• Title/Summary/Keyword: 메타성

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A Study on Development in Metadata Framework for Internet Information Service (인터넷 정보서비스를 위한 메타데이터 프레임워크 개발에 관한 연구)

  • 황상규;윤세진;오경묵
    • Journal of the Korean Society for information Management
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    • v.19 no.2
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    • pp.159-179
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    • 2002
  • The Dublin Core, MARC. IFLA-FRBR user communities are developing international standards for describing textual, physical and audiovisual resources to enable their resources discovery over the Internet. Therefore the metadata interoperability Problem has been exacerbated by the need for more complex metadata descriptions. In this paper we propose a new mechanism for metadata interoperability based on the new semantic web applications : IFLA-FRBR framework, INDECS metadata and an event-aware ABC models. This study introduces a new approach method which is essential to the generation of interoperable metadata descriptions, particularly in the context of multimedia contents.

Mine Algorithm : A Metaheuristic Imitating The Action of The Human Being (Mine 알고리즘 : 인간의 행동을 모방한 메타휴리스틱)

  • Ko, Sung-Bum
    • The KIPS Transactions:PartB
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    • v.16B no.5
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    • pp.411-426
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    • 2009
  • Most of the metaheuristics are made by imitating the action of the animals. In this paper, we proposed Mine Algorithm. The Mine Algorithm is a metaheuristic that imitates the action of the human being. Speaking of search, the field in which the know-how and the heuristics of the human being are melted best is the mining industry. In the Mine Algorithm we formalize the action pattern of the human being by focusing the mine business. The Mine Algorithm uses various searching techniques fluently and shows equally good performance for broad problems. That is, it has good generality. We show the improved generality of the Mine Algorithm by the comparing experiments with the conventional metaheuristics.

An Essay on the Future of Metaverse as the Harmony Space Both of Homo Ludens and Homo Fabre (호모 루덴스와 호모 파베르의 융화 공간으로서 메타버스의 미래)

  • Oh, Min Jung;Kim, Jonggyu
    • Journal of the Korea Convergence Society
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    • v.12 no.9
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    • pp.127-136
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    • 2021
  • Using the perspective of cultural philosophy, this paper aims to consider the possibility that the future metaverse will be developed into a cultural space for human beings. The redirection of the approach to understanding the metaverse space is necessary. And, this paper critically reviews the dangers of understanding the dichotomous space of reality and virtuality, and mobilized humanistic imagination through the film Ready Player One. Ultimately, the space the future metaverse grows into will be a cultural space run by both homo fabre and homo ludens.

Detecting Errors and Checking Consistency in the Object-Oriented Design Models (객체지향 설계방법에서 오류 검출과 일관성 점검기법 연구)

  • Jeong, Gi-Won;Jo, Yong-Seon;Gwon, Seong-Gu
    • The Transactions of the Korea Information Processing Society
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    • v.6 no.8
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    • pp.2072-2087
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    • 1999
  • As software size ever increases and user's requirements become more and more sophisticated., the importance of software quality is more and more emphasized. However, we are not satisfied for the present techniques on detecting errors and checking consistency in the object-oriented design model. This paper proposes a systematic approach which produces implementable rules to detect errors and check consistency. At first, the meta-models for UML diagrams are constructed, generalized meta-rules are reduced from the meta-models, and then the meta-rules are applied to produce the implementable rules. This approach enables to pursue the completeness of the rules and the automation of rule application. An example of rule application shows the feasibility of the rule application.

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A Study on the Metaverse Experience Economy Factors and Advertisement Acceptance Intention (메타버스 체험경제 요인과 광고 수용의도에 관한 연구)

  • Lee, Sangho;Kim, Taegyu;Cho, Kwangmoon
    • Journal of Internet of Things and Convergence
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    • v.8 no.5
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    • pp.99-109
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    • 2022
  • The purpose of this study is to verify the effect of experiential economy factors using metaverse on the intention to accept advertisements reflecting new technologies. The subjects of this study were those located in G Metropolitan City and J Province, and those who experienced metaverse. From August 1 to September 10, 2022, 150 people participated in the survey without face-to-face. Analysis methods were frequency analysis, factor analysis, reliability analysis, correlation analysis, multiple regression analysis, and three-step mediated regression analysis. The conclusion is as follows. First, the influence of metaverse experience on advertisement acceptance intention was shown in the order of relational experience, educational experience, and escapist experience. Second, it was found that the relational and educational experiences of metaverse partially mediate metaverse usefulness and affect the advertisement acceptance intention. Third, it was found that the relational and educational experiences of the metaverse partially mediate the metaverse presence and affect the advertisement acceptance intention. Also, it was found that the metaverse's escapist experience completely mediates the metaverse's presence and affects the advertisement acceptance intention. Fourth, it was found that the escapist experience of metaverse completely mediates the ease of use of metaverse and affects the advertisement acceptance intention. It is expected that this study will contribute to the construction of a new platform in the advertising market using various platforms of metaverse.

Estimation on the Durability of High-Strength Concrete using Metakaolin (Metakaolin 혼합 고강도 콘크리트의 내구특성 예측)

  • Lee, Sang-Ho;Moon, Han-Young
    • Journal of the Korea institute for structural maintenance and inspection
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    • v.9 no.2
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    • pp.173-180
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    • 2005
  • Metakaolin is a cementitious material for producing high-strength concrete. This material is now used as substitute for silica-fume. In this paper, we did the mechanical and durability test such as compressive/tensile/flexural strength test, chloride ion diffusion, chemical attack and repeated freezing and thawing, carbonation test. In the mechanical tests, 10~15% for binder is optimum substitute rate. And, in the chloride ion diffusion test, according to the increase of substitute of metakaolin & silica-fume for binder, the diffusion coefficient was more reduced. In the chemical attack test, by the filler effect of fine powder such metakaolin and silica-fume, the resistance is more excellent than normal concrete. In the other durability test, the concrete using metakaolin also compared with those of silica-fume substitute concrete. Through these tests, we recognized that metakaolin can be used as a substitute for silica-fume.

A Study on COP-Transformation Based Metadata Security Scheme for Privacy Protection in Intelligent Video Surveillance (지능형 영상 감시 환경에서의 개인정보보호를 위한 COP-변환 기반 메타데이터 보안 기법 연구)

  • Lee, Donghyeok;Park, Namje
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.28 no.2
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    • pp.417-428
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    • 2018
  • The intelligent video surveillance environment is a system that extracts various information about a video object and enables automated processing through the analysis of video data collected in CCTV. However, since the privacy exposure problem may occur in the process of intelligent video surveillance, it is necessary to take a security measure. Especially, video metadata has high vulnerability because it can include various personal information analyzed based on big data. In this paper, we propose a COP-Transformation scheme to protect video metadata. The proposed scheme is advantageous in that it greatly enhances the security and efficiency in processing the video metadata.

Development and Application of the Metadata Element for the Digital Comic Content (디지털 만화 콘텐츠 메타데이터 요소개발 및 적용)

  • Oh, Sang-Hoon;Cho, Hyun-Joo;Lee, Yong-Bae;Kang, Ji-Hoon;Myaeng, Sung-Hyun
    • The KIPS Transactions:PartD
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    • v.11D no.5
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    • pp.1197-1204
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    • 2004
  • Rights process problem was stated among actors that participated in digital contents distribution while it was various type of digital content service. In order to solve it, It was expressed conceptual and technical elements by reflecting a system. Among them, the interoperability of metadata became a important issue. As for the metadata for contents service, necessity about standardization is stated as a basic framework composing a service system. This paper proposed the metadata element which focus on the rights process that is being a key factor of a DRM(Digital Right Management) system for digital comics contents service. Therefore, it was verified by using Context Model of MPEG-21 RDD with interoperability between metadata elements which developed a XML format and the existing MPEG-21 RDD elements. The study results will become basic materials in the system design that considered metadata element development and interoperability of digital contents of other field

A Design of Metadata Registry Database based on Object-Relational Transformation Methodology (객체-관계 변환 방법론 기반 메타데이터 레지스트리 데이터베이스 설계)

  • Cha, Sooyoung;Lee, Sukhoon;Jeong, Dongwon;Baik, Doo-Kwon
    • Journal of KIISE
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    • v.42 no.9
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    • pp.1147-1161
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    • 2015
  • The ISO/IEC 11179 Metadata registry (MDR) is an international standard that was developed to register and share metadata. ISO/IEC 11179 represents an MDR as a metamodel that is an object model. However, it is difficult to develop an MDR based on ISO/IEC 11179 because the standard has no clear criteria to transform the metamodel into a database. In this paper, we suggest the design of an MDR data model that is based on object-relational transformation methodology (ORTM) for the MDR implementation. Hence, we classify the transformation methods of ORTM according to the corresponding relationships. After classification, we propose modeling rules by defining the standard use of the transformation. This paper builds the relational database tables as an implementation result of an MDR data model. Through experiments and evaluation, we verify the proposed modeling rules and evaluate the suitability of the created table structures. As the result, the proposed method shows that the table structures preserve classes and relationships of the standard metamodel well.

A Study of the Types of Metaphor Reflected on the Sonic Interactive Objets (동작 기반 인터랙티브 사운드 오브제에 나타난 메타포 유형 연구)

  • Kim, Hee-Eun;Park, Seung Ho
    • Design Convergence Study
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    • v.15 no.2
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    • pp.185-201
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    • 2016
  • This study aims to define the basic design elements of a sonic interactive object and relate them with the different metaphor types including physical metaphor, gestural metaphor, sound metaphor, and embodied metaphor that are reflected on the interface, gesture, sound, and embodied experience. It discusses how the concept mapping can be effectively done by utilizing metaphor and considering the relationships between the types of metaphor when designing a sonic interactive object. This study has a significance in the aspect that it expanded the area of metaphor to embodied experience and subdivided the types of metaphor including visual, sound, gestural and tactile information. Furthermore, it attempted to analyze the design elements of a sonic interactive object in relation to the types of metaphor. A researcher or a designer, therefore, can use this study as a reference to design concept mapping of a sonic interactive object, in a way that the design elements and metaphor types work together effectively to enable a visitor to recognize what they are expected to do with the object more intuitively.