• Title/Summary/Keyword: Content-based approach

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Exploring ideas and possibilities of Second Life as an Advanced E-learning Environment (진보된 E-learning 환경으로써 Second Life의 탐색 아이디어와 가능성)

  • Baek, Young-Kyun
    • Proceedings of the KAIS Fall Conference
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    • 2009.05a
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    • pp.280-283
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    • 2009
  • Web 2.0 is changing the paradigm of using the Internet which is affecting the e-learning paradigm. E-learning 2.0 based on the Web 2.0 has a bottom-up approach which learners work on content with social networking and collaboration in their own cyberspace. Second Life is presented as a new e-learning environment. - Flexibility, - Strong social networking, - Residents’ creative activities of Second Life ⇨ Unlimited potential to educators Second Life is a classroom built in 3D cyber space.

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A New Mobile Content Adaptation Based on Content Provider-Specified Web Clipping (컨텐츠 제공자 지정 웹 클리핑 방식의 이동 인터넷 컨텐츠 변환)

  • Yang, Seo-Min;Lee, Hyuk-Joon
    • The KIPS Transactions:PartB
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    • v.11B no.1
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    • pp.35-44
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    • 2004
  • Web contents created for desktop screens give rise to problems when they are to be displayed on the small screens of mobile terminals. While in some cases some of the objects of a page may not be displayable due to the lack of browser capability, the entire page may not be displayable due to the incompatibility with the browser in other cases. In this paper, we introduce a new mobile content adaptation approach based on web clipping, which transforms an original page into one that is optimally displayed on a mobile terminal. In this method, a source page is automatically clipped and transformed according to the clip specification made by the content provider using a clip editing tool. The clip editing tool allows the user to specify group clips, multi-level cups and dynamic clips as well as simple clips, and the presentation layout through a graphic user interface. Based on the clip specifications, each clip is transformed into an intermediate meta-language document, which in turn is transformed into a presentation page in the target markup language. Transcoding of image objects in major image file formats is also supported.

Android malicious code Classification using Deep Belief Network

  • Shiqi, Luo;Shengwei, Tian;Long, Yu;Jiong, Yu;Hua, Sun
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.12 no.1
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    • pp.454-475
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    • 2018
  • This paper presents a novel Android malware classification model planned to classify and categorize Android malicious code at Drebin dataset. The amount of malicious mobile application targeting Android based smartphones has increased rapidly. In this paper, Restricted Boltzmann Machine and Deep Belief Network are used to classify malware into families of Android application. A texture-fingerprint based approach is proposed to extract or detect the feature of malware content. A malware has a unique "image texture" in feature spatial relations. The method uses information on texture image extracted from malicious or benign code, which are mapped to uncompressed gray-scale according to the texture image-based approach. By studying and extracting the implicit features of the API call from a large number of training samples, we get the original dynamic activity features sets. In order to improve the accuracy of classification algorithm on the features selection, on the basis of which, it combines the implicit features of the texture image and API call in malicious code, to train Restricted Boltzmann Machine and Back Propagation. In an evaluation with different malware and benign samples, the experimental results suggest that the usability of this method---using Deep Belief Network to classify Android malware by their texture images and API calls, it detects more than 94% of the malware with few false alarms. Which is higher than shallow machine learning algorithm clearly.

Design of Optical Biological Sensor for Phycocyanin Parameters Measurement using Fluorescence Technique

  • Lee, Sung Hwa;Mariappan, Vinayagam;Won, Dong Chan;Ann, Myungsuk;Yang, Seungyoun
    • International journal of advanced smart convergence
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    • v.5 no.2
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    • pp.73-79
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    • 2016
  • Remote sensing and measurement are of paramount importance of providing information on the state of water quality in water bodies. The formation and growth of cyanobacteria is of serious concern to in land aquatic life forms and human life. The main cause of water quality deterioration stems from anthropogenic induced eutrophication. The goal of this research to quantify and determine the spatial distribution of cyanobacteria concentration in the water using remote sensing technique. The standard approach to measure water quality based on the direct measurement of the fluorescence of the chlorophyll a in the living algal cells and the same approach used to detect the phycobilin pigments found in blue-green algae (a.k.a. cyanobacteria), phycocyanin and phycoerythrin. This paper propose the emerging sensor design to measure the water quality based on the optical analysis by fluorescence of the phycocyanin pigment. In this research, we developed an method to sense and quantify to derive phycocyanin intensity index for estimating cyanobacteria concentrations. The development of the index was based on the reflectance difference between visible light band 620nm and 665nm. As a result of research this paper presents, an optical biological sensor design information to measure the Phycocyanin parameters in water content.

A DRM Scheme for Multi-CMSs Interoperability Based on Integrated Metadata (다중 CMS 상호운영을 위한 통합메타데이터기반의 DRM기법)

  • Li, Yong-Zhen;Cho, Young-Bok;Sun, Ning;Lee, Sang-Ho
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.33 no.9C
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    • pp.676-682
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    • 2008
  • With the coming of information times, digital contents are widely applied in various fields of the society. Along with this, scholars provided many techniques and research approaches related to digital contents management and copyright protection. But till now, most proposed techniques and approaches are based on single system. The independency and separation among management systems causes the problems such as application across systems are limited, and resources sharing can't be available, etc. In this paper, for the application cross systems and contents sharing, we propose the cross-systems DRM approach based on unified metadata. This approach can be applied for the incorporation of multiple congeneric or heterogeneous CMSs, in the same time, solve the copyright problem cross digital content systems.

Development of Stereoscopic 3D Personalized Adventure Game: HowSee (3D 체험형 어드벤처 게임 "HowSee" 개발)

  • Lim, C.J.;Chung, S.T.;Choi, Seung-Hoon;Lee, Chang-Nam;Song, Jang-Sup
    • Journal of Korea Game Society
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    • v.11 no.5
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    • pp.13-22
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    • 2011
  • Advances in display technology, stereoscopic (S3D) in the development of social interest in the content development approach is high but it does not make the standardization of interactive 3D content creation performance is very poor. In this paper, real-time video input from an infrared camera that is based on eye tracking implementation user interface developed 3D interactive adventure game "HowSee" was the process of developing skills in the process, an efficient 3D content production methods were presented. unnormalized S3D-based game content production process on how this development occurred in the trial and how to troubleshoot S3D games, etc. to streamline content creation can be a basis for.

The effect of generative AIintervention level on webtoon content quality perceptions:focusing on the moderating effect of the presence or absence of AI-enabled labels (생성형 AI 개입 수준이 웹툰 콘텐츠 품질 인식에 미치는 영향: AI 활용 표기 문구 유무에 따른 조절효과를 중심으로)

  • Lee, Min chae;Lee, Sang Woo
    • The Journal of Information Systems
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    • v.33 no.3
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    • pp.123-145
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    • 2024
  • Purpose The purpose of this study was twofold. First, we wanted to understand the degree of AI involvement that users find objectionable by examining whether there is a difference in the quality of webtoon content perceived by users depending on the level of AI involvement in the creative process. Secondly, we wanted to find out how users evaluate the quality of webtoon content based on the presence or absence of an AI disclosure statement, and provide implications for the need for AI disclosure statements in the webtoon industry. Design/methodology/approach This study validated the research model by creating a 2 (generative AI intervention level: low/high) X 2 (AI utilisation notation: present/absent) experimental group and conducting an experiment in an online environment. Findings First, we found that the higher the level of AI involvement in webtoon creation, the lower the fun and artistic quality. Second, we found that webtoon content quality depends on the presence or absence of AI disclosure messages. In particular, the higher the level of AI involvement in webtoon creation, the more positive the effect of disclosing the use of creative AI on user perceptions. Third, we found that fun and artistic quality are the main variables that significantly affect webtoon satisfaction. This study can contribute to considering the scope of AI in webtoon creation in the future, and provides new implications by identifying differences in user perceptions based on whether AI is disclosed or not.

Hierarchical Keyframe Selection from Video Shots using Region, Motion and Fuzzy Set Theory (비디오 셧으로부터 영역, 모션 및 퍼지 이론을 이용한 계층적 대표 프레임 선택)

  • Kang, Hang-Bong
    • Journal of KIISE:Software and Applications
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    • v.27 no.5
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    • pp.510-520
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    • 2000
  • For content-based video indexing and retrieval, it is necessary to segment video data into video shots and then select key frames or representative frames for each shot. However, it is very difficult to select key frames automatically because the task of selecting meaningful frames is quite subjective. In this paper, we propose a new approach in selecting key frames based on visual contents such as region information and their temporal variations in the shot. First of all, we classify video shots into panning shots, zooming shots, tilting shots or no camera motion shots by detecting camera motion information in video shots. Then, in each category, we apply appropriate fuzzy rules to select key frames based on meaningful content in frame. Finally, we control the number of key frames in the selection process by adjusting the degree of detail in representing video shots.

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Contents-based Image Retrieval Using Color & Edge Information (칼라와 에지 정보를 이용한 내용기반 영상 검색)

  • Park, Dong-Won;An, Syungog;Ma, Ming;Singh, Kulwinder
    • The Journal of Korean Association of Computer Education
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    • v.8 no.1
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    • pp.81-91
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    • 2005
  • In this paper we present a novel approach for image retrieval using color and edge information. We take into account the HSI(Hue, Saturation and Intensity) color space instead of RGB space, which emphasizes more on visual perception. In our system colors in an image are clustered into a small number of representative colors. The color feature descriptor consists of the representative colors and their percentages in the image. An improved cumulative color histogram distance measure is defined for this descriptor. And also, we have developed an efficient edge detection technique as an optional feature to our retrieval system in order to surmount the weakness of color feature. During the query processing, both the features (color, edge information) could be integrated for image retrieval as well as a standalone entity, by specifying it in a certain proportion. The content-based retrieval system is tested to be effective in terms of retrieval and scalability through experimental results and precision-recall analysis.

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A Study on Retro Fashion Culture in South Korea from the Perspective of Nostalgia -A Focus on Newspapers- (노스탤지어 관점에서의 한국 레트로 패션 문화 연구 -신문기사를 중심으로-)

  • Jung, Dawool;Ha, Jisoo
    • Journal of the Korean Society of Clothing and Textiles
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    • v.46 no.5
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    • pp.789-804
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    • 2022
  • Retro fashion is emerging among young people as an approach to discovering a new meaning in Korea's historical culture. Research on Korea's unique retro fashion culture is required because there is no research on retro fashion culture based on Korea's historical background. Therefore, this study examined how retro fashion culture has progressed based on Korea's historical background from a nostalgic perspective. All retro-related newspaper articles from 1950 to 2020 were collected, and content analysis was conducted for each semantic unit. The results revealed that personal nostalgia is based on personal experience and is extending to younger generations. In terms of nostalgia in interpersonal relationships, the younger generation reinterpreted the fashion culture of the older generation after the 2010s. In terms of vicarious nostalgia, a retro culture reminiscent of the 1990s with a background in economic development and consumption culture appeared after 2012. The youth culture and university culture of the 1970s and 1980s were reinterpreted as street fashion. Since the late 2010s, the younger generation has been exhibiting cultural nostalgia, believing that the historical Korean culture is not outdated but has a unique heritage formed during the modernization process. Symbolic nostalgia appeared in Korean fashion culture during modernization.