• Title/Summary/Keyword: User Generated Contents

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Realization of a Motion-based Interactive System Using Extraction of Real-time Search Terms

  • Lim, Sooyeon;Lee, Dongin
    • International Journal of Contents
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    • v.12 no.2
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    • pp.31-36
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    • 2016
  • The purpose of this research is to realize interactive art based on user's motions information using real time internet search terms. For this purpose, real-time search terms and related news information were extracted from three domestic and foreign portal sites, and the extracted information was used to generate content for interaction with the user. For interaction between the generated content and the user, a motion-based interactive technology that optimizes the intentions and experiences of the user was developed. A motion-based interactive system can be used to develop an immersive interface that induces user interest.

An Exploratory Study of Consumer's Participation and Diffusion of Internet UCC-based on Digital Contents Services (인터넷 UCC 기반 디지털콘텐츠 서비스의 소비자 참여와 확산에 관한 연구)

  • Kim, Yeon-Jeong
    • Journal of Families and Better Life
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    • v.27 no.3
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    • pp.201-212
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    • 2009
  • The purpose of research is to investigate patterns and diffusion of consumer participation on Internet UCC based on digital contents services. A sample survey of internet users was conducted, responses were collected from 629 respondents and consumer streaming data were analyzed. Some of the practical implications of the results are follows. Research can find out that patterns of user participation in UCC. The major genres of UCC are like daily lives of individuals, humors, parodies of star entertainers and types of contents like still pictures or images, texts are relatively highly generated comparing with multimedia UCC. Although participants have been being increased in UCC recently, the consumers as prosumers who are classified in contents generating group are ten percents at the most. In generating community-based UCC such as posting answers of questions and activities in Blog, prosumers who are in contents making group(recreational group) show more positive attitudes than simple participants(consuming only). The results of multiple regression analysis indicated that fun & entertainment, arousal, self-expression, user friendly web interface variable commonly posited a significant effect in multimedia UCC Services between two groups. Information sharing and perceived usefulness posited a significant effect in recreational group.

A Study on Attribute of User Generated Content in Ubiquitous Technology (유비쿼터스 비즈니스를 위한 참여자 기반의 디지털 콘텐츠 속성에 관한 연구)

  • Lee, Hong-Joo;Jahng, Jung-Joo;Ahn, Joong-Ho
    • Journal of Advanced Navigation Technology
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    • v.13 no.2
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    • pp.287-295
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    • 2009
  • These days, information technology is rapidly changing our society. Thus, considering such a business environment, many companies are seeking revenue models for successful business. In particular, digital content with the convergence of culture and information technology create revenue for businesses. For this reason, many companies are interested in UGC (User Generated Content), which refers to various kinds of publicly accessible media content that are produced by end-users. Thus, this paper analyzed the attributes of UGC and businesses using ubiquitous technology. From this analysis, this paper shows the critical success factors for UGC in ubiquitous business environments. In addition, this paper analyzed the attributes of UGC through the research of literature reviews and expert reviews. Based on this research, many companies are encouraged to develop successful digital content generated by end-users.

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User Generated Storytelling based on Social Network in MMORPG - " World of Warcraft", "Mabinogi" - (MMORPG에서의 사회적 네트워크 기반 사용자 스토리텔링 - "월드오브워크래프트", "마비노기"를 중심으로 -)

  • Song, Mi-Sun
    • The Journal of the Korea Contents Association
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    • v.9 no.1
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    • pp.187-196
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    • 2009
  • This paper studied out the prototype and the structure of UGS(User Generated Storytelling) based on social network in "World Of Warcraf" and "Mabinogi" as MMORPG(Massively multiplayer online role-playing game) and started with issues based on SNS(Social Network Service) in Internet. SNS has been supported by storytelling which is made by users to go through the contents in game space as well as by developers. This study drew elements toward social network in game and its new possibility as storytelling applied by communication theories based on social psychology. Today SNS is a major topic in web environment and this issue has influenced the game design and UGC. Under this situation, this study has a significant meaning because it proves that the factors toward social network in MMORPG is analyzed by UGCs.

A Categorization Method based on RCBAC for Enhanced Contents and Social Networking Service for User (사용자를 위한 향상된 콘텐츠 및 소셜 네트워킹 서비스 제공을 위한 RCBAC 기반 분류 방법)

  • Cho, Eun-Ae;Moon, Chang-Joo;Park, Dae-Ha
    • Journal of Digital Contents Society
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    • v.13 no.1
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    • pp.101-110
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    • 2012
  • Recently, social network sites are very popular with the enhancement of mobile device function and distribution. This gives rise to the registrations of the people on the social network sites and the usage of services on the social sites is also getting active. However, social network sites' venders do not provide services enough compared to the demand of users' to share contents from diverse roots by users effectively. In addition, the personal information can be revealed improperly in processes sharing policies and it is obvious that it raises a privacy invasion problem when users access the contents created from diverse devices according to the relationship by policies. However, the existing methods for the integration management of social network are weak to solve this problem. Thus, we propose a model to preserve user privacy, categorize contents efficiently, and give the access control permissions at the same time. In this paper, we encrypt policies and the trusted third party classifies the encrypted policies when the social network sites share the generated contents by users. In addition, the proposed model uses the RCBAC model to manage the contents generated by various devices and measures the similarity between relationships after encrypting when the user policies are shared. So, this paper can contribute to preserve user policies and contents from malicious attackers.

Development of Computer-based Menu Planning Program for Day-Care Centers (탁아기관 급식을 위한 식단작성 전산 프로그램 개발)

  • Kwak, Tong-Kyung;Lee, Hye-Sang;Kim, Sook-Young
    • Journal of the Korean Society of Food Culture
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    • v.7 no.3
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    • pp.245-252
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    • 1992
  • The purpose of the study was to develop computer-based menu planning program for day-care centers maximizing food preference score among children and satisfying such constraints as expense, nutrients, and season. Children's preference about 142 menu items was surveyed among 382 children of day-care centers. A 16-bit personal computer compatible with IBM-PC/AT was used. The data base files were created by dBASE III Plus, and processing programs were created by using FORTRAN language. Children preferred bread or a la carte menu items to cooked rice in main dish category. Deep fat fried or stir-fried menu items were more preferred than kimchi or cooked vegetables in side dish category. Preference scores for menu items were influenced by cooking methods or main ingredients. The contents of the computerized system show that when the program runs, the user should type inputs of cycle, season, and menu pattern, then the computer lists a series of menu satisfying the criteria of constraints. The user can examine and select a set of menu from the menu lists. Menus are generated seasonally. Menu lists are generated weekly and monthly basis with the contents of menu items, preference scores and price. Nutrient reports are also generated on a weekly and monthly basis with the contents of calories, 12 nutrients and price. Recipes for each menu items are also generated.

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Mobile Contents Transformation System Research for Personalization Service (개인화 서비스를 위한 모바일 콘텐츠 변환 시스템 연구)

  • Bae, Jong-Hwan;Cho, Young-Hee;Lee, Jung-Jae;Kim, Nam-Jin
    • Journal of Intelligence and Information Systems
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    • v.17 no.2
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    • pp.119-128
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    • 2011
  • The Sensor technology and portable device capability able to collect recent user information and the information about the surrounding environment haven been highly developed. A user can be made use of various contents and the option is also extending with this technology development. In particular, the initial portable device had simply a call function, but now that has evolved into 'the 4th screen' which including movie, television, PC ability. also, in the past, a portable device to provided only the services of a SMS, in recent years, it provided to interactive video service, and it include technology which providing various contents. Also, it is rising as media which leading the consumption of contents, because it can be used anytime, anywhere. However, the contents available for the nature of user's handheld devices are limited. because it is very difficult for making the contents separately according to various device specification. To find a solution to this problem, the study on one contents from several device has been progressing. The contents conversion technology making use of the profile of device out of this study comes to the force and profile study has been progressing for this. Furthermore, Demand for a user is also increased and the study on the technology collecting, analyzing demands has been making active progress. And what is more, Grasping user's demands by making use of this technology and the study on the technology analyzing, providing contents has been making active progress as well. First of all, there is a method making good use of ZigBee, Bluetooth technology about the sensor for gathering user's information. ZigBee uses low-power digital radio for wireless headphone, wireless communication network, and being utilized for smart energy, automatic home system, wireless communication application and wireless sensor application. Bluetooth, as industry standards of PAN(Personal Area Networks), is being made of use of low power wireless device for the technology supporting data transmission such as drawing file, video file among Bluetooth device. With analyzing the collected information making use of this technology, it utilizes personalized service based on network knowledge developed by ETRI to service contents tailor-made for a user. Now that personalized service builds up network knowledge about user's various environments, the technology provides context friendly service constructed dynamically on the basis of this. The contents to service dynamically like this offer the contents that it converses with utilizing device profile to working well. Therefore, this paper suggests the system as follow. It collects the information, for example of user's sensitivity, context and location by using sensor technology, and generates the profile as a means of collected information as sensor. It collects the user's propensity to the information by user's input and event and generates profile in the same way besides the gathered information by sensor. Device transmits a generated profile and the profile about a device specification to proxy server. And proxy server transmits a profile to each profile management server. It analyzes profile in proxy server so that it selects the contents user demand and requests in contents server. Contents server receives a profile of user portable device from device profile server and converses the contents by using this. Original source code of contents convert into XML code using the device profile and XML code convert into source code available in user portable device. Thus, contents conversion process is terminated and user friendly system is completed as the user transmits optimal contents for user portable device.

Semantic-based Query Generation For Information Retrieval

  • Shin Seung-Eun;Seo Young-Hoon
    • International Journal of Contents
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    • v.1 no.2
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    • pp.39-43
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    • 2005
  • In this paper, we describe a generation mechanism of semantic-based queries for high accuracy information retrieval and question answering. It is difficult to offer the correct retrieval result because general information retrieval systems do not analyze the semantic of user's natural language question. We analyze user's question semantically and extract semantic features, and we .generate semantic-based queries using them. These queries are generated using the se-mantic-based question analysis grammar and the query generation rule. They are represented as semantic features and grammatical morphemes that consider semantic and syntactic structure of user's questions. We evaluated our mechanism using 100 questions whose answer type is a person in the TREC-9 corpus and Web. There was a 0.28 improvement in the precision at 10 documents when semantic-based queries were used for information retrieval.

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Evaluating the User Reputation through Social Network on UCC Video Services (UCC 비디오 서비스에서 소셜 네트워크를 통한 사용자 신뢰도 도출)

  • Cho, Hyun-Chul;Han, Yo-Sub;Kim, Lae-Hyun
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.273-277
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    • 2009
  • Recently user-generated contents have been drastically increased. In this paper, we introduce the user reputation which can be used to evaluate quality of the content they created. First we have composed a social network that is based on user activity. And we have developed the algorithm to evaluate the users' reputation using this social network.

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Actual Feeling Service Model for Video-Media Contents (영상미디어콘텐츠에 대한 실감 서비스 모델)

  • Lee, Ji-Hye;Yoon, Yong-Ik
    • Journal of Digital Contents Society
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    • v.10 no.3
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    • pp.453-459
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    • 2009
  • In recently, as the interest of media contents increase among internet users, a variety of media contents are circulated in the web. Especially, video-media content in media contents attracts internet user's interest. In conjunction with web 2.0, internet users open and share their making contents by themselves. Their attitude about accepting media contents is not passive but aggressive. Additionally, they create new form of distribution of the flow. Video media content for distribution on the Web is created by experts to a professional content, but Web 2.0 era, the UCC (User Create Contents) in the form of self-produced content is the most. The generated media by the general internet users, but self-produced content, provides video information only and has limitations. To satisfy internet users as consumers in the web 2.0 eras, it has needed to provide actual feeling contents that add various effects not just simple media. Therefore, this paper represents the existing media content with simple information based on the concept of ontology and the meaning to the subject for the media content. We will provide an actual feeling how to offer the configuration of a service model (AF-VS : Actual Feeling Video Service).

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