• Title/Summary/Keyword: Content design

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

  • Ko, Eun-Jeong;Kim, Ho-Jun;Park, Hyo-Ju;Jeon, Young-Ho;Lee, Ki-Hoon;Shin, Saim
    • Journal of Korea Multimedia Society
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    • v.20 no.9
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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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    • v.13 no.3
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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.

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

  • Cho, Eun-Soon
    • Proceedings of the Korea Contents Association Conference
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    • 2006.05a
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    • pp.35-38
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    • 2006
  • The purpose of this study is to design and develop internet-based game content in elementary mass class. The design of Internet-based learning game content should be different from general game contents in terms of achieving learning goal, challenging learning steps, and learning motivation. This study presents the design and development strategies in the second grade multiply mass class. This study concludes that internet-based game content should consider the importances of the process of game, accumulations of game results to remind learners of what to achieve during the internet class not to enjoy the game itself.

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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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    • v.9 no.4
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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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    • v.14 no.4
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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.

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

  • Kim, Ki-Young;Kim, Ji-Eung;Han, Sung-Man
    • Journal of the Korean Society of Food Culture
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    • v.23 no.3
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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.

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

  • Jeon, Juhui;Kim, Marie;Kim, Bokyung;Kang, Kyuri
    • Journal of Engineering Education Research
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    • v.26 no.6
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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.

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

  • 권태완;박섭형
    • Proceedings of the IEEK Conference
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    • 2003.11a
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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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A Study on Design Methods to Extend Game Flow Period - Focusing on Monster Hunter: World (게임 사용자의 몰입 기간을 연장하는 디자인 방법 연구 - 몬스터 헌터: 월드를 중심으로)

  • Sunghoon Kim;Chanil Park
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.07a
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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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