• Title/Summary/Keyword: 콘텐츠의 질

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A Study on the Conceptual Modeling and Implementation of a Semantic Search System (시맨틱 검색 시스템의 개념적 모형화와 그 구현에 대한 연구)

  • Hana, Dong-Il;Kwonb, Hyeong-In;Chong, Hak-Jin
    • Journal of Intelligence and Information Systems
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    • v.14 no.1
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    • pp.67-84
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    • 2008
  • This paper proposes a design and realization for the semantic search system. The proposed model includes three Architecture Layers of a Semantic Search System ; (they are conceptually named as) the Knowledge Acquisition, the Knowledge Representation and the Knowledge Utilization. Each of these three Layers are designed to interactively work together, so as to maximize the users' information needs. The Knowledge Acquisition Layer includes index and storage of Semantic Metadata from various source of web contents(eg : text, image, multimedia and so on). The Knowledge Representation Layer includes the ontology schema and instance, through the process of semantic search by ontology based query expansion. Finally, the Knowledge Utilization Layer includes the users to search query intuitively, and get its results without the users'knowledge of semantic web language or ontology. So far as the design and the realization of the semantic search site is concerned, the proposedsemantic search system will offer useful implications to the researchers and practitioners so as to improve the research level to the commercial use.

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Collecting and using maul records (마을기록물의 수집과 활용)

  • Kim, Duk-Muk
    • The Korean Journal of Archival Studies
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    • no.49
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    • pp.299-325
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    • 2016
  • This paper examines the importance, types, and locations of maul records, and the methods for collecting, preserving, and using them. Maul records reveal the nature of the residents' ordinary lives, help to closely examine the history and culture of the maul, and serve as cultural resources that supplement oral records. Collecting materials from maul records requires understanding the types, locations, and states of the records. Maul records should include records created by the local organizations, personal records by individuals, and records that evidence the history of the maul. The collection methods of maul records are categorized into regular collection, irregular collection, passive collection, and active collection. These records need to be locally conserved in the maul. They can enhance the residents' lives, and can be used to help produce books, posters, calendars, commercial advertisements, symbols, academic education, exhibitions, digital contents, and historical records. They are also useful in helping to market the history.

Multicontents Integrated Image Animation within Synthesis for Hiqh Quality Multimodal Video (고화질 멀티 모달 영상 합성을 통한 다중 콘텐츠 통합 애니메이션 방법)

  • Jae Seung Roh;Jinbeom Kang
    • Journal of Intelligence and Information Systems
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    • v.29 no.4
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    • pp.257-269
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    • 2023
  • There is currently a burgeoning demand for image synthesis from photos and videos using deep learning models. Existing video synthesis models solely extract motion information from the provided video to generate animation effects on photos. However, these synthesis models encounter challenges in achieving accurate lip synchronization with the audio and maintaining the image quality of the synthesized output. To tackle these issues, this paper introduces a novel framework based on an image animation approach. Within this framework, upon receiving a photo, a video, and audio input, it produces an output that not only retains the unique characteristics of the individuals in the photo but also synchronizes their movements with the provided video, achieving lip synchronization with the audio. Furthermore, a super-resolution model is employed to enhance the quality and resolution of the synthesized output.

A Study on the Features for Filming and Directing of the Digital Stereoscopic Animation Films (디지털 3차원입체 애니메이션의 촬영과 연출 특성에 관한 연구)

  • Hyun, Seung-Hoon
    • Cartoon and Animation Studies
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    • s.15
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    • pp.237-249
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    • 2009
  • Interest in and study on 3 dimensional pictures has been continued since visual media showing moving images was invented. From simple anaglyph wearing glasses to hologram making perfect 3 dimensional objects by recording phase data of reflected light, as well as amplitude and wave, speed and scope of technical development are quicker and wider, respectively. However, despite such development of technology, there is still lack of study on aesthetical, industrial and contents developing area, except for technology of 3 dimensional images. Unlike the interest in 3 dimensional images, even a theoretical frame for the approach to theoretical areas of 3 dimensional images has not been established. Especially, few experiment and study on directing aesthetics have been conducted, with exception of areas in entertainment documentaries for 3 dimensional feeling or some latest 3D animations. As a result, this study will try to find alternatives to directing aesthetics of realistic 3 dimensional movies to be developed in future by studying directing grammar and aesthetics of digital 3 dimensional movies and finding and analyzing difference between 3 dimensional images and 2 dimensional images drawn on the plane.

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Development of User Decision Support System for Leisure Kayak Model Design (레저용 카약 디자인 설계를 위한 사용자 의사결정 지원 시스템 개발)

  • Seong, Hyeon-Kyeong;Choi, Yong-Seok;Park, Byeong-Ho;Park, Chan-Hong;Lim, Lee-Young
    • Journal of Digital Contents Society
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    • v.15 no.2
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    • pp.227-235
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    • 2014
  • The change from people's work-centered values to their leisure-centered values leads into the change in their life styles. In the circumstance, people's participation into sports activities seems to be an important means to improve their quality of life. Along with the change of the times, more people take part in water leisure sports including kayak. As a result, people's needs for various designs of water leisure goods are on the rise. In this sense, it is necessary to come up with strategies to actively respond to such a change. In this paper, we proposed a user decision-making support system for designing kayaks for leisure. Based on the previous studies and literatures and a questionnaire survey with consumers, it chose the sensitivity related to design. By conducting factor analysis and evaluation, it drew sensitivity and proposed kayak design layouts in the aspect of customer sensitivity preference. It is expected that the result of this study will be used not only for kayak design, but as a design guide for the equipment of water leisure sports, and will be applied for user-friendly design.

Change Detection and Management Scheme of OWL Documents (OWL 문서의 변경 탐지 및 관리 기법)

  • Kim, Youn-Hee;Kim, Jee-Hyun
    • Journal of Digital Contents Society
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    • v.13 no.1
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    • pp.43-52
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    • 2012
  • For accurate search on information resources, it is needed to manage gradual changes in ontology efficiently. Recently, because ontology is often written using OWL, techniques that can manage changes in OWL documents are required. To meet these needs, in this paper, we classify changeable elements to detect changes in OWL ontology and propose a storage schema that can manage the changes according to the characteristics of each element. And we suggest the possibility of improving performance of query processing using views that provide information about classes or properties in each ontology version. The proposed storage schema stores changes in metadata associated with each ontology version. In addition, it can manage metadata that must be added or deleted through reasoning when ontology changes. So, the proposed storage schema can support queries about history of changes in ontology and provide accurate and valid metadata that is suitable for user-selected ontology version.

A Study on Recommendation Technique Using Mining and Clustering of Weighted Preference based on FRAT (마이닝과 FRAT기반 가중치 선호도 군집을 이용한 추천 기법에 관한 연구)

  • Park, Wha-Beum;Cho, Young-Sung;Ko, Hyung-Hwa
    • Journal of Digital Contents Society
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    • v.14 no.4
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    • pp.419-428
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    • 2013
  • Real-time accessibility and agility are required in u-commerce under ubiquitous computing environment. Most of the existing recommendation techniques adopt the method of evaluation based on personal profile, which has been identified with difficulties in accurately analyzing the customers' level of interest and tendencies, as well as the problems of cost, consequently leaving customers unsatisfied. Researches have been conducted to improve the accuracy of information such as the level of interest and tendencies of the customers. However, the problem lies not in the preconstructed database, but in generating new and diverse profiles that are used for the evaluation of the existing data. Also it is difficult to use the unique recommendation method with hierarchy of each customer who has various characteristics in the existing recommendation techniques. Accordingly, this dissertation used the implicit method without onerous question and answer to the users based on the data from purchasing, unlike the other evaluation techniques. We applied FRAT technique which can analyze the tendency of the various personalization and the exact customer.

A GPU-based Filter Algorithm for Noise Improvement in Realtime Ultrasound Images (실시간 초음파 영상에서 노이즈 개선을 위한 GPU 기반의 필터 알고리즘)

  • Cho, Young-Bok;Woo, Sung-Hee
    • Journal of Digital Contents Society
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    • v.19 no.6
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    • pp.1207-1212
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    • 2018
  • The ultrasound image uses ultrasonic pulses to receive the reflected waves and construct an image necessary for diagnosis. At this time, when the signal becomes weak, noise is generated and a slight difference in brightness occurs. In addition, fluctuation of image due to breathing phenomenon, which is the characteristic of ultrasound image, and change of motion in real time occurs. Such a noise is difficult to recognize and diagnose visually in the analysis process. In this paper, morphological features are automatically extracted by using image processing technique on ultrasound acquired images. In this paper, we implemented a GPU - based fast filter using a cloud big data processing platform for image processing. In applying the GPU - based high - performance filter, the algorithm was run with performance 4.7 times faster than CPU - based and the PSNR was 37.2dB, which is very similar to the original.

Study for Prediction System of Learning Achievements of Cyber University Students using Deep Learning based on Autoencoder (오토인코더에 기반한 딥러닝을 이용한 사이버대학교 학생의 학업 성취도 예측 분석 시스템 연구)

  • Lee, Hyun-Jin
    • Journal of Digital Contents Society
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    • v.19 no.6
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    • pp.1115-1121
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    • 2018
  • In this paper, we have studied a data analysis method by deep learning to predict learning achievements based on accumulated data in cyber university learning management system. By predicting learner's academic achievement, it can be used as a tool to enhance learner's learning and improve the quality of education. In order to improve the accuracy of prediction of learning achievements, the autoencoder based attendance prediction method is developed to improve the prediction performance and deep learning algorithm with ongoing evaluation metrics and predicted attendance are used to predict the final score. In order to verify the prediction results of the proposed method, the final grade was predicted by using the evaluation factor attendance data of the learning process. The experimental result showed that we can predict the learning achievements in the middle of semester.

The Influence of Social Relationship on Adaptive and Maladaptive Game Use (사회적 관계가 게임 이용 행태에 미치는 영향: 게임 선용 정도와 게임 과몰입을 중심으로)

  • Baek, Kyungmin;Yoo, Mihyun;Kang, Hyeyeon;Cho, Munseok
    • The Journal of the Korea Contents Association
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    • v.20 no.4
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    • pp.77-85
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    • 2020
  • This paper uses Preliminary Surveys of Game User Panels conducted in 2019 to examine how social relations that young game users held affect game use. In particular, we analyzed how social relations of youth affect adaptive and maladaptive usage of game. According to the statistical results, the quality of the relationship between users and parents and that of the relationship between users and their friends do not have consistent effects on the degree of adaptive and maladaptive game use. Also, the results suggests that game-related information can play as a double-edged sword for young game users by reinforcing the degree of adaptive and maladaptive game use. The results implies the possibility of interaction between adaptive and maladaptive game using behavior as an interpretative framework in social context rather than mutually exclusive mechanisms.