• Title/Summary/Keyword: Multimedia program

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A Study of IPTV-VOD Program Recommendation System using Collaborative Filtering (협업 필터링을 이용한 IPTV-VOD 프로그램 추천 시스템에 대한 연구)

  • Sun, Chul-Yong;Kang, Yong-Jin;Park, Kyu-Sik
    • Journal of Korea Multimedia Society
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    • v.13 no.10
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    • pp.1453-1462
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    • 2010
  • In this paper, a new program recommendation system is proposed to recommend user preferred VOD program in IPTV environment. A proposed system is implemented with collaborative filtering method. For a user profile which describes user program preference, a program preference, sub-genre preference, and US(user similarity) weight of the user neighborhood is averaged and updated every week. In order to evaluate system performance, real 24-weeks cable TV watching data provided by Nilson Research Corp. are modified to fit for IPTV broadcasting environment and the simulation result shows quite comparative quality of recommendation. The experimental results optimum performance when user similarity based weighting, five person per group and five recommendation programs are used.

A Study of Fusing Scheme of Image and Sensing Data Using Index Method (인덱스를 이용한 동영상과 센싱 데이터 융합 방안 연구)

  • Hyun, Jin Gyu;Lee, Young Su;Kim, Do Hyeun
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.8 no.6
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    • pp.141-146
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    • 2008
  • Recently, it is studying to provide to users through internet in the SensorWeb of OGC(Open Geospatial Consortium) saving and maintaining data and image information gathered from sensor network. It is necessary to study about data convergence as binding audio and video for delivering the sensing data and image information to users with real-time system. In this article, it suggests how to convergence sensing data and moving picture collected from the sensor network using index. This program indicates both of them that collected sensing data and information identified of moving picture in the integration index and based on this program provides sensing data moving picture at the same time referencing integration index, if the user asks. To verify suggested method designing real-time multimedia service structure using sensor network and image installation and implementing Ubiquitous realtime multimedia system integrating moving picture and sensing data based on index. As a result of this program, it is confirmed providing real-time multimedia service to request information of application service using integration index collected image and sensing data from wireless sensor network and image installation suggested data convergence method.

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The Effect of Environment Lesson using Multimedia Game on Recognition, Learning Motivation and Achievement of Elementary Students about Alien Species (멀티미디어 게임을 활용한 환경수업이 초등학생의 외래생물에 대한 인식, 학습동기 및 성취도에 미치는 영향)

  • Park, Sung-Kyong;Bae, Jinho;Shim, Kew-Cheol;Yeau, Sung-Hee;So, Keum-Hyun
    • Journal of Korean Elementary Science Education
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    • v.32 no.3
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    • pp.346-360
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    • 2013
  • The purpose of this study was to develop a multimedia game program as a strategy for teaching alien species and to examine the effect of the program on recognition, motivation and achievement about alien species. In order to find the effect of developed program, 62 students among 6th graders at S Elementary School located in Gyeonggi-do were divided into two groups. Lesson with multimedia game was given to the experimental group, and the control group received traditional lesson. The results were as follows. First, the experimental and control groups showed significant difference in recognition of alien species. Second, the two groups showed statistically significant difference in learning motivation. For the subdomains of the recognition, significant results were obtained at the significance in attentiveness, relevance, confidence and satisfaction. Third, the two groups showed significant difference in academic achievement. Lastly as a result of interviewing subjects of the experimental group about lesson based on game, subjects generally had positive opinions that the new learning method is interesting and has helpful influence on the lesson.

A Study on the Improved Dynamic Object-Oriented Program Slicing (개선된 동적 객체지향 프로그램 슬라이싱에 관한 연구)

  • Park Soon-Hyung;Park Man-Gon
    • Journal of Korea Multimedia Society
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    • v.7 no.10
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    • pp.1485-1495
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    • 2004
  • We propose the representation of a improved dynamic object-oriented program dependence graph so as to process the slicing of object-oriented programs that is composed of related programs in order to process certain jobs. We also propose an efficient slicing algorithm using the relations of relative tables in order to compute dynamic slices of object-oriented programs. We programmed the algorithm by using fortran and Visual C++. The procedure that computes the dynamic object-oriented program slices using the improved dynamic object-oriented program dependence graph(IDOPDC) is divided into four steps. Consequently, the efficiency of the proposed improved dynamic object-oriented program dependence graph(IDOPDG) technique is also compared with the dependence graph techniques discussed previously. As a result, this certifies that an improved dynamic object-oriented program dependence graph is more efficient in comparison with the traditional dynamic object-oriented program dependence graph(DOPDG).

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Implement for EzPlay and PC-EPG of Multimedia Remote Control System (EzPlay/EPG를 적용한 멀티미디어 원격제어 시스템 구현)

  • Park Nho-Kyung;Jin Hun-Jun;Kim Sang-Pok;Park Sang-Bong
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.42 no.2 s.302
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    • pp.39-48
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    • 2005
  • In this paper, we implement the multimedia remote control system by using existing internet service or wired online. We also provide user-friendly convenient environment with developed application program named EzPlay and PC-EPG. The multimedia remote control system consists of integrated wireless transceiver of PC and TV connected USB type and the users can easily use lots of contents because EzPlay program provides appropriate UI mode on the PC and TV screen. The unposed system can operate real-time playing, reserved video receding and data storing function using internet mesh based on signal detecting control theory. The PC-EPG system is implemented by server/client web program and the client program based on visual C++/MFC processes data storing in client computer through TCP/IP. It also provides intelligent function that constructs database according to user's preference.

Implementation of Play and Copy Control of DMB contents using Watermarking and Encryption on PMP (워터마킹과 암호화를 이용한 DMB 콘텐츠의 재생 및 복사 제어를 PMP에 구현)

  • Jeong, Yong-Jae;Moon, Kwang-Seok;Kim, Jong-Nam
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.46 no.2
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    • pp.52-57
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    • 2009
  • Recently, the regular service of a terrestrial digital multimedia broadcasting(T-DMB) made faster distribution of T-DMB receiver. The problem of an illegal distribution is increasing owing to a large distribution of T-DMB receiver. In this paper, we propose a watermarking and encryption method on T-DMB bit-stream for a copy and Play control to prevent an illegal distribution of T-DMB contents. We implement our proposed method on a portable multimedia player (PMP) which has T-DMB receiver. The proposed method insert the encrypted information for control of copy and play after finding padding area of program map table (PMT) and program association table (PAT) from analysis of transport stream (TS) of T-DMB. In implementation result, we can control use of contents according to information of copy and play control. The proposed method can be used to content Protection software for blocking of an illegal distribution of T-DMB contents on a mobile T-DMB receivers.

I-QANet: Improved Machine Reading Comprehension using Graph Convolutional Networks (I-QANet: 그래프 컨볼루션 네트워크를 활용한 향상된 기계독해)

  • Kim, Jeong-Hoon;Kim, Jun-Yeong;Park, Jun;Park, Sung-Wook;Jung, Se-Hoon;Sim, Chun-Bo
    • Journal of Korea Multimedia Society
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    • v.25 no.11
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    • pp.1643-1652
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    • 2022
  • Most of the existing machine reading research has used Recurrent Neural Network (RNN) and Convolutional Neural Network (CNN) algorithms as networks. Among them, RNN was slow in training, and Question Answering Network (QANet) was announced to improve training speed. QANet is a model composed of CNN and self-attention. CNN extracts semantic and syntactic information well from the local corpus, but there is a limit to extracting the corresponding information from the global corpus. Graph Convolutional Networks (GCN) extracts semantic and syntactic information relatively well from the global corpus. In this paper, to take advantage of this strength of GCN, we propose I-QANet, which changed the CNN of QANet to GCN. The proposed model performed 1.2 times faster than the baseline in the Stanford Question Answering Dataset (SQuAD) dataset and showed 0.2% higher performance in Exact Match (EM) and 0.7% higher in F1. Furthermore, in the Korean Question Answering Dataset (KorQuAD) dataset consisting only of Korean, the learning time was 1.1 times faster than the baseline, and the EM and F1 performance were also 0.9% and 0.7% higher, respectively.

[Retracted]Development and Evaluation of Self-Management Program for Patients with Coronary Artery Disease

  • Kim, Hyun Young;Kim, Su Hyun;Jung, Hyun Jung;Kim, Hwa Sun
    • Journal of Multimedia Information System
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    • v.6 no.4
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    • pp.317-322
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    • 2019
  • The purpose of this study was to develop a self-management program for patients suffering from coronary artery disease (CAD), based on the self-determination theory and subsequently perform a heuristic evaluation by professionals and a quality assessment by users. The program consisted of 6 main menus and 20 submenus. Heuristic evaluation was conducted using eight principles, and as a result, a score of 1 was assigned by a professional for five principles: consistency and mapping, good ergonomics and minimalist design, flexibility and efficiency, anesthetics, and error management. Two professionals gave the principles of ease of input, screen readability, and glanceability a score of 1. In the quality assessment by the users, the system quality category had the highest score of 4.6 out of 5, and information quality had the lowest score of 3.87 out of 5. The overall average score was 4.08, which indicated the general satisfaction regarding the quality of the application. We have reflected on all the recommendations provided by the professionals based on their heuristic evaluation and incorporated them in the program.

Design and Implementation of a Multimedia Platform for a Realtime Distant Education on the Web (웹 기반에서의 실시간 원격교육을 위한 멀티미디어 플렛폼 설계 및 구현)

  • 손형도;김윤홍;강승찬;박병수;김일태
    • Journal of Korea Multimedia Society
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    • v.2 no.4
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    • pp.419-429
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    • 1999
  • In this paper, we have designed and implemented Web-based realtime distant education system by using multimedia CAI and Java technology. The proposed system can provide not only Web-based courseware but also text-based text lecture and distant OHP in real time. The Courseware provides computer basic education and has been developed by using Authorware. The Client/server program of Text lecture and distant OHP for a realtime distant education has been developed by using Java applet and application. Java servlet has been used to construct CGI programs.

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The Study on 3D Landscape Simulation Program in Real Time (실시간 3D 지형 시뮬레이션 프로그램 연구)

  • Jeong, Sun-Min;Lee, Chae-Eun;Kim, Se-Song;Lee, Byong-Kwon
    • Proceedings of the Korea Information Processing Society Conference
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    • 2016.10a
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    • pp.494-496
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    • 2016
  • 현대 사회에서 교육, 군대, 산업은 언제나 사람들에게 관심이 높은 분야이다. 본 논문에서는 이 세 가지 분야에서 유용하게 사용될 수 있으며 잠재력과 가능성 또한 무한한 솔루션을 제안한다. 본 논문이 제안하는 프로그램은 카메라가 보는 지형을 3D 지형으로 실시간으로 시뮬레이션 할 수 있는 시스템 개발에 목적을 두고 있다. 사용자가 모래를 이용해 원하는 지형을 구축하고, 개발된 소프트웨어를 이용하여 가상 3D 지형을 확인할 수 있는 프로그램을 연구한다.