• Title/Summary/Keyword: Movie Information

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Web Contents Mining System for Real-Time Monitoring of Opinion Information based on Web 2.0 (웹2.0에서 의견정보의 실시간 모니터링을 위한 웹 콘텐츠 마이닝 시스템)

  • Kim, Young-Choon;Joo, Hae-Jong;Choi, Hae-Gill;Cho, Moon-Taek;Kim, Young-Baek;Rhee, Sang-Yong
    • Journal of the Korean Institute of Intelligent Systems
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    • v.21 no.1
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    • pp.68-79
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    • 2011
  • This paper focuses on the opinion information extraction and analysis system through Web mining that is based on statistics collected from Web contents. That is, users' opinion information which is scattered across several websites can be automatically analyzed and extracted. The system provides the opinion information search service that enables users to search for real-time positive and negative opinions and check their statistics. Also, users can do real-time search and monitoring about other opinion information by putting keywords in the system. Proposing technique proved that the actual performance is excellent by comparison experiment with other techniques. Performance evaluation of function extracting positive/negative opinion information, the performance evaluation applying dynamic window technique and tokenizer technique for multilingual information retrieval, and the performance evaluation of technique extracting exact multilingual phonetic translation are carried out. The experiment with typical movie review sentence and Wikipedia experiment data as object as that applying example is carried out and the result is analyzed.

WhoAmI: Personal Information Sharing Application over WiFi and WiFi Direct (WhoAmI: 와이파이와 와이파이 다이렉트 환경에서의 개인정보 공유 어플리케이션)

  • Kwak, Jun-Seok;Park, Jongmoon;Lee, Myung-Joon
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.18 no.2
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    • pp.371-378
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    • 2014
  • As people are taking part in more versatile social activities, it becomes more frequent and more important for people to share personal information each other in appropriate level. Unfortunately, although the rapid spread of smart devices and advance of network technologies have brought many applications for information sharing into our hands, they do not provide effective mechanism for sharing personal information on collocated people. In this paper, we introduce an android application named WhoAmI which provides the functionality of sharing personal information on nearby users over Wi-Fi Direct as well as Wi-Fi network environment. According to the predefined access level such as business, community or friend, WhoAmI naturally provides profile information to accessible users. In addition, the information such as music, photo, movie can be effectively shared through the application.

Issues and Challenges in the Extraction and Mapping of Linked Open Data Resources with Recommender Systems Datasets

  • Nawi, Rosmamalmi Mat;Noah, Shahrul Azman Mohd;Zakaria, Lailatul Qadri
    • Journal of Information Science Theory and Practice
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    • v.9 no.2
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    • pp.66-82
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    • 2021
  • Recommender Systems have gained immense popularity due to their capability of dealing with a massive amount of information in various domains. They are considered information filtering systems that make predictions or recommendations to users based on their interests and preferences. The more recent technology, Linked Open Data (LOD), has been introduced, and a vast amount of Resource Description Framework data have been published in freely accessible datasets. These datasets are connected to form the so-called LOD cloud. The need for semantic data representation has been identified as one of the next challenges in Recommender Systems. In a LOD-enabled recommendation framework where domain awareness plays a key role, the semantic information provided in the LOD can be exploited. However, dealing with a big chunk of the data from the LOD cloud and its integration with any domain datasets remains a challenge due to various issues, such as resource constraints and broken links. This paper presents the challenges of interconnecting and extracting the DBpedia data with the MovieLens 1 Million dataset. This study demonstrates how LOD can be a vital yet rich source of content knowledge that helps recommender systems address the issues of data sparsity and insufficient content analysis. Based on the challenges, we proposed a few alternatives and solutions to some of the challenges.

TV Watching Pattern Analysis System based on Multi-Attribute LSTM Model (다중속성 LSTM 모델 기반 TV 시청 패턴 분석 시스템)

  • Lee, Jongwon;Sung, Mikyung;Jung, Hoekyung
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.25 no.4
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    • pp.537-542
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    • 2021
  • Smart TVs provide a variety of services and information compared to existing TVs based on the Internet. In order to provide more personalized services or information, it is necessary to analyze users' viewing patterns and provide customized services or information based on them. The proposed system receives the user's TV viewing pattern, analyzes it, and recommends a TV program or movie as customized information to the user. For this, the system was constructed with a preprocessor and a deep learning model. The preprocessor refines the name of the TV program watched by the user, the date the TV program was watched, and the watched time. Then, the multi-attribute LSTM model trains the refined data and performs prediction.The proposed system is a system that provides customized information to users, and is believed to be a leading technology in digital convergence that combines existing IoT technology and deep learning technology.

Development Web-based Arabic Assessments for Deaf and Hard-of-Hearing Students

  • Atwan, Jaffar;Wedyan, Mohammad;Abbas, Abdallah;Gazzawe, Foziah;Alturki, Ryan
    • International Journal of Computer Science & Network Security
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    • v.22 no.5
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    • pp.359-367
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    • 2022
  • Arabic skills are the tools by which children are prepared for the educational procedures on which their life depends. Deaf and hard of hearing students (DHH), must be able to grasp the same Arabic terms as hearing students and their different meanings in a context of different sentences less than what they are supposed to be due to their inability. However, problems arise in the same Arabic word and their different meanings in a context for (DHH) students since the way of comprehending such words does not meet the needs and circumstances of (DHH) students. Therefore, researchers introduce web-based method for Arabic words and their meanings in a context prototype that can overcome those problems. Methodology: The study sample consists of 30 (DHH) students at Al Amal City of Palestine, Gaza Region (GR). Those participants that agreed to take part in this study were recruited using a purposeful sampling method. Additionally, to examine the survey information descriptively, the Statistical Packages for social Sciences (SPSS) version 24.0 was used. A sign language teaching movie is utilized in the prototype to standardize the process and verify that Arabic vocabulary and their implications are comprehended. The Evolutionary Process Model of Prototype technique was utilized to create this system. Finding: The findings of this study show that the prototype built is workable and has the ability to help DHHS differentiate between phrases that have the same letters but distinct meanings. The findings of this study are expected to contribute to a better understanding and application of Development of Web-based Arabic Assessments for (DHH) Students in developing countries, which will help to increase the use of Development of Web-based Arabic for (HDD) students in those countries. The empirical models of Web-based Arabic for (DHH) students are established as a proof of concept for the proposed model. The results of this study are predicted to have a significant impact to the information system practitioners and to the body of knowledge.

A Research on Motion Graphic by Opening Title Sequence of Korea Movie (한국영화 오프닝타이틀 시퀀스를 통한 모션그래픽에 관한 연구)

  • Choi, Ji-Hye;Kim, Chee-Yong
    • Journal of Korea Multimedia Society
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    • v.13 no.4
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    • pp.618-625
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    • 2010
  • Receiving information and transmitting it is the most basic and important thing in numan society. And modern communication is not only transmitting objective information but also a visual communication which shows feeling of each emotions and image-motive. Introduction of Motion graphic which was grown by new media changed opening title sequence to a more expanded genre. The purpose of this research is to announce the new value of opening title sequence. Motion graphic will be used continually as an important way to communicate and also a guideline which could transmit exact informations and emotions to viewers with creative expressions.

A Study on the Box-office Performance of Films based on Computer Games - Forcusing on film Warcraft: The Beginning 2016 - (컴퓨터게임 원작 영화의 흥행성에 관한 연구 -영화 워크래프트 : 전쟁의 서막을 중심으로-)

  • Park, Chanik
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.13 no.4
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    • pp.193-199
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    • 2017
  • This study applied the scenario of the film "Warcraft: The Beginning, 2016" based on the world view and nonlinear story of online games to the basic requirements of a good story of five items. Based on this, it was found that the storyline of the film "Warcraft: The Beginning, 2016" was faithful to the game series with the same title, but weak for a film. This film did not satisfy any of the five requirements of a good scenario used for Hollywood production. Even before this film, many hit games were made into films, but box office hits are hard to find among them. As the game World of Warcraft was very famous worldwide, when it was made into a film, the film was expected to be a box office hit. However, it failed miserably at the box office. This is a result of failing to recognize that the characteristics of games that an individual leads the story are different from those of films that no interaction or choice can be made. It is necessary to understand that although games and films are the same in that they have narrative structures and visual stimulation graphics, they are totally different in the way they immerse people.

Design Guidelines of Digital Home Based on Digital-Related Human Behavior (디지털과 관련한 인간의 생활행태에 기초한 디지털 홈의 디자인 방향)

  • Oh Chan-Ohk
    • Korean Institute of Interior Design Journal
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    • v.14 no.1
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    • pp.81-90
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    • 2005
  • This study was intended to suggest the design guidelines of digital home on the basis of digital-related human behavior. In order to achieve this, what and how often internet was used in the home, how living pattern and space usage was changing according to digitalization were examined and lastly, the design guidelines of digital home based on these findings were suggested. The subjects were 400 housewives who lived In 85m'-sized housing unit of the new apartment complex in Busan. They were average age of 38 and their eldest children were in the stage of elementary schooling or preschooling. Many of them had relatively high educational level and middle income level. The results of the study were as follows; 1) The respondents used internet more frequently for information searching, children's education, and Internet shopping. Therefore, it would be desirable to divide zoning of housing unit into space for routine activities, space for working, and for cultural activities. 2) Digitalization changed human living pattern like follows; it reduced time of shopping, information searching, banking, and going out. Also, it increased time of spending alone, watching movie, and playing game. Therefore, digital home should be designed to facilitate social Interaction between family members, cultural and recreational activities, and indoor or outdoor exercise within each housing unit or in apartment complex.

Emotional Communication of Minority through Video Typography (Focus on Emotional Communication in Korean Movie) (영상 타이포그라피를 통한 소수자의 감성 커뮤니케이션 연구 (한국영화에서의 감성전달을 중심으로))

  • Kwon, Sang-Oh;Huh, Won-Whoi
    • The Journal of the Korea Contents Association
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    • v.8 no.1
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    • pp.356-366
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    • 2008
  • In the past, design used to be known as graphic design for printing medium. However, these days, through video media or multimedia, it has expanded to convey information thanks to the innovative development of the computer, which is digital civilization. Now design, through elaborate plans and projects, is acknowledged as creative work for communications appealing to emotion comprehensively and to transmit information effectively. This thesis presented a new methodology of mess communication using various elements such as video typography. Furthermore, reflecting feedback from hearing-unpaired people, theological background well grounded and the way to proceed in the future were also addressed.

Personalized Group Recommendation Using Collaborative Filtering and Frequent Pattern (협업 필터링과 빈발 패턴을 이용한 개인화된 그룹 추천)

  • Kim, Jung Woo;Park, Kwang-Hyun
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.41 no.7
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    • pp.768-774
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    • 2016
  • This paper deals with a method to recommend the combination of items as a group according to similarity to handle application area such as fashion and cooking, while the previous methods recommend single item such as a book, music or movie. Collaborative filtering is a method to recommend an item selected by users with similar tendency based on similarity between users. In this paper, the proposed method generates a set of frequent items based on collaborative filtering and association rules and recommends a group by similarity between groups. To show the validity of the proposed method, experiments are performed with purchase data collected from e-commerce for four months.