• Title/Summary/Keyword: Content-analyzing

Search Result 1,631, Processing Time 0.065 seconds

An Experimental study on the Structure Application of High Strength Ready Mixed Concrete -part1:Properties of Fresh State- (고강도 레미콘의 구조체 적용에 관한 실험적 연구 -제1보:굳지 않은 상태의 특성-)

  • 이진규;김기철;윤기원;연흥흠;최강순;한천구
    • Proceedings of the Korea Concrete Institute Conference
    • /
    • 1995.04a
    • /
    • pp.14-17
    • /
    • 1995
  • This study is designed for producing and analyzing the structure application properties of the ready mixed concrete of specified concrete strength about 400kg/$\textrm{cm}^2$ in the batcher plant. And this part is designed for analyzing to the slump, slump flow, air content and unit weight in fresh state. By the test results of fresh concrete state, the slump, slump flow and air content are decreased, but unit weight is increased while open time is passed.

  • PDF

A Study on a Criteria for a Domain Selection of Less-Favored Area (조건불리지역 대상지 선정을 위한 기준에 관한 연구)

  • Um, Dai-Ho;Han, Kyung-Soo;Jun, Teak-Ki
    • Journal of Korean Society of Rural Planning
    • /
    • v.8 no.3 s.17
    • /
    • pp.15-23
    • /
    • 2002
  • The study was performed to establish a criteria which can be served as a reference in preparing upland direct payment program in Korea, by analyzing WTO agreement content and by studying about direct payment program in EU and Japan and by slope analysis using GIS. Slope analysis using GIS was operated by 1/5000 digital map, and a field survey was put in practice, and merits and demerits were deduced. We can propose a criteria to select the disadvantaged areas in aspects of physical condition, farming condition. and economical and social condition is important to regionally classify "less-favored area(LFA)" and LFA division by economical and social condition is needed to identify legally. Therefore, we would propose a criteria which can select "less-favored area" by analyzing WTO agreement content and by studying about direct payment program in EU and Japan and slope analysis using GIS and a field survey.

Analyzing trends in cultural contents tourism using big data

  • Youn-hee Choi;Sang-Hak Lee;Gi-Hwan Ryu
    • International Journal of Internet, Broadcasting and Communication
    • /
    • v.15 no.4
    • /
    • pp.326-331
    • /
    • 2023
  • Korea's cultural content industry can develop into another unique tourism industry. However, since other prior studies focus on the Japanese content industry, this study identifies modern industrial trends by combining the unique characteristics of Korean content, that is, cultural content tourism, and the analysis ability of big data. The current status and direction of the cultural content tourism industry were studied by utilizing the extensive information collection and in-depth analysis capabilities of big data, and as a result, it was confirmed that the trend of the cultural content industry is related to the business aspect of cultural content, not the pure content interest of cultural content. This shows that Korean cultural contents have a strong business aspect. As a limitation, when research design was conducted using social media big data, the age, gender, etc. of the subject analyzed with unique anonymity could not be known. The Korean cultural content industry is expected to be successful in terms of business.

A Survey on Methods for Analyzing Team Communication (팀의 의사소통 분석방법에 관한 연구)

  • Min, Dai-Hwan
    • Journal of Information Technology Applications and Management
    • /
    • v.14 no.2
    • /
    • pp.169-187
    • /
    • 2007
  • Most private and public organizations use, for their works, information systems that change their organizational structures. Nowadays, many organizations have team-based structures where typically a cross functional team is in charge of a business process. The effective communication among the members of a team is an important factor of team performance in that communication facilitates trust building, knowledge exchange, change acceptance, and safety improvement. This paper reviews methods for analyzing communication among team members from three aspects such as the content, the amount, and the structure of communication.

  • PDF

A case study on the content types and characteristics of global fashion YouTubers (글로벌 패션 유튜버의 콘텐츠 유형과 특성에 관한 사례연구)

  • Kim, Koh Woon;Kim, Yoon
    • The Research Journal of the Costume Culture
    • /
    • v.28 no.3
    • /
    • pp.389-407
    • /
    • 2020
  • With YouTube's overwhelming share of the market, research on analyzing the types of content on YouTube is essential. An analysis of major global fashion YouTubers that the types of video content could be largely classified into three main categories: Fashion, beauty and daily life. The fashion category was subdivided into styling and fashion product review content type. The beauty category was subdivided into tutorials, beauty product reviews, and beauty tip content types. The daily life category was subdivided into daily sharing, consultation, and Q & A content types. Video content within fashion YouTuber channels is accompanied by expertise in fashion and beauty. At the same time, videos on daily life are uploaded, and through interactive communication with viewers, YouTubers form an intimate bond with subscribers. Content emphasizing entertainment, not just information delivery that introduces fashion products, is attracting growing interest among subscribers. This study analyzed the content of the increasingly popular fashion YouTuber channels and determined its important characteristics. The study makes a significant contribution to academic research by laying a foundation for future studies of YouTube content in the fashion field. Since differences in country of birth and race among YouTubers may influence content production, follow-up research will be conducted on the types and characteristics of domestic fashion YouTubers.

An Empirical Study on the Chinese Customer's Repurchase Intention of Mobile Contents Service (중국 모바일 콘텐츠 서비스의 소비자 재구매의도에 관한 실증연구)

  • Zhang, Rui;Moon, Tae Soo
    • The Journal of Information Systems
    • /
    • v.33 no.2
    • /
    • pp.27-45
    • /
    • 2024
  • Purpose The purpose of this study is to understand the important characteristics of mobile content services and to provide better content services to Chinese consumers by understanding consumer behavioral psychology about mobile content services and empirically analyzing research models with perceived usefulness, perceived enjoyment, customer attitudes, and repurchase intentions based on motivation theory. Design/methodology/approach Based on Deci(1975) Self-Determination Theory and Heijden(2004) research model, this study developed a research framework that includes perceived usefulness and perceived enjoyment to influence on repurchase intention. A questionnaire survey was conducted targeting Chinese consumers using mobile content services, and 272 valid responses were analyzed using Structural Equation Modeling (SEM). Findings According to the results of empirical analysis in this study, Chinese consumers were found to feel repurchase intention by positive impact of perceived usefulness and perceived enjoyment in the use of mobile content service. Chinese consumers still use mobile content a lot from a utilitarian perspective in relation to social life or job performance, and there is no positive effect on the use of mobile content related to perceived enjoyment. The results of this study provide the empirical results of a research model that integrates motivation theory and technology acceptance theory for the development of the mobile content industry in the future, and provide necessary insights for managers of companies that develop and distribute mobile content service.

A Prospective Study of Game Content based on Wearable Device (웨어러블 디바이스 기반의 게임콘텐츠 전망 연구)

  • Baek, Jaeyong;Chang, Hyojin;Kim, Youngjae
    • Journal of Korea Society of Digital Industry and Information Management
    • /
    • v.11 no.1
    • /
    • pp.145-155
    • /
    • 2015
  • The game industry has changed along with the advancement of device technology. The wearable, a recently appeared device will create new demand in this saturated age of the smart devices. The game industry's content targeted towards the wearable devices will play an important role as main driving source. For this reason, this research studies the development aspect and the current technical capabilities of games' platforms and contents by analyzing the contrast between the results of features and current situations of the wearable market. Consequently, we define the prospects of game content for wearable device. We also expect that the new style of the game content, combined with cloud game, augmented reality game and virtual reality game will appear in the next generation platforms gearing towards the wearable devices.

A Video Information Management System for Supporting Caption- and Content-based Searches (주석 및 내용 기반 검색을 지원하는 동영상 정보 관리 시스템)

  • 전미경;김인홍;류시국;전용기;강현석
    • Journal of Korea Multimedia Society
    • /
    • v.2 no.3
    • /
    • pp.231-242
    • /
    • 1999
  • Generally, either caption-based search method or content-based search methods is used to retrieve video information. However, each search method has its limitations. Caption-based search is apt to lose consistency as for user's subjects, and content-based search is hard to extract general means. To enhance efficiency and correctness as for complementing each other, we propose the Integrated Video Data Model(IVDM) which integrates the two search methods, to device the model, we analyze video data and construct the structure of video information hierarchically. IVDM supports caption-based search as assigning meta-data by analyzing thematic-unit in the higher level, and also supports content-based search as extracting feature data by analyzing the content of video data in the lower level. We design Object-Oriented database schema of news video, based-on the IVDM. And we provide 4-type of queries and query processing algorithm to retrieve news video information.

  • PDF

Multi-index Prefetching Mechanism for Download-based Video on Demand Services (다운로드 기반의 주문형 비디오 서비스에서 다중 지수를 고려한 동영상 프리페칭 기법)

  • Moon, YangChan;Lim, Mingyu
    • The Transactions of The Korean Institute of Electrical Engineers
    • /
    • v.66 no.8
    • /
    • pp.1257-1264
    • /
    • 2017
  • In video content watching service, when a user requests video content, the content server has to transmit the entire video to the client for watching. This transmission delay increases as the size of video content increases. In order to solve the transmission delay problem, a prefetching technique can be used in which a video content to be watched by a user is predicted and transmitted to a client before the user requests it. In this paper, we propose a prefetching system considering multiple indices for video content. In the proposed method, video content to be prefetched is selected by comprehensively analyzing the order relation index indicating the order of viewing the videos of the users, the similarity index between the video contents, and the popularity index reflecting the viewing frequency of the video content. Experimental results show that the maximum accuracy is achieved when prefetching uses only the order relation index for movie contents.

A Study on System for Analyzing Story of Cinematographic work Based on Estimating Tension of User (감성 상태 기반의 영상 저작물 스토리 분석 시스템 및 분석 방법 개발에 관한 연구)

  • Woo, Jeong-gueon
    • Journal of Engineering Education Research
    • /
    • v.18 no.6
    • /
    • pp.64-69
    • /
    • 2015
  • A video-work story analysis system based on emotional state measurement includes a content provision unit which provides story content of a video-work, a display unit which displays content provided by the content provision unit, an emotional state measurement unit which measures a tense-relaxed emotional state of a viewer viewing the displayed story content, a story pattern analysis unit which analyzes the tense-relaxed emotional state measured from the emotional state measurement unit according to a scene in the story content provided by the content provision unit, and a story pattern display unit which prints out an analysis result or displays the analysis result as an image. The emotional state measurement unit measures a tense or relaxed emotional state through one or more analyses among a brainwave analysis, a vital sign analysis, or an ocular state analysis. A writer may obtain support in an additional scenario modification work, and an investor may obtain support in making a decision through the above description. Furthermore, the video-work story analysis system and analysis method based on emotional state measurement may extract a particular pattern with respect to a change in an emotional state of a viewer, compile statistics, and analyze a correlation between a story and an emotional state.