• Title/Summary/Keyword: 영상 공유 사이트

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Automatic Tagging for Social Images using Convolution Neural Networks (CNN을 이용한 소셜 이미지 자동 태깅)

  • Jang, Hyunwoong;Cho, Soosun
    • Journal of KIISE
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    • v.43 no.1
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    • pp.47-53
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    • 2016
  • While the Internet develops rapidly, a huge amount of image data collected from smart phones, digital cameras and black boxes are being shared through social media sites. Generally, social images are handled by tagging them with information. Due to the ease of sharing multimedia and the explosive increase in the amount of tag information, it may be considered too much hassle by some users to put the tags on images. Image retrieval is likely to be less accurate when tags are absent or mislabeled. In this paper, we suggest a method of extracting tags from social images by using image content. In this method, CNN(Convolutional Neural Network) is trained using ImageNet images with labels in the training set, and it extracts labels from instagram images. We use the extracted labels for automatic image tagging. The experimental results show that the accuracy is higher than that of instagram retrievals.

FMM: Fusion media middleware for actual feeling service (실감 서비스 제공을 위한 융합 미디어 미들웨어)

  • Lee, Ji-Hye;Yoon, Yong-Ik
    • Journal of Korea Multimedia Society
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    • v.13 no.2
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    • pp.308-315
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    • 2010
  • User Generated contents(UGC) interchange with internet users actively in Web2.0 environment. According to growth of content sharing site, the number of non-expert's contents increased. But non-expert's contents have a simple media just recorded. For providing actual feeling like effects and actions to non-expert's contents, we suggest Fusion Media Middleware(FMM). The FMM can increase user satisfaction by providing actual feeling. Furthermore, The content changes advanced media that has emotional impression. The FMM for providing actual feeling classify the inputted media as a scene based on MPEG-7. The FMM provide an actual feeling to simple media by inserting effects like a sound, image and text among the classified media. Using the BSD code of MPEG-21, the FMM can link up with inputted media and effects. Through the mapping BSD code the FMM control synchronization between media and effects. In this paper, Using the Fusion Media Middleware, the non-expert's contents express value as multimedia that has an actual feeling. Futhermore, the FMM creates flow of new media circulation.

Study for social relationship extraction for automatically image tagging in Folksonomy (폭소노미에서 이미지 자동 태깅을 위한 사회적 관계 추출에 관한 연구)

  • Eom, Wonyong;Lee, Sihyoung;Ro, Yong Man
    • Proceedings of the Korea Information Processing Society Conference
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    • 2010.04a
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    • pp.425-428
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    • 2010
  • 멀티미디어 기기의 확산과 인터넷의 발달로 Flickr, Facebook 과 같은 사회적 네트워크를 기반으로 이미지 공유가 활발해졌다. 사회적 네트워크 사이트에서 이미지의 효율적인 검색과 관리를 위해서 태그를 이용하는 방법이 많이 사용되고 있다. 하지만 많은 양의 이미지에 수동으로 태그를 등록하는 것은 사용자에게 많은 시간과 노력을 요구한다. 태그 추천 기술은 자동으로 사용자에게 태그를 추천함으로써, 수동 태깅의 한계를 극복할 수 있는 방법이다. 본 논문에서는 사회적 네트워크를 기반으로 하는 폭소노미에서 사용자 사이의 사회적 관계를 사용자 들의 얼굴 정보를 이용하여 측정하고, 이를 활용하여 이미지 태그를 추천하는 기술을 제안한다. 제안하는 방법은 이미지의 시각 정보와 태그 분포뿐만 아니라 사용자 사이의 사회적 관계 정보를 추가로 활용한다. 실험을 통해서 제안하는 방법이 기존의 이미지 태그 추천 방법에 비해서 7% 향상된 태그 추천의 정확성을 보장하는 것을 증명하였다.

Building a Satellite Image Rinsed Blog System Using PPGIS (People Participatory GIS) (국민참여형 위성영상 블로그 시스템 구축)

  • Lee, Ki-Hwan;Lee, Dong-Cheon;Park, Seok-Ho;Kim, Il;Shin, Sang-Hee
    • Korean Journal of Remote Sensing
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    • v.23 no.2
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    • pp.125-130
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    • 2007
  • This paper introduce a satellite image based blog system built by JeonNam local province. Main goals of this system are as follows : (1)Overcome the static aspect of traditional Web-GIS, (2)Providing a geoUCC generating platform by combining multimedia technology and GIS in a single web environment, (3)Building a two-way Web-GIS through user's participation, (4)Creating a new communicative way between government and citizen by using this system. As a result of the system building, this system enables users to create his/her own UCC(User Created Contents) on high-resolution satellite image and enables users to share his/her own UCC with other system using Web2.0 technology.

Flickr Image Classification using SIFT Algorism (SIFT 알고리즘을 이용한 플리커 이미지 자동분류)

  • Jang, Hyun-Woong;Cho, Soo-Sun
    • Proceedings of the Korea Information Processing Society Conference
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    • 2013.11a
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    • pp.1394-1396
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    • 2013
  • 플리커와 같은 대용량 영상저장 및 공유 사이트가 인기를 끌면서 이미지 정보의 양은 점점 늘어나고 있고 사용자들은 정확한 이미지 정보 검색을 요구하고 있다. 태그기반의 이미지 검색에서 정확도를 높이기 위하여 태그들의 의미적 연관성을 이용하는 등 다양한 연구가 진행되고 있다. 본 논문에서는 특징점 추출에 기반하여 이미지를 분류하는데 뛰어난 성능을 가진 SIFT알고리즘을 사용하여 플리커 이미지를 분류하는 방법을 제안한다. 위키피디아 의미 연관성을 이용해 태그 정보로 1차 분류된 데이터베이스에 SIFT알고리즘을 사용해본 결과 기존의 SURF를 사용한 연구보다 높은 정확성을 보이는 것을 확인하였다. 따라서 이 방법을 통하여 다양한 이미지를 더욱 정확하게 분류할 수 있을 것으로 기대한다.

Level of User Awareness for Illegal Downloading of Movie Content (영상 컨텐츠 불법 복제에 관한 사용자 의식 수준)

  • Rhee, Hae-Kyung;Kim, Hee-Wan
    • The Journal of the Korea Contents Association
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    • v.9 no.11
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    • pp.212-224
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    • 2009
  • Proliferation of high performance internet infrastructures finally allows their users download a single copy of regular movie just within in a couple of seconds. Ease of accesses to the software for downloading consequently leads them insensitive to the ethics or legitimacy of their conduct. Thus, strong legal action is enforced for piracy over nationally through strengthen the copyright law. We in this paper conducted a survey to see whether netizens prefer to download just for the matter of their convenience. Whilst the level of awareness is addressed even in a far-fetched manner in the area of music piracy and computer software piracy, the case of movie is much different in that we even fail to find any survey that has been made for movie piracy. The survey has been made by devising questionnaires for netizens and it was posted web WorldSurvey, which is the most prominent online survey site in Korea. To our surprise, 9 out of 10 respondents expressed they actually resort to illegal downloading for the reason of convenience. We realized one more surprise. More than 95% of netizens conspicuously aware of their downloading behaviors are mischievous and illegal without reservation.

Analysis of the Danmu Phenomenon on the Chinese Video Platform Bilibili - Focused on Henry Jenkins' Concept of Participatory Culture (중국 동영상 플랫폼 Bilibili의 탄막 현상 분석- 헨리 젠킨스의 참여문화 개념을 중심으로)

  • HUANG SHIYI;Kwon Hochang
    • Trans-
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    • v.15
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    • pp.81-104
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    • 2023
  • This paper analyzes the danmu phenomenon with the concept of participatory culture proposed by Henry Jenkins. Unlike other comments, Danmu is a function that allows users to post anonymously while watching a video, and comments posted at that time are immediately displayed on the screen and can be viewed by other viewers. The service was first launched by Niconico. In this paper, the danmu phenomenon in the Chinese video platform Bilibili is analyzed by focusing on three aspects. First, in terms of creative sharing under collective intelligence, we explore how users create their own creations and share them with other users through danmu. Second, in the collaboration model under public participation, the method and meaning of collective cooperation through users' interaction is dealt with. Third, in terms of financial support of commercial capital, the influence of danmu videos to create commercial profits is analyzed as a case. In addition, the negative aspects and challenges of participatory culture in Bilibili are analyzed. Negative aspects such as participation gap, copyright infringement, excessive use of danmu and problems of anonymity were reviewed, and major challenges to realize the potential of danmu as a participatory culture were suggested. This paper comprehensively analyzes danmu using research methods such as literature review and case studies, and through this, tries to derive insights on how participatory culture and danmu interact and evolve in modern society. Danmu, as a participatory medium, is an important tool that promotes individual and collective creation and interaction, and is pioneering a new boundary between the media industry and its users.

Factors Influencing Internet Media Credibility among College Students (대학생들의 인터넷 미디어 신뢰도에 영향을 미치는 요인 고찰 - 미디어 리터러시 역량을 중심으로)

  • Kim, Yon-Jong;Ahn, Jung-Im
    • The Journal of the Korea Contents Association
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    • v.19 no.2
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    • pp.438-449
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    • 2019
  • This study explored the perception of internet media credibility and influencing factors among college students who are routine users of internet-based media. Media literacy competences are of primary interest among others in that users' media literacy such as information evaluation, critical understanding of media, and information sharing are assumed to be related to media credibility. The results of analysis revealed critical understanding ability to be statistically significant and consistently influencing factor. Users with more critical view on media ownership, represented reality, commercial intention of media seemed less likely to trust internet media. Whereas media use motive for information was found to be a strong predicting factor, motive for pleasure showed no relationship with credibility. Based on the findings, suggestions for new research and limitations of the study were discussed.

Analysis of Internet Biology Study Sites and Guidelines for Constructing Educational Homepages (인터넷상의 고등학교 생물 학습사이트 비교분석 및 웹사이트 구축방안에 관한 연구)

  • Kim, Joo-Hyun;Sung, Jung-Hee
    • Journal of The Korean Association For Science Education
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    • v.22 no.4
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    • pp.779-795
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    • 2002
  • Internet, a world wide network of computers, is considered as a sea of information because it allows people to share information beyond the barriors of time and space. However, in spite of the unmeasurable potential applications of the internet, its use in the field of biology education has been extremely limited mainly due to the scarcity of good biology-related sites. In order to provide useful guidelines for constructing user-friendly study sites, which can help high school students with different intellectual levels to study biology, comparative studies were performed on selected educational sites. Initially, hundreds of related sites were examined, and, subsequently, four distinct sites were selected not only because they are well organized, but also because each is unique in its contents. Also, a survey was carried out against the users of each site. The survey results indicated that the high school students regard the web-based biology study tools as effective teaching methods although there might be some bias in criteria for selecting target sites. In addition to the detailed biology topics and the related biology informations, multimedia data including pictures, animations and movies are found to be one of the important ingredients for desirable biology study sites. Thus, the inclusion of multimedia components should also be considered when developing a systematic biology study site. Overall, the role of the cyber space is expected to become more and more important. Since the development of the user-satisfied and self-guided sites require interdisciplinary collaborational efforts which should be made to promote extensive communication among teachers, education professionals, and computer engineers. Furthermore, the introduction of good biology study sites to the students by their teachers is also important factor for the successful web-based education.

A Study on the Factors Affecting the Success of Crowdfunding for Game Development Projects (게임개발 프로젝트를 위한 크라우드펀딩의 성공에 영향을 미치는 요인에 관한 연구)

  • Lee, Woo Chang;Ha, Jeongcheol;Lee, Choong Kwon
    • Smart Media Journal
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    • v.6 no.4
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    • pp.94-100
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    • 2017
  • Procurement of development funds is a very difficult process in the Korean game industry where competition is fierce. Recently, crowdfunding has been used as a convenient platform to attract potential investors to secure the development cost of the game. This study explored the factors influencing the success of crowdfunding for game development projects. We collected data on 229 game development projects in Tumblebuck, a reward-based crowdfunding site in Korea. According to the results of the logistic regression model, the factors that have a positive effect on the success of funding are the average compensation amount relative to the target amount, the number of SNS shares, the number of updates, and the originality of the proposed game. Video playback time has been found to have a negative impact. Based on the results of this study, it is expected that planning a game development project considering the variables affecting the success of crowdfunding will help financing.