• Title/Summary/Keyword: Smart Media Environment

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Social Media based Real-time Event Detection by using Deep Learning Methods

  • Nguyen, Van Quan;Yang, Hyung-Jeong;Kim, Young-chul;Kim, Soo-hyung;Kim, Kyungbaek
    • Smart Media Journal
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    • v.6 no.3
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    • pp.41-48
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    • 2017
  • Event detection using social media has been widespread since social network services have been an active communication channel for connecting with others, diffusing news message. Especially, the real-time characteristic of social media has created the opportunity for supporting for real-time applications/systems. Social network such as Twitter is the potential data source to explore useful information by mining messages posted by the user community. This paper proposed a novel system for temporal event detection by analyzing social data. As a result, this information can be used by first responders, decision makers, or news agents to gain insight of the situation. The proposed approach takes advantages of deep learning methods that play core techniques on the main tasks including informative data identifying from a noisy environment and temporal event detection. The former is the responsibility of Convolutional Neural Network model trained from labeled Twitter data. The latter is for event detection supported by Recurrent Neural Network module. We demonstrated our approach and experimental results on the case study of earthquake situations. Our system is more adaptive than other systems used traditional methods since deep learning enables to extract the features of data without spending lots of time constructing feature by hand. This benefit makes our approach adaptive to extend to a new context of practice. Moreover, the proposed system promised to respond to acceptable delay within several minutes that will helpful mean for supporting news channel agents or belief plan in case of disaster events.

A Study on Digital Broadcast Application for Smart Education, -Focused on Liberal Arts of Humanities (스마트 교육을 위한 디지털 방송 적용에 관한 연구 - 인문교양 중심으로)

  • Ko, In-Hwan;Hong, Bong-Hwa
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.14 no.2
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    • pp.161-166
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    • 2014
  • Using and increasing the smart devices got many changes for social environment. Especially, many researchers have studied application using smart devices for improving the learning performance in education. However, Liberal Arts of Humanities has very difficult to apply to information and communication technology cause of traditional study pattern and unit characteristic. In this paper, we suggest a method to apply the Liberal Arts of Humanities to digital broadcasting and to improve learning performance. For this study, we propose a method to making smart contents and connecting them for Liberal Arts of Humanities. And also, we propose a method for applying them to digital broadcasting in order to proof the learning performance increasing by questionary, and shows the application possibility.

A Study on Home Healthcare Convergence for IEEE 11073 Standard (IEEE 11073 표준을 위한 홈 헬스케어 융합에 대한 연구)

  • Oh, Am-Suk
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.19 no.2
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    • pp.422-427
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    • 2015
  • Medical paradigm shift has been based on disease treatment into wellness care so that changes need more IT-based smart medical services. In addition, individual based smart devices are more focused on healthcare services and can provide access to personal medical information, health conditions and social welfare managed by users. In this paper, IEEE11073 PHD (Personal Health Devices) and HL7 (Health Level 7) standards of legacy healthcare devices are developed for communicating with each individual based smart device and providing healthcare service in smart TV environment through a unified home healthcare gateway.

SURF based Hair Matching and VR Hair Cutting

  • Sung, Changjo;Park, Kyoungsoo;Chin, Seongah
    • International journal of advanced smart convergence
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    • v.11 no.3
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    • pp.49-55
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    • 2022
  • Hair styling has a significant influence on human social perception. An increasing number of people are learning hair styling and obtaining hair designer licenses. However, it takes a considerable amount of money and time to learn professional hairstyle and beauty techniques for hair styling. Since COVID-19, there has been a growing need for offline and video lectures due to the decline in onsite training opportunities. This study provides a field practice environment in which real hair beauty is performed in a virtual space. Further, the hairstyle that is most similar to the user's hair taken with a webcam or mobile phone is determined through an image matching system using the speeded up robust features (SURF) method. The matching hairstyle was created into a three-dimensional (3D) hair model. The created 3D hair model uses a head-mounted display (HMD) and a controller that enables finger tracking through mapping to reproduce the haircutting scissors' motion while providing a feeling of real hair beauty.

A Study on the Current Situation and Strategy of Education based on Smart Media in the Environment of Broadcasting and Communications Convergence (방통융합 환경에서의 스마트미디어 기반 교육 현황 및 전략 연구)

  • Lee, Sanggil
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2020.07a
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    • pp.513-516
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    • 2020
  • 방통융합기술이 급격히 발전하고 이에 따른 서비스가 진화함에 따라 기존 미디어 환경은 실감화, 지능화, 연결화, 융합화 되는 스마트미디어 시대로 진입하면서 인간 생활에 혁신을 가져오고 있다. 기존 교육 환경이 학교의 틀에서 일방향의 형태로 지식을 전달하는 체제이지만, 4차 산업혁명시대에 진입하면서 사회는 굳은 조직과 질서의 틀을 벗어나 빠르게 다변화 하고 복잡해지는 사회 구조가 되어 가고 있어 지식을 쌓는 전통적인 교육보다는 당면한 문제를 주도적으로 해결할 수 있는 창의적 역량을 키워주어야 사회에서 적응할 수 있는 시대가 되었다. 따라서 이러한 스마트미디어를 교육 시스템에 활용하면 4차 산업혁명시대에 적합한 창의적 역량을 발휘할 수 있을 것이며 학습의 성취도, 만족도, 몰입도 등에서 상당한 효과를 얻을 수 있을 것이다. 본 논문은 현재와 미래의 융합미디어 환경에서 바람직한 교육정책을 제안하고자 한다.

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The Implementation of Information Providing Method System for Indoor Area by using the Immersive Media's Video Information (실감미디어 동영상정보를 이용한 실내 공간 정보 제공 시스템 구현)

  • Lee, Sangyoon;Ahn, Heuihak
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.12 no.3
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    • pp.157-166
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    • 2016
  • This paper presents the interior space information using 6D-360 degree immersive media video information. And we implement the augmented reality, which includes a variety of information such as position information, movement information of the specific location in the interior space GPS signal does not reach the position information. Augmented reality containing the 6D-360 degree immersive media video information provides the position information and the three dimensional space image information to identify the exact location of a user in an interior space of a moving object as well as a fixed interior space. This paper constitutes a three dimensional image database based on the 6D-360 degree immersive media video information and provides augmented reality service. Therefore, to map the various information to 6D-360 degree immersive media video information, the user can check the plant in the same environment as the actual. It suggests the augmented reality service for the emergency escape and repair to the passengers and employees.

An Interactive Cooking Video Query Service System with Linked Data (링크드 데이터를 이용한 인터랙티브 요리 비디오 질의 서비스 시스템)

  • Park, Woo-Ri;Oh, Kyeong-Jin;Hong, Myung-Duk;Jo, Geun-Sik
    • Journal of Intelligence and Information Systems
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    • v.20 no.3
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    • pp.59-76
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    • 2014
  • The revolution of smart media such as smart phone, smart TV and tablets has brought easiness for people to get contents and related information anywhere and anytime. The characteristics of the smart media have changed user behavior for watching the contents from passive attitude into active one. Video is a kind of multimedia resources and widely used to provide information effectively. People not only watch video contents, but also search for related information to specific objects appeared in the contents. However, people have to use extra views or devices to find the information because the existing video contents provide no information through the contents. Therefore, the interaction between user and media is becoming a major concern. The demand for direct interaction and instant information is much increasing. Digital media environment is no longer expected to serve as a one-way information service, which requires user to search manually on the internet finding information they need. To solve the current inconvenience, an interactive service is needed to provide the information exchange function between people and video contents, or between people themselves. Recently, many researchers have recognized the importance of the requirements for interactive services, but only few services provide interactive video within restricted functionality. Only cooking domain is chosen for an interactive cooking video query service in this research. Cooking is receiving lots of people attention continuously. By using smart media devices, user can easily watch a cooking video. One-way information nature of cooking video does not allow to interactively getting more information about the certain contents, although due to the characteristics of videos, cooking videos provide various information such as cooking scenes and explanation for each recipe step. Cooking video indeed attracts academic researches to study and solve several problems related to cooking. However, just few studies focused on interactive services in cooking video and they still not sufficient to provide the interaction with users. In this paper, an interactive cooking video query service system with linked data to provide the interaction functionalities to users. A linked recipe schema is used to handle the linked data. The linked data approach is applied to construct queries in systematic manner when user interacts with cooking videos. We add some classes, data properties, and relations to the linked recipe schema because the current version of the schema is not enough to serve user interaction. A web crawler extracts recipe information from allrecipes.com. All extracted recipe information is transformed into ontology instances by using developed instance generator. To provide a query function, hundreds of questions in cooking video web sites such as BBC food, Foodista, Fine cooking are investigated and analyzed. After the analysis of the investigated questions, we summary the questions into four categories by question generalization. For the question generalization, the questions are clustered in eleven questions. The proposed system provides an environment associating UI (User Interface) and UX (User Experience) that allow user to watch cooking videos while obtaining the necessary additional information using extra information layer. User can use the proposed interactive cooking video system at both PC and mobile environments because responsive web design is applied for the proposed system. In addition, the proposed system enables the interaction between user and video in various smart media devices by employing linked data to provide information matching with the current context. Two methods are used to evaluate the proposed system. First, through a questionnaire-based method, computer system usability is measured by comparing the proposed system with the existing web site. Second, the answer accuracy for user interaction is measured to inspect to-be-offered information. The experimental results show that the proposed system receives a favorable evaluation and provides accurate answers for user interaction.

A Study on the New Types of Business Administrations for Innovation under the Smart Work Environment (스마트워크 환경에서의 혁신을 위한 새로운 유형의 경영추진 방안)

  • Kim, Sun-Bae
    • Journal of Digital Convergence
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    • v.9 no.4
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    • pp.201-211
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    • 2011
  • As the spacetime restriction free business becomes possible in compliance with the wide spread of social media through rapid propagation of smart phones and remote working etc., the positive activity for successful smart work implementation by major countries and many enterprises are being deployed. Korea which falled behind other advanced countries for adoption of smartwork needs to make double efforts in the forthcoming smartwork business area to be a continuous leading country as it used to be in the past IT area. Compare with traditional smartwork 1.0, future smartwork 2.0 is more creative, innovative and human/nature friendly. Smartwork 2.0 is the way of working to maximize the creativity by involving outside cooperators' capability and conforming to human sensitivity and emotion. This study suggests the management models proper to the future smartwork environment. This study will review the existing enterprises, government operation and rethink about the efficient management models in the rapidly changing smart work environment.

Design of method to analyze UI structure of contents based on the Morphology (형태적 관점의 콘텐츠 UI구조 분석 방법 설계)

  • Yun, Bong Shik
    • Smart Media Journal
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    • v.8 no.4
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    • pp.58-63
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    • 2019
  • The growth of the mobile device market has changed the education market and led to the quantitative growth of various media education. In particular, smart devices, which have better interaction than existing PCs or consoles, can develop more user-friendly content, allowing various types of educational content and inducing changes in traditional education methods for consumers. Although many researchers recently suggest viable development methods or marketing elements of contents, development companies, and developers, until now, merely rely on the human senses. Therefore, it is necessary to study the actual user's smart-device based usability and experience environment. This study aims to propose an intuitive statistical processing method for analyzing the usability of game-type educational contents in terms of form, for popular games that have been released as a basis for analyzing the user experience environment. In particular, because the game industry has a sufficient number of similar examples, it is possible to conduct research based on big data and to use them for immediate decision-making between multiple co-developers through the analysis method proposed by the research. It is expected to become an analytical model that can communicate with other industries because it is effective in securing data sources.

A Study on Modified Consensus Algorithm Considering Private Blockchain Environment-based User Environment (프라이빗 블록체인 기반의 사용자 환경을 고려한 수정된 PBFT 연구)

  • Min, Youn-A
    • Smart Media Journal
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    • v.9 no.1
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    • pp.9-15
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    • 2020
  • Recently there have been increasing attempts to apply blockchains to businesses and public institutions. Blockchain is a distributed shared ledger with excellent transparency and security of data and through consensus algorithm, the same data can be shared to all nodes in order. In this paper, Modified PBFT which does not modify the PBFT consensus algorithm is proposed. MPBFT is able to tolerate Byzantine faults on a private blockchain on an asynchronous network. Even with the increase of participating nodes, the network communication cost can be effectively maintained. Modified PBFT takes into account the characteristics of an asynchronous network environment where node-to-node trust is guaranteed. In response to the client's request, PBFT performed the entire participation broadcast several times, but Modified PBFT enabled consensus and authentication through the 2 / N leader. By applying the Modified PBFT consensus algorithm, the broadcast process can be simplified to maintain the minimum number of nodes for consensus and to efficiently manage network communication costs.