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Design and Implementation of an Efficient Buffer Replacement Method for Real-time Multimedia Databases Environments (실시간 멀티미디어 데이터베이스 환경을 위한 효율적인 버퍼교체 기법 설계 및 구현)

  • 신재룡;피준일;유재수;조기형
    • Journal of Korea Multimedia Society
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    • v.5 no.4
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    • pp.372-385
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    • 2002
  • In this paper, we propose an efficient buffer replacement method for the real-time multimedia data. The proposed method has multi level priority to consider the real-time characteristics. Each priority level is divided into a cold data set that is likely to be referenced for the first time and a hot data set that is likely to be re-referenced. An operation to select the victim data is sequentially executed from the cold set with the minimum priority level to the hot set with the maximum Priority level. It is chosen only at the lower level than or equal to the priority of the transaction that requests a buffer allocation. In the cold set, our method selects a media that has the maximum size in the level for a target of victim first of all. And in the hot set, our method selects a medium that has the maximum interval of the reference first of all. Since it maintains many popular media in the limited buffer space, the buffer hit ratio is increased. It also manages many service requests. As a result, our method improves the overall performance of the system. We compare the proposed method with the Priority-Hints method in terms of the buffer hit ratio and the deadline missing ratio of transactions. It is shown through the performance evaluation that our method outperforms the existing methods.

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Relationship between University Student's attributional-style and learning Adaptation Considered in Department Selection (대학생들의 귀인성향과 학과 선택 시 우선고려사항에 따른 학과적응에 미치는 요인)

  • Kim, Gi-Ug
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.13 no.2
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    • pp.694-700
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    • 2012
  • The purpose of this study is to analyze the factor giving effect to department selection, learning adaptation and attributional-style after entering school by selecting university students as targets and help high school students who will graduate soon and university students select department and direction. Those were analyzed by using 287 questionnaire data from June 1 to June 30, 2011. The study result revealed that 64.5% of students considered 'popularity and employment prospect' first when they select department. Generally, it was researched that when selecting department, 68.8% of women and 78.7% of health major considered 'popularity and employment prospect'(P<0.05, P<0.01). For learning adaptation and attribution trend of each major, health major showed that learning adaptation was high when motif was high and application score was high and for the relationship with attributional-style, health major showed higher internal attributional-style, showing significant difference(P<0.05). When synthesizing the results above, it is necessary to develop and use the program that can develop internal attribution trend of students on the basis of attributional-style. For planned and careful selection, it is necessary to perform synthetic consulting through direction search program that considers entrance period of middle school or high school, general affairs of university or direction guide to increase department or direction adaptation in the future.

A Study on a Macroscopic Evaluation Method of Forest Recreation Function (산림 휴양기능의 거시적 평가방법에 관한 연구)

  • Chae, Mie Oak;Lee, Kilyong;Jun, Eunsun;Song, Ha Seung
    • Journal of Korean Society of Forest Science
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    • v.104 no.2
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    • pp.267-276
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    • 2015
  • This study suggests a macroscopic method of evaluating forest recreation function based on physical characteristics of forests. The method was verified by a correlation between forest recreation function in popular top 45 mountains and popularity among them, with using data-mountain area, height, distance between mountain and cities, population around mountain, and size of public service. According to analysis of the forest recreation function, it is shown that top 8 mountains, including Jirisan and Seoraksan, provide over 64% of total recreation function, while they serve the function relatively lower than mountains near mega cities-Bukhansan in Seoul-do, in terms of the function per unit area ($km^2$). It is because, in a case of national and provincial mountains, the size of mountain is likely a critical factor for determining recreation function and the distance influences on it relatively lower. These findings implicate that a large size of forests bring the recreation function to visitors on nationwide level, whileas forests in suburban provide intensively it to near population to near population.

Security Check Scheduling for Detecting Malicious Web Sites (악성사이트 검출을 위한 안전진단 스케줄링)

  • Choi, Jae Yeong;Kim, Sung Ki;Min, Byoung Joon
    • KIPS Transactions on Computer and Communication Systems
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    • v.2 no.9
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    • pp.405-412
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    • 2013
  • Current web has evolved to a mashed-up format according to the change of the implementation and usage patterns. Web services and user experiences have improved, however, security threats are also increased as the web contents that are not yet verified combine together. To mitigate the threats incurred as an adverse effect of the web development, we need to check security on the combined web contents. In this paper, we propose a scheduling method to detect malicious web pages not only inside but also outside through extended links for secure operation of a web site. The scheduling method considers several aspects of each page including connection popularity, suspiciousness, and check elapse time to make a decision on the order for security check on numerous web pages connected with links. We verified the effectiveness of the security check complying with the scheduling method that uses the priority given to each page.

A Study on the Analysis of the Present Conditions of Robot-typed Mechanic Games and Development Methods (로봇형 메카닉 게임 현황 분석 및 발전 방안에 관한 연구)

  • Ryu Seuc-Ho;Kyung Byung-Pyo;Kim Tae-Yul
    • Journal of Game and Entertainment
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    • v.2 no.1
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    • pp.1-7
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    • 2006
  • While numerous On off-line and mobile games have been released in our domestic game market annually, the release of mechanic games in our domestic game market is merely a minority. The marketability of robot-typed mechanic game among our domestic game markets has net been widened. What are the reasons that the robot-typed mechanic game in our domestic games has not been expanded in terms of its users? The purpose of this study is to figure out the reasons why there have been few demands and manufactures of robot-typed mechanic games in domestic market. This study investigate the present conditions of robot-typed mechanic games released domestically and internationally and the reasons for game users' avoiding them through the ranking of sale and popularity. In addition, it analyze three biggest causes such as the absence of planning capability, cultural exclusivism against robots and difficulties in manipulation. Lastly, the study investigate the necessity and importance of robot-typed mechanic games in domestic markets.

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The study of changes in performance in KLPGA using growth curve analysis (성장곡선을 이용한 한국여자프로골프의 경기력변화 연구)

  • Kim, Nam Jin;Min, Dae Kee
    • Journal of the Korean Data and Information Science Society
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    • v.25 no.4
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    • pp.847-855
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    • 2014
  • In recent years, women's monetary rewards in golf increased and their performances have improved significantly compared to other sports. Sports marketing has become more active in Asia and the number of Korean players in LPGA with good scores are increasing. For these reasons, golf is becoming increasingly popular. The prize money is higher than in other sports and the economic benefits are increasing due to the financial incentives such as sponsorships. Many of these prospects actively affect women's golf. Certain rookies continue to increase and their performances improve day by day. In this study, I analyze the changes in performance over time of last 5 years from 2009 using growth curve analysis. According to the results of analysis, driving distance and average putting skills developed but green in regulation decreased.

ESG investment trends and implications considering shared growth and mutual benefit (동반성장과 호혜를 고려한 ESG 투자동향 및 시사점)

  • Park, Yoonjoo;Lee, Junho;Choe, Yoowha
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.1
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    • pp.37-41
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    • 2021
  • In recent years, ESG investment is increasing worldwide, and awareness of ESG risks such as environment, society, and governance is increasing, and non-financial investments are considered when making investment decisions. With the recent Corvid 19 crisis, the focus is on the environment, and investments related to bio and health are gaining popularity, while new investments are completely suspended in coal-related businesses, and decisions are made in the direction of sequential termination or withdrawal of existing businesses This has resulted in an increasing number of managers setting climate change and sustainability as top priorities in their investment portfolios. As a result, it is necessary to present effective countermeasures to changes in the investment environment, and to make efforts to respond and prepare an investment system that can help build a risk management system. Therefore, I would like to briefly review the ESG investment trends and present implications considering shared growth and mutual benefit.

The Gender Representation of Online Educational Content - Centering on inamootoon (EBStoon) - (온라인 교육 콘텐츠의 젠더 재현 양상 - 아이나무툰(EBS툰)을 중심으로 -)

  • Choi, Bae-Eun
    • The Journal of the Korea Contents Association
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    • v.22 no.3
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    • pp.112-120
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    • 2022
  • In order to examine the cultural vicious cycle of gender representation in online educational content, this paper reviewed the top five popular webtoons of inamootoon (EBStoon), Korea's first children's webtoon platform. The patterns of appearance representation that distinguish character's gender, the desire and psychology of characters according to gender, and their functions in the work were critically analyzed from a feminist perspective. In most of the works, the appearance of characters often follows gender stereotypes. It appears that women have long hair and wear dresses while men have short hair. On the other hand, the gender characteristics in terms of psychology and function show the aspect of breaking gender's cliche. The gender proportion of the protagonists is almost the same. Regardless of gender, they function as solvers or rescuers, bravely and wisely overcoming the problem situation. By the way, it is interesting that in representing the main character's gender, the weaker the gender stereotypes, the more popular the work among the readers. This fact suggests that the critical acceptance and choice of young readers can break the cultural vicious cycle of gender representation.

Emoticon by Emotions: The Development of an Emoticon Recommendation System Based on Consumer Emotions (Emoticon by Emotions: 소비자 감성 기반 이모티콘 추천 시스템 개발)

  • Kim, Keon-Woo;Park, Do-Hyung
    • Journal of Intelligence and Information Systems
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    • v.24 no.1
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    • pp.227-252
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    • 2018
  • The evolution of instant communication has mirrored the development of the Internet and messenger applications are among the most representative manifestations of instant communication technologies. In messenger applications, senders use emoticons to supplement the emotions conveyed in the text of their messages. The fact that communication via messenger applications is not face-to-face makes it difficult for senders to communicate their emotions to message recipients. Emoticons have long been used as symbols that indicate the moods of speakers. However, at present, emoticon-use is evolving into a means of conveying the psychological states of consumers who want to express individual characteristics and personality quirks while communicating their emotions to others. The fact that companies like KakaoTalk, Line, Apple, etc. have begun conducting emoticon business and sales of related content are expected to gradually increase testifies to the significance of this phenomenon. Nevertheless, despite the development of emoticons themselves and the growth of the emoticon market, no suitable emoticon recommendation system has yet been developed. Even KakaoTalk, a messenger application that commands more than 90% of domestic market share in South Korea, just grouped in to popularity, most recent, or brief category. This means consumers face the inconvenience of constantly scrolling around to locate the emoticons they want. The creation of an emoticon recommendation system would improve consumer convenience and satisfaction and increase the sales revenue of companies the sell emoticons. To recommend appropriate emoticons, it is necessary to quantify the emotions that the consumer sees and emotions. Such quantification will enable us to analyze the characteristics and emotions felt by consumers who used similar emoticons, which, in turn, will facilitate our emoticon recommendations for consumers. One way to quantify emoticons use is metadata-ization. Metadata-ization is a means of structuring or organizing unstructured and semi-structured data to extract meaning. By structuring unstructured emoticon data through metadata-ization, we can easily classify emoticons based on the emotions consumers want to express. To determine emoticons' precise emotions, we had to consider sub-detail expressions-not only the seven common emotional adjectives but also the metaphorical expressions that appear only in South Korean proved by previous studies related to emotion focusing on the emoticon's characteristics. We therefore collected the sub-detail expressions of emotion based on the "Shape", "Color" and "Adumbration". Moreover, to design a highly accurate recommendation system, we considered both emotion-technical indexes and emoticon-emotional indexes. We then identified 14 features of emoticon-technical indexes and selected 36 emotional adjectives. The 36 emotional adjectives consisted of contrasting adjectives, which we reduced to 18, and we measured the 18 emotional adjectives using 40 emoticon sets randomly selected from the top-ranked emoticons in the KakaoTalk shop. We surveyed 277 consumers in their mid-twenties who had experience purchasing emoticons; we recruited them online and asked them to evaluate five different emoticon sets. After data acquisition, we conducted a factor analysis of emoticon-emotional factors. We extracted four factors that we named "Comic", Softness", "Modernity" and "Transparency". We analyzed both the relationship between indexes and consumer attitude and the relationship between emoticon-technical indexes and emoticon-emotional factors. Through this process, we confirmed that the emoticon-technical indexes did not directly affect consumer attitudes but had a mediating effect on consumer attitudes through emoticon-emotional factors. The results of the analysis revealed the mechanism consumers use to evaluate emoticons; the results also showed that consumers' emoticon-technical indexes affected emoticon-emotional factors and that the emoticon-emotional factors affected consumer satisfaction. We therefore designed the emoticon recommendation system using only four emoticon-emotional factors; we created a recommendation method to calculate the Euclidean distance from each factors' emotion. In an attempt to increase the accuracy of the emoticon recommendation system, we compared the emotional patterns of selected emoticons with the recommended emoticons. The emotional patterns corresponded in principle. We verified the emoticon recommendation system by testing prediction accuracy; the predictions were 81.02% accurate in the first result, 76.64% accurate in the second, and 81.63% accurate in the third. This study developed a methodology that can be used in various fields academically and practically. We expect that the novel emoticon recommendation system we designed will increase emoticon sales for companies who conduct business in this domain and make consumer experiences more convenient. In addition, this study served as an important first step in the development of an intelligent emoticon recommendation system. The emotional factors proposed in this study could be collected in an emotional library that could serve as an emotion index for evaluation when new emoticons are released. Moreover, by combining the accumulated emotional library with company sales data, sales information, and consumer data, companies could develop hybrid recommendation systems that would bolster convenience for consumers and serve as intellectual assets that companies could strategically deploy.

Popularization of Marathon through Social Network Big Data Analysis : Focusing on JTBC Marathon (소셜 네트워크 빅데이터 분석을 통한 마라톤 대중화 : JTBC 마라톤대회를 중심으로)

  • Lee, Ji-Su;Kim, Chi-Young
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.3
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    • pp.27-40
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    • 2020
  • The marathon has long been established as a representative lifestyle for all ages. With the recent expansion of the Work and Life Balance trend across the society, marathon with a relatively low barrier to entry is gaining popularity among young people in their 20s and 30s. By analyzing the issues and related words of the marathon event, we will analyze the spottainment elements of the marathon event that is popular among young people through keywords, and suggest a development plan for the differentiated event. In order to analyze keywords and related words, blogs, cafes and news provided by Naver and Daum were selected as analysis channels, and 'JTBC Marathon' and 'Culture' were extracted as key words for data search. The data analysis period was limited to a three-month period from August 13, 2019 to November 13, 2019, when the application for participation in the 2019 JTBC Marathon was started. For data collection and analysis, frequency and matrix data were extracted through social matrix program Textom. In addition, the degree of the relationship was quantified by analyzing the connection structure and the centrality of the degree of connection between the words. Although the marathon is a personal movement, young people share a common denominator of "running" and form a new cultural group called "running crew" with other young people. Through this, it was found that a marathon competition culture was formed as a festival venue where people could train together, participate together, and escape from the image of a marathon run alone and fight with themselves.