• Title/Summary/Keyword: Movie Network

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WhoAmI: Personal Information Sharing Application over WiFi and WiFi Direct (WhoAmI: 와이파이와 와이파이 다이렉트 환경에서의 개인정보 공유 어플리케이션)

  • Kwak, Jun-Seok;Park, Jongmoon;Lee, Myung-Joon
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.18 no.2
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    • pp.371-378
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    • 2014
  • As people are taking part in more versatile social activities, it becomes more frequent and more important for people to share personal information each other in appropriate level. Unfortunately, although the rapid spread of smart devices and advance of network technologies have brought many applications for information sharing into our hands, they do not provide effective mechanism for sharing personal information on collocated people. In this paper, we introduce an android application named WhoAmI which provides the functionality of sharing personal information on nearby users over Wi-Fi Direct as well as Wi-Fi network environment. According to the predefined access level such as business, community or friend, WhoAmI naturally provides profile information to accessible users. In addition, the information such as music, photo, movie can be effectively shared through the application.

Development Web-based Arabic Assessments for Deaf and Hard-of-Hearing Students

  • Atwan, Jaffar;Wedyan, Mohammad;Abbas, Abdallah;Gazzawe, Foziah;Alturki, Ryan
    • International Journal of Computer Science & Network Security
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    • v.22 no.5
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    • pp.359-367
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    • 2022
  • Arabic skills are the tools by which children are prepared for the educational procedures on which their life depends. Deaf and hard of hearing students (DHH), must be able to grasp the same Arabic terms as hearing students and their different meanings in a context of different sentences less than what they are supposed to be due to their inability. However, problems arise in the same Arabic word and their different meanings in a context for (DHH) students since the way of comprehending such words does not meet the needs and circumstances of (DHH) students. Therefore, researchers introduce web-based method for Arabic words and their meanings in a context prototype that can overcome those problems. Methodology: The study sample consists of 30 (DHH) students at Al Amal City of Palestine, Gaza Region (GR). Those participants that agreed to take part in this study were recruited using a purposeful sampling method. Additionally, to examine the survey information descriptively, the Statistical Packages for social Sciences (SPSS) version 24.0 was used. A sign language teaching movie is utilized in the prototype to standardize the process and verify that Arabic vocabulary and their implications are comprehended. The Evolutionary Process Model of Prototype technique was utilized to create this system. Finding: The findings of this study show that the prototype built is workable and has the ability to help DHHS differentiate between phrases that have the same letters but distinct meanings. The findings of this study are expected to contribute to a better understanding and application of Development of Web-based Arabic Assessments for (DHH) Students in developing countries, which will help to increase the use of Development of Web-based Arabic for (HDD) students in those countries. The empirical models of Web-based Arabic for (DHH) students are established as a proof of concept for the proposed model. The results of this study are predicted to have a significant impact to the information system practitioners and to the body of knowledge.

A Study on the Impact Factors of Contents Diffusion in Youtube using Integrated Content Network Analysis (일반영향요인과 댓글기반 콘텐츠 네트워크 분석을 통합한 유튜브(Youtube)상의 콘텐츠 확산 영향요인 연구)

  • Park, Byung Eun;Lim, Gyoo Gun
    • Journal of Intelligence and Information Systems
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    • v.21 no.3
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    • pp.19-36
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    • 2015
  • Social media is an emerging issue in content services and in current business environment. YouTube is the most representative social media service in the world. YouTube is different from other conventional content services in its open user participation and contents creation methods. To promote a content in YouTube, it is important to understand the diffusion phenomena of contents and the network structural characteristics. Most previous studies analyzed impact factors of contents diffusion from the view point of general behavioral factors. Currently some researchers use network structure factors. However, these two approaches have been used separately. However this study tries to analyze the general impact factors on the view count and content based network structures all together. In addition, when building a content based network, this study forms the network structure by analyzing user comments on 22,370 contents of YouTube not based on the individual user based network. From this study, we re-proved statistically the causal relations between view count and not only general factors but also network factors. Moreover by analyzing this integrated research model, we found that these factors affect the view count of YouTube according to the following order; Uploader Followers, Video Age, Betweenness Centrality, Comments, Closeness Centrality, Clustering Coefficient and Rating. However Degree Centrality and Eigenvector Centrality affect the view count negatively. From this research some strategic points for the utilizing of contents diffusion are as followings. First, it is needed to manage general factors such as the number of uploader followers or subscribers, the video age, the number of comments, average rating points, and etc. The impact of average rating points is not so much important as we thought before. However, it is needed to increase the number of uploader followers strategically and sustain the contents in the service as long as possible. Second, we need to pay attention to the impacts of betweenness centrality and closeness centrality among other network factors. Users seems to search the related subject or similar contents after watching a content. It is needed to shorten the distance between other popular contents in the service. Namely, this study showed that it is beneficial for increasing view counts by decreasing the number of search attempts and increasing similarity with many other contents. This is consistent with the result of the clustering coefficient impact analysis. Third, it is important to notice the negative impact of degree centrality and eigenvector centrality on the view count. If the number of connections with other contents is too much increased it means there are many similar contents and eventually it might distribute the view counts. Moreover, too high eigenvector centrality means that there are connections with popular contents around the content, and it might lose the view count because of the impact of the popular contents. It would be better to avoid connections with too powerful popular contents. From this study we analyzed the phenomenon and verified diffusion factors of Youtube contents by using an integrated model consisting of general factors and network structure factors. From the viewpoints of social contribution, this study might provide useful information to music or movie industry or other contents vendors for their effective contents services. This research provides basic schemes that can be applied strategically in online contents marketing. One of the limitations of this study is that this study formed a contents based network for the network structure analysis. It might be an indirect method to see the content network structure. We can use more various methods to establish direct content network. Further researches include more detailed researches like an analysis according to the types of contents or domains or characteristics of the contents or users, and etc.

Performance Analysis of Directors, Producers, Main Actors in Korean Movie Industry using Deciles Distribution (2004-2017) (평균 관객 수 10분위를 활용한 감독, 제작자, 배우 흥행성과 분석)

  • Kim, Jung-Ho;Kim, Jae Sung
    • The Journal of the Korea Contents Association
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    • v.18 no.10
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    • pp.78-98
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    • 2018
  • On the 855 pure Korean commercial fictional movies, excluding diversity films, released in Korea from 2004 to August 2017, I conducted deciles distribution analysis of box office performance of those movies and average box office performance of directors, producers and lead actors who involved in making them. Deciles distribution analysis of average box office performance might be helpful to predict their next box office performance of newly produced Korean movies and to evaluate their contribution to box office performance. In baseball, the various index such as winning rate, on-base percentage, slugging percentage, stolen base percentage, battling average, earned run average is used for predicting and reviewing of professional players. In this study, I evaluate the script's narrative quality by the indirect method of insight and judgment of creative manpower involved in making the movies. For the more productive prediction, direct statistical analysis method on the narrative of the script needs to develop. Time series analysis is required to evaluate the rise and fall of creative manpower and network analysis is also necessary to see the interaction among creative people.

A Study on Fine-Tuning and Transfer Learning to Construct Binary Sentiment Classification Model in Korean Text (한글 텍스트 감정 이진 분류 모델 생성을 위한 미세 조정과 전이학습에 관한 연구)

  • JongSoo Kim
    • Journal of Korea Society of Industrial Information Systems
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    • v.28 no.5
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    • pp.15-30
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    • 2023
  • Recently, generative models based on the Transformer architecture, such as ChatGPT, have been gaining significant attention. The Transformer architecture has been applied to various neural network models, including Google's BERT(Bidirectional Encoder Representations from Transformers) sentence generation model. In this paper, a method is proposed to create a text binary classification model for determining whether a comment on Korean movie review is positive or negative. To accomplish this, a pre-trained multilingual BERT sentence generation model is fine-tuned and transfer learned using a new Korean training dataset. To achieve this, a pre-trained BERT-Base model for multilingual sentence generation with 104 languages, 12 layers, 768 hidden, 12 attention heads, and 110M parameters is used. To change the pre-trained BERT-Base model into a text classification model, the input and output layers were fine-tuned, resulting in the creation of a new model with 178 million parameters. Using the fine-tuned model, with a maximum word count of 128, a batch size of 16, and 5 epochs, transfer learning is conducted with 10,000 training data and 5,000 testing data. A text sentiment binary classification model for Korean movie review with an accuracy of 0.9582, a loss of 0.1177, and an F1 score of 0.81 has been created. As a result of performing transfer learning with a dataset five times larger, a model with an accuracy of 0.9562, a loss of 0.1202, and an F1 score of 0.86 has been generated.

Film Line Scratch Detection using a Neural Network based Texture Classifier (신경망 기반의 텍스처 분류기를 이용한 스크래치 검출)

  • Kim, Kyung-Tai;Kim, Eun-Yi
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.43 no.6 s.312
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    • pp.26-33
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    • 2006
  • Film restoration is to detect the location and extent of defected regions from a given movie film, and if present, to reconstruct the lost information of each region. It has gained increasing attention by many researchers, to support multimedia service of high quality. In general, an old film is degraded by dust, scratch, flick, and so on. Among these, the most frequent degradation is the scratch. So far techniques for the scratch restoration have been developed, but they have limited applicability when dealing with all kinds of scratches. To fully support the automatic scratch restoration, the system should be developed that can detect all kinds of scratches from a given frame of old films. This paper presents a neurual network (NN)-based texture classifier that automatically detect all kinds of scratches from frames in old films. To facilitate the detection of various scratch sizes, we use a pyramid of images generated from original frames by having the resolution at three levels. The image at each level is scanned by the NN-based classifier, which divides the input image into scratch regions and non-scratch regions. Then, to reduce the computational cost, the NN-based classifier is only applied to the edge pixels. To assess the validity of the proposed method, the experiments have been performed on old films and animations with all kinds of scratches, then the results show the effectiveness of the proposed method.

A Study on the Trend Analysis St Environment of Motion Graphic. -Focused on Historical Backgrounds of Motion Graphic Appearance- (모션그래픽의 환경과 경향분석에 관한 연구 -모션그래픽 출현의 역사적 배경을 중심으로 -)

  • Kim, Jae-Myoung
    • Archives of design research
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    • v.18 no.2 s.60
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    • pp.5-14
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    • 2005
  • Graphic Design is being developed as a unique genre and widely applied to movie, TV broadcasting, music video, computer an, web design, animation, and game. Some university added motion graphics in their curriculum recently. However Motion Graphic has not been defined clearly and pedagogy of motion graphics was not studied enough. Motion Graphic is not merely moving picture. Its typical purpose and concept are evolving because of the diversified application. Meta-synthesis between media and hybrid development based on diverse approach and composite presentational methods are also changing Motion Graphic. Various technology such as photograph, analytical engine, hypermedia, multimedia, digital composite picture, network and interface should be studied to understand Motion Graphic. This study reviews the historic background of Motion Graphic mainly related to its advent. A fundamental definition of Motion Graphic including the space and time is suggested and the international trend is introduced. Future Motion Graphic and possible development was also predicted.

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A study on Convergence of the Digital Contents Industry and Possibility of Exportation (디지털콘텐츠 산업의 융합화와 수출 가능성)

  • Chun, Byung-June;Choi, Dong-Gil
    • International Commerce and Information Review
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    • v.12 no.3
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    • pp.55-78
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    • 2010
  • This study analyses recent development of digital contents industry. The purpose of this study is to show how the convergence phenomenon is occurring in the digital contents industry. Furthermore, this study examines the influence of digital convergence on the digital contents industry. The characteristics of the digital contents industry falls roughly into three features. To begin with, technical aspect of the industrial feature is that digitalized contents can be used in various digital devices, namely OSMU(One Source Multi Use). The second feature is related to protection of copyright against illegal file sharing and downloading. One final point is that platform for distribution channels has been universal by digital convergence. To sum up, the notable feature of digital contents industry is high value-added. Also, digital contents industry is composed of users, digital device, network, and universal contents. Users are the key component of digital contents industry, who is distinguished from consumers. Digital devices such as mobile phone, PDA can play all kinds of digital contents and make users communicate in two-ways. Portable devices also allow the users to consume digital contents at any place. Digital contents can be distributed by both wire and wireless networks. And most of transactions can be made through networks. There are three key issues about digital convergence. Entry barriers for market become lowered; the age of contents users is changed from old generation to young generation. And the form of contents devices is changing rapidly. Traditional contents field such as movie, music, broadcasting, publishing, animations are combined into one digital contents territory. As a result, this paper suggests that digital convergence phenomenon will be accelerating for the future. According to the result of this study, the advent of digital convergence and e-Commerce will have significant influence on trade of digital contents.

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The research of posture training system in self-directed learning golf (자기주도 학습식 골프의 운동자세 트레이닝 시스템 연구)

  • Ko, Yun-Hwa
    • Journal of Digital Convergence
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    • v.11 no.6
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    • pp.151-157
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    • 2013
  • This research is about set-up own posture standard and enables to compare the set-up and own posture; therefore, this posture training system leads the user's active learning through the method of self-directed learning. This system includes the camera part that shoots user's posture and save the movie clip for comparison about the user and target, the training server that provides a comparison screen playing clips simultaneously by user's input, and the terminal equipment that connects the training server and a network, transmits the user's input to the server, and displays them from the comparison screen. The Journal of Digital Policy & Management. This space is for the abstract of your study in English.

Automatic Film Line Scratch Removal System using Spatial Information (공간 정보를 이용한 오래된 필름에서의 스크래치 제거 시스템)

  • Ko, Eun-Jeong;Kim, Kyung-Tai;Kim, Eun-Yi
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.45 no.6
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    • pp.162-169
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    • 2008
  • Film restoration is to detect the location and extent of defected regions from a given movie film, and if present, to reconstruct the lost information of each regions. It has gained increasing attention by many researchers, to support multimedia service of high quality. Among artifacts, scratch is the most frequent degradation. In this paper, an automatic film line scratch removal system is developed that can detect and restore all kind of scratches. For this we use the spatial information of scratches: The scratch in old films has lower or higher brightness than neighboring pixels in its vicinity and usually appears as a vertically long thin line. Our systems consists of scratch detection and scratch restoration. The scratches of various types are detected by neural network based texture classifier and morphology-based shape filter and then the degraded regions are restored using bilinear interpolation. To assess the validity of the Proposed method, it has been tested with all kinds of scratches, and then experimental results show that the proposed approach is robust to various scratches and efficient to apply a real film removal system.