• Title/Summary/Keyword: 인터넷 영화

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Survey and Analysis on Computer Using Ability of Early Childhood for Developing Educational Software (교육용 소프트웨어 개발을 위한 영유아 컴퓨터 활용 능력에 대한 실태조사 분석)

  • Choung, Hye-Myoung;Song, Joo-Seung
    • Journal of the Korea Society of Computer and Information
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    • v.15 no.10
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    • pp.209-220
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    • 2010
  • In this study, a survey was carried out to investigate status of children's computer use and their ability by gender and age. The objects of the survey were kids at a day care center in Gimpo where students of the early childhood education department of K university had practical training for a month. 378 questionnaire were collected excepting those with insincere or inconsistent responses, and among them, According to the results of this study, girls use computers more often than boys for educational purposes such as learning how to read and write Korean language and numbers and foreign languages, and also learning music and arts. On the other hand, boys use computers more often than girls for entertainment like cartoon movies and games. In terms of computer using ability such as understanding instructions, manipulation of functions, drawing pictures, chatting and e-mail, internet shopping, homepage making, girls have higher ability than boys while boys are significantly superior to girls in the ability to play computer games. The analytical results show that application programs of the childhood education is desirable for boys to use for the sake of arousing the interest and for the game and for girls to use at the part of music and arts. According to ages, for 1-2 years children, they needs the AP with a delicate person having the computer knowledge, for 3-4 years children, they need AP with some little help, for 6-7 years, they need the AP to do themselves according to sex and age.

A Study on the Development Strategy of VR Game Content by Group Based on Conjoint Analysis (컨조인트 분석을 통한 집단별 VR게임콘텐츠의 개발 전략에 관한 연구)

  • Lee, Ho Seok;Jeong, Jong In;Lee, Bong Gyou
    • Journal of Internet Computing and Services
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    • v.21 no.1
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    • pp.137-146
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    • 2020
  • VR(Virtual Reality), which has drawn attention as a major area in ICT, is currently being used in various fields, including medical care, movies and architecture. Although VR technology is used in various fields, contents are mainly developed by creators where needs of users are easily left out of consideration leading to failure in forming a consensus between UI(User Interface) and UX(user experience). To identify the consumer preference and attribute level of VR game content, which is responsible for the largest proportion of VR contents, this study was designed to examine the consumers' preference properties of VR game contents through a Conjoint Analysis and derive the relative importance and weightings of each group. The study collected 166 questionnaires over a total of three months from May to July 2019, 150 of which were completed (90.4%). Statistic analysis was conducted using SPSS Ver. 25.0. The results of the study showed that the genre of the game (42.6%), number of players (24.0%), price for payment (20.3%) and game planning (13.1%) were important attributes in choosing VR games. The optimal mix of attributes was derived with new games, RPGs, multi-play and medium price (22,000 KRW). Before mentioning technology in the expectations of users who use VR game content, which is the most preferred among VR contents, this study recognized the need to have a fun and new experience through VR game content. Therefore, it is expected that this will serve as a reference for consumer behavior of VR game contents and research on VR game contents development.

Analysis on designer's cognitive thinking process in 3D animation design (3D 애니메이션 제작을 위한 디자이너의 인지적 사고과정 분석)

  • Kim, Kie-Su
    • Cartoon and Animation Studies
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    • s.20
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    • pp.1-14
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    • 2010
  • The success of a three-dimensional blockbuster movie, AVARTA, brought an public attention on the expansion of three-dimensional computer applications, and it allows experts predict further hardware technology developments to support the such applications. Futhermore, an internet based infra structure and three-dimensional structure, third generation network community, advanced computer networks have influenced advancement in computer technology within the 3D game industry and the spread of 2D computer animation technologies. This advancement of computer technologies allow the industry to overcome a limitation of generating cultural design contexts existed within 2D network community. However, despite of the expansion of 2D and 3D computer technologies, a limitation of analysing designers' intentions on morphology of digital contents and user interface still exists. Therefore, the purpose of this study is to analyze (1) present conditions of the 3D industry and (2) protocols of designers' cognitive design processes based on their design communication, contents, and tools. Analysis was conducted based on literature reviews and case precedent analyses. For the analysis, a 2D Avarta sketch character was designed and then applied into a 3D game system. Observations how designers solve cultural problem within the structure via Avarta were conducted. Outcomes were then coded for further analysis.

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Attack Detection in Recommender Systems Using a Rating Stream Trend Analysis (평가 스트림 추세 분석을 이용한 추천 시스템의 공격 탐지)

  • Kim, Yong-Uk;Kim, Jun-Tae
    • Journal of Internet Computing and Services
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    • v.12 no.2
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    • pp.85-101
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    • 2011
  • The recommender system analyzes users' preference and predicts the users' preference to items in order to recommend various items such as book, movie and music for the users. The collaborative filtering method is used most widely in the recommender system. The method uses rating information of similar users when recommending items for the target users. Performance of the collaborative filtering-based recommendation is lowered when attacker maliciously manipulates the rating information on items. This kind of malicious act on a recommender system is called 'Recommendation Attack'. When the evaluation data that are in continuous change are analyzed in the perspective of data stream, it is possible to predict attack on the recommender system. In this paper, we will suggest the method to detect attack on the recommender system by using the stream trend of the item evaluation in the collaborative filtering-based recommender system. Since the information on item evaluation included in the evaluation data tends to change frequently according to passage of time, the measurement of changes in item evaluation in a fixed period of time can enable detection of attack on the recommender system. The method suggested in this paper is to compare the evaluation stream that is entered continuously with the normal stream trend in the test cycle for attack detection with a view to detecting the abnormal stream trend. The proposed method can enhance operability of the recommender system and re-usability of the evaluation data. The effectiveness of the method was verified in various experiments.

Recent Home Networking Services Development and Future Directions: Case analysis of Korean Smart Apartment Complexes (홈네트워킹 서비스 현황 및 발전 방향: 국내 사이버 타운 사례분석)

  • Sawng, Yeong-Wha;Han, Hyun-Soo
    • Information Systems Review
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    • v.6 no.2
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    • pp.269-284
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    • 2004
  • Induced from government policy to boost regional economic competitiveness, regional informatization forming e-community has been the subject included in the various regional informatization master plans in Korea. However, few cases are reported for its successful implementation mainly due to the lack of profitable business model to encourage investment. On the other hand, most efforts to build smart apartments, part of the home networking in a broad sense, has been pursued from the different directions. Telecommunication giant such as Korea Telecom tries to find new source of revenue exploiting enhanced broad band technology. Also, construction companies started constructing housing complexes equipped with built-in high speed network infrastructure as a means to differentiation to other competitors. The contents providing community portal has become mandatory in the sense of bearing the cost from customer side who are willing to adopt those services for new smart house. Our research motivation stems from exploring critical value aspects of realizing the profitability of this emerging new business model, that is, industry convergence model. In this paper, mainly from the survey results of the Korean smart apartment complexes, we reported recent home networking services development in Korea, and value propositions from the business model perspective. Merged business model components of telecommunications, construction, and internet contents are analyzed to provide the insights for future directions.

A Comparison Study of RNN, CNN, and GAN Models in Sequential Recommendation (순차적 추천에서의 RNN, CNN 및 GAN 모델 비교 연구)

  • Yoon, Ji Hyung;Chung, Jaewon;Jang, Beakcheol
    • Journal of Internet Computing and Services
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    • v.23 no.4
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    • pp.21-33
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    • 2022
  • Recently, the recommender system has been widely used in various fields such as movies, music, online shopping, and social media, and in the meantime, the recommender model has been developed from correlation analysis through the Apriori model, which can be said to be the first-generation model in the recommender system field. In 2005, many models have been proposed, including deep learning-based models, which are receiving a lot of attention within the recommender model. The recommender model can be classified into a collaborative filtering method, a content-based method, and a hybrid method that uses these two methods integrally. However, these basic methods are gradually losing their status as methodologies in the field as they fail to adapt to internal and external changing factors such as the rapidly changing user-item interaction and the development of big data. On the other hand, the importance of deep learning methodologies in recommender systems is increasing because of its advantages such as nonlinear transformation, representation learning, sequence modeling, and flexibility. In this paper, among deep learning methodologies, RNN, CNN, and GAN-based models suitable for sequential modeling that can accurately and flexibly analyze user-item interactions are classified, compared, and analyzed.

A Study on College Students' Perceptions of ChatGPT (ChatGPT에 대한 대학생의 인식에 관한 연구)

  • Rhee, Jung-uk;Kim, Hee Ra;Shin, Hye Won
    • Journal of Korean Home Economics Education Association
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    • v.35 no.4
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    • pp.1-12
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    • 2023
  • At a time when interest in the educational use of ChatGPT is increasing, it is necessary to investigate the perception of ChatGPT among college students. A survey was conducted to compare the current status of internet and interactive artificial intelligence use and perceptions of ChatGPT after using it in the following courses in Spring 2023; 'Family Life and Culture', 'Fashion and Museums', and 'Fashion in Movies' in the first semester of 2023. We also looked at comparative analysis reports and reflection diaries. Information for coursework was mainly obtained through internet searches and articles, but only 9.84% used interactive AI, showing that its application to learning is still insufficient. ChatGPT was first used in the Spring semester of 2023, and ChatGPT was mainly used among conversational AI. ChatGPT is a bit lacking in terms of information accuracy and reliability, but it is convenient because it allows students to find information while interacting easily and quickly, and the satisfaction level was high, so there was a willingness to use ChatGPT more actively in the future. Regarding the impact of ChatGPT on education, students said that it was positive that they were self-directed and that they set up a cooperative class process to verify information through group discussions and problem-solving attitudes through questions. However, problems were recognized that lowered trust, such as plagiarism, copyright, data bias, lack of up-to-date data learning, and generation of inaccurate or incorrect information, which need to be improved.

Sentiment Analysis of Movie Review Using Integrated CNN-LSTM Mode (CNN-LSTM 조합모델을 이용한 영화리뷰 감성분석)

  • Park, Ho-yeon;Kim, Kyoung-jae
    • Journal of Intelligence and Information Systems
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    • v.25 no.4
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    • pp.141-154
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    • 2019
  • Rapid growth of internet technology and social media is progressing. Data mining technology has evolved to enable unstructured document representations in a variety of applications. Sentiment analysis is an important technology that can distinguish poor or high-quality content through text data of products, and it has proliferated during text mining. Sentiment analysis mainly analyzes people's opinions in text data by assigning predefined data categories as positive and negative. This has been studied in various directions in terms of accuracy from simple rule-based to dictionary-based approaches using predefined labels. In fact, sentiment analysis is one of the most active researches in natural language processing and is widely studied in text mining. When real online reviews aren't available for others, it's not only easy to openly collect information, but it also affects your business. In marketing, real-world information from customers is gathered on websites, not surveys. Depending on whether the website's posts are positive or negative, the customer response is reflected in the sales and tries to identify the information. However, many reviews on a website are not always good, and difficult to identify. The earlier studies in this research area used the reviews data of the Amazon.com shopping mal, but the research data used in the recent studies uses the data for stock market trends, blogs, news articles, weather forecasts, IMDB, and facebook etc. However, the lack of accuracy is recognized because sentiment calculations are changed according to the subject, paragraph, sentiment lexicon direction, and sentence strength. This study aims to classify the polarity analysis of sentiment analysis into positive and negative categories and increase the prediction accuracy of the polarity analysis using the pretrained IMDB review data set. First, the text classification algorithm related to sentiment analysis adopts the popular machine learning algorithms such as NB (naive bayes), SVM (support vector machines), XGboost, RF (random forests), and Gradient Boost as comparative models. Second, deep learning has demonstrated discriminative features that can extract complex features of data. Representative algorithms are CNN (convolution neural networks), RNN (recurrent neural networks), LSTM (long-short term memory). CNN can be used similarly to BoW when processing a sentence in vector format, but does not consider sequential data attributes. RNN can handle well in order because it takes into account the time information of the data, but there is a long-term dependency on memory. To solve the problem of long-term dependence, LSTM is used. For the comparison, CNN and LSTM were chosen as simple deep learning models. In addition to classical machine learning algorithms, CNN, LSTM, and the integrated models were analyzed. Although there are many parameters for the algorithms, we examined the relationship between numerical value and precision to find the optimal combination. And, we tried to figure out how the models work well for sentiment analysis and how these models work. This study proposes integrated CNN and LSTM algorithms to extract the positive and negative features of text analysis. The reasons for mixing these two algorithms are as follows. CNN can extract features for the classification automatically by applying convolution layer and massively parallel processing. LSTM is not capable of highly parallel processing. Like faucets, the LSTM has input, output, and forget gates that can be moved and controlled at a desired time. These gates have the advantage of placing memory blocks on hidden nodes. The memory block of the LSTM may not store all the data, but it can solve the CNN's long-term dependency problem. Furthermore, when LSTM is used in CNN's pooling layer, it has an end-to-end structure, so that spatial and temporal features can be designed simultaneously. In combination with CNN-LSTM, 90.33% accuracy was measured. This is slower than CNN, but faster than LSTM. The presented model was more accurate than other models. In addition, each word embedding layer can be improved when training the kernel step by step. CNN-LSTM can improve the weakness of each model, and there is an advantage of improving the learning by layer using the end-to-end structure of LSTM. Based on these reasons, this study tries to enhance the classification accuracy of movie reviews using the integrated CNN-LSTM model.

Emotion fusion video communication services for real-time avatar matching technology (영상통신 감성융합 서비스를 위한 실시간 아바타 정합기술)

  • Oh, Dong Sik;Kang, Jun Ku;Sin, Min Ho
    • Journal of Digital Convergence
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    • v.10 no.10
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    • pp.283-288
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    • 2012
  • 3D is the one of the current world in the spotlight as part of the future earnings of the business sector. Existing flat 2D and stereoscopic 3D to change the 3D shape and texture make walking along the dimension of the real world and the virtual reality world by making it feel contemporary reality of coexistence good show. 3D for the interest of the people has been spreading throughout the movie which is based on a 3D Avata. 3D TV market of the current conglomerate of changes in the market pioneer in the 3D market, further leap into the era of the upgrade was. At the same time, however, the modern man of the world, if becoming a necessity in the smartphone craze new innovation in the IT market mobile phone market and also has made. A small computer called a smartphone enough, the ripple velocity and the aftermath of the innovation of the telephone, the Internet as much as to leave many issues. Smartphone smart phone is a mobile phone that can be several functions. The current iPhone, Android. In addition to a large number of Windows Phone smartphones are released. Above the overall prospects of the future and a business service model for 3D facial expression as input avatar virtual 3D character on camera on your smartphone camera to recognize a user's emotional expressions on the face of the person is able to synthetic synthesized avatars in real-time to other mobile phone users matching, transmission, and be able to communicate in real-time sensibility fused video communication services to the development of applications.

Analysis of the Problem of College Entrance System in Webtoon : in , (웹툰에서 재현하는 입시문제 : <공부하기 좋은 날>, <입시명문사립 정글고등학교>를 중심으로)