• Title/Summary/Keyword: User Music

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Social Context-aware Recommendation System: a Case Study on MyMovieHistory (소셜 상황 인지를 통한 추천 시스템: MyMovieHistory 사례 연구)

  • Lee, Yong-Seung;Jung, Jason J.
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.18 no.7
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    • pp.1643-1651
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    • 2014
  • Social networking services (in short, SNS) allow users to share their own data with family, friends, and communities. Since there are many kinds of information that has been uploaded and shared through the SNS, the amount of information on the SNS keeps increasing exponentially. Particularly, Facebook has adopted some interesting features related to entertainment (e.g., movie, music and TV show). However, they do not consider contextual information of users for recommendation (e.g., time, location, and social contexts). Therefore, in this paper, we propose a novel approach for movie recommendation based on the integration of a variety contextual information (i.e., when the users watched the movies, where the users watched the movies, and who watched the movie with them). Thus, we developed a Facebook application (called MyMovieHistory) for recording the movie history of users and recommending relevant movies.

A Study on the Influence of Connectivity and Convenience of Smartphones of Word-of mouth Intentions in the Convergence Era : Focused on the Mediating Effects of Application (융복합 시대 스마트폰의 접속성과 편리성이 구전의도에 미치는 영향연구 : 어플리케이션을 매개효과로)

  • Jo, Young-Jun
    • Journal of Digital Convergence
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    • v.13 no.5
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    • pp.69-78
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    • 2015
  • In this study, Word-of-mouth Intention of the factors Influence the Connectivity, Convenience and Application also was Investigated. Connectivity, Convenience on the Influence of the Mediation Effect was Carried out to Examine. The test results used in this Study Established Connectivity, Convenience of Application and Word-of-mouth to the Positive Effect was Found. Also Verifying the results of the Mediating Effect of Application and Application the Mediation Effect was Verification. These Factors Result in the Application and also in Calendar, Useful Application, Video, Music, Game of Word-of-mouth Intention Influence. For this Study, the use of Smartphones is a lot of College Students Surveyed and the Findings were Derived. This result provides an application development strategy implications that can satisty the user's Smartphone Convergent times.

A Study on the Windows Application Control Model Based on Leap Motion (립모션 기반의 윈도우즈 애플리케이션 제어 모델에 관한 연구)

  • Kim, Won
    • Journal of the Korea Convergence Society
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    • v.10 no.11
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    • pp.111-116
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    • 2019
  • With recent rapid development of computer capabilities, various technologies that can facilitate the interaction between humans and computers are being studied. The paradigm tends to change to NUI using the body such as 3D motion, haptics, and multi-touch with GUI using traditional input devices. Various studies have been conducted on transferring human movements to computers using sensors. In addition to the development of optical sensors that can acquire 3D objects, the range of applications in the industrial, medical, and user interface fields has been expanded. In this paper, I provide a model that can execute other programs through gestures instead of the mouse, which is the default input device, and control Windows based on the lip motion. To propose a model which converges with an Android application and can be controlled by various media and voice instruction functions using voice recognition and buttons through connection with a main client. It is expected that Internet media such as video and music can be controlled not only by a client computer but also by an application at a long distance and that convenient media viewing can be performed through the proposal model.

Development of Smart Mirror System based on the Raspberry Pi (Raspberry Pi를 이용한 스마트 미러 개발)

  • Lin, Zhi-Ming;Kim, Chul-Won
    • The Journal of the Korea institute of electronic communication sciences
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    • v.16 no.2
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    • pp.379-384
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    • 2021
  • With people's continuous research and exploration in the field of artificial intelligence, more relatively mature artificial intelligence technology is applied in people's daily life. Mirrors are the most commonly used daily necessities in life, and it should be applied to artificial intelligence. The research results of this paper show that the smart mirror designed based on the raspberry pi displays weather, temperature, greetings, and has a human-mirror interaction function. The research method of this paper uses the Raspberry pi 3B + as the core controller and Google Assistant as the intelligent control. When connected to the network via Raspberry Pi's own WiFi, the mirror can automatically display and update time, weather and news information features. You can wake up the Google Assistant using keywords, then control the mirror to play music, remind the time, It implements the function of smart mirror voice interaction. Also, all the hardware used in this study is modular assembly. Later, it is convenient for user to assemble by himself later. It is suitable for market promotion at an affordable price.

Study on the AI Speaker Security Evaluations and Countermeasure (AI 스피커의 보안성 평가 및 대응방안 연구)

  • Lee, Ji-seop;Kang, Soo-young;Kim, Seung-joo
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.28 no.6
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    • pp.1523-1537
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    • 2018
  • The AI speaker is a simple operation that provides users with useful functions such as music playback, online search, and so the AI speaker market is growing at a very fast pace. However, AI speakers always wait for the user's voice, which can cause serious problems such as eavesdropping and personal information exposure if exposed to security threats. Therefore, in order to provide overall improved security of all AI speakers, it is necessary to identify potential security threats and analyze them systematically. In this paper, security threat modeling is performed by selecting four products with high market share. Data Flow Diagram, STRIDE and LINDDUN Threat modeling was used to derive a systematic and objective checklist for vulnerability checks. Finally, we proposed a method to improve the security of AI speaker by comparing the vulnerability analysis results and the vulnerability of each product.

Two-round ID-based Group Key Agreement Fitted for Pay-TV System (유료 방송 시스템에 적합한 ID기반의 2 라운드 그룹키 동의 프로토콜)

  • Kim Hyunjue;Nam Junghyun;Kim Seungjoo;Won Dongho
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.15 no.1
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    • pp.41-55
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    • 2005
  • A group key agreement protocol allows a group of user to share a key which may later be used to achieve certain cryptographic goals. In this paper, we propose a new scalable two-round ID-based group key agreement protocol which would be well fit to a Pay-TV system, additionally. to the fields of internet stock quotes, audio and music deliveries, software updates and the like. Our protocol improves the three round poop key agreement protocol of Nam et al., resulting in upgrading the computational efficiency by using the batch verification technique in pairing-based cryptography. Also our protocol simplifies the key agreement procedures by utilizing ID-based system. We prove the security of our protocol under the Computational Diffie-Hellman assumption and the Bilinear Decisional Diffie-Hellman assumption. Also we analyze its efficiency.

Analysis of Game Video Production in Streaming Media Environment (스트리밍 환경에서 게임 영상 제작 분석)

  • Lee, JianBo;Ryu, Seuc-Ho;Hyun, Seung-Hoon
    • Journal of Industrial Convergence
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    • v.20 no.5
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    • pp.69-76
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    • 2022
  • This paper summarizes the features and functions of game video on each platform through a study on streaming technology. Game videos have a high relationship with game content itself for the purpose of marketing and disseminating game play methods using games as the subject matter. The video length is short and it is easy to spread. The main types of game video content are game commentary, game strategy, funny, imitative, music video, and game information. As a game promotion video function, etc., it is used as a direct or indirect publicity for the game by the producer and the user for each reason. This article analyzed the production subject and production conditions of game videos, focusing on the production process. The production subject is divided into professional creators, non-professional creators, and general users. The motive for producing game videos is mainly to obtain economic benefits. The production process was extracted and presented through examples of game videos.

Extended Knowledge Graph using Relation Modeling between Heterogeneous Data for Personalized Recommender Systems (이종 데이터 간 관계 모델링을 통한 개인화 추천 시스템의 지식 그래프 확장 기법)

  • SeungJoo Lee;Seokho Ahn;Euijong Lee;Young-Duk Seo
    • Smart Media Journal
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    • v.12 no.4
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    • pp.27-40
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    • 2023
  • Many researchers have investigated ways to enhance recommender systems by integrating heterogeneous data to address the data sparsity problem. However, only a few studies have successfully integrated heterogeneous data using knowledge graph. Additionally, most of the knowledge graphs built in these studies only incorporate explicit relationships between entities and lack additional information. Therefore, we propose a method for expanding knowledge graphs by using deep learning to model latent relationships between heterogeneous data from multiple knowledge bases. Our extended knowledge graph enhances the quality of entity features and ultimately increases the accuracy of predicted user preferences. Experiments using real music data demonstrate that the expanded knowledge graph leads to an increase in recommendation accuracy when compared to the original knowledge graph.

A Decision Tree-based Music Recommendation System Using the user experience (사용자 경험정보를 고려한 결정트리 기반 음악 추천 시스템)

  • Kim, Yu-ri;Kim, Seong-gi;Kim, Jeong-Ho;Jo, Jae-rim;Lee, Dong-wook;Kim, Seok-Jin;Jeon, Soo-bin;Seo, Dong-mahn
    • Proceedings of the Korea Information Processing Society Conference
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    • 2020.11a
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    • pp.655-658
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    • 2020
  • 최근 IT 기술의 발달로 태블릿, 스마트폰과 같은 다양한 디바이스로 손쉽게 음악을 감상할 수 있다. 하지만 최근 이런 기술 발달과는 다르게 사용자가 원하는 음악을 검색하는 방법은 고전적인 형태에서 벗어나지 않고 있다. 기존 음악 검색 방법은 텍스트 기반, 내용 기반, 소비자 감성 기반의 음악 추천 검색 방법이 있으며 저장된 메타 데이터를 이용하여 사용자의 질의에 대한 결과만 제공할 뿐 사용자의 경험 정보를 고려하지 않는다. 그리고 기존 플랫폼들은 사용자가 최근 많이 들은 가수, 장르, 분위기를 종합하여 사용자에게 어울리는 음악을 추천을 할 뿐 사용자의 경험정보를 고려하여 음악을 추천하지는 않는다. 본 논문에서는 사용자의 경험 정보를 활용하여 사용자 맞춤형 음악 추천 시스템을 제안한다. 본 시스템은 사용자의 현재 기분 정보, 주변 날씨 정보 등을 입력 받는다. 이후, 경험 정보를 기반으로 결정 트리를 통해 사용자 요구 기반의 음악 추천 시스템을 구축하였다.

Implementing the Faceted Navigation Interface for Searching Performing Arts Contents (공연예술 콘텐츠 검색을 위한 패싯 내비게이션 인터페이스 구현)

  • Lee, Won-Kyung;Seo, Eun-Gyoung
    • Journal of the Korean Society for information Management
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    • v.33 no.2
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    • pp.77-102
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    • 2016
  • The effective searching for performing arts contents can be achieved by providing various access points and searching methods based on specialized metadata. The purpose of this study is to develop a faceted navigation interface which user could effectively and efficiently retrieve performing arts contents even if the users do not know accurate descriptive information about them. Therefore, the study, first, investigated search access points and navigation items providing by other the performing arts retrieval systems and to analyze information seeking behaviors of university students who major in music, dance and theater. And then, the study proposed the 36 facets with the 9 main facet categories suitable for performing arts and also proposed 27 descriptive elements suitable for performing arts contents. Finally, the study developed the performing arts contents retrieval system based faceted navigation interface with 3,360 experimental data and conducted an in-depth interview in terms of usability, serendipity, and efficiency. The applying the faceted navigations for searching performing arts contents will help users access and utilize them in the retrieval system and moreover satisfy user demands.