• 제목/요약/키워드: Evolving Content

검색결과 69건 처리시간 0.018초

온톨로지를 이용한 변화하는 데이터의 효과적인 인덱싱 방법 (Effective Indexing for Evolving Data Collection by Using Ontology)

  • 김종욱;배명수
    • 한국멀티미디어학회논문지
    • /
    • 제17권2호
    • /
    • pp.240-247
    • /
    • 2014
  • 웹상에서 생성 공유되는 데이터는 다양한 분야에서 대용량으로 생성되고, 콘텐츠가 사회적 관심에 따라 지속적으로 변화 한다는 특징이 있다. 이로 인하여, 웹 데이터를 분석하여 유용한 정보를 얻기 위해서는 (a) 대용량의 데이터를 빠르게 처리하고, (b) 사용자가 쉽게 정보를 찾을 수 있도록 데이터를 구성하는 것이 필수적이다. 이러한 두 가지 측면 중에서, 본 논문은 사용자의 정보 검색 부담을 덜어주기 위해 온톨로지를 활용한 데이터 구성 방법을 제시한다. 특히, 본 논문에서는 콘텐츠가 사회적 관심에 따라 지속적으로 변화하는 웹 데이터의 특성을 고려하여, 데이터 콘텐츠를 인덱싱하기에 가장 적합한 온톨로지를 기존에 존재하는 범용 온톨로지로부터 추출한다. 또한, 사례 연구를 통하여 제시한 알고리즘의 유용성을 보인다.

인공지능 객체인식에 관한 파라미터 측정 연구 (A Study On Parameter Measurement for Artificial Intelligence Object Recognition)

  • 최병관
    • 디지털산업정보학회논문지
    • /
    • 제15권3호
    • /
    • pp.15-28
    • /
    • 2019
  • Artificial intelligence is evolving rapidly in the ICT field, smart convergence media system and content industry through the fourth industrial revolution, and it is evolving very rapidly through Big Data. In this paper, we propose a face recognition method based on object recognition based on object recognition through artificial intelligence. In this method, Were experimented and studied through the object recognition technique of artificial intelligence. In the conventional 3D image field, general research on object recognition has been carried out variously, and researches have been conducted on the side effects of visual fatigue and dizziness through 3D image. However, in this study, we tried to solve the problem caused by the quantitative difference between object recognition and object recognition for human factor algorithm that measure visual fatigue through cognitive function, morphological analysis and object recognition. Especially, The new method of computer interaction is presented and the results are shown through experiments.

웹 컨텐츠 선호도 측정을 위한 대용량 웹로그 분석기 구현 (Implementation of big web logs analyzer in estimating preferences for web contents)

  • 최은정;김명주
    • 디지털산업정보학회논문지
    • /
    • 제8권4호
    • /
    • pp.83-90
    • /
    • 2012
  • With the rapid growth of internet infrastructure, World Wide Web is evolving recently into various services such as cloud computing, social network services. It simply go beyond the sharing of information. It started to provide new services such as E-business, remote control or management, providing virtual services, and recently it is evolving into new services such as cloud computing and social network services. These kinds of communications through World Wide Web have been interested in and have developed user-centric customized services rather than providing provider-centric informations. In these environments, it is very important to check and analyze the user requests to a website. Especially, estimating user preferences is most important. For these reasons, analyzing web logs is being done, however, it has limitations that the most of data to analyze are based on page unit statistics. Therefore, it is not enough to evaluate user preferences only by statistics of specific page. Because recent main contents of web page design are being made of media files such as image files, and of dynamic pages utilizing the techniques of CSS, Div, iFrame etc. In this paper, large log analyzer was designed and executed to analyze web server log to estimate web contents preferences of users. With mapreduce which is based on Hadoop, large logs were analyzed and web contents preferences of media files such as image files, sounds and videos were estimated.

반려견을 위한 디지털콘텐츠에 적용 가능한 게임화 요소 연구 (A Study on the Gamification Elements which Applicable to Digital Contents for Dogs)

  • 마미영;우탁
    • 한국게임학회 논문지
    • /
    • 제19권3호
    • /
    • pp.75-86
    • /
    • 2019
  • 반려동물 산업이 급성장함에 따라 반려견을 위한 디지털 콘텐츠까지 그 영역을 넓히고 있다. 이에, 본 연구는 반려견의 감각적 특성인 시각적, 청각적, 후각적 요소를 고려해, 반려견 콘텐츠에 적용 가능한 게임 요소를 제시하고자 한다. 이를 위해 먼저, 반려견주에게 지속적인 콘텐츠 사용을 유도하기 위한 요소로 출석과 규칙을 도출하였고, 반려견이 콘텐츠를 통해 재미와 흥미를 느껴 긍정적인 반응 얻을 수 있도록, 친밀도와 보상을 게임화 요소로 도출하였다. 본 연구를 통해, 새롭게 진화하는 반려견 콘텐츠 산업에 활력을 불어넣을 것으로 기대한다.

온라인 RPG게임 컨텐츠의 설계 및 개발사례 (Design and Implementation of an On-line RPG Game Content)

  • 이헌주;김현빈
    • 디지털콘텐츠학회 논문지
    • /
    • 제4권2호
    • /
    • pp.223-231
    • /
    • 2003
  • 게임 산업은 컴퓨터와 정보통신 기술의 발전으로 인하여 급격하게 성장했으며, 멀티미디어와 엔터테인먼트 산업의 핵심으로 여겨지고 있다. 특히 최근에는 인터넷 기술의 발전으로 온라인 게임에 대한 수요가 증가하고 있으며, 기존의 2차원 RPG 게임 형태로부터, 보다. 사실감을 전달할 수 있는 3차원 RPG나 시뮬레이션 형태의 게임으로 전환되고 있는 추세이다. 본 논문에서는 3차원 온라인 RPG 게임 컨텐츠를 개발한 사례에 대하여 기술한다. 본 게임은 다수의 참여자가 동시에 접속하여 게임을 진행할 수 있도록 개발되었다.

  • PDF

A Study on Marker-based Detection Method of Object Position using Perspective Projection

  • Park, Minjoo;Jang, Kyung-Sik
    • Journal of information and communication convergence engineering
    • /
    • 제20권1호
    • /
    • pp.65-72
    • /
    • 2022
  • With the mark of the fourth industrial revolution, the smart factory is evolving into a new future manufacturing plant. As a human-machine-interactive tool, augmented reality (AR) helps workers acquire the proficiency needed in smart factories. The valuable data displayed on the AR device must be delivered intuitively to users. Current AR applications used in smart factories lack user movement calibration, and visual fiducial markers for position correction are detected only nearby. This paper demonstrates a marker-based object detection using perspective projection to adjust augmented content while maintaining the user's original perspective with displacement. A new angle, location, and scaling values for the AR content can be calculated by comparing equivalent marker positions in two images. Two experiments were conducted to verify the implementation of the algorithm and its practicality in the smart factory. The markers were well-detected in both experiments, and the applicability in smart factories was verified by presenting appropriate displacement values for AR contents according to various movements.

방송 기술 동향 및 발전 전망 (Trends and Development Prospects in Broadcasting Technology)

  • 엄중선;임보미;정회윤;안석기;임현정;서재현
    • 전자통신동향분석
    • /
    • 제39권2호
    • /
    • pp.43-53
    • /
    • 2024
  • The media environment is rapidly evolving to be tailored to viewers using personal mobile devices in accordance with technological evolution and changes in social structures. Broadcast media technology is also advancing to enable new services, including data casting, in various reception environments beyond the existing fixed environment and one-way audio/video content services. In addition, technologies to increase the transmission capacity to accommodate next-generation large-capacity media content as well as communication network utilization and convergence technologies are being developed to facilitate interactive services and expand the broadcasting coverage. We discuss the current status and future prospects in broadcasting technology for terrestrial and mobile communication systems and analyze broadcasting technology elements for upcoming media environments relying on generative artificial intelligence.

Traveling televisual texts: transnational adaptations of "Doctor Foster" into Korea's "The World of the Married" and the Philippines' "The Broken Marriage Vow"

  • Ralph Edward P. Sekito
    • 수완나부미
    • /
    • 제16권1호
    • /
    • pp.125-143
    • /
    • 2024
  • Korean dramas, commonly referred to as Koreanovelas or K-Dramas in the Philippines, have significantly influenced and reshaped Philippine television culture since the early 2000s. Their impact persists in contemporary television programming, reflecting the transnational flow of media texts across borders. As media content transcends geographical boundaries, local media companies have adopted the practice of producing adaptations of foreign television series for their audiences. This paper examines the adaptation of the Koreanovela The World of the Married into the Philippine series The Broken Marriage Vow, both of which are adaptations derived from the British show Doctor Foster. Through this comparative analysis, I argue that the process of localizing these television shows to suit the preferences of the target audience serves as a tangible manifestation of transnational adaptation. Particularly in an era of globalization, where entertainment is still a thriving enterprise, thus traversing international borders, this phenomenon demonstrates the evolving nature of television content as it adapts and caters to diverse cultural contexts let alone a profitable means to generate an ailing entertainment industry, especially in the time of the pandemic.

A Case Study: Design and Develop e-Learning Content for Korean Local Government Officials in the Pandemic

  • Park, Eunhye;Park, Sehyeon;Ryu, JaeYoul
    • International Journal of Contents
    • /
    • 제18권2호
    • /
    • pp.47-57
    • /
    • 2022
  • e-Learning content can be defined as digital content to achieve educational goals. Since it is an educational material that can be distributed in offline, online, and mobile environments, it is important to create content that meets the learner's education environment and educational goals. In particular, if the learner is a public official, the vision, philosophy, and characteristics of each local government must reflect. As non-face-to-face online education expands further due to the COVID-19 pandemic, local governments that have relied on onsite education in the past urgently require developing strong basic competency education and special task competency content that reflect regional characteristics. Such e-learning content, however, hardly exists and the ability to independently develop them is also insufficient. In this circumstance, this case study describes the process of self-production of e-learning content suitable for Busan's characteristics by the Human Resource Development (HRD) Institute of Busan City, a local government. The field of instructional design and instructional technology is always evolving and growing by blending technological innovation into instructional platform design and adapting to the changes in society. Busan HRD Institute (BHI), therefore, tried to implement blended learning by developing content that reflected the recent trend of micro-learning in e-learning through a detailed analysis. For this, an e-learning content developer with certain requirements was selected and contracted, and the process of developing content through a collaboration between the client and developer was described in this study according to the ADDIE model of Instructional Systems Development (ISD).

Libraries for Life: A Case Study of National Library Board, Singapore

  • Foo, Schubert;Tang, Chris;Ng, Judy
    • 한국문헌정보학회지
    • /
    • 제44권4호
    • /
    • pp.33-59
    • /
    • 2010
  • Library 2.0 advocates a socially rich, multimedia enabled, user originated and communally innovative environment that poses significant opportunities for the libraries to evolve and make themselves even more relevant and significant for her users. This paper presents a case study of the National Library Board of Singapore, in playing a vital role to facilitate the realisation of a long-term key national program, The Singapore Memory (SM) Project. SM embraces the attributes of the Library 2.0 environment to enable the nation's memory to be collected, organised, preserved, discovered, researched, augmented and created. The output of is an evolving collection of knowledge assets on Singapore along a Singapore Memory Content Continuum of existing content that is steadily augmented with new content. The content will be collected across all formats, in any language, from Singaporeans and non-Singaporeans, from any institution and agency, from Singapore and abroad, and from official and unofficial sources. The utopian scenario of SM Project is that any person, community, group or institution who has ever experienced Singapore in any way or has any material on Singapore will engage actively in the contribution, discovery and creation of content for the project, and thus become advocates to further encourage and catalyse more contribution, discovery and creation. The paper outlines the key approaches, concepts and ideas for the project. An important element is the proliferation, exposure and accessibility of the rich contents envisaged in the project. The SM proliferation plan along with examples of how two existing resources, namely, the Singapore Infopedia, a database of articles on Singapore's history, culture, people and events 4 and NewspaperSG, an online resource of current and historic Singapore and Malayan newspapers, have been designed are presented to demonstrate how content can be exposed, searched and discovered.