• Title/Summary/Keyword: user preference

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A Study of IPTV-VOD Program Recommendation System using Collaborative Filtering (협업 필터링을 이용한 IPTV-VOD 프로그램 추천 시스템에 대한 연구)

  • Sun, Chul-Yong;Kang, Yong-Jin;Park, Kyu-Sik
    • Journal of Korea Multimedia Society
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    • v.13 no.10
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    • pp.1453-1462
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    • 2010
  • In this paper, a new program recommendation system is proposed to recommend user preferred VOD program in IPTV environment. A proposed system is implemented with collaborative filtering method. For a user profile which describes user program preference, a program preference, sub-genre preference, and US(user similarity) weight of the user neighborhood is averaged and updated every week. In order to evaluate system performance, real 24-weeks cable TV watching data provided by Nilson Research Corp. are modified to fit for IPTV broadcasting environment and the simulation result shows quite comparative quality of recommendation. The experimental results optimum performance when user similarity based weighting, five person per group and five recommendation programs are used.

Modality Conversion For Media QoS

  • Thang Truong Cong;Jung Yong Ju;Ro Yong Man
    • Proceedings of the IEEK Conference
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    • summer
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    • pp.395-399
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    • 2004
  • We present modality conversion as an effective means for QoS management. We show that modality conversion, in combination with content scaling, would give a wider range of adaptation to support QoS at media level. Here, we consider modality conversion with respect to resource constraint and human factor. To represent modality conversion as well as content scaling, we present the overlapped content value (OCV) model that relates the content value of different modalities with resources. The specification of user preference on modality conversion is divided into qualitative and quantitative levels. The user preference is then integrated into the OCV model so that modality conversion correctly reflects the user's wishes. For the conversion of multiple contents, an optimization problem is formulated and solved by dynamic programming. The experiments show that the proposed approach is efficient to be applied in practice.

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Semantic Video Retrieval Based On User Preference (사용자 선호도를 고려한 의미기반 비디오 검색)

  • Jung, Min-Young;Park, Sung-Han
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.46 no.4
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    • pp.127-133
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    • 2009
  • To ensure access to rapidly growing video collection, video indexing is becoming more and more essential. A database for video should be build for fast searching and extracting the accurate features of video information with more complex characteristics. Moreover, video indexing structure supports efficient retrieval of interesting contents to reflect user preferences. In this paper, we propose semantic video retrieval method based on user preference. Unlikely the previous methods do not consider user preferences. Futhermore, the conventional methods show the result as simple text matching for the user's query that does not supports the semantic search. To overcome these limitations, we develop a method for user preference analysis and present a method of video ontology construction for semantic retrieval. The simulation results show that the proposed algorithm performs better than previous methods in terms of semantic video retrieval based on user preferences.

User Preference for Improved Remodeling of Arcade in Traditional Market - Based on user surveys in Daegu Seomun Market - (전통시장 아케이드 공간의 리모델링을 위한 이용자 태도에 관한 연구 - 대구서문시장 이용자 설문을 바탕으로 -)

  • Kim, gyeong-Im;Lee, Jeong-Ho
    • Journal of the Architectural Institute of Korea Planning & Design
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    • v.36 no.1
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    • pp.27-36
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    • 2020
  • Fifteen years after the modernization of traditional markets, commercial facilities and some 1,000 markets across the country contacted arcade operators, there are no specific guidelines on installation standards, exact guidelines for public facilities, and guidelines on law, maintenance and management yet. Therefore, it is necessary to derive a plan that reflects the mindset of the market project and the users as basic planning data for making arcade remodeling of traditional markets more advanced. As a research method, case studies and surveys were conducted and the details are as follows. Through the case study, this study drew suggestions that were available and needed in Korea on the planning plan of arcade space in the developed traditional market and conducted user preference. The survey participants are 150 users of Daegu seomun market. In addition, the survey contents are approached with the concept of remodeling remuneration, so the total number of questions is 47 including 'accessibility', 'comfort', 'openness', 'safety' and 'integrity', which are five elements of the arcade plan. The survey method assessed the importance and satisfaction of each questionnaire on a 5-point scale, and the survey results were compared with technical statistics and means using the SPSS statistics package. The results of user awareness and image survey, in which the installation and remodeling of the ventilation system of the crosshairs are mentioned in the event of fire or in the case of daily ventilation, are important factors in safety. The user-conscious survey, analyzed in 'integrity', indicates that the use of multi-purpose space is required, and that the layout of street stalls and parking and user movements should be integrated. Mac of this study is going to present direction of remodeling plan and behavior analysis by analyzing user preference data for advanced remodeling of arcade in traditional markets.

Prefetching Methods with User's Preference in Mobile Computing Environment (이동컴퓨팅 환경에서 사용자의 선호도를 고려한 프리페칭)

  • Choi, In-Seon;Cho, Gi-Hwan
    • The KIPS Transactions:PartC
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    • v.13C no.5 s.108
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    • pp.651-658
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    • 2006
  • Mobile computing environment is known to be quite difficult to provide user with a stable QoS(Qualify of Service) due to its mobility nature. In order to protect the inherent characteristics of wireless network such as low bandwidth and high transmission delay along with the user's mobility, many works are conducted to apply caching and prefetching methods. This paper presents a novel prefetching technique which is based on user's preference, that is, interest and Uuかity. It tries to improves the effectiveness of prefetching by separating and appling the interest with personal tendency of a given information, and the popularity with general tendency of the information. The proposed scheme shown relatively superior performance in terms of the utilization ratio of prefetched information and the failure ratio of information retrieval than the existing methods.

A Study on Intelligent Navigation System using Soft-computing (소프트 컴퓨팅을 이용한 지능형 네비게이션에 관한 연구)

  • Choi, In-Chan;Lee, Hong-Gi;Jeon, Hong-Tae
    • Journal of the Korean Institute of Intelligent Systems
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    • v.20 no.6
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    • pp.799-805
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    • 2010
  • In this paper, we propose an intelligent navigation system that selects a proper route for user and applies the user's preference, user's tendency and environmental state estimated by driving information of user and road state. The system uses data of sensors, navigation and intelligent transport system to evaluate conditions of roads and it considers state of user's emotion. The system also uses soft-computing method to infer and learn the user's preference and tendency. We verify the proposed algorithm by computer simulation.

A Study on the Awareness of User s to Avatar Characters in the Cyberspace (가상공간의 아바타 캐릭터에 대한 사용자의 인식조사)

  • 이향재
    • Archives of design research
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    • v.17 no.3
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    • pp.61-70
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    • 2004
  • This study is focused on user awareness of avatar character in the cyber space. The purpose of this study is to investigate user preference toward avatar and test their awareness on it. The awareness of avatar is based on the applied degree of self-awareness, and also analyzed by factors using 3 elements such as loyalty, value and confidence in Maurice Wagner's study but self-projection was added to these three variables. The result shows that there is no significant statistical difference among response groups for age and sex classification but the preference and the value variables are significantly dependent on sex and age, respectively. There are strong correlation among each response variables for the awareness of avatar character and the loyalty and the preference variables are mostly correlated. The regression analysis shows that the preference of avatar is mostly affected by loyalty and thus the self awareness of avatar in the Cyberspace is proportional to user preference. It is shown that users do not awareness an avatar as a visual image but identify their avatar as an another selfness since they project themselves into those avatars.

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Personalized EPG Application using Automatic User Preference Learning Method (사용자 선호도 자동 학습 방법을 이용한 개인용 전자 프로그램 가이드 어플리케이션 개발)

  • Lim Jeongyeon;Jeong Hyun;Kim Munchurl;Kang Sanggil;Kang Kyeongok
    • Journal of Broadcast Engineering
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    • v.9 no.4 s.25
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    • pp.305-321
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    • 2004
  • With the advent of the digital broadcasting, the audiences can access a large number of TV programs and their information through the multiple channels on various media devices. The access to a large number of TV programs can support a user for many chances with which he/she can sort and select the best one of them. However, the information overload on the user inevitably requires much effort with a lot of patience for finding his/her favorite programs. Therefore, it is useful to provide the persona1ized broadcasting service which assists the user to automatically find his/her favorite programs. As the growing requirements of the TV personalization, we introduce our automatic user preference learning algorithm which 1) analyzes a user's usage history on TV program contents: 2) extracts the user's watching pattern depending on a specific time and day and shows our automatic TV program recommendation system using MPEG-7 MDS (Multimedia Description Scheme: ISO/IEC 15938-5) and 3) automatically calculates the user's preference. For our experimental results, we have used TV audiences' watching history with the ages, genders and viewing times obtained from AC Nielson Korea. From our experimental results, we observed that our proposed algorithm of the automatic user preference learning algorithm based on the Bayesian network can effectively learn the user's preferences accordingly during the course of TV watching periods.

Design and Implementation of Product Searching System on Internet using the Association Mining and Customer's Preference (연관 마이닝과 고객 선호도 기반의 인터넷 상품 검색 시스템 설계 및 구현)

  • Hwang, Hyun-Suk;Eh, Youn-Yang
    • Asia pacific journal of information systems
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    • v.12 no.1
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    • pp.1-16
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    • 2002
  • Most of searching systems used by shopping-mall provide too much information for user requirements or fail to provide appropriate items reflecting customer's preference. This paper aims to design and implement the product searching systems based on customer preference which will enable efficient product selection in the internet shopping-mall. The proposed system consists of user/provider interface, searching and model agent, data management system, and model management system. Especially, we construct the searching pattern database to support fast search using association mining method. And this system includes the customer-oriented decision model which shows the highly preferred products. Input weight value per attribute and preference level should be needed to compute priority grade of preference.