• Title/Summary/Keyword: language usage

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A Study on the Content Utilization of KISTI Science and Technology Information Service (KISTI 과학기술정보서비스의 콘텐츠 활용 분석)

  • Kang, Nam-Gyu;Hwang, Mi-Nyeong
    • Journal of Internet Computing and Services
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    • v.21 no.4
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    • pp.87-95
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    • 2020
  • The Science and Technology Information Service provided by the Korea Institute of Science and Technology Information (KISTI) is a service designed to allow users to easily and conveniently search and view content that is built similar to the general information service. NDSL is KISTI's core science, technology and information service, providing about 138 million content and having about 93 million page views in a year of 2019. In this paper, various insights were derived through the analysis of how science and technology information such as academic papers, reports and patents provided by NDSL is searched and utilized through web services (https://www.ndsl.kr) and search query words. In addition to general statistics such as the status of content construction, utilization status and utilization methods by type of content, monthly/weekly/time-of-day content usage, content view rate per one-time search by content type, the comparison of the use status of academic papers by year, the relationship between the utilization of domestic academic papers and the KCI index we analyzed the usability of each content type, such as academic papers and patents. We analyzed query words such as the language form of query words, the number of words of query words, and the relationship between query words and timeliness by content type. Based on the results of these analyses, we would like to propose ways to improve the service. We suggest that NDSL improvements include ways to dynamically reflect the results of content utilization behavior in the search results rankings, to extend query and to establish profile information through non-login user identification for targeted services.

Fruit price prediction study using artificial intelligence (인공지능을 이용한 과일 가격 예측 모델 연구)

  • Im, Jin-mo;Kim, Weol-Youg;Byoun, Woo-Jin;Shin, Seung-Jung
    • The Journal of the Convergence on Culture Technology
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    • v.4 no.2
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    • pp.197-204
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    • 2018
  • One of the hottest issues in our 21st century is AI. Just as the automation of manual labor has been achieved through the Industrial Revolution in the agricultural society, the intelligence information society has come through the SW Revolution in the information society. With the advent of Google 'Alpha Go', the computer has learned and predicted its own machine learning, and now the time has come for the computer to surpass the human, even to the world of Baduk, in other words, the computer. Machine learning ML (machine learning) is a field of artificial intelligence. Machine learning ML (machine learning) is a field of artificial intelligence, which means that AI technology is developed to allow the computer to learn by itself. The time has come when computers are beyond human beings. Many companies use machine learning, for example, to keep learning images on Facebook, and then telling them who they are. We also used a neural network to build an efficient energy usage model for Google's data center optimization. As another example, Microsoft's real-time interpretation model is a more sophisticated translation model as the language-related input data increases through translation learning. As machine learning has been increasingly used in many fields, we have to jump into the AI industry to move forward in our 21st century society.

A study about factors influencing on internet advertising effects -Focus on consumer characteristics- (인터넷 의류광고 태도에 미치는 영향요인 연구 -소비자특성 중심으로-)

  • Ko, Eun-Ju;Mok, Bo-Kyoung
    • Journal of Global Scholars of Marketing Science
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    • v.7
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    • pp.283-302
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    • 2001
  • The purpose of this study was to examine the current situation about the internet usage and advertisement attitude, to investigate the relationship between consumer characteristics and internet advertising effect, and to identify the moderating effect of consumer characteristics on the relationship between advertising types and advertising effects. For the study, a sample of 152 apparel consumers participated in this survey research. The survey of design with a questionnaire was employed. Questionnaire was developed with the html language and data collection was done at Korea though the internet on October 2000. For data analysis, descriptive statistics (i.e., frequency, percent), ANOVA with duncan tests were used. First, the major place of using internet was found as home, company, school, PC room in order and the average time of using internet was found as three times weekly. The major purpose of using internet were information search, e-mail, PC communication and program-download. The experience of internet fashion advertising was high. Second, consumer characteristics(age, job) had significant effects on attitude to the product. 20 years-old age group and specialist group were found to influence on the higher attitude toward product. Third, main effects of consumer characteristics(age, job) were found to be significant. The correlation and interaction effects of consumer characteristics and internet advertisement types were not significant.

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Hangul Porting and Display Performance Comparison of an Embedded System (임베디드 시스템을 위한 한글 포팅 및 출력 성능 비교)

  • Oh, Sam-Kweon;Park, Geun-Duk;Kim, Byoung-Kuk
    • Journal of Digital Contents Society
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    • v.10 no.4
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    • pp.493-499
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    • 2009
  • Three methods frequently used for Hangul display in computer systems are Standard Johab Code in which each of Hangul consonants and vowels is given a 5-bit code and each syllable created by combining them forms a 2-byte code, Standard Wansung Code in which each of all the syllables generally used for Hangul presentation forms a 2-byte code, and Unicode in which each syllable in most of the world's language systems is given a unique code so that it allows computers to consistently represent and manipulate them in a unified manner. An embedded system in general has a lower processing power and a limited amount of storage space, compared to a personal compute(PC) system. According to its usage, however, the former may have a processing power equal to that of the latter. Hence, when Hangul display needs to be adopted, an embedded system must choose a display method suitable for its own resource environment. This paper introduces a TFT LCD initialization method and pixel display functions of an LN2440SBC embedded board on which an LP35, a 3.5" TFT LCD kit, is attached. Using the initialization and pixel display functions, in addition, we compare three aforementioned Hangul display methods, in terms of their processing speeds and amounts of memory space required. According to experiments, Standard Johab Code requires less amount of memory space but more processing time than Standard Wansung Code, and Unicode requires the largest amount of memory space but the least processing time.

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Comparison Between South and North Korean Terminologies in Child and Family Domains of Family Life Education (남북한 가정생활교육 관련용어 비교분석 - 아동·가족분야를 중심으로 -)

  • Lim, JungHa;Chung, SoonHwa;Song, Jieun
    • Journal of Korean Home Economics Education Association
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    • v.28 no.2
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    • pp.61-78
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    • 2016
  • The purpose of this study was to examine the differences in terminologies used in child and family domains of family life education in South and North Korea. The terminologies relevant to child and family domains in North Korea were selected from various sources including dictionaries that are developed to compare South-North Korean languages, reports and websites by ministry of unification in South Korea, magazines and news articles about North Korean daily life. The collected terminologies were analyzed using the content criteria on core concepts, 'development' and 'relations' from the 2015 proclamation of the ministry of education on home economics curriculum. The major differences between the two Koreas were as follows: first, the terms categorized under human development were more divergent compared to the terms categorized under family relations. Specifically, there were big differences in terminologies in the love and marriage section, the life and labor in pregnancy section in human development and the child caring section in family relations. Second, dissimilar terms were more frequently appeared in content area of kinship, marriage, and child-rearing. Third, the discrepancies of terms between the two Koreas were brought about primarily by differences in political and social system, language refinement, and transcription techniques. These findings including the terminology list would be a practical resources providing for students to familiarize with the differences in the usage of terms and for teachers to develop a home economics educational program in provision of reunification of the Koreas.

Actual Condition of Teenagers' Computer Game Addiction and It's Influence on their Personality (청소년의 컴퓨터 게임 중독 실태와 인성에 미치는 영향)

  • Ahn, Seong-Hun;Jang, IL-Young
    • Journal of The Korean Association of Information Education
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    • v.11 no.4
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    • pp.447-459
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    • 2007
  • Recently, the use of computer game by Korean teenagers is rapidly growing due to the expansion of the computer popularization and the development of game industry. Of all the teenagers, 82.4% have experience of playing computer game and statistics shows that 22.4% of them play everyday. There is an opinion that the computer game not only improves self confidence and concentration but also enhances internet use, foreign language usage and cognitive ability so that it accelerates learning efficacy and releases stress. On the other hand, there also exists a negative opinion on the symptoms of its addiction. Young(1996) warns that like other addictions, computer game addiction can provoke social problems such as loss of control, desire, marriage problem, schoolwork failure, financial deficiency and loss of employment. Therefore, this study has investigated how computer game addiction affects teenagers' personality. For this purpose, I have conducted the research on the reality of teenagers'computer game use, computer game addiction assessment, analysis on the difference between male and female, and on the relation between the level of computer game addiction and teenagers' personality. As a result, it is confirmed that the computer game addiction affects negatively to teenagers' personality such as stability, self-controlling, perceiving emotion, expressing emotion and controlling emotion.

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Business Process Design to Apply ebXML Framework to the Port and Logistics Distribution Industry (ebXML 적용을 위한 항만물류산업 비즈니스 프로세스 설계)

  • Choi, Hyung-Rim;Park, Nam-Kyu;Lim, Ho-Seob;Lee, Hyun-Chul;Lee, Chang-Sup
    • Information Systems Review
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    • v.4 no.2
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    • pp.209-222
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    • 2002
  • EDI (Electronic Data Interchange) has been widely utilized to support Business Activities since it has such advantages as fast transfer of information, less documentation work, efficient information exchange etc. Recently e-business environment has urged the traditional EDI system to be changed to ebXML framework. To apply the ebXML framework to a certain industry, it is required to implement Business Process (BP), Core Component (CC), Collaboration Protocol Profile (CPP), Collaboration Protocol Agreement (CPA), Messaging system etc. We have selected the port and logistics industry as a target domain to apply ebXML framework, since the EDI usage ratio of it is relatively higher than other industries. In this paper, we have analyzed the current status of EDI system and transaction processes in the port and logistics industry. We have defined the business process that will be registered in the registry/repository, the main component of ebXML framework, using UN/CEFACT modeling methodology. And Business Collaborations, Business Transactions, Business Document Flows, Choreography, Pattern, etc. are represented using UML according to UN/ CEFACT modeling methodology, to apply ebXML Framework to the port and logistics distribution industry. Also we have suggested the meta methodology for applying the ebXML framework to other industries.

MPEG-21 Terminal (MPEG-21 터미널)

  • 손유미;박성준;김문철;김종남;박근수
    • Journal of Broadcast Engineering
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    • v.8 no.4
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    • pp.410-426
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    • 2003
  • MPEG-21 defines a digital item as an atomic unit lot creation, delivery and consumption in order to provide an integrated multimedia framework in networked environments. It is expected that MPEG-21 standardization makes it Possible for users to universally access user's preferred contents in their own way they want. In order to achieve this goal, MPEG-21 has standardized the specifications for the Digital Item Declaration (DID). Digital Identification (DII), Rights Expression Language (REL), Right Data Dictionary (RDD) and Digital Item Adaptation (DIA), and is standardizing the specifications for the Digital Item Processing (DIP), Persistent Association Technology (PAT) and Intellectual Property Management and Protection (IPMP) tot transparent and secured usage of multimedia. In this paper, we design an MPEG-21 terminal architecture based one the MPEG-21 standard with DID, DIA and DIP, and implement with the MPEG-21 terminal. We make a video summarization service scenario in order to validate ow proposed MPEG-21 terminal for the feasibility to of DID, DIA and DIP. Then we present a series of experimental results that digital items are processed as a specific form after adaptation fit for the characteristics of MPEG-21 terminal and are consumed with interoperability based on a PC and a PDA platform. It is believed that this paper has n important significance in the sense that we, for the first time, implement an MPEG-21 terminal which allows for a video summarization service application in an interoperable way for digital item adaptation and processing nth experimental results.

A Java-based Dynamic Management Systemfor Heterogeneous Agents (이질적 에이전트를 위한 자바 기반의 동적 관리 시스템)

  • Jang, Ji-Hun;Choe, Jung-Min
    • Journal of KIISE:Computer Systems and Theory
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    • v.26 no.7
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    • pp.778-787
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    • 1999
  • 이제까지 대부분의 다중 에이전트 시스템에서는 에이전트 사회에 속한 모든 응용 에이전트를 작업 요청에 관계없이 처음부터 구동시킨다고 가정하였다. 이러한 에이전트 정적 구동 방법은 에이전트 관리를 단순하게 해주는 이점을 제공하지만 워크플로우 관리나 전자상거래와 같이 매우 많은 수의 에이전트로 구성되는 응용 분야에서는 시스템 과부하와 자원의 낭비 등 많은 문제점을 초래한다. 동적 에이전트 관리는 이에 대한 해결책으로 아주 많은 수의 에이전트를 포함하는 다중 에이전트 시스템에서 현재 수행중인 작업에 관련된 에이전트만을 선별하여 구동시키고, 작업이 끝난 에이전트는 종료시킴으로써 자원의 낭비를 막고 에이전트간의 상호작용 시에 요구되는 에이전트 통신의 복잡도 부담을 감소시키는 효과를 낸다. 본 논문에서는 자바로 에이전트 관리 시스템을 구현하고, 이 관리 시스템을 통해 각기 다른 언어로 개발된 응용 에이전트가 분산된 환경에서 상호 협력을 통해 작업을 수행할 수 있는 기법을 제안한다. 사용자나 다른 에이전트의 요청으로 에이전트를 동적으로 수행시키기 위해 다른 언어로의 확장을 가능하게 하는 Java Native Interface(JNI)를 사용한 기술 및 이러한 이질적인 에이전트간의 원활한 통신을 위해서 KQML 언어 인터페이스를 통한 통신 기능을 제안한다. 이질적 에이전트의 동적 관리를 가능하게 함으로써 다중 에이전트 시스템의 자원 이용 효율성과 확장성을 높이고 다양한 환경 변화에 대한 적응성과 개선된 협동능력을 제공한다.Abstract It has been assumed that all application agents in a multi-agent system are pre-invoked and remain active regardless of whether they are actually used. Although this kind of static agent invocation simplifies the management of agents, it causes several problems such as the system overload and a waste of resources, especially in the areas of the workflow management and the electronic commerce that consist of tens and even hundreds of application agents. A solution for these problems is the scheme of dynamic agent management that selectively invokes only agents that are actually requested and terminates them when they are no longer needed. This method prevents a waste of system resources and alleviates the complexity of agent communications.This paper proposes an agent management system implemented in Java that supports interactions between application agents that are developed using different languages. Dynamic agent invocation is accomplished by Java Native Interface(JNI) that links two heterogeneous methods, and by KQML language interface that facilitates the communications between heterogeneous agents. This scheme of dynamic agent management provides efficient resource usage, easy extensibility, dynamic adaptibility to changes in the environment, and improved cooperation.

Semantic Analysis of Color Terms in Chinese Neologisms: Focusing on Black, White, and Gray (중국어 신조어에 나타난 색채어 의미 분석 - 검은색, 흰색, 회색을 중심으로 -)

  • Lee, Myung-Ah;Han, Yong-su
    • Cross-Cultural Studies
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    • v.47
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    • pp.241-260
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    • 2017
  • A multitude of neologisms has entered the lexicon of modern Chinese society as a reflection of the changes modern Chinese society has undergone, and amid this trend, a variety of color terms has emerged. However, these neologisms of color terms in modern Chinese society are used somewhat differently from their roots. First, the achromatic color terms used in Chinese neologisms include black, white, and gray. The significance criteria generally used in these neologisms of color terms only partially express their meaning in the modern Chinese language. Second, the frequency usage of significant criteria of color terms that have emerged in Chinese neologisms reveals a relative distribution between color terms referring to black and white. The color term "black" is the most active neologism to connote its expanded meaning, followed by its basic meaning. However, the color term "white" is most actively used to connote its basic meaning, followed by its expanded meaning. Third, among the achromatic color terms used in Chinese neologisms, black and gray exhibit expansion of meaning. For example, in the context of neologisms, the color term "black" is used to symbolize "in disaster areas" and "socially discriminated against," while "gray" is used to symbolize the "social aspect."