• Title/Summary/Keyword: Semi-online

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Novel Intent based Dimension Reduction and Visual Features Semi-Supervised Learning for Automatic Visual Media Retrieval

  • kunisetti, Subramanyam;Ravichandran, Suban
    • International Journal of Computer Science & Network Security
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    • v.22 no.6
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    • pp.230-240
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    • 2022
  • Sharing of online videos via internet is an emerging and important concept in different types of applications like surveillance and video mobile search in different web related applications. So there is need to manage personalized web video retrieval system necessary to explore relevant videos and it helps to peoples who are searching for efficient video relates to specific big data content. To evaluate this process, attributes/features with reduction of dimensionality are computed from videos to explore discriminative aspects of scene in video based on shape, histogram, and texture, annotation of object, co-ordination, color and contour data. Dimensionality reduction is mainly depends on extraction of feature and selection of feature in multi labeled data retrieval from multimedia related data. Many of the researchers are implemented different techniques/approaches to reduce dimensionality based on visual features of video data. But all the techniques have disadvantages and advantages in reduction of dimensionality with advanced features in video retrieval. In this research, we present a Novel Intent based Dimension Reduction Semi-Supervised Learning Approach (NIDRSLA) that examine the reduction of dimensionality with explore exact and fast video retrieval based on different visual features. For dimensionality reduction, NIDRSLA learns the matrix of projection by increasing the dependence between enlarged data and projected space features. Proposed approach also addressed the aforementioned issue (i.e. Segmentation of video with frame selection using low level features and high level features) with efficient object annotation for video representation. Experiments performed on synthetic data set, it demonstrate the efficiency of proposed approach with traditional state-of-the-art video retrieval methodologies.

Design and Implementation of Linked Research System for Global Standardization (글로벌 표준화를 위한 연계 Research System의 설계 및 구현)

  • Chang, Young-Hyun;Park, Dea-Woo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2010.05a
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    • pp.295-298
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    • 2010
  • There are three types of survey research system, telephone surveys, online surveys, interviews and so on. Currently most of the survey data have been verified by hand-collecting state in korea. Semi-automated research systems, some companies are using imported from abroad. This paper is the study on the design and implementation of linked research system for global standardization. The system is optimized through customizing for local conditions, as well as professionals for telephone surveys, online surveys, interviews even a normal user can enter the questionnaire easily and quickly. The result data is passed to the customer quickly and accurately. In particular, this system is based on automatic data input and collected provides best efficient analysis and statistics. Office programs and advanced statistical program SPSS is compatible with the maximum benefits for proposed system. Additionally, to achieve the import substitution effect through localization and to propose a global standard the proposed system is designed and implemented.

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Ineffective English Learning in the Family Field during the COVID-19 Pandemic (코로나19 팬데믹 기간 동안의 가정 내 비효과적인 영어 학습)

  • Gou, Wenyan;Kim, Jungyin
    • Journal of Convergence for Information Technology
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    • v.11 no.11
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    • pp.312-326
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    • 2021
  • Building on the framework of language socialization [10] in language learning and use, the present study examines the environmental factors involved in four college students' English learning in the situated place of the home during the COVID-19 pandemic. Using narrative inquiry, this study implements a time-series analysis to investigate undergraduates' online English learning in a rural area of northwest China. The data were collected via oral and written narration, semi-structured interviews, and class documents. Leveraging the field-habitus theories, the findings reveal that each of the students had a different habitus in the family field that influenced their English learning at home between March to July of 2020. Ultimately, all four students felt that their habitus made their online English learning ineffective and expressed that they did not wish to continue learning at home. The findings imply that it is important for rural parents to pay more attention to building college students' learning environments and helping students cultivate a strong learning habitus in the family field in northwest China.

Case studies on the flipped classroom with a MOOC in college contexts (대학에서의 MOOC기반 플립러닝 사례분석)

  • Lim, Keol;Kim, Mi Hwa
    • Journal of Digital Convergence
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    • v.17 no.9
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    • pp.173-184
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    • 2019
  • This study investigated the effects of applying the flipped classroom approach with MOOC to the college educational system. A total of six undergraduate students participated in the 10-week innovative learning setting. The participants performed online activities using the learning content from a MOOC website; this was followed by a participatory learning process in the offline classroom. The semi-structured face-to-face interviews for the six participants after the classes were completed and analyzed. The results showed that the instructional method enabled students to be highly motivated and to perform learning activities. However, there were some limitations: (1) learning was impeded due to English language issues and (2) the Korean education culture was still unfamiliar with this pedagogical method. Finally, suggestions for future research are discussed.

Development of Supervised Machine Learning based Catalog Entry Classification and Recommendation System (지도학습 머신러닝 기반 카테고리 목록 분류 및 추천 시스템 구현)

  • Lee, Hyung-Woo
    • Journal of Internet Computing and Services
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    • v.20 no.1
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    • pp.57-65
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    • 2019
  • In the case of Domeggook B2B online shopping malls, it has a market share of over 70% with more than 2 million members and 800,000 items are sold per one day. However, since the same or similar items are stored and registered in different catalog entries, it is difficult for the buyer to search for items, and problems are also encountered in managing B2B large shopping malls. Therefore, in this study, we developed a catalog entry auto classification and recommendation system for products by using semi-supervised machine learning method based on previous huge shopping mall purchase information. Specifically, when the seller enters the item registration information in the form of natural language, KoNLPy morphological analysis process is performed, and the Naïve Bayes classification method is applied to implement a system that automatically recommends the most suitable catalog information for the article. As a result, it was possible to improve both the search speed and total sales of shopping mall by building accuracy in catalog entry efficiently.

An Ethnographic Study on the Digital Literacy Practices of Role-Players in a Massively Multiplayer Online Role-Playing Game (대규모 멀티 플레이어 온라인 롤 플레잉 게임 참여자의 디지털 리터러시 활용 관행에 관한 민족지학적 연구)

  • Hollister, Jonathan M.
    • Journal of Korean Library and Information Science Society
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    • v.50 no.4
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    • pp.429-467
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    • 2019
  • Various digital literacy and critical competencies are crucial for success in the information and media-rich 21st century game of life. This study explores and describes the digital literacy practices of role-players in WildStar, a science fantasy Massively Multiplayer Online Role Playing Game (MMORPG). Active role-players create and participate in group-driven interactive stories while in-character. A hybrid ethnographic method integrating overt participant observation and engagement, collection of community artifacts across multiple sites (such as wikis, discussion boards, and social media), and semi-structured interviews was employed to understand how role-players seek, use, evaluate, and manage information, media, and technology. Role-players used various media and technologies to supplement, simplify, and make role-playing more immersive. The relative digital literacy skill levels of individuals varied, leading role-players to leverage the skills of more proficient or experienced community members. Given the broad appeal of online games and educational benefits of role-playing, implications and applications for digital literacy skills instruction and library programming are also discussed.

The Information Worlds of Online Role-Players (온라인 롤 플레이어의 정보 세계)

  • Hollister, Jonathan M.
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.31 no.2
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    • pp.223-266
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    • 2020
  • Massively Multiplayer Online Role-Playing Games (MMORPGs) are played by millions of people around the world. Within MMORPGs, players explore, solve mysteries, craft items, battle against dungeon or raid bosses, or compete against other players, all while using a variety of information and information behaviors. Role-players in MMORPGs develop identities and engage in interactive storytelling with other role-players as their characters. An ethnographic approach combining overt participant observation and engagement, semi-structured interviews, and artifact collection was used to explore and describe the social information behaviors of role-players through the lens of the theory of information worlds. The social types evident in the role-playing community in WildStar, a science fantasy-themed MMORPG, are closely interrelated to and differentiated by social norms and information values that dictate acceptable characters, stories, character actions, and appropriate lore sources as well as how to role-play without violating the boundary between in- and out-of-character information worlds. Role-players maintained the in-character and out-of-character boundary using a set of specific information behaviors to enable engaging and immersive role-playing experiences. Implications of the findings for the theory of information worlds as well as potential applications of role-playing and MMORPGs are also discussed.

Review of Contraindications for Oncology Acupuncture (암 환자의 침치료 금기증에 대한 고찰)

  • Bang, Sun-Hwi;Yoo, Hwa-Seung;Lee, Yeon-Weol;Cho, Chong-Kwan
    • Journal of Korean Traditional Oncology
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    • v.16 no.2
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    • pp.9-17
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    • 2011
  • Objectives : Contradictions for Oncology acupuncture were searched and reviewed to establish fundamentals for the appropriate contraindication guideline. Methods : In order to search contraindications for oncology acupuncture, domestic journals, books and online database of Pubmed were searched using the terms, cancer, tumor, acupuncture, safety, contraindications and guideline were below. Results : We found 7 papers and 1 book by the above methods. We reviewed and suggested the contraindications. Contraindications for oncology acupuncture are neutropenia (absolute neutrophil count : ANC less than $500/mm^3$), thrombocytopenia (platelets less than $50,000/mm^3$), anticoagulant use, spinal instability, tumour nodule, lymphedema, prosthesis, intracranial deficits, confused patients, significant arrhythmia, patient refusal to treatment, severe neurotic patients and intracardiac defribillator. Contraindications for using semi-permanent needles are neutropenia (ANC less than $500/mm^3$), splenectomy, valvular heart disease, B, C hepatitis and keloids. Conclusions : Acupuncture for cancer patients pose significant risks but these guidelines are proposed in the hopes of providing certain boundaries in practicing oncology acupuncture. A more systematic and rigorous research is needed to establish a more reliable oncology acupuncture guidelines.

Research and Survey Gal-ot Product in Jeju (제주 갈옷 상품의 현황 및 실태조사 연구)

  • Ahn, Su-Min;Lee, Hye-Joo
    • Fashion & Textile Research Journal
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    • v.16 no.4
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    • pp.520-531
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    • 2014
  • Jeju, the biggest island in Korea, was registered as a World Natural Heritage in 2007. Recently, it was also voted as one of the New Seven Wonders of Nature. The need for academic awareness and tourist values on Jeju Island are understood. Gal-ot, one of the ten symbols for Jeju, is known for working clothes in general, despite its potential for cultural products because of its regional uniqueness and useful functional advantages. The authors conducted a comprehensive literature review and researched market trends of Gal-ot stores in Jeju to present development directions for cultural goods and to contribute to local economic improvement. Most stores were located in a semi-residential area and Jeju-si in Jeju Special Self-Governing Province. Most products were not available for sale due to difficulties in the production process and online utilization. High prices and similar color, fabric and style hurt competitiveness. Various experiencing programs of Gal-ot and persimmon dyeing were necessary to expand the main target from residents to tourists. Also, marketing strategies using the internet and design plans reflecting current trends were needed. This study would contribute to prepare developmental projects of cultural product and result in economical advantages on Jeju Island.

Effect of Application Service Quality Attributes on Perceived Value and Post-Purchase Behavior Intentions (식품 관련 앱(APP) 서비스 품질 속성이 서비스 이용자의 지각된 가치와 구매 후 행동의도에 미치는 영향)

  • Kim, Semi;Park, Sanghyun;Joo, Nami
    • Journal of the Korean Dietetic Association
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    • v.26 no.3
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    • pp.208-220
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    • 2020
  • In modern society, the online to offline (O2O) market has become an emerging market. Based on social and cultural phenomena, the importance of "FOODTECH" linked with mobile applications is growing in the food and restaurant industry. This study examined subjective food application service quality, perceived value, and post-purchase behavior intentions. According to this study, of foodtech service quality attributes, only information, mobility, and reliability had positive (+) relationships with perceived value. However, foodtech service quality attributes did not have a direct impact on behavior intentions. Perceived values had a positive (+) relationship with behavior intentions and showed full mediation effects between foodtech service quality attributes and behavior intentions. Based on these results, future research on the relationship among food application service quality, perceived value, and post-purchase behavior intentions is needed.