• Title/Summary/Keyword: Evolving Content

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Effective Indexing for Evolving Data Collection by Using Ontology (온톨로지를 이용한 변화하는 데이터의 효과적인 인덱싱 방법)

  • Kim, Jong Wook;Bae, Myung Soo
    • Journal of Korea Multimedia Society
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    • v.17 no.2
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    • pp.240-247
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    • 2014
  • Data which is created and shared on the Web is characterized by the massive amount of user generated content on various applications and dynamically evolving content on the basis of user interests. Thus, in order to benefit from Web data, it is essential to provide (a) the mechanisms which enable scalable processing of large data collections and (b) the organization schemes which reduce the navigational overhead within complex and dynamically growing content. Between these two impending needs, in this paper, we are interested in developing an indexing scheme which aims to reduce the time and effort needed to access the relevant piece of information by leveraging ontologies. In particular, considering evolving nature of Web contents, the proposed technique in this paper computes the sub-ontology, which best matches a given data collection, from the existing large size of ontology. Case studies show that the proposed indexing scheme in this paper indeed helps organize dynamically evolving content.

A Study On Parameter Measurement for Artificial Intelligence Object Recognition (인공지능 객체인식에 관한 파라미터 측정 연구)

  • Choi, Byung Kwan
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.15 no.3
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    • pp.15-28
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    • 2019
  • Artificial intelligence is evolving rapidly in the ICT field, smart convergence media system and content industry through the fourth industrial revolution, and it is evolving very rapidly through Big Data. In this paper, we propose a face recognition method based on object recognition based on object recognition through artificial intelligence. In this method, Were experimented and studied through the object recognition technique of artificial intelligence. In the conventional 3D image field, general research on object recognition has been carried out variously, and researches have been conducted on the side effects of visual fatigue and dizziness through 3D image. However, in this study, we tried to solve the problem caused by the quantitative difference between object recognition and object recognition for human factor algorithm that measure visual fatigue through cognitive function, morphological analysis and object recognition. Especially, The new method of computer interaction is presented and the results are shown through experiments.

Implementation of big web logs analyzer in estimating preferences for web contents (웹 컨텐츠 선호도 측정을 위한 대용량 웹로그 분석기 구현)

  • Choi, Eun Jung;Kim, Myuhng Joo
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.8 no.4
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    • pp.83-90
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    • 2012
  • With the rapid growth of internet infrastructure, World Wide Web is evolving recently into various services such as cloud computing, social network services. It simply go beyond the sharing of information. It started to provide new services such as E-business, remote control or management, providing virtual services, and recently it is evolving into new services such as cloud computing and social network services. These kinds of communications through World Wide Web have been interested in and have developed user-centric customized services rather than providing provider-centric informations. In these environments, it is very important to check and analyze the user requests to a website. Especially, estimating user preferences is most important. For these reasons, analyzing web logs is being done, however, it has limitations that the most of data to analyze are based on page unit statistics. Therefore, it is not enough to evaluate user preferences only by statistics of specific page. Because recent main contents of web page design are being made of media files such as image files, and of dynamic pages utilizing the techniques of CSS, Div, iFrame etc. In this paper, large log analyzer was designed and executed to analyze web server log to estimate web contents preferences of users. With mapreduce which is based on Hadoop, large logs were analyzed and web contents preferences of media files such as image files, sounds and videos were estimated.

A Study on the Gamification Elements which Applicable to Digital Contents for Dogs (반려견을 위한 디지털콘텐츠에 적용 가능한 게임화 요소 연구)

  • Ma, Mi Yeong;Woo, Tack
    • Journal of Korea Game Society
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    • v.19 no.3
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    • pp.75-86
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    • 2019
  • The fast-growing pet industry is expanding its reach to digital content for dogs. In this regard, the study aims to present game elements applicable to pet content, taking into account the sensory characteristics of dogs: visual, auditory, and olfactory. To this end, attendance and rules were drawn as factors to induce continuous use of content by pet owners, and intimacy and compensation were derived as game elements so that dogs could get positive responses by feeling fun and interesting through content. Through this study, we expect to revitalize the newly evolving dog content industry.

Design and Implementation of an On-line RPG Game Content (온라인 RPG게임 컨텐츠의 설계 및 개발사례)

  • Lee Hun-Joo;Kim Hyun-Bin
    • Journal of Digital Contents Society
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    • v.4 no.2
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    • pp.223-231
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    • 2003
  • Game industry has been growing rapidly due to the development of computer and IT technologies. Especially, computer game is known as the core of multimedia and hi-tech entertainment. Recently, computer game has been evolving into 3D RPG and simulation types which give players more realism from the existing 2D RPG ones. In this paper, we design and implement a full 3D on-line RPG game content. The game supports simultaneous connections of multi-users on each game server.

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A Study on Marker-based Detection Method of Object Position using Perspective Projection

  • Park, Minjoo;Jang, Kyung-Sik
    • Journal of information and communication convergence engineering
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    • v.20 no.1
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    • pp.65-72
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    • 2022
  • With the mark of the fourth industrial revolution, the smart factory is evolving into a new future manufacturing plant. As a human-machine-interactive tool, augmented reality (AR) helps workers acquire the proficiency needed in smart factories. The valuable data displayed on the AR device must be delivered intuitively to users. Current AR applications used in smart factories lack user movement calibration, and visual fiducial markers for position correction are detected only nearby. This paper demonstrates a marker-based object detection using perspective projection to adjust augmented content while maintaining the user's original perspective with displacement. A new angle, location, and scaling values for the AR content can be calculated by comparing equivalent marker positions in two images. Two experiments were conducted to verify the implementation of the algorithm and its practicality in the smart factory. The markers were well-detected in both experiments, and the applicability in smart factories was verified by presenting appropriate displacement values for AR contents according to various movements.

Trends and Development Prospects in Broadcasting Technology (방송 기술 동향 및 발전 전망)

  • J.S. Um;B.M. Lim;H.Y. Jung;S.K. Ahn;H.J. Yim;J.H. Seo
    • Electronics and Telecommunications Trends
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    • v.39 no.2
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    • pp.43-53
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    • 2024
  • The media environment is rapidly evolving to be tailored to viewers using personal mobile devices in accordance with technological evolution and changes in social structures. Broadcast media technology is also advancing to enable new services, including data casting, in various reception environments beyond the existing fixed environment and one-way audio/video content services. In addition, technologies to increase the transmission capacity to accommodate next-generation large-capacity media content as well as communication network utilization and convergence technologies are being developed to facilitate interactive services and expand the broadcasting coverage. We discuss the current status and future prospects in broadcasting technology for terrestrial and mobile communication systems and analyze broadcasting technology elements for upcoming media environments relying on generative artificial intelligence.

Traveling televisual texts: transnational adaptations of "Doctor Foster" into Korea's "The World of the Married" and the Philippines' "The Broken Marriage Vow"

  • Ralph Edward P. Sekito
    • SUVANNABHUMI
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    • v.16 no.1
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    • pp.125-143
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    • 2024
  • Korean dramas, commonly referred to as Koreanovelas or K-Dramas in the Philippines, have significantly influenced and reshaped Philippine television culture since the early 2000s. Their impact persists in contemporary television programming, reflecting the transnational flow of media texts across borders. As media content transcends geographical boundaries, local media companies have adopted the practice of producing adaptations of foreign television series for their audiences. This paper examines the adaptation of the Koreanovela The World of the Married into the Philippine series The Broken Marriage Vow, both of which are adaptations derived from the British show Doctor Foster. Through this comparative analysis, I argue that the process of localizing these television shows to suit the preferences of the target audience serves as a tangible manifestation of transnational adaptation. Particularly in an era of globalization, where entertainment is still a thriving enterprise, thus traversing international borders, this phenomenon demonstrates the evolving nature of television content as it adapts and caters to diverse cultural contexts let alone a profitable means to generate an ailing entertainment industry, especially in the time of the pandemic.

A Case Study: Design and Develop e-Learning Content for Korean Local Government Officials in the Pandemic

  • Park, Eunhye;Park, Sehyeon;Ryu, JaeYoul
    • International Journal of Contents
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    • v.18 no.2
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    • pp.47-57
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    • 2022
  • e-Learning content can be defined as digital content to achieve educational goals. Since it is an educational material that can be distributed in offline, online, and mobile environments, it is important to create content that meets the learner's education environment and educational goals. In particular, if the learner is a public official, the vision, philosophy, and characteristics of each local government must reflect. As non-face-to-face online education expands further due to the COVID-19 pandemic, local governments that have relied on onsite education in the past urgently require developing strong basic competency education and special task competency content that reflect regional characteristics. Such e-learning content, however, hardly exists and the ability to independently develop them is also insufficient. In this circumstance, this case study describes the process of self-production of e-learning content suitable for Busan's characteristics by the Human Resource Development (HRD) Institute of Busan City, a local government. The field of instructional design and instructional technology is always evolving and growing by blending technological innovation into instructional platform design and adapting to the changes in society. Busan HRD Institute (BHI), therefore, tried to implement blended learning by developing content that reflected the recent trend of micro-learning in e-learning through a detailed analysis. For this, an e-learning content developer with certain requirements was selected and contracted, and the process of developing content through a collaboration between the client and developer was described in this study according to the ADDIE model of Instructional Systems Development (ISD).

Libraries for Life: A Case Study of National Library Board, Singapore

  • Foo, Schubert;Tang, Chris;Ng, Judy
    • Journal of the Korean Society for Library and Information Science
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    • v.44 no.4
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    • pp.33-59
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    • 2010
  • Library 2.0 advocates a socially rich, multimedia enabled, user originated and communally innovative environment that poses significant opportunities for the libraries to evolve and make themselves even more relevant and significant for her users. This paper presents a case study of the National Library Board of Singapore, in playing a vital role to facilitate the realisation of a long-term key national program, The Singapore Memory (SM) Project. SM embraces the attributes of the Library 2.0 environment to enable the nation's memory to be collected, organised, preserved, discovered, researched, augmented and created. The output of is an evolving collection of knowledge assets on Singapore along a Singapore Memory Content Continuum of existing content that is steadily augmented with new content. The content will be collected across all formats, in any language, from Singaporeans and non-Singaporeans, from any institution and agency, from Singapore and abroad, and from official and unofficial sources. The utopian scenario of SM Project is that any person, community, group or institution who has ever experienced Singapore in any way or has any material on Singapore will engage actively in the contribution, discovery and creation of content for the project, and thus become advocates to further encourage and catalyse more contribution, discovery and creation. The paper outlines the key approaches, concepts and ideas for the project. An important element is the proliferation, exposure and accessibility of the rich contents envisaged in the project. The SM proliferation plan along with examples of how two existing resources, namely, the Singapore Infopedia, a database of articles on Singapore's history, culture, people and events 4 and NewspaperSG, an online resource of current and historic Singapore and Malayan newspapers, have been designed are presented to demonstrate how content can be exposed, searched and discovered.