• Title/Summary/Keyword: Time using media

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Trading Algorithm Selection Using Time-Series Generative Adversarial Networks (TimeGAN을 활용한 트레이딩 알고리즘 선택)

  • Lee, Jae Yoon;Lee, Ju Hong;Choi, Bum Ghi;Song, Jae Won
    • Smart Media Journal
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    • v.11 no.1
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    • pp.38-45
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    • 2022
  • A lot of research is being going until this day in order to obtain stable profit in the stock market. Trading algorithms are widely used, accounting for over 80% of the trading volume of the US stock market. Despite a lot of research, there is no trading algorithm that always shows good performance. In other words, there is no guarantee that an algorithm that performed well in the past will perform well in the future. The reason is that there are many factors that affect the stock price and there are uncertainties about the future. Therefore, in this paper, we propose a model using TimeGAN that predicts future returns well and selects algorithms that are expected to have high returns based on past records of the returns of algorithms. We use TimeGAN becasue it is probabilistic, whereas LSTM method predicts future time series data is deterministic. The advantage of TimeGAN probabilistic prediction is that it can reflect uncertainty about the future. As an experimental result, the method proposed in this paper achieves a high return with little volatility and shows superior results compared to many comparison algorithms.

Design and Implementation of Immersive Media System Based on Dynamic Projection Mapping and Gesture Recognition (동적 프로젝션 맵핑과 제스처 인식 기반의 실감 미디어 시스템 설계 및 구현)

  • Kim, Sang Joon;Koh, You Jon;Choi, Yoo-Joo
    • KIPS Transactions on Software and Data Engineering
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    • v.9 no.3
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    • pp.109-122
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    • 2020
  • In recent, projection mapping, which has attracted high attention in the field of realistic media, is regarded as a technology to increase the users' immersion. However, most existing methods perform projection mapping on static objects. In this paper, we developed a technology to track the movements of users and dynamically map the media contents to the users' bodies. The projected media content is built by predefined gestures just using the user's bare hands without the special devices. An interactive immersive media system has been implemented by integrating these dynamic projection mapping technologies and gesture-based drawing technologies. The proposed realistic media system recognizes the movements and open / closed states of the user 's hands, selects the functions necessary to draw a picture. The users can freely draw the picture by changing the color of the brush using the colors of any real objects. In addition, the user's drawing is dynamically projected on the user's body, allowing the user to design and wear his t-shirt in real-time.

Method of extracting context from media data by using video sharing site

  • Kondoh, Satoshi;Ogawa, Takeshi
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2009.01a
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    • pp.709-713
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    • 2009
  • Recently, a lot of research that applies data acquired from devices such as cameras and RFIDs to context aware services is being performed in the field on Life-Log and the sensor network. A variety of analytical techniques has been proposed to recognize various information from the raw data because video and audio data include a larger volume of information than other sensor data. However, manually watching a huge amount of media data again has been necessary to create supervised data for the update of a class or the addition of a new class because these techniques generally use supervised learning. Therefore, the problem was that applications were able to use only recognition function based on fixed supervised data in most cases. Then, we proposed a method of acquiring supervised data from a video sharing site where users give comments on any video scene because those sites are remarkably popular and, therefore, many comments are generated. In the first step of this method, words with a high utility value are extracted by filtering the comment about the video. Second, the set of feature data in the time series is calculated by applying functions, which extract various feature data, to media data. Finally, our learning system calculates the correlation coefficient by using the above-mentioned two kinds of data, and the correlation coefficient is stored in the DB of the system. Various other applications contain a recognition function that is used to generate collective intelligence based on Web comments, by applying this correlation coefficient to new media data. In addition, flexible recognition that adjusts to a new object becomes possible by regularly acquiring and learning both media data and comments from a video sharing site while reducing work by manual operation. As a result, recognition of not only the name of the seen object but also indirect information, e.g. the impression or the action toward the object, was enabled.

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Analysis of the Adaptability and Methods of Public space in media - Focused on new-media and HCI theory - (공공공간에서 나타나는 미디어 특성에 관한 연구 - 뉴 미디어와 HCI 이론을 중심으로 -)

  • Koh, Gwi-Han;Kang, Seon-Gyung
    • Korean Institute of Interior Design Journal
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    • v.22 no.1
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    • pp.203-210
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    • 2013
  • With digital technology, space design is developing in a new direction with the changing paradigm. The space creates an interactive environment by motivating the User's active participation through the digital madia. In this social stream, it is very important to think about how this new paradigm affects the spatial design and the interactions between social changes and spatial design paradigm, so that we can understand design paradigm of our time. Hence, in this research, we will think about social characteristic and design paradigm of digital age by questioning how spatial design is changing in the digital age and how digital technology is affecting spatial design. this study analyzed about the space form, digital media setting, user interactivity of the examples of experience space using digital media. fields of our society, interactive space with the concept of HCI became a big issue in environmental design field. In this interactive space, various types of informative factors of the given space are sent using sensor and computer networking technology to the main system, and the main computer system sends manipulated output media to interactive devices. So, a user's movement in the space is more than just a movement itself user's movement now forms a important spatial structure that leads the narrative of the space. Researcher will analyze the characteristic of a public space and progress this research supposing that space needs this interactive design.

Development of Modified Selective Media to Differentiate Cryptococcus Species Complex and its Serotypes using Natural Materials

  • Park, Gyu-Nam;Kim, Hye-Ran;An, Dong-Jun;Chae, Hee-Sun;Chang, Kyung-Soo
    • Biomedical Science Letters
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    • v.23 no.2
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    • pp.64-72
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    • 2017
  • The formation of brown colonies due to phenol oxidase activity on classic agar media containing natural material extracts of Helianthus annuus or on medium containing L-3,4-dihydroxyphenylalanine has been used to identify Cryptococcus species complex. In this study, various natural materials were used to develop a modified medium and to identify five major serotypes of Cryptococcus species complex. Serotypes A, D, and A/D were pigmented on medium using Perilla frutescens var. japonica Hara (PerJ agar) after a three-day incubation. Serotypes B and C were pigmented on PerJ agar after four- and five-day incubations, respectively. Growth time and pigmentation of the five serotypes occurred more rapidly on PerJ agar than on the other media. In addition, colony morphology, size, and pigmentation were specific by serotype. In conclusion, PerJ agar should be used in clinic settings to identify Cryptococcus species complex and its serotypes rapidly.

Effective Depth of Field Implementation Based on Standard Normal Distribution and Multiple Layers (표준 정규 분포 및 다층 레이어 기반의 효과적인 피사계 심도 구현)

  • Choi, Mookang;Kim, Yeri;Kim, Minji;Oh, Kyoungsu
    • Journal of Korea Game Society
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    • v.20 no.6
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    • pp.53-62
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    • 2020
  • This paper proposes on the implementation method of depth of field effect based on backward mapping method available in real-time rendering enviroment using calculation of sampling range based on standard normal distribution and alpha blending of color of layers. To implement the effect, this paper describe how to calculate radius of circle of confusion, establish sampling radius using circle of confusion, and determine color through alpha blending of the multiple layer and denoising.

Monitoring People's Emotions and Symptoms after COVID-19 Vaccine

  • Najwa N. Alshahrani;Sara N. Abduljaleel;Ghidaa A. Alnefaiy;Hanan S. Alshanbari
    • International Journal of Computer Science & Network Security
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    • v.23 no.6
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    • pp.202-206
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    • 2023
  • Today, social media has become a vital tool. The world communicates and reaches the news and each other's opinions through social media accounts. Recently, considerable research has been done on analyzing social media due to its rich data content. At the same time, since the beginning of the COVID-19 pandemic, which has afflicted so many around the world, the search for a vaccine has been intense. There have been many studies analyzing people's feelings during a crisis. This study aims to understand people's opinions about available Coronavirus vaccines through a learning model that was developed for this purpose. The dataset was collected using Twitter's streaming Application Programming Interface (API) , then combined with another dataset that had already been collected. The final dataset was cleaned, then analyzed using Python. Polarity and subjectivity functions were used to obtain the results. The results showed that most people had positive opinions toward vaccines in general and toward the Pfizer one. Our study should help governments and decision-makers dispel people's fears and discover new symptoms linked to those listed by the World Health Organization.

Users' Reactions to Rape News Shared on Social Media: An Analysis of Five Facebook Reaction Buttons

  • Al-Zaman, Md. Sayeed;Ahona, Tasnuva Alam
    • Asian Journal for Public Opinion Research
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    • v.10 no.1
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    • pp.51-73
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    • 2022
  • This study investigated 3.50 million Facebook reactions collected from 9,429 Bangladeshi news items about rape shared on social media from 2016 to 2021. The primary aim of this study was to understand users' different reaction patterns based on the five major Facebook reactions (i.e., love, haha, wow, sad, and angry). Based on the theories of emotion, we quantitatively answer one research question: How do social media users react to rape with the five major Facebook reactions? The results suggest that users are more likely to express disdain toward rape and sympathy toward the victims using Facebook reactions by using the angry button, along with the sad button. In rape news, both reactions are consistent and maintain a strong positive correlation, meaning they increase and decrease together. Although many users tend to mock and laugh at rape incidents and the victims, trend lines suggest that such expressions may not be consistent with time. Despite contextual relevance, we presume that in socially and morally unacceptable events like rape and war, the valences of reactions alter to some extent: angry and sad usually become positive, while love, wow, and haha become negative. Some strengths and limitations of the study are discussed as well.

Analysis of Shipping and Logistics News Articles using Topic Modeling (토픽모델링을 활용한 해운물류 뉴스 분석)

  • Hee-Young Yoon;Il-Youp Kwak
    • Korea Trade Review
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    • v.46 no.4
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    • pp.61-76
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    • 2021
  • This study focuses on three logistics-related news (Logistics Newspaper, Korea Shipping Gadget, and Korea Shipping Newspaper) in order to present changes in logistics issues, centering on Corona 19, which has recently had the greatest impact in the world. For data collection, two-year news articles in 2019 and 2020 (title, article, content, date, article classification, article URL) were collected through web crawling (using Python's BeautifulSoup, requests module) on the homepages of three representative logistics-related media companies. As for the data analysis methods, fundamental statistical analysis, Latent Dirichlet Allocation (LDA) for topic modeling, and Scattertext were performed. The analysis results were as follows. First, among the three news media related to logistics, the Korea Shipping Newspaper was carrying out the most active media activities. Second, through topic modeling with LDA, eight logistics-related topics were identified, and keywords and significant issues of each topic were presented. Third, the keywords were visually expressed through Scattertext. This is the first study to present changes in the logistics field, focusing on articles from representative logistics-related media in 2019 and 2020. In particular, 2019 and 2020 can be divided into before and after the outbreak of Corona 19, which has had a great impact not only on the logistics field but also on our lives as a whole. For future work, a multi-faceted approach is required, such as comparative studies of logistics issues between countries or presenting implications based on long-term time-series articles.

In-service Real-time and Continuous Objective Video Quality Assessment for DTV Broadcasting

  • Han, Chan-Ho
    • Journal of Korea Multimedia Society
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    • v.16 no.1
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    • pp.50-55
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    • 2013
  • This article presents a simple and reasonable in-service, real-time, and continuous single-ended objective video quality assessment model for DTV broadcasting using a multiburst signal at the bottom of the transient effect area, similar to Vertical Interval Test Signals. The issue of in-service video-quality monitoring in DTV broadcasting is addressed, and an effective method of quality monitoring is presented. The proposed method is also implemented and tested in a range of situations using a simulated HDTV broadcasting network.