• Title/Summary/Keyword: multimedia big data

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T-commerce Trends and Development Model Proposal -Focusing on Broadcasting Screens and Customer Data Utilization- (T커머스 동향 및 발전모델 제안 -방송화면 및 고객데이터 활용중심-)

  • Lee, Jae-Yong;Shin, Seung-Jung
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.21 no.2
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    • pp.49-54
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    • 2021
  • The purpose of this study is to identify trends in T commerce and further propose ways to improve customer data-based services and development models for changes in broadcasting screens with the expansion of IPTV subscribers. Implementing a customized shopping model like mobile through TV media and improving customer satisfaction will reduce customer departures and provide a more convenient shopping environment through large screens. We would like to learn about the current status and problems of T commerce broadcasting and explain some technically validated models (channel-in-channel, AI speaker) and talk about improvement of legal (broadcasting and Internet multimedia business law) constraints.

Analyzation and Improvements of the Revised 2015 Education Curriculum for Information Science of Highschool: Focusing on Information Ethics and Multimedia (고등학교 정보과학의 2015 개정 교육과정에 대한 분석 및 개선 방안: 정보윤리와 멀티미디어를 중심으로)

  • Jeong, Seungdo;Cho, Jungwon
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.8
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    • pp.208-214
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    • 2016
  • With the rising interest in intelligence information technology built on artificial intelligence and big data technologies, all countries in the world including advanced countries such as the United States, the United Kingdom, Japan and so on, have launched national investment programs in preparation for the fourth industrial revolution centered on the software industry. Our country belatedly recognized the importance of software and initiated the 2015 revised educational curriculum for elementary and secondary informatics subjects. This paper thoroughly analyzes the new educational curriculum for information science in high schools and, then, suggests improvements in the areas of information ethics and multimedia. The analysis of the information science curriculum is applied to over twenty science high schools and schools for gifted children, which are expected to play a leading role in scientific research in our country. In the future artificial intelligence era, in which our dependence on information technology will be further increased, information ethics education for talented students who will play the leading role in making and utilizing artificial intelligence systems should be strongly emphasized, and the focus of their education should be different from that of the existing system. Also, it is necessary that multimedia education centered on digital principles and compression techniques for images, sound, videos, etc., which are commonly used in real life, should be included in the 2015 revised educational curriculum. In this way, the goal of the 2015 revised educational curriculum can be achieved, which is to encourage innovation and the efficient resolution of problems in real life and diverse academic fields based on the fundamental concepts, principles and technology of computer science.

Internet Information Orientation: The Link to National Competitiveness on Internet

  • Song, In Kuk;Kang, Mingoo
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.9 no.8
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    • pp.3028-3039
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    • 2015
  • Recently, the web index of Korea peaked at the top 10 among the eighty six countries, and Korea became the only Asian country ranked at the top level. Korea also has been on the top in the field of Internet penetration rate, in terms of both high-speed broadband and wireless Internet. However, such achievements did not guarantee the national level for the effective use of information utilizing Internet. According to OECD, the national informatization index of Korea has not been free from the middle of the OECD countries. Despite of the heightened pressure in practically enhancing effective information use utilizing Internet, the previous research interests and efforts to develop the Internet-related framework or to identify Internet capabilities rarely existed. The study aims to propose the framework, named "Internet Information Orientation" that illustrates the relationship between Internet capabilities and national competitiveness on Internet. The research identified the specific Internet capabilities, reclassified the capabilities based on the research issues provided at the 6th international conference on Internet held in December 2014, and finally described the rigorous research endeavors on the issues. As a result, 16 papers presented and selected as the outstanding papers at the conference handle issues to be brought together, which include: Wireless Network, Internet of Things, Green Computing, Multimedia Processing, Big Data and Text Mining, Database in Cloud Environment, Business Intelligence, Software Engineering, IT Strategy & Policy, and Social Network Services.

Design and Implementation of Distributed File Transfer Server (파일 공유를 위한 분산 파일 서버 설계 및 구현)

  • 박주영;고석주;강신각
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2002.11a
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    • pp.614-618
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    • 2002
  • Although there are a lot of file sharing mechanisms in the Internet such as NFS and P2P, FTP is one of the most common mechanisms used until now. In this paper, we propose a more enhanced file sharing mechanism, the Distributed File Server (DFS) method. The most remarkable feature of DFS is that it can be simply adopted in the current Internet FTP services by locating a DFS node between existing FTP servers and clients without changing any existing file transfer environment. To verify the proposed mechanism we implemented a DFS prototype on RedHat 7.2 system and we finally show that it can reduce the file storage problem caused by big-sized multimedia data.

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A Study on Product Search Service using Feature Point Information based on Image (이미지 기반의 특징점 정보를 이용한 제품 검색 서비스에 관한 연구)

  • Kim, Seoksoo
    • Journal of Convergence for Information Technology
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    • v.9 no.9
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    • pp.20-26
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    • 2019
  • With the development of ICT technology and the promotion of smartphone penetration, purchasing services that purchase various products through online market are being activated. In particular, due to advances in storage and delivery technology, sales of short food materials can be purchased online. Therefore, in this paper, we propose an integrated solution that enables advertisement effect, ordering and delivery through a purchase service even if there is no sales knowledge and sales network in a small shopping mall where only offline sales can be performed. The proposed system is able to efficiently view the product information by category through image search for the product that the user desires, so that the seller of the registered product can efficiently sell without any additional advertisement.

A Study on Smart Device for Open Platform Ontology Construction of Autonomous Vihicles (자율주행자동차 오픈플랫폼 온톨로지 구축을 위한 스마트디바이스 연구)

  • Choi, Byung Kwan
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.15 no.3
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    • pp.1-14
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    • 2019
  • The 4th Industrial Revolution, intelligent automobile application technology is evolving beyond the limit of the mobile device to a variety of application software and multi-media collective technology with big data-based AI(artificial intelligence) technology. with the recent commercialization of 5G mobile communication service, artificial intelligent automobile technology, which is a fusion of automobile and IT technology, is evolving into more intelligent automobile service technology, and each multimedia platform service and application developed in such distributed environment is being developed Accordingly, application software technology developed with a single system SoC of a portable terminal device through various service technologies is absolutely required. In this paper, smart device design for ontology design of intelligent automobile open platform enables to design intelligent automobile middleware software design technology such as Android based SVC Codec and real time video and graphics processing that is not expressed in single ASIC application software technology as SoC based application designWe have experimented in smart device environment through researches, and newly designed service functions of various terminal devices provided as open platforms and application solutions in SoC environment and applied standardized interface analysis technique and proved this experiment.

A study on the Domestic Consumer's Perception of "Hansik" with Big Data Analysis : Using Text Mining and Semantic Network Analysis (빅데이터를 통한 내국인의 '한식' 인식 연구 : 텍스트마이닝과 의미연결망 중심으로)

  • Park, Kyeong-Won;Yun, Hee-Kyoung
    • Journal of the Korea Convergence Society
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    • v.11 no.6
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    • pp.145-151
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    • 2020
  • 'Hansik', or Korean cuisine is one of Korea national brands. To understand the domestic consumer awareness of Korean cuisine, data was gathered under the keyword search, 'Hansik.' Textom 3.5 was used to gather data from blogs, news media found on Naver from November 1, 2018, to October 31, 2019. The results from frequency and TF-IDF analysis indicate that the 'buffet' had the largest proportion in terms of consumer awareness to Hansik. Also, broadcasting contents starring star chefs had a great influence. The Hansik awareness did not remain in the domains of its traditionality, but also branched into extents into areas such as fusional and gourmet cuisine. UCINET6 and NetDraw were used to conduct CONCOR analysis. Four cluster formations have been found; various food cultural cluster, high-end restaurant cluster referring to aired restaurants on media, Hansik brand cluster, and Hansik buffet cluster. This study proposes presenting a various menu of Hansik which use a multiple number of ingredients. Also, a promotion that introduces fine Hansik and a development of marketing views and media contents about the convenient HMRs make the associated imagery of Hansik to be strengthen.

A Comparative Study on the mental health and health-related quality of life in victimized community residences before and after Sewol ferry disaster (세월호 참사 전후 피해지역 주민의 정신건강 및 건강관련 삶의 질 비교연구)

  • Lee, Jin-Sook;Lee, Eun-Ju;Lee, Soo-Kyoung
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.8 no.10
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    • pp.895-903
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    • 2018
  • The purpose of this study is to conduct a comparative analysis on the mental health and health-related quality of life of the community residents who have been affected by the Sewol ferry disaster and to provide a basis for future aids for potential human-caused catastrophe. The study utilized the big data, Korean community health survey data of 3,632 (1,803 in 2018 and 1,829 in 2014) residents in Ansan and Jindo, a victimized community of Sewol ferry disaster, and compared the subjective level of health, amount of appropriate sleep, subjective stress level, stress consulting, depression, depression consulting, and health-related quality of life before and after the disaster. According to the findings, community residents who have been affected by the Sewol ferry disaster did not show any significant difference in terms of subjective health level, amount of appropriate sleep, subjective stress, and health-related quality of life. The study aims to serve as a foundational data for developing a prevention program or policy that aims to support future potential disasters by comparing the mental health and health-related quality of life of the victimized community before and after the disaster. The study suggests that the need for continuous monitoring of mental health and health-related quality of life of the victimized residents is significant, and further studies should be implemented in order to provide better supports for the local community.

The moderating effects of personality traits in relationship between SNS use and stress - focused on the Facebook adolescent users (SNS 사용과 스트레스의 관계에 미치는 이용자 성격의 조절효과 연구 - 페이스북 청소년 이용자를 중심으로)

  • Piao, Mei Ying;Jeong, Eui Jun
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.9 no.7
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    • pp.297-306
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    • 2019
  • This is a longitudinal study which aims to examine the effects of the use frequency of SNS on adolescents' stress and the relationship between the former and the latter, based on big five personality factors. To this end, the valid data of 994 adolescents were collected by administering questionnaires to the cohort groups of those using Facebook twice for one year(T1-T2). An analysis of the data showed that the use frequency of Facebook(T1) had no direct effects on stress(T2), and that there was an interaction between users' personality and the use frequency. In particular, users' stress(T2) was varied depending on neuroticism among personality factors, as the use frequency of Facebook(T1) increased. The higher the use frequency of Facebook, the more the stress in the group with weak neuroticism, while the higher the use frequency of Facebook, the less the stress in other group with strong neuroticism, probably because each group has different motivation for meeting their needs for social support: the former's stress may increase, since they has relatively lower needs for social support and face more conflicts as they more frequently use Facebook, while the latter's stress may decrease, because they have relatively stronger needs for social support and are likely to acquire psychological support, as they more frequently use it.

A Study on New Gameplay Based on Brain-Computer Interface (BCI 기반의 새로운 게임 플레이 연구)

  • Ko, Min-Jin;Bae, Kyoung-Woo;Oh, Gyu-Hwan
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.749-755
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    • 2009
  • BCI (Brain-Computer Interface) is a way to control computer by using the human brain waves. As the hardware using brain wave technologies has developed, former expensive and big sized brain wave measuring devices have recently become much smaller and cheaper in their prices, making it possible for the individuals to buy them. This predicts them to be applied in various fields of multimedia industry. This thesis is to give an insight into whether the BCI device can be used as a new gaming device approaching it in a game designing point of view. At first, we propose game play elements that can effectively utilizing the BCI devices and produce a game prototype adopting the BCI device based on such game play elements. Next, we verify it with statistical data analysis to show that the prototype adopting the BCI device gives more clear and efficient controls in its game play than a game of only adopting keyboard & mouse devices. The results will give a guideline for effective game design methodology for making BCI based games.

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