• 제목/요약/키워드: Content design

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NoSQL 기반 연관 콘텐츠 추천 시스템의 설계 및 구현 (Design and Implementation of a System for Recommending Related Content Using NoSQL)

  • 고은정;김호준;박효주;전영호;이기훈;신사임
    • 한국멀티미디어학회논문지
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    • 제20권9호
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    • pp.1541-1550
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    • 2017
  • The increasing number of multimedia content offered to the user demands content recommendation. In this paper, we propose a system for recommending content related to the content that user is watching. In the proposed system, relationship information between content is generated using relationship information between representative keywords of content. Relationship information between keywords is generated by analyzing keyword collocation frequencies in Internet news corpus. In order to handle big corpus data, we design an architecture that consists of a distributed search engine and a distributed data processing engine. Furthermore, we store relationship information between keywords and relationship information between keywords and content in NoSQL to handle big relationship data. Because the query optimizer of NoSQL is not as well developed as RDBMS, we propose query optimization techniques to efficiently process complex queries for recommendation. Experimental results show that the performance is improved by up to 69 times by using the proposed techniques, especially when the number of requested related keywords is small.

Mechanical properties of expanded polystyrene beads stabilized lightweight soil

  • Li, Mingdong;Wen, Kejun;Li, Lin;Tian, Anguo
    • Geomechanics and Engineering
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    • 제13권3호
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    • pp.459-474
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    • 2017
  • To investigate the mechanical properties of Expanded Polystyrene (EPS) Beads Stabilized Lightweight Soil (EBSLS), Laboratory studies were conducted. Totally 20 sets of specimens according to the complete test design were prepared and tested with unconfined compressive test and consolidated drained triaxial test. Results showed that dry density of EBSLS ($0.67-1.62g/cm^3$) decreases dramatically with the increase of EPS beads volumetric content, while increase slightly with the increase of cement content. Unconfined compressive strength (10-2580 kPa) increases dramatically in parabolic relationship with the increase of cement content, while decreases with the increase of EPS beads volumetric content in hyperbolic relationship. Cohesion (31.1-257.5 kPa) increases with the increase of cement content because it is mainly caused by the bonding function of hydration products of cement. The more EPS beads volumetric content is, the less dramatically the increase is, which is a result of the cohesion between hydration products of cement and EPS beads is less than that between hydration products of cement and sand particles. Friction angle ($14.92-47.42^{\circ}$) decreases with the increase of EPS beads volumetric content, which is caused by the smoother surfaces of EPS beads than sand grains. The stress strain curves of EBSLS tend to be more softening with the increase of EPS beads content or the decrease of cement content. The shear contraction of EBSLS increases with the increase of $c_e$ or the decrease of $c_c$. The results provided quantitative relationships between physico-mechanical properties of EBSLS and material proportion, and design process for engineering application of EBSLS.

초등 수학교과의 게임형 콘텐츠 설계 및 개발 사례 (Design & development of e-learning game contents in elementary math class)

  • 조은순
    • 한국콘텐츠학회:학술대회논문집
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    • 한국콘텐츠학회 2006년도 춘계 종합학술대회 논문집
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    • pp.35-38
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    • 2006
  • 본 연구는 사이버가정학습체제의 도입으로 인터넷 학습에 대한 관심이 고조되고 있는 초등학교 학생들을 위한 수학교과에서의 게임형 콘텐츠 설계 및 개발에 대한 전략을 연구하였다. 게임형 콘텐츠는 학습내용 및 활동 설계시 다양한 게임적 요소를 활용하여 학습자들의 흥미를 지속적으로 유발하고 즐겁게 학습할 수 있도록 유도하는 콘텐츠 유형으로서, 재미를 추구하는 면에서는 일반 게임과 동일하지만, 상대를 이기는 것이 목적인 일반 게임과 달리 교육용 게임에서는 학습 내용을 효과적으로 습득하는 것을 근본 목적으로 한다. 본 논문에서는 초등수학에서 게임형 콘텐츠의 설계시 필요한 고려해야 할 설계전략과 그에 따른 개발사례를 통해 향후 게임형 콘텐츠의 활용시 필요한 시사점들을 분석해보기로 한다.

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Design Considerations for KPS Navigation Message

  • Noh, Jae Hee;Lim, Deok Won;Heo, Moon Beom;Jo, Gwang Hee;Lee, Sang Jeong
    • Journal of Positioning, Navigation, and Timing
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    • 제9권4호
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    • pp.305-317
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    • 2020
  • The navigation message is composed of the information contained in the message and the structure for transmitting this information. In order to design a navigation message, considerations in terms of message content and message structure must be elicited. For designing a Korea Positioning System (KPS) navigation message, this paper explains performance indicators in terms of message structure and message content. Most of the performance analysis of GNSS navigation messages already in operation was performed only for Time-to-first-fix-Data (TTFFD). However, in the navigation message, the message content is composed of Clock-Ephemeris Data (CED) and additional information. So, this paper proposes a new performance indicator R_(Non-CED) that can be analyzed from the viewpoint of receiving additional information along with an explanation of TTFFD focusing on the CED reception time. This paper analyze the performance in terms of message structure using these two performance indicators. The message structures used for analysis are the packetized message protocol like GPS CNAV and the packetized and fixed pattern message protocol like GPS CNAV-2. From the results, it is possible to proffer how KPS navigation messages can have better performance than GPS navigation messages. And, these two performance indicators, TTFFD and RNon-CED, can help to design the minimum TTFF required performance of KPS navigation messages.

Meta's Metaverse Platform Design in the Pre-launch and Ignition Life Stage

  • Song, Minzheong
    • International Journal of Internet, Broadcasting and Communication
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    • 제14권4호
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    • pp.121-131
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    • 2022
  • We look at the initial stage of Meta (previous Facebook)'s new metaverse platform and investigate its platform design in pre-launch and ignition life stage. From the Rocket Model (RM)'s theoretical logic, the results reveal that Meta firstly focuses on investing in key content developers by acquiring virtual reality (VR), video, music content firms and offering production support platform of the augmented reality (AR) content, 'Spark AR' last three years (2019~2021) for attracting high-potential developers and users. In terms of three matching criteria, Meta develops an Artificial Intelligence (AI) powered translation software, partners with Microsoft (MS) for cloud computing and AI, and develops an AI platform for realistic avatar, MyoSuite. In 'connect' function, Meta curates the game concept submitted by game developers, welcomes other game and SNS based metaverse apps, and expands Horizon Worlds (HW) on VR devices to PCs and mobile devices. In 'transact' function, Meta offers 'HW Creator Funding' program for metaverse, launches the first commercialized Meta Avatar Store on Meta's conventional SNS and Messaging apps by inviting all fashion creators to design and sell clothing in this store. Mata also launches an initial test of non-fungible token (NFT) display on Instagram and expands it to Facebook in the US. Lastly, regarding optimization, especially in the face of recent data privacy issues that have adversely affected corporate key performance indicators (KPIs), Meta assures not to collect any new data and to make its privacy policy easier to understand and update its terms of service more user friendly.

외식업 웹광고 구성요소가 소비자의 수용태도 및 구매효과에 미치는 영향 (The Effect of Web Ad Components on Consumer Attitude and Purchase in Food Service Industry)

  • 김기영;김지응;한성만
    • 한국식생활문화학회지
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    • 제23권3호
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    • pp.388-396
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    • 2008
  • This study examined the effects of Web ad components on customer attitude and purchasing decisions in 300 individuals who visited family restaurant Websites. The results are summarized as follows: First, Web ad components such as content, design, and interactivity had effects on the cognitive attitudes of the customers. And design, accessibility, and Web functionality had significant effects on the customers' emotional attitudes. In addition, content, navigation, and Web functionality had significant effects on the customers' behavioral attitudes. Lastly, the cognitive, emotional, and behavioral attitudes of the customers had significant effects on their purchases. From these results, design elements such as content, color, and menus, along with user interactivity for information are considered helpful components of a food service Web ad for customer cognition of the restaurant's information. In addition, aspects of Web functionality such as the food service's Web ad set-up, or the protection of personal information, the color design and menu, as well as accessibility for easy use, are all helpful in terms of gaining a customer attitude that is friendly and preferential towards a restaurant's menu items.

메타버스를 활용한 이공계 대학원생 팀 프로젝트 기반 교육 프로그램 개발 사례 연구 (A Study of Developing Graduate Student Team Project-based Learning Program in the Science and Technology Field Applying Metaverse Technology)

  • 전주희;김마리;김보경;강규리
    • 공학교육연구
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    • 제26권6호
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    • pp.19-29
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    • 2023
  • This study aims to develop and apply a metaverse-based instructional design model for the education in science and technology. It analyzed the concept and characteristics of metaverse, existing non-contact education models, and major teaching strategies systematically. Based on the prior researches, an instructional design model using metaverse is developed that presents metaverse-related teaching strategies and design principles for the before-, during-, and after-lesson phases. Then, this model was applied to a project-based learning program, conducted a perception survey on instructors and learners, and revised the metaverse instructional design model based on the results of the survey. In the Metaverse Instructional Design Model, before-lesson phase is a physical and psychological preparation stage for class participation, which includes familiarization with the Metaverse learning environment, formation of expectations for education, and self-directed pre-learning. During the lesson, to effectively deliver the lesson content, it is necessary to build confidence in the learning environment, promote learning participation, provide reference materials, perform team projects and provide feedback, digest learning content, and transfer learning content. The after-lesson phase provides strategies for ongoing interaction between learners and mentors. This study introduces a new instructional design model that utilizes metaverse and shows the potential of metaverse-based education in science and technology. It also has important implications in that it provides practical guidelines for the effective design and implementation of metaverse-based education.

제한된 색을 갖는 디자인 영상 검색을 위한 색 특징 (A Color Feature for Retrieving Design Images with limited Colors)

  • 권태완;박섭형
    • 대한전자공학회:학술대회논문집
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    • 대한전자공학회 2003년도 신호처리소사이어티 추계학술대회 논문집
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    • pp.541-544
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    • 2003
  • This paper proposes a new color feature and a corresponding distance measure for content-based retrieval of design images such as trade marks, pattens, logos, textile images, and icons. Simulation results with textile images show that the proposed method outperforms the traditional color-based retrieval methods which was originally proposed fer content-based retrieval of natural images.

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게임 사용자의 몰입 기간을 연장하는 디자인 방법 연구 - 몬스터 헌터: 월드를 중심으로 (A Study on Design Methods to Extend Game Flow Period - Focusing on Monster Hunter: World)

  • 김성훈;박찬일
    • 한국컴퓨터정보학회:학술대회논문집
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    • 한국컴퓨터정보학회 2023년도 제68차 하계학술대회논문집 31권2호
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    • pp.119-122
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    • 2023
  • 게임 이용자가 재미를 느끼고 몰입하며 그 재미가 오래 유지되도록 하는 것은 많은 게임 디자이너의 관심사이다. 본 논문에서는 비교적 적은 개발 비용으로 긴 몰입 기간을 만들어낸 몬스터 헌터: 월드를 통해 이를 가능토록 하는 게임 디자인 기법 "반복 플레이 동기 부여", "숙련도 영역 전환"의 두 가지를 제안한다.

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