• Title/Summary/Keyword: User generated content

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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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The Role of Content Services Within a Firm's Internet Service Portfolio: Case Studies of Naver Webtoon and Google YouTube (기업의 인터넷 서비스 포트폴리오 내 콘텐츠 서비스의 역할: 네이버 웹툰과 구글 유튜브의 사례 연구)

  • Choi, Jiwon;Cho, Wooje;Jung, Yoonhyuk;Kwon, YoungOk
    • Journal of Intelligence and Information Systems
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    • v.28 no.1
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    • pp.1-28
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    • 2022
  • In recent years, many Internet giants have begun providing their own content services, which attract online users by offering personalized services based on artificial intelligence technologies. This study investigates the role of two firms' content services within the firms' online service network. We examine the role of Naver Webtoon, which can be characterized as a professional-generated content, within Naver's service portfolio, and that of Google YouTube, which can be characterized as a user-generated content, within Google's service portfolio. Using survey data on viewers' use of the two services, we analyze a valued directed service network, where a node denotes an online service and a relationship between two nodes denotes a sequential use of two services. We found that both Webtoon and YouTube show higher out-degree centrality than in-degree centrality, which implies these content services are more likely to be starting services rather than arriving services within the firms' interactive network. The gap between the out-degree and in-degree centrality of YouTube is much smaller than that of Webtoon. The high centrality of YouTube, a user-generated content service, within the Google service network shows that YouTube's initial role of providing specific-content videos (e.g., entertainment) has expanded into a general search service for users.

Personalized Anti-spam Filter Considering Users' Different Preferences

  • Kim, Jong-Wan
    • Journal of Korea Multimedia Society
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    • v.13 no.6
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    • pp.841-848
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    • 2010
  • Conventional filters using email header and body information equally judge whether an incoming email is spam or not. However this is unrealistic in everyday life because each person has different criteria to judge what is spam or not. To resolve this problem, we consider user preference information as well as email category information derived from the email content. In this paper, we have developed a personalized anti-spam system using ontologies constructed from rules derived in a data mining process. The reason why traditional content-based filters are not applicable to the proposed experimental situation is described. In also, several experiments constructing classifiers to decide email category and comparing classification rule learners are performed. Especially, an ID3 decision tree algorithm improved the overall accuracy around 17% compared to a conventional SVM text miner on the decision of email category. Some discussions about the axioms generated from the experimental dataset are given too.

A Design on the Multimedia Fingerprinting code based on Feature Point for Forensic Marking (포렌식 마킹을 위한 특징점 기반의 동적 멀티미디어 핑거프린팅 코드 설계)

  • Rhee, Kang-Hyeon
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.48 no.4
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    • pp.27-34
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    • 2011
  • In this paper, it was presented a design on the dynamic multimedia fingerprinting code for anti-collusion code(ACC) in the protection of multimedia content. Multimedia fingerprinting code for the conventional ACC, is designed with a mathematical method to increase k to k+1 by transform from BIBD's an incidence matrix to a complement matrix. A codevector of the complement matrix is allowanced fingerprinting code to a user' authority and embedded into a content. In the proposed algorithm, the feature points were drawing from a content which user bought, with based on these to design the dynamical multimedia fingerprinting code. The candidate codes of ACC which satisfied BIBD's v and k+1 condition is registered in the codebook, and then a matrix is generated(Below that it calls "Rhee matrix") with ${\lambda}+1$ condition. In the experimental results, the codevector of Rhee matrix based on a feature point of the content is generated to exist k in the confidence interval at the significance level ($1-{\alpha}$). Euclidean distances between row and row and column and column each other of Rhee matrix is working out same k value as like the compliment matrices based on BIBD and Graph. Moreover, first row and column of Rhee matrix are an initial firing vector and to be a forensic mark of content protection. Because of the connection of the rest codevectors is reported in the codebook, when trace a colluded code, it isn't necessity to solve a correlation coefficient between original fingerprinting code and the colluded code but only search the codebook then a trace of the colluder is easy. Thus, the generated Rhee matrix in this paper has an excellent robustness and fidelity more than the mathematically generated matrix based on BIBD as ACC.

Application of Topic Modeling Techniques in Arabic Content: A Systematic Review

  • Maram Alhmiyani;Huda Alhazmi
    • International Journal of Computer Science & Network Security
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    • v.23 no.6
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    • pp.1-12
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    • 2023
  • With the rapid increase of user generated data on digital platforms, the task of categorizing and classifying theses huge data has become difficult. Topic modeling is an unsupervised machine learning technique that can be used to get a summary from a large collection of documents. Topic modeling has been widely used in English content, yet the application of topic modeling in Arabic language is limited. Therefore, the aim of this paper is to provide a systematic review of the application of topic modeling algorithms in Arabic content. Using a well-known and trusted databases including ScienceDirect, IEEE Xplore, Springer Link, and Google Scholar. Considering the publication date from 2012 to 2022, we got 60 papers. After refining the papers based on predefined criteria, we resulted in 32 papers. Our result show that unfortunately the application of topic modeling techniques in Arabic content is limited.

An Auto Playlist Generation System with One Seed Song

  • Bang, Sung-Woo;Jung, Hye-Wuk;Kim, Jae-Kwang;Lee, Jee-Hyong
    • International Journal of Fuzzy Logic and Intelligent Systems
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    • v.10 no.1
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    • pp.19-24
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    • 2010
  • The rise of music resources has led to a parallel rise in the need to manage thousands of songs on user devices. So users have a tendency to build playlist for manage songs. However the manual selection of songs for creating playlist is a troublesome work. This paper proposes an auto playlist generation system considering user context of use and preferences. This system has two separated systems; 1) the mood and emotion classification system and 2) the music recommendation system. Firstly, users need to choose just one seed song for reflecting their context of use. Then system recommends candidate song list before the current song ends in order to fill up user playlist. User also can remove unsatisfied songs from the recommended song list to adapt the user preference model on the system for the next song list. The generated playlists show well defined mood and emotion of music and provide songs that the preference of the current user is reflected.

Development of 3D Stereoscopic Image Generation System Using Real-time Preview Function in 3D Modeling Tools

  • Yun, Chang-Ok;Yun, Tae-Soo;Lee, Dong-Hoon
    • Journal of Korea Multimedia Society
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    • v.11 no.6
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    • pp.746-754
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    • 2008
  • A 3D stereoscopic image is generated by interdigitating every scene with video editing tools that are rendered by two cameras' views in 3D modeling tools, like Autodesk MAX(R) and Autodesk MAYA(R). However, the depth of object from a static scene and the continuous stereo effect in the view of transformation, are not represented in a natural method. This is because after choosing the settings of arbitrary angle of convergence and the distance between the modeling and those two cameras, the user needs to render the view from both cameras. So, the user needs a process of controlling the camera's interval and rendering repetitively, which takes too much time. Therefore, in this paper, we will propose the 3D stereoscopic image editing system for solving such problems as well as exposing the system's inherent limitations. We can generate the view of two cameras and can confirm the stereo effect in real-time on 3D modeling tools. Then, we can intuitively determine immersion of 3D stereoscopic image in real-time, by using the 3D stereoscopic image preview function.

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Implementation of a Virtual Crowd Simulation System

  • Jeong, Il-Kwon;Baek, Seong-Min;Lee, Choon-Young;Lee, In-Ho
    • 제어로봇시스템학회:학술대회논문집
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    • 2005.06a
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    • pp.2217-2220
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    • 2005
  • This paper introduces a practical implementation of virtual crowd simulation software. Usual commercial crowd simulation softwares are complex and have program-like script interfaces, which makes an animator hard to learn and use them. Based on the observations that most crowd scenes include walking, running and fighting movements, we have implemented a crowd simulation system that automatically generates movements of virtual characters given user's minimal direction of initial configuration. The system was implemented as a plug-in of Maya which is one of the most commonly used 3D software for movies. Because generated movements are based on optically captured motion clips, the results are sufficiently natural.

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Multi-Topic Sentiment Analysis using LDA for Online Review (LDA를 이용한 온라인 리뷰의 다중 토픽별 감성분석 - TripAdvisor 사례를 중심으로 -)

  • Hong, Tae-Ho;Niu, Hanying;Ren, Gang;Park, Ji-Young
    • The Journal of Information Systems
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    • v.27 no.1
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    • pp.89-110
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    • 2018
  • Purpose There is much information in customer reviews, but finding key information in many texts is not easy. Business decision makers need a model to solve this problem. In this study we propose a multi-topic sentiment analysis approach using Latent Dirichlet Allocation (LDA) for user-generated contents (UGC). Design/methodology/approach In this paper, we collected a total of 104,039 hotel reviews in seven of the world's top tourist destinations from TripAdvisor (www.tripadvisor.com) and extracted 30 topics related to the hotel from all customer reviews using the LDA model. Six major dimensions (value, cleanliness, rooms, service, location, and sleep quality) were selected from the 30 extracted topics. To analyze data, we employed R language. Findings This study contributes to propose a lexicon-based sentiment analysis approach for the keywords-embedded sentences related to the six dimensions within a review. The performance of the proposed model was evaluated by comparing the sentiment analysis results of each topic with the real attribute ratings provided by the platform. The results show its outperformance, with a high ratio of accuracy and recall. Through our proposed model, it is expected to analyze the customers' sentiments over different topics for those reviews with an absence of the detailed attribute ratings.

A Collaborative Video Annotation and Browsing System using Linked Data (링크드 데이터를 이용한 협업적 비디오 어노테이션 및 브라우징 시스템)

  • Lee, Yeon-Ho;Oh, Kyeong-Jin;Sean, Vi-Sal;Jo, Geun-Sik
    • Journal of Intelligence and Information Systems
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    • v.17 no.3
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    • pp.203-219
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    • 2011
  • Previously common users just want to watch the video contents without any specific requirements or purposes. However, in today's life while watching video user attempts to know and discover more about things that appear on the video. Therefore, the requirements for finding multimedia or browsing information of objects that users want, are spreading with the increasing use of multimedia such as videos which are not only available on the internet-capable devices such as computers but also on smart TV and smart phone. In order to meet the users. requirements, labor-intensive annotation of objects in video contents is inevitable. For this reason, many researchers have actively studied about methods of annotating the object that appear on the video. In keyword-based annotation related information of the object that appeared on the video content is immediately added and annotation data including all related information about the object must be individually managed. Users will have to directly input all related information to the object. Consequently, when a user browses for information that related to the object, user can only find and get limited resources that solely exists in annotated data. Also, in order to place annotation for objects user's huge workload is required. To cope with reducing user's workload and to minimize the work involved in annotation, in existing object-based annotation automatic annotation is being attempted using computer vision techniques like object detection, recognition and tracking. By using such computer vision techniques a wide variety of objects that appears on the video content must be all detected and recognized. But until now it is still a problem facing some difficulties which have to deal with automated annotation. To overcome these difficulties, we propose a system which consists of two modules. The first module is the annotation module that enables many annotators to collaboratively annotate the objects in the video content in order to access the semantic data using Linked Data. Annotation data managed by annotation server is represented using ontology so that the information can easily be shared and extended. Since annotation data does not include all the relevant information of the object, existing objects in Linked Data and objects that appear in the video content simply connect with each other to get all the related information of the object. In other words, annotation data which contains only URI and metadata like position, time and size are stored on the annotation sever. So when user needs other related information about the object, all of that information is retrieved from Linked Data through its relevant URI. The second module enables viewers to browse interesting information about the object using annotation data which is collaboratively generated by many users while watching video. With this system, through simple user interaction the query is automatically generated and all the related information is retrieved from Linked Data and finally all the additional information of the object is offered to the user. With this study, in the future of Semantic Web environment our proposed system is expected to establish a better video content service environment by offering users relevant information about the objects that appear on the screen of any internet-capable devices such as PC, smart TV or smart phone.