• Title/Summary/Keyword: 지혜콘텐츠

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A Survey and Proposal of Technical Method for Solving Chatting, Image Chatting Analysis of Chatting Problems (채팅, 화상 채팅의 실태 분석 및 기술적 해결 방안의 제안(I)-실태 분석을 중심으로-)

  • 조동욱;이지혜;이선주;민병찬;한대복;이구범;박범진;김동우;오석근
    • Proceedings of the Korea Contents Association Conference
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    • 2004.05a
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    • pp.35-39
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    • 2004
  • This research describes the survery and analysis of chatting, image chatting sites. For this, serveral investigations have done for analyzing the menu, numbers of connection, numbers of generation, numbers of sexual connection in the domestic representative chatting sites and image chatting sites. Also Q&A has done for analyzing chatting sites problems directly, Finally, the solving methods is discussed.

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Implementation of Forest Disaster Message Detection System by Processing Real-time SNS Stream (실시간 SNS 스트림 처리를 통한 산림재해 관련 메시지 검출 시스템 구현)

  • Moon, Jihye;Lim, Jisu;Song, Seokil
    • Proceedings of the Korea Contents Association Conference
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    • 2017.05a
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    • pp.311-312
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    • 2017
  • 이 논문에서는 SNS 스트림을 분석하여 산림재해 (산불, 산사태 등)에 관련한 메시지를 검출하는 시스템을 구현한다. 구현하는 시스템은 SNS 스트림에서 사전에 부여된 산림 재해 과련 키워드들을 포함하는 메시지를 실시간으로 검색한다. 검색 결과에 대해 산림재해와의 관련성을 관리자가 분류를 하고 분류한 결과는 기계학습 기법을 통해 학습되어 보다 정확한 산림재해 메시지 검출을 가능하게 한다. 제안하는 방법은 Spark Streaming 과 MLIB를 기반으로 구현한다.

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Implementation and Design of Efficient Classification and Archiving System for Large Amount of Email (효과적인 대용량 이메일 분류 및 아카이빙 시스템 설계 및 구현)

  • Kim, eungjin;Moon, jihye;Jung, hoyoung;Lim, jisu;Song, seokil
    • Proceedings of the Korea Contents Association Conference
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    • 2016.05a
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    • pp.77-78
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    • 2016
  • 이 논문에서는 대용량의 이메일을 분류하여 아카이빙하는 시스템을 설계하고 구현한다. 이 논문에서 개발하는 이메일 아카이빙 시스템은 업무영역 별로 이메일을 분류하여 업무 관련 이메일에 대해 업무영역 카테고리별로 아카이빙을 수행한다. 분류의 정확도를 위해 온톨로지를 이용한 텀벡터의 확장 방법을 사용하였으며, 빠른 분류 및 아카이빙을 수행하도록 인메모리 기반의 분산 및 병렬 처리 프레임워크인 Spark을 기반으로 구현한다.

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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.

Development of Smart Senior Classification Model based on Activity Profile Using Machine Learning Method (기계 학습 방법을 이용한 활동 프로파일 기반의 스마트 시니어 분류 모델 개발)

  • Yun, You-Dong;Yang, Yeong-Wook;Ji, Hye-Sung;Lim, Heui-Seok
    • Journal of the Korea Convergence Society
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    • v.8 no.1
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    • pp.25-34
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    • 2017
  • With the recent spread of smartphones and the introduction of web services, online users can access large-scale content regardless of time or place. However, users have had trouble finding the content they wanted among large-scale content. To solve this problem, user modeling and content recommendation system have been actively studied in various fields. However, in spite of active changes in senior groups according to the changes in information environment, research on user modeling and content recommendation system focused on senior groups are insufficient. In this paper, we propose a method of modeling smart senior based on their preference, and further develop a smart senior classification model using machine learning methods. As a result, we can not only grasp the preferences of smart seniors, but also develop a smart senior classification model, which is the foundation for the research of a recommendation system which will provide the activities and contents most suitable for senior groups.

The Study on Ways to Revitalize Cultural Content of Novels of Mongcha Group (몽자류 소설의 문화콘텐츠 활성화 방안 연구)

  • Kang, Ji-Hye
    • (The)Study of the Eastern Classic
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    • no.43
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    • pp.125-154
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    • 2011
  • Today's digital culture has been realized through various media, and even now, is changing and growing. If the previous digital culture was actualized through technologies such as the Internet, mobile devices etc., today it includes even things that give new life to contents using various medialike this. The moment this digital technical aspect is grafted into culture, a new genre called 'Cultural Contents' is born. Such cultural contents can be seen as a way for classics to approach people in a digital world that is evolving fast like today. To make classics into a cultural content, its basic narrative structure is important. Classics contain the history at the time, the awareness of people who lived at the time and the detailed rite of passage people experienced. This point can be interpreted as classics not just a cultural heritage of the previous era, but having the functionality that can form a consensus of modern people. This thesis views our classic novels of Mongcha group such as 'Guwunmong' and 'Okrubong' as a potential subject of cultural contents, and the problem of how it can be made into a cultural content. To make a cultural content, storytelling is very important. Therefore, the structure and characteristics of novels of Mongcha group was examined, and a synopsis was made based on this. Furthermore, it examined if there are novels of Mongcha group made into contents, and how each work was vitalized and how much ripple effect it had achieved. If each work did not achieve a second or third ripple effect, it examined what the problem was and tried to offer a solution.

Theoretical Study on Urban Brand Formation Factors (A Systematic Review of the Literature) (도시브랜드 형성요인에 관한 개념연구 (도시브랜드 관련의 연구동향을 중심으로))

  • Kwon, Ji-Hye;Park, Seung-Hoon
    • The Journal of the Korea Contents Association
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    • v.18 no.4
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    • pp.202-213
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    • 2018
  • In order to survive the competition, cities are trying to form an original city brand through attractive city contents. The purpose of this study is to investigate the factors of urban brand formation and to present the framework of the theoretical concept. The purpose of this study is to examine the main factors of city brand formation by examining the precedent studies of city brand, and to suggest new urban brand conceptualization based on this. In this study, we analyzed the factors of city brand which are mentioned in 20 major researches on the evaluation criteria or strategy among the previous studies on urban brands. As a result of the study, the main factors that form the city brand can be classified into 1) landscape factors, 2) administrative factors, 3) historical and cultural factors, 4) cognitive factors, and 5) empirical factors. Based on these factors, it is possible to form an original city brand, which is expected to enhance urban competitiveness in the future.

Multimodal based Storytelling Experience Using Virtual Reality in Museum (가상현실을 이용한 박물관 내 멀티모달 스토리텔링 경험 연구)

  • Lee, Ji-Hye
    • The Journal of the Korea Contents Association
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    • v.18 no.10
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    • pp.11-19
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    • 2018
  • This paper is about multimodal storytelling experience applying Virtual Reality technology in museum. Specifically, this research argues virtual reality in both intuitive understanding of history also multimodal experience in the space. This research investigates cases regarding use of virtual reality in museum sector. As a research method, this paper conducts a literature review regarding multimodal experience and examples applying virtual reality related technologies in museum. Based on the literature review to investigate the concept necessary with its related cases. Based on the investigation, this paper suggests constructing elements for multimodal storytelling based on VR. Ultimately, this paper suggests the elements of building VR storytelling where dynamic audio-visual and interaction mode combines with historical resources for diverse audiences.

Media Art Case Analysis and Implementation Applying Mirror Metaphor (거울 메타포를 활용한 미디어아트 사례분석과 작품제작 : 인식론적 사고를 중심으로)

  • Lee, Ji-Hye
    • The Journal of the Korea Contents Association
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    • v.13 no.11
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    • pp.159-166
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    • 2013
  • This paper aims to not giving one time pleasure nor curiosity, but applying and sharing philosophical discourse for contemporary citizens with reflectivity in a realm of media art. This paper shows the result from the class which the author conducted with philosophical discourse, case analysis, ideation and progress into practical works. Through the process of doing ideation and realization of media art work with students, this paper shows that theory and practice can be harmonized and penetrated into deeper level with diverse interface experiments.

Investigating the Influence of Undergraduate Students' Personal Characteristics on the Use Behavior of Library Mobiles (대학생의 개인적 특성이 도서관 모바일 이용 행태에 미치는 영향 연구)

  • Kwak, Ji-Hye;Kim, Hyun-Hee
    • Journal of the Korean Society for information Management
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    • v.32 no.4
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    • pp.223-247
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    • 2015
  • This study aims to investigate the influence of undergraduate students' personal characteristics on the use behaviors of library mobiles and its contents. We used gender, major, grade, university, perceived usefulness, personal innovativeness, and smartphone dependency variables to measure their personal characteristics. We conducted a survey with 309 undergraduate students who belong to two universities. The results showed that the major, grade, perceived usefulness, and innovativeness variables significantly influenced the use frequency of library mobiles, while the gender, major, university, and smartphone dependency ones did the use pattern of library mobile contents. Based on the results, we proposed three methods for constructing an efficient university library mobile.