• Title/Summary/Keyword: 메타정보

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A Study on Recognition of Citation Metadata using Bidirectional GRU-CRF Model based on Pre-trained Language Model (사전학습 된 언어 모델 기반의 양방향 게이트 순환 유닛 모델과 조건부 랜덤 필드 모델을 이용한 참고문헌 메타데이터 인식 연구)

  • Ji, Seon-yeong;Choi, Sung-pil
    • Journal of the Korean Society for information Management
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    • v.38 no.1
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    • pp.221-242
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    • 2021
  • This study applied reference metadata recognition using bidirectional GRU-CRF model based on pre-trained language model. The experimental group consists of 161,315 references extracted by 53,562 academic documents in PDF format collected from 40 journals published in 2018 based on rules. In order to construct an experiment set. This study was conducted to automatically extract the references from academic literature in PDF format. Through this study, the language model with the highest performance was identified, and additional experiments were conducted on the model to compare the recognition performance according to the size of the training set. Finally, the performance of each metadata was confirmed.

A Knowledge Service Using Automatic Document Sharing based on Intelligent OMDR (지능형 OMDR 기반의 자동 문서 공유 에이전트를 이용한 지식서비스)

  • Su-Kyoung Kim;Kee-Hong Ahn
    • Proceedings of the Korea Information Processing Society Conference
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    • 2008.11a
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    • pp.747-750
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    • 2008
  • 본 연구는 온톨로지, 자연어 처리, 메타데이터 등의 시맨틱 웹 기반 기술들을 이용하여 시맨틱 웹 응용을 위한 전체적인 기술 적용과 그의 활용에 목적을 두고 있다. 이를 위해 OWL을 기반으로 조직이나 기관의 지식 주제별 도메인 온톨로지와, 기존 워드넷(WordNet)이나 더브린 코어 메타데이터(Dublin Core Meta Data)와 조직에 정의된 데이터베이스의 스키마를 MDR로 구축하여 상호 연결하여 온톨로지가 갖는 지능적 추론과 규칙 서비스와 표준화된 메타데이터의 결합 방법을 제공한다. 이는 기존에 온톨로지와 메타데이터의 재활용과 연결(Alignment)에 있어 연구적으로 높은 가치가 있다. 그리고 조직의 사용자가 문서를 작성할 때 문서의 내용에 대해 자연어 처리 기술과 온톨로지의 기술을 이용해 적합한 용어나 메타데이터를 자동으로 제공하여 작성된 문서의 공유와 재사용성을 높이고, 작성된 문서를 XML 형식으로 구성되는 XML 기반 지능 문서 데이터베이스(XMB Based Intelligent Document Database)에 저장하여 유사한 문서를 작성하거나 사용할 필요가 있는 사용자에게 문서 등록과 검색 에이전트(Document Registry and Retrieval Agent)를 통해 이러한 제공하여 문서 지식의 사유화를 최소화 하고, 유사 문서의 재작성과 또는 특정 문서의 작성에 필요한 시간이나 경비를 줄이게 된다. 또한 웹상이나 PDA 같은 개인 휴대장치를 통해서도 서 등록과 검색 에이전트를 통해 문서를 검색하고 사용할 수 있게 한다면 언제 어디서나 해당 서비스를 활용하는 유비쿼터스와 시맨틱 웹의 실질적 응용을 거둘 수도 있으리라 사료된다.

MetaData Design for Digital Contents based on XML (XML 기반 디지털 콘텐츠 메타데이터 설계)

  • Na, Choul-Su;Kim, Jae-In;Han, Dae-Young;Kim, Dae-In;Park, Jun;Hwang, Bu-Hyun
    • Proceedings of the Korea Information Processing Society Conference
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    • 2008.05a
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    • pp.197-199
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    • 2008
  • 정보화 사회의 발전과 인터넷의 급속한 확산으로 인하여 디지털 콘텐츠에 대한 수요 및 생산되는 콘텐츠의 수가 기하급수적으로 증가하고 있다. 그러나 디지털 콘텐츠는 생산 및 수집 시기, 그리고 저장 방법 등에 따라 그 형태가 매우 다양하므로 디지털 콘텐츠를 표준화할 수 있는 방법에 대한 연구가 필요하다. 본 논문에서는 디지털 콘텐츠의 메타데이터 타입을 표준화하기 위한 새로운 메타데이터 타입을 정의한다. 제안하는 메타데이터 타입은 XML 형태로 기술하며 디지털 콘텐츠의 국제 표준 메타데이터인 더블린코어에 기초하여 정의한다. 제안 방법은 더블린코어에서 정의한 주요소에 역할 속성을 추가하여 콘텐츠 생산에 직간접적으로 영향을 준 생산자 정보를 표현할 수 있다. 또한 제안하는 방법은 콘텐츠 생산에 관련된 연관 콘텐츠 정보를 유지함으로써 디지털 콘텐츠 간의 연관 관계를 표현 할 수 있다.

A Study on Usability of Interface Metaphors in the Information Retrieval Systems (검색시스템에서 인터페이스 은유모형의 유용성에 관한 연구)

  • 서은경
    • Journal of the Korean Society for information Management
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    • v.18 no.3
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    • pp.179-202
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    • 2001
  • In information system research. there has been a strong interest in developing the user-centered interface. Interface metaphors have been regarded as a user friendly device of the information retrieval systems. This study is to discover overall opinions about metaphors and to evaluate the usability of metaphors used in the homepages and retrieval interfaces of academic and public libraries. It is found that some metaphors cause users to confuse because they are similar each others or don\`t have unique meaning and because some have weak relationship between texts and images of metaphors. It is necessary to develop a metaphor model suitable for the a specific interface. This study proposes to develop functional metaphors which can help users easily understand how to operate and remember the procedures, and which are based in user\`s knowledge and experiences. The organizational metaphors of a virtual community also will be considered as a new type of retrieval interfaces.

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TV-Anytime Metadata Management System based on a Set-Top Box for Digital Broadcasting (디지털 방송을 위한 Set-Top Box기반 TV-Anytime 메타데이터 관리 시스템)

  • Park, Jong-Hyun;Kang, Ji-Hoon
    • Journal of the Korea Society of Computer and Information
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    • v.13 no.4
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    • pp.71-78
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    • 2008
  • Digital Broadcasting serves a variety of broadcasting services for satisfying the requirement of customers. One of main factors for new broadcasting environment is interoperability between providers and consumers. For this interoperability, metadata standards are proposed for the digital broadcasting and TV-Anytime metadata is one of these standards. On the one hand, there are some researches for efficiently managing the broadcasting metadata on Set-Top Box. This paper proposes the metadata management system for efficiently managing the broadcasting metadata based on the STB which is low-cost and low-setting. Our system consists of a storage engine to store the metadata and an XQuery engine to search the stored metadata and uses special index for storing and searching. We expect that our system will keep the interoperability amongst a variety of applications for broadcasting because we adopts the XQuery for searching the metadata and the XQuery is a standard language for searching XML data.

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Extracting Features for Developing Guideline a Game-type Metaverse Centered on Entertainment (오락 위주의 게임형 메타버스 개발 가이드라인 요소 도출)

  • Lee, Min-Ho;Shin, Jeong-Chul
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.10
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    • pp.1500-1508
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    • 2022
  • As non-face-to-face culture melts into people's daily lives due to the COVID-19 pandemic, interest in the metaverse has also increased significantly. There are several types of metaverse depending on the purpose of applications. With this recent explosive interest in the metaverse platform and demanding applications on it, there have been various contents for metaverse in progress in industries. However, developing such contents has many real problems since there is no valuable guidelines for metaverse contents development in industry. In this study, we aim to propose a development guideline that developers can refer to for game-type metaverse content by comparative analysis of existing contents among various metaverse types. In the development guideline, we derive common characteristic components of representative features for game-type metaverse platforms and give explanations on developing strategies. Such proposed development guidelines are verified by game-type metaverse field experts by survey.

A study on factors affecting intention to use metaverse based on technology acceptance model (기술수용모델을 기반으로 한 메타버스 사용의도 영향 요인 연구)

  • Hyeonmi Hong
    • Journal of The Korean Association of Information Education
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    • v.26 no.6
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    • pp.533-541
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    • 2022
  • Metaverse have begun to attract attention because it facilitate interaction between learners and teachers in non face- to- face environment. In order to use the metaverse in the educational field such as online class, it is important that pre-service teachers intend to use it. The purpose of this study is to analyze the structural relationship between the pre-service teacher's educational competence and the intention to use the metaverse based on the technology acceptance model. The influence factors of flexibility for new technology, teacher efficacy, and TPACK were examined. It was conducted with 240 pre-service teachers, and the data of 183 pre-service teachers finally collected were used for the analysis. As a result of the study, among the metaverse educational competencies of elementary school pre-service teachers, flexibility and TPACK mediate perceived ease, and the pathways affecting metaverse use intention were significant. In this regard, theoretical and practical implications that can be helpful in the discussion and intention of using the metaverse of pre-service teachers were presented.

The Simplification of information visualization using metaphor (메타포를 적용한 정보시각화의 단순화)

  • Kim, Sungkon
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.3
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    • pp.303-310
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    • 2021
  • A method for developing a visual information concept that analogously compares and analyzes macroscopic data changes in a simple form is needed. The development of the visual information concept requires the selection of visualization form, selection of rhetorical effects, and selection of digital expression elements. Among them, an example of a rhetorical effect selection method for effectively delivering visual information to a user is presented. In this study, metaphorical rhetoric, which allows data comparison and analysis from a macroscopic point of view, was selected for stock price analysis by period and industry. We present a two-dimensional three-stage shape change using a dandelion with spreading cockle hair as a metaphor and a three-dimensional three-stage shape change information expression method using a coral peony flower that changes shape and color according to time as a metaphor. Using this rhetorical metaphor, it is possible to compare macroscopic trading changes and stock prices by industry.

A study on user satisfaction for the information service of scientific resources on the web (웹 학술정보자원 메타데이터에 대한 이용자 만족도 연구)

  • Kim, Se-Hun;Park, Gu-young
    • Proceedings of the Korean Society for Information Management Conference
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    • 2005.08a
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    • pp.17-24
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    • 2005
  • 인터넷의 확산과 더불어 웹상에는 수 많은 정보들이 존재하게 되었고 이에 따라 웹 학술정보자원의 수도 급격하게 증가하게 되었다. 하지만 방대한 양의 정보자원 속에서 원하는 정보를 신속하고 정확하게 찾아내는 것이 점점 더 어려워져 체계적인 웹 학술정보자원 메타데이터 구축에 관한 이용자의 요구 역시 증가하고 있는 실정이다. 따라서 본 논문에서는 현재 웹 학술정보자원을 선별하여 제공하고 있는 IFL (Internet Faculty Library, http://www.ifl.or.kr)을 통해 웹 학술정보자원 메타데이터에 대한 이용자 만족도를 알아보고 이를 통해 더 나은 서비스와 관리를 위해 고려되어야 할 문제점들을 고찰하였다.

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Beyond Platforms to Ecosystems: Research on the Metaverse Industry Ecosystem Utilizing Information Ecology Theory (플랫폼을 넘어 생태계로: Information Ecology Theory를 활용한 메타버스 산업 생태계연구 )

  • Seokyoung Shin;Jaiyeol Son
    • Information Systems Review
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    • v.25 no.4
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    • pp.131-159
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    • 2023
  • Recently, amidst the backdrop of the COVID-19 pandemic shifting towards an endemic phase, there has been a rise in discussions and debates about the future of the metaverse. Simultaneously, major metaverse platforms like Roblox have been launching services integrated with generative AI, and Apple's mixed reality hardware, Vision Pro, has been announced, creating new expectations for the metaverse. In this situation where the outlook for the metaverse is divided, it is crucial to diagnose the metaverse from an ecosystem perspective, examine its key ecological features, driving forces for development, and future possibilities for advancement. This study utilized Wang's (2021) Information Ecology Theory (IET) framework, which is representative of ecosystem research in the field of Information Systems (IS), to derive the Metaverse Industrial Ecosystem (MIE). The analysis revealed that the MIE consists of four main domains: Tech Landscape, Category Ecosystem, Metaverse Platform, and Product/Service Ecosystem. It was found that the MIE exhibits characteristics such as digital connectivity, the integration of real and virtual worlds, value creation capabilities, and value sharing (Web 3.0). Furthermore, the interactions among the domains within the MIE and the four characteristics of the ecosystem were identified as driving forces for the development of the MIE at an ecosystem level. Additionally, the development of the MIE at an ecosystem level was categorized into three distinct stages: Narrow Ecosystem, Expanded Ecosystem, and Everywhere Ecosystem. It is anticipated that future advancements in related technologies and industries, such as robotics, AI, and 6G, will promote the transition from the current Expanded Ecosystem level of the MIE to an Everywhere Ecosystem level, where the connection between the real and virtual worlds is pervasive. This study provides several implications. Firstly, it offers a foundational theory and analytical framework for ecosystem research, addressing a gap in previous metaverse studies. It also presents various research topics within the metaverse domain. Additionally, it establishes an academic foundation that integrates concept definition research and impact studies, which are key areas in metaverse research. Lastly, referring to the developmental stages and conditions proposed in this study, businesses and governments can explore future metaverse markets and related technologies. They can also consider diverse metaverse business strategies. These implications are expected to guide the exploration of the emerging metaverse market and facilitate the evaluation of various metaverse business strategies.