• 제목/요약/키워드: multimedia contents list

검색결과 17건 처리시간 0.018초

네트워크 디지털 사이니지의 콘텐츠 다운로드 및 연속재생을 위한 최소 초기 지연시간 결정 (Determining a Minimum Initial Delay Time for Download & Seamless Playback of Multimedia Contents on Network Digital Signage)

  • 박영균;남영진;권영직
    • 한국산업정보학회논문지
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    • 제17권2호
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    • pp.33-43
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    • 2012
  • 디지털 사이니지란 멀티미디어 기반의 정보와 광고를 소비자에게 전달하는 스마트 전자 디스플레이 시스템을 일컫는다. 대부분의 디지털 사이니지는 일련의 멀티미디어 콘텐츠를 원격 네트워크 스토리지로부터 로컬 디스크로 다운로드 한 후에 재생을 시작한다. 하지만 모든 콘텐츠를 다운로드 한 후 재생할 경우에 긴 초기 지연시간을 초래한다. 본 논문에서는 디지털 사이니지에서 이러한 초기 지연시간 문제를 정의하고, 주어진 네트워크 대역폭 및 멀티미디어 콘텐츠의 품질과 크기에 따라서 최소한으로 필요한 초기 지연시간을 계산하는 방법을 제시한다. 또한, 디지털 사이니지 상의 다양한 멀티미디어 콘텐츠들을 이용하여 본 제안 기법의 성능을 분석한다.

Motivation-based Hierarchical Behavior Planning

  • 송웨이;조경은;엄기현
    • 한국게임학회 논문지
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    • 제8권1호
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    • pp.79-90
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    • 2008
  • 본 논문에서는 동기 기반의 계층적 행동 계획 시스템을 제안한다. 가상 시뮬레이션 게임 환경에서 에이전트는 행동 계획 시스템을 통해 적합한 행동을 선택하게 된다. 행동 선택 시스템은 동기를 추출하고 목표를 선택하고 행동을 생성하고 최적화를 수행한다. 동기를 평가할 때 갑작스럽게 발생하거나 누적된 이벤트에 대해 계산한다. 동기를 선택할 때는 확률 분포를 사용하여 무작위로 선택한다. 계층적 목표 트리를 탐색한 후에 목표를 실행할 수 있다. 행동들을 비교한 후 가장 적합한 행동을 선택하게 된다. 선택을 할 때 안전도 값과 만족도 값을 비교하여 최적화된 행동을 선택한다. 본 연구에서 제안한 시스템을 식당경영 게임에 적용했다.

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Advanced Authoring Format기반에서 메타데이터를 활용한 영상제작환경 (Media Production Environment Using Metadata based on Advanced Authoring Format)

  • 목선아;김철현;백준기
    • 방송공학회논문지
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    • 제13권2호
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    • pp.274-282
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    • 2008
  • 본 논문에서는 IT기반의 영상제작환경에서 advanced authoring format(AAF)의 메타데이터 사용을 제안한다. 영상제작시스템이 화질열화와 데이터 보관, 작업시간의 단축 등의 이유로 점차 디지털화되면서 메타데이터의 필요성이 증대되고 있다. 이러한 환경에서 시스템 간에 메타데이터의 손실 없이 콘텐츠를 전송하는 능력, 즉 상호변환 가능성이 중요해 진다. 현재 방송, 영화 환경에서 editing decision list(EDL)이 많이 사용되고 있지만 효율성 측면에서 좋지 못한 성능을 보인다. 이에 제안하는 AAF와 기존에 사용되는 EDL의 컷, 효과 메타데이터의 전송 여부를 비교 실험 하였으며 그 결과 AAF가 EDL보다 더 많은 영상정보를 포함하고 있음을 확인하였다.

자발적 공유 경제 방식의 개인 콘텐츠 관리 및 공유 시스템 (Private Contents Management and Sharing Service with Voluntary Sharing Economy System)

  • 류혜송;홍광진;정기철
    • 한국멀티미디어학회논문지
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    • 제19권9호
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    • pp.1698-1709
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    • 2016
  • These days, anyone can easily product and share their own content through a web service such as blogs and SNS. However, contents are being operated separately because of the space limitation in individual SNS. Therefore, it is hard to search contents efficiently in individual SNS. To solve this problem, this paper propose a "Private Contents Management and Sharing Service with Voluntary Sharing Economy System." The system is in part [Input], [Save] and it provides a way to collect the content that are scattered on the Internet based on the creation of personal index. It also proposes a more systematic content management and sharing by creating and updating the website standard index by introducing an index Coordinator concept. Furthermore in [Use] section, by providing a portion of the index as the primary search results, it avoid unclassified content list which was simply collected by users. In conclusion, unlike previous studies, this system will contribute to the acquisition and management of interspersed content and ultimately contribute to the shared activation by preventing secondary processing and unauthorized processing to the original article.

LMS for Web based e-Learning on the SCORM

  • Woo, Young-Hwan;Chung, Jin-Wook;Kim, Seok-Soo;Kim, Soon-Gohn
    • Journal of information and communication convergence engineering
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    • 제2권2호
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    • pp.80-83
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    • 2004
  • The core purpose of the system proposed in this paper is to help learners pursue proactive and self-oriented education by allowing learners to proactively configure their own content, that is, learners no longer have to be restricted by prescribed sequence of lectures. Although a variety of standardization and Learning Management System (LMS) were produced to develop and effectively manage web contents in response to active diffusion of internet application, practical changes to assist online learners are not yet to be found. In this paper, I would like to introduce a LMS that can support self-leading education by providing various types of learners at Virtual University with delicately organized educational contents for maximum efficiency. The system allows a learner to select a lecture or a chapter which has been presorted to meet his educational needs and intellectual ability. In general, most LMSs cannot meet every individual's educational needs because they structure their programs by letting learners simply choose from a list of available lectures at prescribed level or difficulty. However the Self-Leading LMS eliminates such boundaries by allowing learners to choose contents and difficulty within the limit set by their own educational competence.

온라인 학습을 위한 학생 피드백 분석 기반 콘텐츠 재구성 추천 프레임워크 (Restructure Recommendation Framework for Online Learning Content using Student Feedback Analysis)

  • 최자령;김수인;임순범
    • 한국멀티미디어학회논문지
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    • 제21권11호
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    • pp.1353-1361
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    • 2018
  • With the availability of real-time educational data collection and analysis techniques, the education paradigm is shifting from educator-centric to data-driven lectures. However, most offline and online education frameworks collect students' feedback from question-answering data that can summarize their understanding but requires instructor's attention when students need additional help during lectures. This paper proposes a content restructure recommendation framework based on collected student feedback. We list the types of student feedback and implement a web-based framework that collects both implicit and explicit feedback for content restructuring. With a case study of four-week lectures with 50 students, we analyze the pattern of student feedback and quantitatively validate the effect of the proposed content restructuring measured by the level of student engagement.

문화원형의 현대적 변용에 관한 연구: 불국사 극락전 '황금돼지'의 시각화를 중심으로 (Study on Contemporary Applications of Cultural Archetypes : focused on visualization of 'The Golden Pig' in Geuknakjeon of Bulguksa Temple)

  • 이영숙
    • 한국멀티미디어학회논문지
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    • 제19권2호
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    • pp.487-494
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    • 2016
  • This study aimed to visualize a pig character targeting the golden pig in Geuknakjeon of Bulguksa Temple. As for a pig, it is included in this list of the 12 Chinese zodiac animals and controls Haeshinjang. Today, the characters market is enjoying rapid growth due to diversification of platforms. However, we do not see many characters made out of Korean traditional cultures and customs. This study first looks into significance of pigs that are often observed in Korean traditional culture and then offers possibilities of their being transformed into contemporary characters. In order to achieve the research goals, the study shed new light on the golden pig in Bulguksa Temple. As making contemporary applications to , the study proceeded with work of visualization. As for a face of a character, the study focused on that of the pig but regarding a body, the study applied a man's body. After all, the study came up with this SD character in a second-proportioned figure. This study discuses formative characteristics of existing Buddhist cultural assets and uses the character for improving understanding on Korean traditional culture. In the future, the study will propose ideas on animation contents development targeting infants and children.

감정 온톨로지 기반의 영화 추천 기법 (A Movie Recommendation Method based on Emotion Ontology)

  • 김옥섭;이석원
    • 한국멀티미디어학회논문지
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    • 제18권9호
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    • pp.1068-1082
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    • 2015
  • Due to the rapid advancement of the mobile technology, smart phones have been widely used in the current society. This lead to an easier way to retrieve video contents using web and mobile services. However, it is not a trivial problem to retrieve particular video contents based on users' specific preferences. The current movie recommendation system is based on the users' preference information. However, this system does not consider any emotional means or perspectives in each movie, which results in the dissatisfaction of user's emotional requirements. In order to address users' preferences and emotional requirements, this research proposes a movie recommendation technology to represent a movie's emotion and its associations. The proposed approach contains the development of emotion ontology by representing the relationship between the emotion and the concepts which cause emotional effects. Based on the current movie metadata ontology, this research also developed movie-emotion ontology based on the representation of the metadata related to the emotion. The proposed movie recommendation method recommends the movie by using movie-emotion ontology based on the emotion knowledge. Using this proposed approach, the user will be able to get the list of movies based on their preferences and emotional requirements.

Research of popular success factors of game content

  • Liu, Miaoyihai;Chung, Jeanhun
    • International journal of advanced smart convergence
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    • 제11권2호
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    • pp.83-87
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    • 2022
  • Genshin Impact is an open-world action role-playing game launched by miHoYo in 2020 and has been released on multiple platforms. Due to the excellent character design, it has received widespread attention once it was released, and it has been ranked in the top 10 best-selling lists in several countries after a few weeks of launch. This article will first analyze the map design of the game's open world, and what elements are used on the game map to allow players to immerse themselves in it. Then, in the gameplay of the game, a rich and varied combat system is formed by using the relationship between the elements to restrain each other.There is also a card drawing system added to it, which makes the acquisition of characters full of randomness and allows more players to participate in it. It is concluded that the novel design and rich and varied play methods have made the game Genshin Impact high in popularity, occupying the forefront of the app download list for a long time.

사용자의 재생 시간을 이용한 멀티미디어 추천 시스템 (A Multimedia Recommender System Using User Playback Time)

  • 권형준;정동근;홍광석
    • 인터넷정보학회논문지
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    • 제10권1호
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    • pp.111-121
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    • 2009
  • 본 논문에서는 사용자의 재생 시간을 이용한 멀티미디어 추천 시스템을 제안한다. 제안하는 시스템은 사용자에 의해 요청된 멀티미디어 콘텐츠와 그것이 재생된 시간을 기록하고, 기록된 데이터를 가지고 퍼지 연관규칙 탐사 방법을 이용하여 사용자가 관심을 보일 만한 멀티미디어 콘텐츠와 사용자에 의해 재생된 시간에 기반하여 선호 등급을 예측한다. 제안하는 방법은 사용자의 선호 정보를 별도로 입력 받지 않고도 예측된 선호 등급에 따라서 추천 목록에 대한 선호정도를 예측할 수 있으며, 거짓된 선호 정보의 유입을 방지하는 장점이 있다. 유효성 검증을 위해 제안하는 시스템을 구현하고 실험한 결과, 사용자로부터 입력 받은 선호 정보를 포함하지 않은 트랜잭션으로부터 사용자가 높은 선호도를 보일 것이라 예상되는 추천 목록을 선별하여 추천 시스템에 적용할 수 있음을 확인하였다.

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