• Title/Summary/Keyword: Instant On System

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Emoticon by Emotions: The Development of an Emoticon Recommendation System Based on Consumer Emotions (Emoticon by Emotions: 소비자 감성 기반 이모티콘 추천 시스템 개발)

  • Kim, Keon-Woo;Park, Do-Hyung
    • Journal of Intelligence and Information Systems
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    • v.24 no.1
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    • pp.227-252
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    • 2018
  • The evolution of instant communication has mirrored the development of the Internet and messenger applications are among the most representative manifestations of instant communication technologies. In messenger applications, senders use emoticons to supplement the emotions conveyed in the text of their messages. The fact that communication via messenger applications is not face-to-face makes it difficult for senders to communicate their emotions to message recipients. Emoticons have long been used as symbols that indicate the moods of speakers. However, at present, emoticon-use is evolving into a means of conveying the psychological states of consumers who want to express individual characteristics and personality quirks while communicating their emotions to others. The fact that companies like KakaoTalk, Line, Apple, etc. have begun conducting emoticon business and sales of related content are expected to gradually increase testifies to the significance of this phenomenon. Nevertheless, despite the development of emoticons themselves and the growth of the emoticon market, no suitable emoticon recommendation system has yet been developed. Even KakaoTalk, a messenger application that commands more than 90% of domestic market share in South Korea, just grouped in to popularity, most recent, or brief category. This means consumers face the inconvenience of constantly scrolling around to locate the emoticons they want. The creation of an emoticon recommendation system would improve consumer convenience and satisfaction and increase the sales revenue of companies the sell emoticons. To recommend appropriate emoticons, it is necessary to quantify the emotions that the consumer sees and emotions. Such quantification will enable us to analyze the characteristics and emotions felt by consumers who used similar emoticons, which, in turn, will facilitate our emoticon recommendations for consumers. One way to quantify emoticons use is metadata-ization. Metadata-ization is a means of structuring or organizing unstructured and semi-structured data to extract meaning. By structuring unstructured emoticon data through metadata-ization, we can easily classify emoticons based on the emotions consumers want to express. To determine emoticons' precise emotions, we had to consider sub-detail expressions-not only the seven common emotional adjectives but also the metaphorical expressions that appear only in South Korean proved by previous studies related to emotion focusing on the emoticon's characteristics. We therefore collected the sub-detail expressions of emotion based on the "Shape", "Color" and "Adumbration". Moreover, to design a highly accurate recommendation system, we considered both emotion-technical indexes and emoticon-emotional indexes. We then identified 14 features of emoticon-technical indexes and selected 36 emotional adjectives. The 36 emotional adjectives consisted of contrasting adjectives, which we reduced to 18, and we measured the 18 emotional adjectives using 40 emoticon sets randomly selected from the top-ranked emoticons in the KakaoTalk shop. We surveyed 277 consumers in their mid-twenties who had experience purchasing emoticons; we recruited them online and asked them to evaluate five different emoticon sets. After data acquisition, we conducted a factor analysis of emoticon-emotional factors. We extracted four factors that we named "Comic", Softness", "Modernity" and "Transparency". We analyzed both the relationship between indexes and consumer attitude and the relationship between emoticon-technical indexes and emoticon-emotional factors. Through this process, we confirmed that the emoticon-technical indexes did not directly affect consumer attitudes but had a mediating effect on consumer attitudes through emoticon-emotional factors. The results of the analysis revealed the mechanism consumers use to evaluate emoticons; the results also showed that consumers' emoticon-technical indexes affected emoticon-emotional factors and that the emoticon-emotional factors affected consumer satisfaction. We therefore designed the emoticon recommendation system using only four emoticon-emotional factors; we created a recommendation method to calculate the Euclidean distance from each factors' emotion. In an attempt to increase the accuracy of the emoticon recommendation system, we compared the emotional patterns of selected emoticons with the recommended emoticons. The emotional patterns corresponded in principle. We verified the emoticon recommendation system by testing prediction accuracy; the predictions were 81.02% accurate in the first result, 76.64% accurate in the second, and 81.63% accurate in the third. This study developed a methodology that can be used in various fields academically and practically. We expect that the novel emoticon recommendation system we designed will increase emoticon sales for companies who conduct business in this domain and make consumer experiences more convenient. In addition, this study served as an important first step in the development of an intelligent emoticon recommendation system. The emotional factors proposed in this study could be collected in an emotional library that could serve as an emotion index for evaluation when new emoticons are released. Moreover, by combining the accumulated emotional library with company sales data, sales information, and consumer data, companies could develop hybrid recommendation systems that would bolster convenience for consumers and serve as intellectual assets that companies could strategically deploy.

A Study on Development Strategies of the Korean Fisheries Outlook Project based on AHP (AHP 기법을 이용한 우리나라 수산업관측사업의 추진방향에 관한 연구)

  • Nam, Jong-Oh;Nho, Seung-Guk
    • The Journal of Fisheries Business Administration
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    • v.41 no.1
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    • pp.25-52
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    • 2010
  • The purpose of this paper is to suggest major strategies and necessary new projects for the medium- and long-term development of the Korean Fisheries Outlook Project. To suggest the Korean Fisheries Outlook Center with the above purpose, this paper employs Analytic Hierarchy Process analysis based on surveys obtained by special groups related with the KFOP. The survey is broadly composed of two goals; the medium- and long-term development directions and setting up of new furtherance projects. Each goal has upper and lower strategies respectively. The first goal, the medium- and long-term development directions, has four factors as upper strategies. The upper strategies are composed of accuracy, efficiency, timeliness, and political effectiveness of the fisheries outlook information. In addition, each upper strategy has three lower strategies respectively. For example, accuracy of the fisheries outlook information includes strength of data collection function, strength of satellite photography function, and strength of data analysis function. The second goal, setting up of new furtherance projects, has three factors as upper strategies. The upper strategies consist of accuracy promotion of outlook information using high-technique, field expansion of outlook species, and strength of analyzing function on oversea fisheries information. Each upper strategy has three lower strategies respectively. For instant, accuracy promotion of outlook information using high-technique has strength of information analysis function covered from production to consumption, strength of satellite information function, and structure of forecasting model on demand and supply by outlook species. The above upper and lower strategies were analytically drawn out through insightful interviews with special groups such as officials of the government, presidents of the producer and distributor groups, and researchers of the Korea Maritime Institute and other research institutes. As a result of AHP analysis, first, priorities of upper strategies with the medium- and long-term development directions are analyzed as accuracy, timeliness, political effectiveness, and efficiency in order. Also, priorities of all lower strategies reflecting priorities of upper strategies are examined as includes strength of data collection function on the fisheries outlook information, delivery of rapid information on outlook products for all people interested, strength of data analysis function on fisheries outlook information, strength of consumption outlook function on fish products, and strength of early warning system for domestic fish products in order. Second, priorities of upper strategies with the setting up of new furtherance projects are analyzed as accuracy promotion of outlook information using high-technique, field expansion of outlook species, and strength of analysis function on oversea fisheries information in order. In addition, priorities of all lower strategies reflecting priorities of upper strategies are examined as building up of forecasting model on demand and supply by outlook species, strength of information analysis function covering all steps from production to consumption, expansion of consumption outlook for consumers, strength of movement analysis function of oversea farming industry, and outlook expansion of farming species.

An Interactive Cooking Video Query Service System with Linked Data (링크드 데이터를 이용한 인터랙티브 요리 비디오 질의 서비스 시스템)

  • Park, Woo-Ri;Oh, Kyeong-Jin;Hong, Myung-Duk;Jo, Geun-Sik
    • Journal of Intelligence and Information Systems
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    • v.20 no.3
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    • pp.59-76
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    • 2014
  • The revolution of smart media such as smart phone, smart TV and tablets has brought easiness for people to get contents and related information anywhere and anytime. The characteristics of the smart media have changed user behavior for watching the contents from passive attitude into active one. Video is a kind of multimedia resources and widely used to provide information effectively. People not only watch video contents, but also search for related information to specific objects appeared in the contents. However, people have to use extra views or devices to find the information because the existing video contents provide no information through the contents. Therefore, the interaction between user and media is becoming a major concern. The demand for direct interaction and instant information is much increasing. Digital media environment is no longer expected to serve as a one-way information service, which requires user to search manually on the internet finding information they need. To solve the current inconvenience, an interactive service is needed to provide the information exchange function between people and video contents, or between people themselves. Recently, many researchers have recognized the importance of the requirements for interactive services, but only few services provide interactive video within restricted functionality. Only cooking domain is chosen for an interactive cooking video query service in this research. Cooking is receiving lots of people attention continuously. By using smart media devices, user can easily watch a cooking video. One-way information nature of cooking video does not allow to interactively getting more information about the certain contents, although due to the characteristics of videos, cooking videos provide various information such as cooking scenes and explanation for each recipe step. Cooking video indeed attracts academic researches to study and solve several problems related to cooking. However, just few studies focused on interactive services in cooking video and they still not sufficient to provide the interaction with users. In this paper, an interactive cooking video query service system with linked data to provide the interaction functionalities to users. A linked recipe schema is used to handle the linked data. The linked data approach is applied to construct queries in systematic manner when user interacts with cooking videos. We add some classes, data properties, and relations to the linked recipe schema because the current version of the schema is not enough to serve user interaction. A web crawler extracts recipe information from allrecipes.com. All extracted recipe information is transformed into ontology instances by using developed instance generator. To provide a query function, hundreds of questions in cooking video web sites such as BBC food, Foodista, Fine cooking are investigated and analyzed. After the analysis of the investigated questions, we summary the questions into four categories by question generalization. For the question generalization, the questions are clustered in eleven questions. The proposed system provides an environment associating UI (User Interface) and UX (User Experience) that allow user to watch cooking videos while obtaining the necessary additional information using extra information layer. User can use the proposed interactive cooking video system at both PC and mobile environments because responsive web design is applied for the proposed system. In addition, the proposed system enables the interaction between user and video in various smart media devices by employing linked data to provide information matching with the current context. Two methods are used to evaluate the proposed system. First, through a questionnaire-based method, computer system usability is measured by comparing the proposed system with the existing web site. Second, the answer accuracy for user interaction is measured to inspect to-be-offered information. The experimental results show that the proposed system receives a favorable evaluation and provides accurate answers for user interaction.

Closed-Form Solutions to Free Vibration Response of Single Degree of Freedom Systems with Coulomb Friction (쿨롱마찰을 갖는 단자유도계의 자유진동응답에 관한 닫힌 해)

  • Lee, Sung-Kyung
    • Journal of the Computational Structural Engineering Institute of Korea
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    • v.33 no.1
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    • pp.9-16
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    • 2020
  • The objective of this study is to propose closed-form solutions to the free vibration response of single-degree-of-freedom (SDOF) systems, as part of fundamental research on dynamic systems with Coulomb friction. The motion of a dynamic system with Coulomb friction is described by a nonlinear differential equation, and, due to the variation in the sign of friction force term with the direction of motion, it is difficult to obtain the closed-form solution. To solve this problem, the nonlinear differential equation is directly computed by numerical integration, or an approximated solution is indirectly obtained using a linear differential equation wherein the damping effect due to Coulomb friction is replaced by an equivalent viscous damping term. However, these conventional methods do not provide a closed-form solution from a mathematical point of view. In this regard, closed-form solutions to the free vibration response of SDOF systems with Coulomb friction are derived herein by considering that the sign of the friction force term is reversed in each half-cycle of motion and by expanding it to the entire time history using the power series function. In addition, for a given initial condition, both the number of free vibration half-cycles and the response at the instant when free vibration motion stops are predicted under the condition that the motion of free vibration is stopped when the amplitude of the friction force is higher than that of the restoring force due to stiffness.

Analysis and Recognition of Behavioral Response of Selected Insects in Toxic Chemicals for Water Quality Monitoring (수질 모니터링을 위한 유해 물질 유입에 따른 생물체의 행동 반응 분석 및 인식)

  • Kim, Cheol-Ki;Cha, Eui-Young
    • The KIPS Transactions:PartB
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    • v.9B no.5
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    • pp.663-672
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    • 2002
  • In this paper, Using an automatic tracking system, behavior of an aquatic insect, Chironomus sp. (Chironomidae), was observed in semi-natural conditions in response to sub-lethal treament of a carbamate insecticide, carbofuran. The fourth instar larvae were placed in an observation cage $(6cm\times{7cm}\times{2.5cm)}$ at temperature of $18^\circ{C}$ and the light condition of 10 time (light) : 14 time (dark). The tracking system was devised to detect the instant, partial movement of the insect body. Individual movement was traced after the treatment of carbofuran (0.1ppm) for four days 2days : before treatment, 2 days : after treatment). Along with the other irregular behaviors, "ventilation activity", appearing as a shape of "compressed zig-zag", was more frequently observed after the treatment of the insecticide. The activity of the test individuals was also generally depressed after the chemical treatment. In order to detect behavioral changes of the treated specimens, wavelet analysis was implemented to characterize different movement patterns. The extracted parameters based on Discrete Wavelet Transforms (DWT) were subsequently provided to artificial neural networks to be trained to represent different patterns of the movement tracks before and after treatments of the insecticide. This combined model of wavelets and artificial neural networks was able to point out the occurrence of characteristic movement patterns, and could be an alternative tool for automatically detecting presences of toxic chemicals for water quality monitoring. quality monitoring.

A Study of the Living Culture of Transnational Married Women and of Children's Outdoor Plays in their Hometown : Jilin Province - Jian in China (이주여성 출신 지역 생활문화와 아동놀이에 관한 연구 : 중국 길림성 집안시를 중심으로)

  • Song, Soon
    • Journal of Families and Better Life
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    • v.28 no.1
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    • pp.131-143
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    • 2010
  • The purpose of this study is to understand the living culture of transnational married women and to analyze the out door play of children in their hometown. The data was collected through observation from 27th June to 7th July 2008 in Jian, Jilin Province China. The children's play and lifestyles were observed, and data pertaining to the culture of the people were collected by a teacher and staff. We also visited the residents for housing information. The results are given below. 1. They dressed in Korean clothes on festive days and the boys put on a hood. They had eating habits which included cooking for themselves or buying semi-manufactured goods but did not use, instant food. The housing habits involved a combination of cooking and heating by Korean floor heating system(Ondol). They utilized outdoor space to grow vegetables. Those with a fulltime job(teacher) preferred to live in an apartment but an apartment was too expensive. Public utility charges and traffic expenses were cheap. 2. The main festive days are the lunar New Year's Day and Chuseok. The children returned home and enjoyed the festive day with their parents. The language used are Korean language and Chinese. Some Korean words and phrases in Jian Joseonjok have different meanings as compared to how they are used in Korea. A capping ceremony did not to celebrate becoming an adult from an adolescent. Couples performed a wedding ceremony at a wedding hall attended by their parents and invited relatives from both families. The relatives gave the couple a wedding gift. They did not go on a wedding trip as it was not affordable but instead spent their wedding night at a hotel in this culture. When someone dies, they bury the body after cremation. They perform a memorial service for three years on the birthday of the departed. They have a banquet on the 60th birthdays with their relatives and neighbours and are typically presented with a carp for longevity. 3. They understand capitalism and therefore send their children to school to improve their social position. The Korean and Chinese languages are required subjects in school. The students choose a second language(English or Russian). They prefer English class but at the time of this study an English class was not offered at the school in Jian Joseonjok. Therefore the children entered a Chinese school. 4. The children play outdoor games such as Y$\acute{a}$o J$\grave{i}\bar{a}$(要家), X$\grave{i}$ang g$\grave{i}$(象棋), T$\grave{i}\grave{a}$o p$\acute{i}$ j$\grave{i}$n(r)(跳皮節), D$\grave{o}$uch ing g$\grave{u}$n 凍冷根, B$\bar{e}$i B$\bar{e}$i 背背, and soccer. They play games according to the season.

A Simulation-Based Investigation of an Advanced Traveler Information System with V2V in Urban Network (시뮬레이션기법을 통한 차량 간 통신을 이용한 첨단교통정보시스템의 효과 분석 (도시 도로망을 중심으로))

  • Kim, Hoe-Kyoung
    • Journal of Korean Society of Transportation
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    • v.29 no.5
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    • pp.121-138
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    • 2011
  • More affordable and available cutting-edge technologies (e.g., wireless vehicle communication) are regarded as a possible alternative to the fixed infrastructure-based traffic information system requiring the expensive infrastructure investments and mostly implemented in the uninterrupted freeway network with limited spatial system expansion. This paper develops an advanced decentralized traveler information System (ATIS) using vehicle-to-vehicle (V2V) communication system whose performance (drivers' travel time savings) are enhanced by three complementary functions (autonomous automatic incident detection algorithm, reliable sample size function, and driver behavior model) and evaluates it in the typical $6{\times}6$ urban grid network with non-recurrent traffic state (traffic incident) with the varying key parameters (traffic flow, communication radio range, and penetration ratio), employing the off-the-shelf microscopic simulation model (VISSIM) under the ideal vehicle communication environment. Simulation outputs indicate that as the three key parameters are increased more participating vehicles are involved for traffic data propagation in the less communication groups at the faster data dissemination speed. Also, participating vehicles saved their travel time by dynamically updating the up-to-date traffic states and searching for the new route. Focusing on the travel time difference of (instant) re-routing vehicles, lower traffic flow cases saved more time than higher traffic flow ones. This is because a relatively small number of vehicles in 300vph case re-route during the most system-efficient time period (the early time of the traffic incident) but more vehicles in 514vph case re-route during less system-efficient time period, even after the incident is resolved. Also, normally re-routings on the network-entering links saved more travel time than any other places inside the network except the case where the direct effect of traffic incident triggers vehicle re-routings during the effective incident time period and the location and direction of the incident link determines the spatial distribution of re-routing vehicles.

A Study for Examples of Fire including with Combustible Substance and electrical overload in Automotive Inside Room (자동차 실내 인화성물질과 전기과부하에 의한 화재관련 사례 연구)

  • Han, Jae Oh;Ham, Sung Hoon;Lim, Ha Young;Lee, Il Kwon
    • Journal of the Korean Institute of Gas
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    • v.18 no.3
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    • pp.38-43
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    • 2014
  • This paper is to analyze and study the failure examples of fire by inflammables and electric contact faulty in interior of vehicle. The first example, the driver used to air freshener that remove the air conditioner bad smell. He get out of a car. And then, he put it on the crash pad. Before long, a fire breaks out because of explosion solar radiation. The second example, the driver used in room of a car. It certified the fire by disconnection phenomenon happened the electric overload. The third example, the driver install the heat rays to warm his body, In the initial stages, it didn't seek the dangerous of fire during using a car to 5,000km. This heat rays become to down durability so that produced the electric overload in an instant. The fourth example, after the man smoked the cigarette on riding with rear seat, he put it on seat in vehicle no extinguishing the burning cigarette. It knew the fact that burnt to ashes a car by on well combustible paper. Thus, the driver must consider a countermeasure for minimize the fire production when he use the inflammable and install adding electric system.

Digital Transformation Based on Chatbot in Legacy Environment (챗봇을 이용한 Legacy 환경의 Digital Transformation)

  • Jang, Jeong-ho;Kim, Jin-soo;Lee, Kang-Yoon
    • The Journal of Bigdata
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    • v.3 no.2
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    • pp.79-85
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    • 2018
  • As the utilization of chatbots grows and the AI market grows, many companies are interested. And everybody is spurring growth by offering chatbot build services so that they can create chatbots. This makes chatbots easier to service on the messenger platform, which is changing the existing application market. In this paper, we present a methodology for designing and implementing existing DB-based applications as instant messenger platform-based applications, and summarize what to consider in actual implementation to provide an optimal system structure. According to this methodology, we design and implement a chatbot that serves as an teaching advisor who provides information to the students in the curriculum. The implemented application objectively visualizes the user's desired information from the user's point of view and delivers it through the interactive interface quickly and intuitively. By implementing these services and real service, it is predicted that DB-based information providing applications will be implemented as chatbots and will be changed to bi-directional communication through an interactive interface. it is predicted that DB-based information providing applications will be implemented as chatbots and will be changed to bi-directional communication through an interactive interface. Enterprise legacy application will take chatbot technology as one of important digital transformation initiative.

A Qualitative Study on Facilitating Factors of User-Created Contents: Based on Theories of Folklore (사용자 제작 콘텐츠의 활성화 요인에 대한 정성적 연구: 구비문학 이론을 중심으로)

  • Jung, Seung-Ki;Lee, Ki-Ho;Lee, In-Seong;Kim, Jin-Woo
    • Asia pacific journal of information systems
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    • v.19 no.2
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    • pp.43-72
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    • 2009
  • Recently, user-created content (UCC) have emerged as popular medium of on-line participation among users. The Internet environment has been constantly evolving, attracting active participation and information sharing among common users. This tendency is a significant deviation from the earlier Internet use as an one-way information channel through which users passively received information or contents from contents providers. Thanks to UCCs online users can now more freely generate and exchange contents; therefore, identifying the critical factors that affect content-generating activities has increasingly become an important issue. This paper proposes a set of critical factors for stimulating contents generation and sharing activities by Internet users. These factors were derived from the theories of folklores such as tales and songs. Based on some shared traits of folklores and UCC content, we found four critical elements which should be heeded in constructing UCC contents, which are: context of culture, context of situation, skill of generator, and response of audience. In addition, we selected three major UCC websites: a specialized contents portal, a general internet portal, and an official contents service site, They have different use environments, user interfaces, and service policies, To identify critical factors for generating, sharing and transferring UCC, we traced user activities, interactions and flows of content in the three UCC websites. Moreover, we conducted extensive interviews with users and operators as well as policy makers in each site. Based on qualitative and quantitative analyses of the data, this research identifies nine critical factors that facilitate contents generation and sharing activities among users. In the context of culture, we suggest voluntary community norms, proactive use of copyrights, strong user relationships, and a fair monetary reward system as critical elements in facilitating the process of contents generation and sharing activities. Norms which were established by users themselves regulate user behavior and influence content format. Strong relationships of users stimulate content generation activities by enhancing collaborative content generation. Particularly, users generate contents through collaboration with others, based on their enhanced relationship and specialized skills. They send and receive contents by leaving messages on website or blogs, using instant messenger or SMS. It is an interesting and important phenomenon, because the quality of contents can be constantly improved and revised, depending on the specialized abilities of those engaged in a particular content. In this process, the reward system is an essential driving factor. Yet, monetary reward should be considered only after some fair criterion is established. In terms of the context of the situation, the quality of contents uploading system was proposed to have strong influence on the content generating activities. Among other influential factors on contents generation activities are generators' specialized skills and involvement of the users were proposed. In addition, the audience response, especially effective development of shared interests as well as feedback, was suggested to have significant influence on contents generation activities. Content generators usually reflect the shared interest of others. Shared interest is a distinct characteristic of UCC and observed in all the three websites, in which common interest is formed by the "threads" embedded with content. Through such threads of information and contents users discuss and share ideas while continuously extending and updating shared contents in the process. Evidently, UCC is a new paradigm representing the next generation of the Internet. In order to fully utilize this innovative paradigm, we need to understand how users take advantage of this medium in generating contents, and what affects their content generation activities. Based on these findings, UCC service providers should design their websites as common playground where users freely interact and share their common interests. As such this paper makes an important first step to gaining better understand about this new communication paradigm created by UCC.