• Title/Summary/Keyword: 콘텐츠특성

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Continuous Subgraph Matching Scheme Considering Edge Types and Weights (간선 유형 및 가중치를 고려한 연속 서브 그래프 매칭 기법)

  • Choi, do-jin;Bok, kyoung-soo;Lee, byoung-yup;Yoo, jae-soo
    • Proceedings of the Korea Contents Association Conference
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    • 2019.05a
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    • pp.451-452
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    • 2019
  • 논문 검색 서비스 응용에서는 공저자, 출판 정보 등을 표현하기 위해서 다양한 정점 레이블 (논문,저자) 및 간선 정보(주저자, 공저자)를 이용하여 그래프로 표현한다. 이와 함께 다양한 간선 특징 정보를 질의로 입력하는 연속 서브 그래프 매칭에 대한 요구가 존재한다. 본 논문에서는 간선의 다양한 특성을 지원하고 색인의 부하를 감소시킨 연속 서브 그래프 매칭 기법을 제안한다. 제안하는 기법은 거리 값과 질의 연관 정보만을 관리하여 간선의 다양한 특성을 지원하는 효율적인 서브 그래프 매칭을 수행한다.

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A Study on the Modernization of Traditional Village and the Construction of placeness -Based on the case of Slow City certification- (전통 마을의 현대화와 장소성 구축에 관한 연구 - 슬로시티 인증을 받은 사례를 중심으로 -)

  • SunLu, SunLu;Young, Yoon Ji
    • Proceedings of the Korea Contents Association Conference
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    • 2019.05a
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    • pp.399-400
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    • 2019
  • 장소 개념의 관점에서 슬로시티의 구축 특성을 도출하는 것은 대안적 농촌개발전략으로서의 가능성을 평가할 수 있는 것과 동시에 국내 농촌지역 개발정책의 개선방향에 시사점을 제공할 수 있을 것이다. 또한 슬로시티의 추상적인 개념에 대하여 장소 개념의 관점에서 구체적인 이해를 가능하게 할 것이다.

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Black in Along with the Gods (<신과 함께>의 검정, (비)물질과 지각의 상호작용)

  • Kim, jong-guk
    • Proceedings of the Korea Contents Association Conference
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    • 2019.05a
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    • pp.119-120
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    • 2019
  • 이 글은 물질의 본질로 규정한 아리스토텔레스의 색채론과 디지털이미지의 비물질적 특성으로서의 검정을 전제로, <신과 함께>의 서사를 주도하는 인물과 이미지를 구성하는 공간에 채워진 검정의 의미를 분석한다. 할리우드영화에서 검정은 악의 근원이며 공포이다. 검정에 관한 예외적이고 특별한 특성을 성찰하는 철학, 회화, 문학에서의 비유와 달리, 대중영화에서 검정은 가장 보편적인 의미를 표현한다. 삶과 죽음의 경계를 오가는 <신과 함께>에서 검정은 저승의 공간과 차사라는 인물을 구성한다. 한국영화에서 검정은 상상의 공간을 상징화하는 유용한 색이다. 이 글은 한국영화 <신과 함께>에 사용된 검정을 통해 동서양 색채문화의 차이를 살펴보고, 사회문화적 맥락에 따라 상호작용하는 의미를 분석한다.

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Gender classification of Korean drama script lines using KoBERT (KoBERT를 활용한 한국 드라마 대본 대사 성별 구분)

  • Se-Hui Yi;Gum-Kyu Sun
    • Annual Conference on Human and Language Technology
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    • 2022.10a
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    • pp.470-472
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    • 2022
  • 최근 글로벌 OTT 서비스에서 한국드라마가 세계적 인기를 얻음에 따라 드라마 콘텐츠의 가치가 높아지고 있다. 드라마 대본은 드라마 제작에 있어서 핵심이 되는 데이터로, 특히 대사에는 인물의 특성이 잘 나타나 있다. 본 논문에서는 KoBERT 모델을 활용해 드라마 대사에서 인물의 특성 중 하나인 성별을 구분하고 실험 결과를 제시한다. KoBERT 모델로 대사의 성별을 분류한 뒤, 콘텐츠 분석과 인공지능 창작 측면에서의 활용 가능성에 대해 논의한다.

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A Study on Streaming Service for Content Protection (컨텐츠 보호를 위한 스트리밍 서비스 방안 연구)

  • 박지현;윤기송;전경표
    • Proceedings of the Korea Contents Association Conference
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    • 2003.05a
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    • pp.198-201
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    • 2003
  • Changes in internet and network environment make it possible to provide high-quality content services in real time. As demand for digital content is increased, problems related to intellectual property rights are getting more important. Streaming service like video-on-demand solved this problem by preventing content from being saved. But, as the advent of several tools able to save streamed content, the streamed content is not free from these problems any more. So, with security countermeasure like access control, new technologies to control and manage rights for content are needed. One of the solutions is DRM In this paper, we describe a DRM-based streaming service that can send the ASF stream which is the multimedia file format of Microsoft.

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VR Smart Factory Training Content Production for XR Content UI/UX Evaluation (XR 콘텐츠 UI/UX 평가를 위한 VR 스마트 팩토리 교육훈련 콘텐츠 제작)

  • Lee, YoungWoo;Leem, EekSu;LEE, Su Min;Kim, Hyun Sik;Kang, Mingoo;Lee, Chang-kyo;Seo, Jeongwook
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2021.10a
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    • pp.259-261
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    • 2021
  • In this paper, VR smart factory XR content tailored to process execution scenarios was produced to reflect the characteristics of XR content, which is highly dependent on HDM, unlike general-purpose content software for UX/UI design and usability evaluation of digital twin-based XR content in manufacturing. HMD equipment called Qculus Quest2 was used to perform the process execution task scenario for XR content, and content production was made through Unity Engine and SteamVR Plugin.

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The Effect of Personal Media Contents Characteristic on Perceived Value and Use Intention of Continuous: The Interaction Effect of Novelty Seeking (1인 미디어콘텐츠 특성이 소비자의 지각된 가치 및 지속적 이용의도에 미치는 영향: 신기성 추구성향 상호작용효과)

  • Ju, Seon-Hee;Koh, Bo-Ra
    • Journal of the Korea Convergence Society
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    • v.9 no.9
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    • pp.167-176
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    • 2018
  • Recently, with coming of various channels, the public are communicating with unspecified massive consumers through personal broadcasting. It is becoming more popular as a positive response. The purpose of this study is to investigate the effect of characteristics of personal broadcasting contents on perceived value, perceived value on continuous use intention and the interaction effect of novelty seeking. As a result of verifying the effects of information quality, information trust, and entertainment on the perceived value, the characteristics of personal media contents all showed a significant positive effect and perceived value has a positive effect on continuous use intention. But The interaction effect of novelty seeking and perceived value is not significant. Therefore, content creators should make efforts to create content as much as to the trust of content as entertainment elements in content and composition. In the future, it will be meaningful to proceed with the research on the direct effects of the novelty trend and the various factors affecting viewers' characteristics using personal media contents.

A Study of Developing and Applying of Learner-leading e-Learning Contents Model for Vacational High school (전문계고 교수-학습 효과성 제고를 위한 학습자 주도형 e-Learning 콘텐츠 모델 개발 및 적용 연구 - 「공업입문」 교과목을 중심으로 -)

  • Kim, Sun-Tae
    • 대한공업교육학회지
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    • v.33 no.1
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    • pp.44-66
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    • 2008
  • As the way to intensify vocational education, the places to learn and work merge into one educational system and teaching-learning methods that were pointed at lecturer level are adjusted to learners level. However, the current education environment of vocational highschool doesn't keep up with a new teaching and learning paradigm due to the lack of government-level support and the lecturer level education as well. In this paper, we present a novel learner-leading e-Learning teaching & learning contents framework that intensifying self leading education. In this framework, we concern the ability of self leading, space perception and lesson preparation, preferences of multimedia, scholastic aptitude level and achievement level of students in vocational highschool. Moreover, with following the protocol of the suggested model, we generate a new e-learning contents applying to the subject "Introduction to industry". Especially, to perform better quality of contents, we have survey the whole content of the subject and assorted part of it that would work best with learner-leading e-Learning teaching and learning contents. As we tentatively apply e-learning contents to students in vocational highschool, 79% of them replied that contents brought advantages to get school accomplishment, whereas 19% of students answered in negative that contents wasn't helpful than we've expected. Therefore, the statistical results probe that the e-learning contents we proposed show positive effect, and we analyzed the reasons that deteriorate the effects of contents as shortage of budget and copyright limitation.

Correlation between Head Movement Data and Virtual Reality Content Immersion (헤드 무브먼트 데이터와 가상현실 콘텐츠 몰입도 상관관계)

  • Kim, Jungho;Yoo, Taekyung
    • Journal of Broadcast Engineering
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    • v.26 no.5
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    • pp.500-507
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    • 2021
  • The virtual reality industry has an opportunity to take another leap forward with the surge in demand for non-face-to-face content and interest in the metaverse after Covid-19. Therefore, in order to popularize virtual reality content along with this trend, high-quality content production and storytelling research suitable for the characteristics of virtual reality should be continuously conducted. In order for content to which virtual reality characteristics are applied to be effectively produced through user feedback, a quantitative index that can evaluate the content is needed. In this study, the process of viewing virtual reality contents was analyzed and head movement was set as a quantitative indicator. Afterwards, the experimenter watched five animations and analyzed the correlation between recorded head movement information and immersion. As a result of the analysis, high immersion was shown when the head movement speed was relatively slow, and it was found that the head movement speed can be used significantly as an index indicating the degree of content immersion. The result derived in this way can be used as a quantitative indicator that can verify the validity of the storytelling method applied after the prototype is produced when the creator creates virtual reality content. This method can improve the quality of content by quickly identifying the problems of the proposed storytelling method and suggesting a better method. This study aims to contribute to the production of high-quality virtual reality content and the popularization of virtual reality content as a basic research to analyze immersion based on the quantitative indicator of head movement speed.

Analysis of Love Narratives and Discourse of Web Drama : Focusing on the Web Drama (웹 드라마의 연애 서사와 담론 분석 : <연애 플레이 리스트> 중심으로)

  • Tae, Bo-Ra
    • The Journal of the Korea Contents Association
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    • v.20 no.6
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    • pp.64-76
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    • 2020
  • This research wanted to examine what narratives and discourse were being formed in web drama contents young generations were going crazy about. To understand the characteristics of such love epics and to know what narratives were being formed based on narrative structures and comments, this research specifically used the web drama produced up to the season 4 for the first time in Korean web drama history with a large number of accumulated views. It was found that the narratives of the drama composed the romantic relationships of four couples as independent episodes, and realistically highlighted separations and reunions of those couples, and suggested concrete methods to solve agonies and conflicts they would experience in such relationships. And, in user comments, there emerged relational narratives confusing friendship and love between partners of opposite sex, narratives regarding the third person as enemy, and narratives on typical sex roles in such romantic relations. And, the culture seeking subjective love style and sharing and sympathizing with the love histories also appeared.