• Title/Summary/Keyword: 대규모콘텐츠

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Revitalization Plan for Communication Structure Among Users of Online Virtual Space (온라인 가상공간의 커뮤니케이선 활성화방안 -MMORPG(대규모 다중 사용자 온라인 롤플레잉 게임) 중심으로-)

  • Lim, Jang-Hoon
    • The Journal of the Korea Contents Association
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    • v.7 no.10
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    • pp.115-125
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    • 2007
  • This study analyzed the importance of user activity, communication between users and identity establishment by growth and change of player's character through users' communication structure and then it classified such an importance into activity by group, dealings, information sharing, duel and strategy performance. It also looked into the plans to revitalize smooth social relationship and suggested for users to behave with responsibility in virtual society. In the virtual space where thousands of people connect and interact with each other every day, users find out their identities through human relationship with others proceeding solo story. What is more important is that users consider virtual space as a society and feel collective responsibility on words and behavior against others.

Korean Question-Answering System using Syntactic-Relation Information (구문 관계 정보를 이용한 한국어 질의-응답 시스템)

  • 신승은;이대연;서영훈
    • The Journal of the Korea Contents Association
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    • v.4 no.2
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    • pp.36-42
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    • 2004
  • This paper describes the Korean Question answering system using the syntactic-relation information d verbs to overcome lack of reliable knowledge and linguistic resources. The syntactic-relation information consists d the original form d a verb, usual usage pattern, semantic category of each dependent noun, synonym verbs and passive verbs. We use the syntactic-relation information to parse sentences or phrases with usual usage pattern of the verb and semantic conditions of dependent components on the verb. We also use that information to parse answer candidate sentences, and find an answer from questioned case slot. Our experiments that usage of the syntactic-relation information of verbs to mm lack of reliable knowledge and linguistic resources can be utilized efficiently for the Korean question answering system.

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Design and Implementation of a PCR Primer Search System on Cloud Computing Environments (클라우드 컴퓨팅 환경에서 PCR Primer 검색 시스템 설계 및 개발)

  • Park, Junho;Lim, Jongtae;Kim, Dongjoo;Lee, Yunjeong;Ryu, Eunkyung;Ahn, Minje;Cha, Jaehong;Yu, Seok Jong;Yoo, Jaesoo
    • Proceedings of the Korea Contents Association Conference
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    • 2012.05a
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    • pp.269-270
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    • 2012
  • 유전자 증폭을 위한 정확한 PCR Primer의 디자인은 핵심적인 기반 기술이다. 기존 연구를 통해 각 유전자별 특이적인 PCR Primer를 디자인할 수 있는 도구가 제안되었으나, 유전체 정보를 활용한 대단위의 디자인작업을 수행하기에는 적합하지 않았다. 본 논문에서는 클라우드 컴퓨팅 환경에서 대규모의 유전체를 대상으로 특이적인 PCR Primer를 디자인하고 검색할 수 있는 시스템을 설계하고 구현한다. 제안하는 시스템은 Hadoop 플랫폼에서의 MapReduce 프레임워크를 기반으로 설계 및 구현하여 유전자 서열검색을 대규모로 수행할 수 있도록 하였다. 5만개의 질의를 이용한 성능 평가 결과, 제안하는 기법은 기존 BLAST를 이용한 검색방법에 비해 약 3배의 성능 향상을 보였다.

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Correct Implementation of Sub-warp Parallel Prefix Operations based on GPU Hardware Architecture (GPU 하드웨어 아키텍처 기반 sub-warp 단위 병렬 프리픽스(prefix) 연산의 정확한 구현)

  • Park, Taejung
    • Journal of Digital Contents Society
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    • v.18 no.3
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    • pp.613-619
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    • 2017
  • This paper presents a CUDA (Compute Unified Device Architecture) code to achieve correct GPU parallel segmented prefix operation results with less than 32 segment length for large data arrays. Mark Harris and Michael Garland had published CUDA code to address the tasks. This paper shows that their code does not generate correct results when the local segment length is less than 32, discusses the cause of the problem, and presents a CUDA code that generates correct results. The segmented parallel prefix operation presented in this paper can be applied as a building block to various large parallel processing algorithms including the k-nearest neighbor search problems.

Determinants of U. S. Theatrical Animation Box Office Performance (미국 극장용 애니메이션 흥행 결정요인 연구: 100대 흥행 애니메이션을 중심으로)

  • Kuem, Hyun Soo;Park, Su Kyeong;Han, Seo Yeon;Hong, Seon Yeong;Chon, Bum Soo
    • The Journal of the Korea Contents Association
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    • v.13 no.11
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    • pp.597-607
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    • 2013
  • This research examined factors in determining the success of theatrical U.S. animation movies. Based on movie characteristics and content factors, this study explore determinants of the success for animation movies. The results are follows: firstly, the success of animation movies were determined by some factors such as production expenses, the way of producing animation movies, sequential movies and viewer ratings. Secondly, there differences between the success in the U.S. and other countries. Although the success of animation movies in the U.S. were more production related factors, those in other countries were more quality related factors.

Analysis of the Characteristics of Social Welfare Funds of Local Governments: Focused on 6 Major Cities (지방자치단체 사회복지기금의 성격분석:6대 도시를 중심으로)

  • Sung, Hyang-Sook
    • The Journal of the Korea Contents Association
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    • v.17 no.2
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    • pp.172-182
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    • 2017
  • The purpose of this study is to learn current state of social welfare funds of 6 major cities, and to find better ways to execute those funds as well as to facilitate studies on them. So far, the studies on funds were limited to those on large ones such as pension, yielding scant number of studies on local ones, which could be the practical tools to resolve the problems of the area. To do this, I analyzed the scale of the funds (i.e. the amount of the funds raised, the amount changes in fund execution, and the comparison of the scale between each fund accounts and general accounting) and the characteristics of the fund programs (i.e. the comparison of scales of fund programs of each fund accounts, the content of the programs of each fund accounts, and the characteristics of the budget of each fund accounts). The result shows that 1) the scale of the funds changed accordingly as they were maintained, curtailed and expanded; 2) the scale of the funds were 0.02~1% of that of the general accounting; 3) the fund programs were mostly for decreasing poverty, centered on self support; 4) the social welfare funds and the funds for women were not clearly separated in some local governments, instigating the arguments on the identity of social welfare funds; and 5) the fund programs were run by civil organizations, different from general accounting programs. Based on the findings, to efficiently utilize the social welfare funds, I suggest 1) expansion of the fund scales; 2) diversification of the self-support programs to decrease poverty; 3) specification of the identity of the social welfare funds; and 4) establishment of the public and civil governance.

Analysis on changes in work autonomy of content industry workers (콘텐츠산업 인력의 업무 자율성 변화 분석)

  • Lee, Yong-Kwan
    • Review of Culture and Economy
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    • v.20 no.2
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    • pp.3-18
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    • 2017
  • The purpose of this study is to analyze changes in work autonomy of content industry workers using Korea Working Conditions Survey(2010, 2014) and difference-differences estimation method. The results find that there was no significant change in the work autonomy (work order, work method, work speed) of the content industry worker in In the overall sample. On the other hand, analyzing the sample of 30 or more employee establishment size shows that work autonomy of the content industry worker is greatly reduced. Also, work autonomy is high when the rank or capability is high, whereas work autonomy decreases when the establishment size is large. This study implies that the content industry workers have shown quantitatively the reduction of work autonomy. It also suggests that compensation and management systems are needed to enhance the competitiveness of the content industry.

The Strategic Direction for Product and Service Content Development according to Generation Cohorts and Consumption Values : A comparison of Korea and China (한중 50대와 20대의 소비가치 비교연구를 통한 제품 및 서비스 콘텐츠 개발 방향 탐색)

  • Kwon, Junhyun;Han, Semi;Kim, Sook-Eung;Kim, Eunhye
    • The Journal of the Korea Contents Association
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    • v.18 no.12
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    • pp.1-13
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    • 2018
  • Senior business has been paid attention due to rapid global aging and baby boomers turning 60. However, senior business is not successful as expected because of a lack of understanding of consumers and small size of Korean domestic market. Understanding of senior consumers and overseas markets and providing attractive product and service contents needs to overcome the current challenges. Therefore, this study explores and compares consumers of different generation and different countries. We employ consumption value theory and analyze which consumption values are perceived strongly by each four group(Korean consumers in their 20s, Korean their consumers in 50s, Chinese consumers in their 20s, and Chinese consumers in their 50s). We conducted online survey to compare consumption values among samples of consumers in two countries: Korea and China. There are forty survey instruments in twelve consumption values. The results can be used to develop a strategy for planning, developing, distributing, and promoting product and service contents which consumers, in particular baby boomers, have a strong intention to purchase it.

Comparative Analysis on Attraction Case Street in Old Urban Center (구도심 내 소프트콘텐츠를 통한 가로명소화 사례 비교분석)

  • Han, Yeon-Oh;Kim, Sin-Il;Park, Tae-Won
    • Proceedings of the Korea Contents Association Conference
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    • 2014.11a
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    • pp.467-468
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    • 2014
  • 서울의 대표적 외국인 밀집지역으로서 이태원 내 외국인 뿐만 아니라 내국인의 지속적인 방문을 이끄는 명소화 사례로서 우사단로와 경리단길은 비계획적 명소화 사례로 대규모 자본이 투입된 물리적 시설 중심의 지역 활성화가 아닌 소프트콘텐츠적 내부적 요인에 의한 자발적 주체에 의한 사례로 의미를 지니다. 이에 본 연구는 이러한 명소화 사례의 원동력을 비교 분석하여 패러다임 변화에 따른 향후 도시재생에 시사점을 도출하고자 한다.

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A study on the System Process of Production pipeline of 3D animation (3D Animation 제작 파이프라인 연구 - 국내 소규모 3D애니메이션 제작을 중심으로 -)

  • Yang, sung-su
    • Proceedings of the Korea Contents Association Conference
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    • 2008.05a
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    • pp.198-202
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    • 2008
  • Manufacturing process of large-scale 3D computer animation is becoming sophistication, ramification because of development of manufacturing technique and extravagant budget. Form of manufacturing pipeline has been variously changed to production type, manufacturing scale, manufacturing form. But it is time that renewed discussion is needed because change and development for the organization is insufficient in small manufacturing company. The project aims to try to help understanding for manufacturing pipeline of internal small-scale 3D animation and to find a plan of organization for internal small-scale production of the real situation. Organization model and methodology of manufacturing pipeline of small manufacturing company is not absolute because it is enough possible to be changed to inclination of the project and its environment. People must fully understand the purpose for organization of manufacturing pipeline of 3D computer animation and it must be organized to the situation for small-scale production so that every worker in production can share the information perfectly.

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