• Title/Summary/Keyword: Online database

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A Study of KORMARC Database: Problems and Recomendations (한국문헌목록정보(KORMARC)의 문제점 및 개선방향에 관한 연구)

    • Journal of Korean Library and Information Science Society
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    • v.30 no.3
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    • pp.295-322
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    • 1999
  • The purpose of this study is to identify and present the solution to the problems of KORMARC on Disc, which was produced by the National Library of Korea and is being distributed nationwide. Currently, KORMARC on Disc has reached the serious level of duplicates of input record, error on input data and noise of retrieval. Futhermore, input data is not in accordance with KORMARC Rules for Descriptive Cataloging, thus generating many problems. Of all thing, since current MARC system itself is based on manual system, it does not correspond effectively to the online environment. Accordingly, in order to elevate the quality of KORMARC database, current problems must be resolved, at the same time, korea Machine Readable Cataloging must be modified into a format, more suitable to Machine Readable environment. Consequently, the current study analyzes and identifies problems of data in KORMARC on Disc, at the same time, it examines currently used KORMARC Format and Korea machine Readable Cataloging Rules for descriptive Cataloging as to provide easier usage and guidelines for accurate data inputs.

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A Study on the STN International (STN International 온라인 정보검색(情報檢索) 시스템)

  • Jeong, Hye-Soon
    • Journal of Information Management
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    • v.23 no.3
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    • pp.45-73
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    • 1992
  • STN International is operated in North America by CAS, a division of the American Chemical Society;by FIZ Karlsruhe in Eruope ; and by JICST in Japan. All three are not-for-profit scientific organizations. This paper describes Messenger software that is designed for fast and efficient information retrieval, the advanced front-end STN Express software that saves time and effort, and databases in STN.

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NoSQL-based SNS Data Model Design (NoSQL 기반의 SNS 데이터베이스 설계)

  • Jang, Seongho;Kim, Suhee
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.10a
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    • pp.957-959
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    • 2013
  • A SNS(Social Networking Service) is an online platform to build social networks or social relations among people who, for example, share free communication, information, and make more personal connections. In this paper, we find representative entities, develop relationships among them, and draw an ERD based on the entities and their relationships. And then we design a SNS database schema by converting the ERD into collections according to data model of MongoDB, which is an NoSQL database.

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Cereal Resources in National BioResource Project of Japan

  • Sato, Kazuhiro;Endo, Takashi R.;Kurata, Nori
    • Interdisciplinary Bio Central
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    • v.2 no.4
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    • pp.13.1-13.8
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    • 2010
  • The National BioResource Project of Japan is a governmental project to promote domestic/international research activities using biological resources. The project has 27 biological resources including three cereal resources. The core center and sub-center which historically collected the cereal resources were selected for each cereal program. These resources are categorized into several different types in the project; germplasm, genetic stocks, genome resources and database information. Contents of rice resources are wild species, local varieties in East and Southwest Asia & wild relatives, MNU-induced chemical mutant lines, marker tester lines, chromosome substitution lines and other experimental lines. Contents of wheat resources are wild strains, cultivated strains, experimental lines, rye wild and cultivated strains; EST clones and full-length cDNA clones. Contents of barley resources are cultivar and experimental lines, core collection, EST/cDNA clones, BAC clones, their filters and superpool DNA. Each resource is accessible from the online database to see the contents and information about the resources. Links to the genome information and genomic tools are also important function of each database. The major contents and some examples are presented here.

An Identification and Feature Search System for Scanned Comics (스캔 만화도서 식별 및 특징 검색 시스템)

  • Lee, Sang-Hoon;Choi, Nakyeon;Lee, Sanghoon
    • Journal of KIISE:Databases
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    • v.41 no.4
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    • pp.199-208
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    • 2014
  • In this paper, we represent a system of identification and feature search for scanned comics in consideration of their content characteristics. For creating the feature of the scanned comics, we utilize a method of hierarchical symmetry fingerprinting. Proposed identification and search system is designed to give online service provider, such as Webhard, an immediate identification result under conditions of huge volume of the scanned comics. In simulation part, we analyze the robustness of the identification of the fingerprint to image modification such as rotation and translation. Also, we represent a structure of database for fast matching in feature point database, and compare search performance between other existing searching methods such as full-search and most significant feature search.

Game Developer / MUSIC MANAGEMENT

  • Chance Thomas
    • Digital Contents
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    • no.12 s.127
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    • pp.154-159
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    • 2003
  • 반지를 지키고자 하는 미들 사이즈의 난쟁이족인 호빗족과 반지를 손에 쥐어 제왕이 되고자 하는 여타의 부족간의 전쟁을 그린 비벤디유니버셜게임(Vivendi Universal Games)의 ' 반지의 제왕' 타이틀(Middle-Earth Online 포함) 제작에서 고심한 부분은‘원작자인 톨킨의 컨셉을 어떻게 기술로 표현할 수 있느냐’였다. 특히 그의 책에서 증거로 제시된 무자비한 야망 추구를 어떻게 나타내고 여러 개발자와 작자, 플랫폼과 게임의 전체 시리즈를 묶을 수 있는 음악을 만드는 것은 타이틀 제작에 있어 가장 큰 문제였다. 이번호에는 이 반지의 제왕 타이틀에서 출판사와 개발자 모두가 원하는 수준의 혁신적인 음악 구현을 어떻게 했는지 살펴본 후 혁신적인 음악 구현 시스템을 유지할 수 있는 프랜차이즈를 위한 진정한 음악 스타일 가이드를 제시한다.

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A Study on a Database Design for the Multi-User Online Game (멀티유저 온라인 게임을 위한 데이터베이스 설계에 관한 연구)

  • Kim, Jong-Soo;Kim, Tai-Suk
    • Annual Conference of KIPS
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    • 2005.05a
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    • pp.361-364
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    • 2005
  • 멀티유저 온라인 게임과 관련된 서버 측 설계에서 효율적인 네트워크 구성에 대해서 살펴보고, 현재 인기를 끌고 있는 멀티유저 온라인 게임의 사례 분석을 통하여 사용자에게 흥미를 끌기 위해 구성될 수 있는 다양한 엔티티(Entity)를 추출하여 정규형 단계를 거침으로서, 멀티유저 온라인 게임의 데이터베이스 설계 구현에 효율적으로 적용될 수 있는 설계를 제안한다.

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Informix Media Asset Management

  • BBC Case Study
    • Proceedings of the Korea Database Society Conference
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    • 1998.09a
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    • pp.83-98
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    • 1998
  • Who needs Media Asset Management? ◆ Publishers ◆ Any company publishing newspapers, magazines, catalogs or web sites. ◆ Content Creators ◆ Companies who create content for use in their business ◆ Broadcasters, Advertising Agencies, Studios, Sports Houses (NBA, NFL), Corporate Training Depts, Retailers ◆ Content Distributors ◆ Cable Operators, Telecoms, Internet Service Providers, Online Service Providers Who needs Media Asset Management? ◆ There's a LOT of money being spent on this kind of technology, and not just by 'media' companies ◆ Retailers, for catalogs, web sites, call centers ◆ Chems/Pharms, for drug. discovery, knowledge management ◆ Legal, for document and knowledge management ◆ Federal, for video surveillance and knowledge management ◆ Manufacturing, for integration of CAD, text and business-to-business applications ◆ Anyone with a Web/Content Management challenge(omitted)

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Resources for assigning MeSH IDs to Japanese medical terms

  • Tateisi, Yuka
    • Genomics & Informatics
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    • v.17 no.2
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    • pp.16.1-16.4
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    • 2019
  • Medical Subject Headings (MeSH), a medical thesaurus created by the National Library of Medicine (NLM), is a useful resource for natural language processing (NLP). In this article, the current status of the Japanese version of Medical Subject Headings (MeSH) is reviewed. Online investigation found that Japanese-English dictionaries, which assign MeSH information to applicable terms, but use them for NLP, were found to be difficult to access, due to license restrictions. Here, we investigate an open-source Japanese-English glossary as an alternative method for assigning MeSH IDs to Japanese terms, to obtain preliminary data for NLP proof-of-concept.

Product Community Analysis Using Opinion Mining and Network Analysis: Movie Performance Prediction Case (오피니언 마이닝과 네트워크 분석을 활용한 상품 커뮤니티 분석: 영화 흥행성과 예측 사례)

  • Jin, Yu;Kim, Jungsoo;Kim, Jongwoo
    • Journal of Intelligence and Information Systems
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    • v.20 no.1
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    • pp.49-65
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    • 2014
  • Word of Mouth (WOM) is a behavior used by consumers to transfer or communicate their product or service experience to other consumers. Due to the popularity of social media such as Facebook, Twitter, blogs, and online communities, electronic WOM (e-WOM) has become important to the success of products or services. As a result, most enterprises pay close attention to e-WOM for their products or services. This is especially important for movies, as these are experiential products. This paper aims to identify the network factors of an online movie community that impact box office revenue using social network analysis. In addition to traditional WOM factors (volume and valence of WOM), network centrality measures of the online community are included as influential factors in box office revenue. Based on previous research results, we develop five hypotheses on the relationships between potential influential factors (WOM volume, WOM valence, degree centrality, betweenness centrality, closeness centrality) and box office revenue. The first hypothesis is that the accumulated volume of WOM in online product communities is positively related to the total revenue of movies. The second hypothesis is that the accumulated valence of WOM in online product communities is positively related to the total revenue of movies. The third hypothesis is that the average of degree centralities of reviewers in online product communities is positively related to the total revenue of movies. The fourth hypothesis is that the average of betweenness centralities of reviewers in online product communities is positively related to the total revenue of movies. The fifth hypothesis is that the average of betweenness centralities of reviewers in online product communities is positively related to the total revenue of movies. To verify our research model, we collect movie review data from the Internet Movie Database (IMDb), which is a representative online movie community, and movie revenue data from the Box-Office-Mojo website. The movies in this analysis include weekly top-10 movies from September 1, 2012, to September 1, 2013, with in total. We collect movie metadata such as screening periods and user ratings; and community data in IMDb including reviewer identification, review content, review times, responder identification, reply content, reply times, and reply relationships. For the same period, the revenue data from Box-Office-Mojo is collected on a weekly basis. Movie community networks are constructed based on reply relationships between reviewers. Using a social network analysis tool, NodeXL, we calculate the averages of three centralities including degree, betweenness, and closeness centrality for each movie. Correlation analysis of focal variables and the dependent variable (final revenue) shows that three centrality measures are highly correlated, prompting us to perform multiple regressions separately with each centrality measure. Consistent with previous research results, our regression analysis results show that the volume and valence of WOM are positively related to the final box office revenue of movies. Moreover, the averages of betweenness centralities from initial community networks impact the final movie revenues. However, both of the averages of degree centralities and closeness centralities do not influence final movie performance. Based on the regression results, three hypotheses, 1, 2, and 4, are accepted, and two hypotheses, 3 and 5, are rejected. This study tries to link the network structure of e-WOM on online product communities with the product's performance. Based on the analysis of a real online movie community, the results show that online community network structures can work as a predictor of movie performance. The results show that the betweenness centralities of the reviewer community are critical for the prediction of movie performance. However, degree centralities and closeness centralities do not influence movie performance. As future research topics, similar analyses are required for other product categories such as electronic goods and online content to generalize the study results.