, Mahn Woo
    • Journal of Korea Multimedia Society
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    • v.25 no.2
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    • pp.374-381
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    • 2022
  • This study analyzes the visual perceptual difference of observers in the artworks created by human artists and artificial intelligence(AI) through eye-tracking. More specifically, the study analyzes the degree of visual attention through a fixation experiment on non-linguistic sources such as the formation and expression of artworks. As a result of this study, the subjects had guessed that one out of four artworks were created by AI (in actuality, 61.1% of the artworks were created by The Next Rembrandt). This demonstrates that most of the subjects hardly recognized the difference between the artwork of human artists and AI. From the comparative analysis of visual perceptual differences found through eye-tracking, more visual attention was found to be demanded for catching details of more stimulating visuals compared to less stimulating visuals. In the gender difference analysis, both of the female and male subjects were likely to stare more intently at the flowers of still-life paintings (Deep Dream & Vincent Van Gogh) while the eyes of a portrait painting (Rembrandt & The Next Rembrandt); this demonstrates no significant differences in gender. Various opinions on AI and art creation from different perspectives arose, therefore, this research is meaningful in a way that it suggests an objective examination through experiments with an artistic perspective.

Necessity of AI Literacy Education to Enhance for the Effectiveness of AI Education (AI교육 효과성 제고를 위한 AI리터러시 교육의 필요성)

  • Yang, Seokjae;Shin, Seungki
    • 한국정보교육학회:학술대회논문집
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    • 2021.08a
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    • pp.295-301
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    • 2021
  • This study tried to examine the necessity of AI literacy education to increase the effectiveness of artificial intelligence education ahead of the revision of the next revised curriculum. To this end, AI modeling classes were conducted for high school students and the necessity, content, and training period of AI literacy perceived by students in AI education were investigated through a questionnaire. The results showed that they generally agreed on the need for data utilization and data preprocessing in the AI class, and in the course of the AI class, there were many cases of difficulties due to lack of basic competencies for database use. In particular, it was observed that the understanding of the file structure for data analysis was insufficient and the understanding of the data storage format for data analysis was low. In order to overcome this part, the necessity of prior education for data processing was recognized, and there were many opinions that it is generally appropriate to go to high school at that time. As for the content elements of AI literacy, it was found that there were high demands on the content of data visualization along with data transformation, including data creation and deletion.

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A study on how to build a successful education platform business model based on customer needs and wants : focusing on the business model canvas (고객 욕구 기반 성공적인 교육 플랫폼 비즈니스 모델 구축 방안에 관한 연구 : 비즈니스 모델 캔버스 중심으로)

  • Heedong Hong
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.3
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    • pp.451-459
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    • 2024
  • Recently, the size of the online education service market has been growing, but the B2C platform education service market, where companies take the lead in creating content and consumers consume the content, has become widespread. This makes content creation rigid and may have limitations in creating at various levels. This Study newly establishes the concept and type of customer needs, wants, innovation, and platform business, and presents new start-up success factors in all fields of platform business start-up and a standard diagnostic process for the possibility of platform start-up success. Through the presented process, customers, core activities, and value proposition factors can be derived. Finally, a business model for starting a C2C platform for elementary, middle, and high school education is built centered on the business model canvas.