• Title/Summary/Keyword: Contents generation

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Development of Infotainment Contents Generation System (Infotainment Contents 생성 시스템 개발)

  • 김건희;최진우;김태수;하성도;박면웅
    • Proceedings of the Korean Society of Precision Engineering Conference
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    • 2004.10a
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    • pp.1034-1037
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    • 2004
  • The goal of this paper is to develop a system which provides infotainment services for the healthy life of the elderly. First, we define the infotainment services for the elderly, and then determine the infotainment contents and categories related to the infotainment service. In order to provide the infotainment service, we define several modules as follow: user representation, contents generation, contents personalization, provision and learning manager. Finally we develop a pilot system which is based on the proposed framework.

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A Study on the Classification of Next Generation Contents Convergence Industry (차세대 융합형 콘텐츠 산업 분류체계에 관한 연구)

  • Kil, Jin-Ho;Shin, Minsoo
    • Journal of Digital Contents Society
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    • v.14 no.1
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    • pp.97-109
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    • 2013
  • Recently the value and importance of contents industry is rapidly increasing. In particular, consumption on contents convergence integrating contents and new technologies is being increased as smart devices become popular. Next generation contents convergence industry is being recognized as a new engine for national economic development. However there is no concrete framework defining next generation contents convergence industry. This fact brings about serious problems in defining the scope of the industry. To develop effectively new industry, there is a strong need to define types of contents convergence based on dominant factors leading content convergence trend while shedding light on contents, technologies and industry. To define classification of next generation contents convergence indudstry, this study analyzes attributes of contents convergence and carries out conjoint analysis. Based on the attributes found from conjoint analysis, the study suggests new classification scheme of contents convergence industry.

Developing Functional Game Contents for the Silver Generation (실버세대를 위한 기능성 게임 콘텐츠 개발)

  • Kim, Eun-Seok;Lee, Hyun-Cheol;Joo, Jea-Hong;Hur, Gi-Taek
    • The Journal of the Korea Contents Association
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    • v.9 no.9
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    • pp.151-162
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    • 2009
  • As the aging population has increased, the silver generation is getting to account for the considerable percent of economic activities and becomes the main body of production and consumption. Although the economic activity of silver generation is increased, the development of silver contents for the leisure activities is still not revitalized. The serious silver contents and the easy-to-use interface are very important because the silver generation is relatively weaker than young people in perception, studying, and exercise, and is fragile in mobility and vitality. This paper suggests methods to develop sensory bicycle, gate ball, and mole game contents haying lower body exercise effects for the silver generation to utilize leisure and maintain health. Along with fun as games, functional design factors suitable to the cognitive ability and bodily activity ability of the silver generation were considered and through sensory intefaces that are easy for the silver generation to use and customized progressing methods complying with individual characteristics, it was attempted to induce continued interests and lower body exercise effects.

A Qualitative Study on Facilitating Factors of User-Created Contents: Based on Theories of Folklore (사용자 제작 콘텐츠의 활성화 요인에 대한 정성적 연구: 구비문학 이론을 중심으로)

  • Jung, Seung-Ki;Lee, Ki-Ho;Lee, In-Seong;Kim, Jin-Woo
    • Asia pacific journal of information systems
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    • v.19 no.2
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    • pp.43-72
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    • 2009
  • Recently, user-created content (UCC) have emerged as popular medium of on-line participation among users. The Internet environment has been constantly evolving, attracting active participation and information sharing among common users. This tendency is a significant deviation from the earlier Internet use as an one-way information channel through which users passively received information or contents from contents providers. Thanks to UCCs online users can now more freely generate and exchange contents; therefore, identifying the critical factors that affect content-generating activities has increasingly become an important issue. This paper proposes a set of critical factors for stimulating contents generation and sharing activities by Internet users. These factors were derived from the theories of folklores such as tales and songs. Based on some shared traits of folklores and UCC content, we found four critical elements which should be heeded in constructing UCC contents, which are: context of culture, context of situation, skill of generator, and response of audience. In addition, we selected three major UCC websites: a specialized contents portal, a general internet portal, and an official contents service site, They have different use environments, user interfaces, and service policies, To identify critical factors for generating, sharing and transferring UCC, we traced user activities, interactions and flows of content in the three UCC websites. Moreover, we conducted extensive interviews with users and operators as well as policy makers in each site. Based on qualitative and quantitative analyses of the data, this research identifies nine critical factors that facilitate contents generation and sharing activities among users. In the context of culture, we suggest voluntary community norms, proactive use of copyrights, strong user relationships, and a fair monetary reward system as critical elements in facilitating the process of contents generation and sharing activities. Norms which were established by users themselves regulate user behavior and influence content format. Strong relationships of users stimulate content generation activities by enhancing collaborative content generation. Particularly, users generate contents through collaboration with others, based on their enhanced relationship and specialized skills. They send and receive contents by leaving messages on website or blogs, using instant messenger or SMS. It is an interesting and important phenomenon, because the quality of contents can be constantly improved and revised, depending on the specialized abilities of those engaged in a particular content. In this process, the reward system is an essential driving factor. Yet, monetary reward should be considered only after some fair criterion is established. In terms of the context of the situation, the quality of contents uploading system was proposed to have strong influence on the content generating activities. Among other influential factors on contents generation activities are generators' specialized skills and involvement of the users were proposed. In addition, the audience response, especially effective development of shared interests as well as feedback, was suggested to have significant influence on contents generation activities. Content generators usually reflect the shared interest of others. Shared interest is a distinct characteristic of UCC and observed in all the three websites, in which common interest is formed by the "threads" embedded with content. Through such threads of information and contents users discuss and share ideas while continuously extending and updating shared contents in the process. Evidently, UCC is a new paradigm representing the next generation of the Internet. In order to fully utilize this innovative paradigm, we need to understand how users take advantage of this medium in generating contents, and what affects their content generation activities. Based on these findings, UCC service providers should design their websites as common playground where users freely interact and share their common interests. As such this paper makes an important first step to gaining better understand about this new communication paradigm created by UCC.

Sociodemographic and Health Related Factors Influencing Problem Drinking of the Echo Generation Using Data of the 2018 Korean National Health and Nutrition Examination Survey

  • Kwak, Minyeong
    • International Journal of Contents
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    • v.17 no.1
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    • pp.54-60
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    • 2021
  • The aim of this study was to identify factors influencing problem drinking among the Echo Generation in South Korea and provide basic data for early intervention and mediation of problem drinking among the Echo Generation. This descriptive study performed a secondary analysis of raw data from the 2018 Korean National Health and Nutrition Examination Survey and used responses for problem drinking items from 999 Echo Generation participants born between 1979 and 1992. This study comprehensively investigated sociodemographic and health-related factors influencing problem drinking among the Echo Generation. SPSS WIN program (version 26.0) was used for data analysis. Gender (β=-.32, p<.001), education level (β=.10, p=.002), white-collar workers out of job (β=-.09, p=.041), and depression (β=.11, p<.001) were identified as factors that influenced problem drinking among the Echo Generation. Results of this study suggest that in order to prevent problem drinking among the Echo Generation, there should be user-customized prevention education and intervention programs.

Reproducibility of Hemispheric Language Dominance by Noun, Verb, Adjective and Adverb Generation Paradigms in Functional Magnetic Resonance Imaging of Normal Volunteers (정상성인의 뇌기능적 자기공명영상에서 명사, 동사, 형용사 그리고 부사 만들기 과제들에 대한 언어영역편재화의 재현성에 관한 연구)

  • In Chan Song;Kee Hyun Chang;Chun Kee Chung;Sang Hyun Lee;Moon Hee Han
    • Investigative Magnetic Resonance Imaging
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    • v.5 no.1
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    • pp.24-32
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    • 2001
  • Purpose : We investigated the reproducibility of language lateralization by 4 different word generation paradigms or the rest contents in each paradigm using functional magnetic resonance imaging in normal volunteers Materials and Methods Nine normal volunteers with left-handedness (mean age: 25 yrs) were examined on a 1.57 MR unit using a single-shot gradient echo epibold sequence. Four different word generation paradigms of noun, verb, adjective and adverb were used in each normal volunteer for investigating language system. In each paradigm, two different rest contents consisted of only seeing the " +" symbol or reading the meaningless letters. Each task consisted of 96 phases including 3 activations and 6 rests of 2 different contents. Two activation maps in one task were obtained under two different rest contents using the correlation method. We evaluated the detection rates of Broca and Wernicke areas and the differences of language lateralization among four different word generation paradigms, or between the rest contents. Results : The detection rates of Broca and Wernicke areas were over 67 % in 4 different language paradigms and there was no significant difference of them among language paradigms, or between two different rest contents. Language dominances, in all 4 different language paradigms, were shown to be consistent in 66 %, but were contrary with language paradigms in some subjects. The rest contents made no significant effect on dominant language dominance determination, but the success rates of the dominant language dominances determined from 4 language paradigms were higher in reading the meaningless letter (100%, n=9) than in only seeing "+" on screen at the rest task (78%, n=7).

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Automatic Map Generation without an Isolated Cave Using Cell Automata Enhanced by Binary Space Partitioning (이진 공간 분할로 보강된 셀 오토마타를 이용한 고립 동굴 없는 맵 자동 생성)

  • Kim, Ji-Min;Oh, Pyeong;Kim, Sun-Jeong;Hong, Seokmin
    • Journal of Korea Game Society
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    • v.16 no.6
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    • pp.59-68
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    • 2016
  • Many researchers have paid attention to contents generation within the area of game artificial intelligence these days with various reasons. Efforts on automatic contents generation without game level designers' help were continuously progressed in various game contents. This study suggests an automatic map generation without an isolated cave using cellular automation enhanced by binary space partitioning(BSP). In other words, BSP makes it possible to specify the number of desired area and cellular automation reduces the time to search a path. Based upon our preliminary simulation results, we show the usefulness of our automatic map generation by applying the contents generation using cell automation, which is enhanced by BSP to games.

Analysis of Operating Characteristics in Tidal Power Generation According to Tide Level

  • Hong, Jeong-Jo;Oh, Young-sun
    • International Journal of Contents
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    • v.18 no.1
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    • pp.76-84
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    • 2022
  • Tidal power generation plays a critical role in reducing greenhouse gas emissions. It uses a tidal force generated by gravitational force between the moon, the earth, and the sun. The change of seawater height generates the tide-generating force, and the magnitude of the change is the tide level. The tide level change has the same period as the tide-generating force twice a day, every 29.5 days, every year, and every 18.6 years. Sihwa Lake Tidal Power Station is Korea's first tidal power plant that began commercial power generation in August 2011 and has been accumulating a large volume of data on electricity production, power generation sales, sluice displacement, and tide levels. The purpose of this paper was to analyze the impact of the inefficiency factors affecting production and the tidal level change on tidal power generation and their characteristics using Sihwa Lake Tidal Power's operational performance data. Throughout this paper we show that tidal power generating operation is accurately predicting the trends of magnitude of tidal force to be periodical for each day. determining the drop to initiate the water turbine generator factoring the constraints on the operation of Sihwa Lake, and reflecting the water discharge through the floodgate and water turbine during the standby mode in the power generation plan to be in the optimal condition until the initiation of the next power generation can maximize power generation.

EPD File Generation System Based on Template for Choosing E-paper Contents Layout

  • Son, Bong-Ki
    • Journal of the Korea Society of Computer and Information
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    • v.23 no.12
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    • pp.107-114
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    • 2018
  • We propose EPD(Electrophoretic Display) file generation system based on template that enable users to choose contents layout for E-paper display. And also we show implementation results that apply the proposed system in digital doorsign management field adopting E-paper display. Template includes information for contents layout which is composed of standard form image to be used as background image, coordinates of area for dynamic data to be inserted, data source about dynamic data, and characteristic data of EPD panel for displaying contents. System administrator registers templates in Forms Server. When user chooses a contents layout, Forms Server automatically generates EPD file for displaying contents in E-paper by using information of the template and sends EPD file into doorsign. Strength of the proposed system lies in reflecting user preference about contents design and adding personal data into E-paper contents by smartphone application.

3D Image Capturing and 3D Content Generation for Realistic Broadcasting (실감방송을 위한 3차원 영상 촬영 및 3차원 콘텐츠 제작 기술)

  • Kang, Y.S.;Ho, Y.S.
    • Smart Media Journal
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    • v.1 no.1
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    • pp.10-16
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    • 2012
  • Stereo and multi-view cameras have been used to capture the three-dimensional (3D) scene for 3D contents generation. Besides, depth sensors are frequently used to obtain 3D information of the captured scene in real time. In order to generate 3D contents from captured images, we need several preprocessing operations to reduce noises and distortions in the images. 3D contents are considered as the basic media for realistic broadcasting that provides photo-realistic and immersive feeling to users. In this paper, we show technical trends of 3D image capturing and contents generation, and explain some core techniques for 3D image processing for realistic 3DTV broadcasting.

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