• Title/Summary/Keyword: Topic Generation

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Personalized Interstitial Content Service for Second TV (Second TV를 위한 맞춤형 광고 서비스)

  • Lee, Jong-Seol;Shin, Sa-Im;Lim, Tae-Beom;Lee, Seok-Pil
    • IEMEK Journal of Embedded Systems and Applications
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    • v.3 no.4
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    • pp.229-234
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    • 2008
  • The 'Anytime, Anywhere' services have been the biggest topic in the recent digital broadcasting research area. The related applications for the Anytime and Anywhere Services are as follows: the personalized broadcasting based on the PVR (Personal Video Recorder) for the Anytime Services, and the DMB (Digital Multimedia Broadcasting), the mobile devices supporting the wireless network and the Second TV and so on for the anywhere services. The personalized broadcasting has been researched on the one of the killer applications in the various broadcasting environment - the ground wave broadcasting, the satellite broadcasting, IPTV and CATV broadcasting suchlike. The applied contents of the personalized broadcasting have advanced from the main contents for the broadcasting to the interstitial contents like advertisements and coupons, the personalized interstitial broadcasting needs to develop the technology about the generation, storing and management of the interstitial metadata. but, the personalized broadcasting has the limitation that the TV environment is somewhat difficult to support the personalized broadcasting individually, because all family usually share the main TV at home. The Second TV is possible to solve the environmental limitation. This paper designs and develops the static set top box at home, the Second TV and their multimedia streaming techniques for the personalized broadcasting of the contents including the interstitial contents.

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DESIGN AND IMPLEMENTATION OF FEATURE-BASED 3D GEO-SPATIAL RENDERING SYSTEM USING OPENGL API

  • Kim Seung-Yeb;Lee Kiwon
    • Proceedings of the KSRS Conference
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    • 2005.10a
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    • pp.321-324
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    • 2005
  • In these days, the management and visualization of 3D geo-spatial information is regarded as one of an important issue in GiS and remote sensing fields. 3D GIS is considered with the database issues such as handling and managing of 3D geometry/topology attributes, whereas 3D visualization is basically concerned with 3D computer graphics. This study focused on the design and implementation for the OpenGL API-based rendering system for the complex types of 3D geo-spatial features. In this approach 3D features can be separately processed with the functions of authoring and manipulation of terrain segments, building segments, road segments, and other geo-based things with texture mapping. Using this implementation, it is possible to the generation of an integrated scene with these complex types of 3D features. This integrated rendering system based on the feature-based 3D-GIS model can be extended and effectively applied to urban environment analysis, 3D virtual simulation and fly-by navigation in urban planning. Furthermore, we expect that 3D-GIS visualization application based on OpenGL API can be easily extended into a real-time mobile 3D-GIS system, soon after the release of OpenGLIES which stands for OpenGL for embedded system, though this topic is beyond the scope of this implementation.

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A Natural Language Question Answering System-an Application for e-learning

  • Gupta, Akash;Rajaraman, Prof. V.
    • Proceedings of the Korea Inteligent Information System Society Conference
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    • 2001.01a
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    • pp.285-291
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    • 2001
  • This paper describes a natural language question answering system that can be used by students in getting as solution to their queries. Unlike AI question answering system that focus on the generation of new answers, the present system retrieves existing ones from question-answer files. Unlike information retrieval approaches that rely on a purely lexical metric of similarity between query and document, it uses a semantic knowledge base (WordNet) to improve its ability to match question. Paper describes the design and the current implementation of the system as an intelligent tutoring system. Main drawback of the existing tutoring systems is that the computer poses a question to the students and guides them in reaching the solution to the problem. In the present approach, a student asks any question related to the topic and gets a suitable reply. Based on his query, he can either get a direct answer to his question or a set of questions (to a maximum of 3 or 4) which bear the greatest resemblance to the user input. We further analyze-application fields for such kind of a system and discuss the scope for future research in this area.

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An Energy-Efficient Multicast Algorithm with Maximum Network Throughput in Multi-hop Wireless Networks

  • Jiang, Dingde;Xu, Zhengzheng;Li, Wenpan;Yao, Chunping;Lv, Zhihan;Li, Tao
    • Journal of Communications and Networks
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    • v.18 no.5
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    • pp.713-724
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    • 2016
  • Energy consumption has become a main problem of sustainable development in communication networks and how to communicate with high energy efficiency is a significant topic that researchers and network operators commonly concern. In this paper, an energy-efficient multicast algorithm in multi-hop wireless networks is proposed aiming at new generation wireless communications. Traditional multi-hop wireless network design only considers either network efficiency or minimum energy consumption of networks, but rarely the maximum energy efficiency of networks. Different from previous methods, the paper targets maximizing energy efficiency of networks. In order to get optimal energy efficiency to build network multicast, our proposed method tries to maximize network throughput and minimize networks' energy consumption by exploiting network coding and sleeping scheme. Simulation results show that the proposed algorithm has better energy efficiency and performance improvements compared with existing methods.

Fashion Accessory Design Using Media Art (미디어아트를 이용한 패션 액세서리 디자인)

  • JeKal, Mee;Lee, Youn-Hee
    • Journal of the Korean Society of Costume
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    • v.58 no.4
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    • pp.1-12
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    • 2008
  • The expansion of media art has not only developed the digital technology but also given lots of environmental evolution to improve various fields of design as the main topic of the 21st century. The purpose of this study is aimed at proposing the new design that integrates fashion accessaries with media art technology. This will be done by understanding the social environment in digital ages and studying technology of design based on a variety of literature about changes in our society, neo value, vision, culture and art with fundamental notion of media art. First stage for this study, put an idea into just fashion accessary design because it is not sufficient to incoporate fashion and media art technology. The presented OLED(Organic Light Emitting Diodes) in this study is a kind of display to be in a limelight in the next generation and can be applied to various field of design. media art simultaneously moved into the scope of artistic debates. As a result, we can found that the use of audiovisual introduced numerous new aspects to the conceptual and aesthetic engagement with questions of conception. Today, the presented forms of art and inter-action from the closed -circuit work to interactive media art installations to open process-exist as parallel possibilities.

Semi-Automatic Management of Classification Scheme with Interoperability (상호운용적 분류체계 관리를 위한 반자동 분류체계 관리방안)

  • Lee, Won-Goo;Shin, Sung-Ho;Kim, Kwang-Young;Jeon, Do-Heon;Yoon, Hwa-Mook;Sung, Won-Kyung;Lee, Min-Ho
    • The Journal of the Korea Contents Association
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    • v.11 no.12
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    • pp.466-474
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    • 2011
  • Under the knowledge-based economy in 21C, the convergence and complexity in science and technology are being more active. Therefore, we have science and technology are classified properly, make not easy to construct the system to new next generation area. Thus we suggest the systematic solution method to flexibly extend classification scheme in order for content management and service organizations. In this way, we expect that the difficult of classification scheme management is minimized and the expense of it is spared.

Learning Map as Omniscient View for Learning Interaction in Educational Games (교육용 게임의 학습 인터렉션을 위한 전지적 뷰로서 학습맵)

  • Chang, Hee-Dong
    • Journal of Korea Game Society
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    • v.11 no.3
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    • pp.3-8
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    • 2011
  • The learning by computer games, is in the spotlight as an effective education method for the game generation. The educational games need to provide additionally an omniscient view of the learning as an objective viewpoint for storytelling of learning. The omniscient viewpoint needs good readability in real-time, and to provide systematically overall and detailed informations of learning. In this paper, we propose the visual learning map as the omniscient view for storytelling of learning. The proposed learning map is composed of the district map, the topic map, and the progress map for the omniscient view of the learning. The proposed learning map is represented by several visual diagrams for real-time readability. The proposed learning map can apply to all the educational games which provide the game minimaps.

A Study on the Heat Exchange Characteristics of EGR-Cooler with CNC (EGR Cooler에 CNC 첨가시 열교환 특성에 관한 연구)

  • Lee, Byung-Ho;Yi, Chung-Seub;Kim, Bo-Han;Jeong, Hyo-Min;Chung, Han-Shik
    • Journal of Advanced Marine Engineering and Technology
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    • v.32 no.6
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    • pp.847-853
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    • 2008
  • Although combustion is essential in most energy generation processes, it is one of the major causes of air pollution. Circle fin exhaust pipes were designed to study the effect of cooling the recirculated exhaust gases (EGR) of Diesel engines on the chemical composition of the exhaust gases and the reduction in the percentages of pollutant emissions. The designs adopted in this study were exhaust pipes with solid and hollow fins around them direct surface force measurement in water using a nano size colloidal probe Technique The direct force measurement between colloidal surfaces has been an essential topic in both theories and applications of surface chemistry. As particle size is decreased from micron size down to true Carbon nano Colloid size (<10nm), surface forces are increasingly important. Nanoparticles at close proximity or high solids loading are expected to show a different behavior than what can be estimated from continuum and mean field theories. This paper use Water and CNC fluid at normal cooling system of EGR. Experimental result showed all good agreement at Re=$2.54{\times}10^{4}$.

A Study on the Bucket Loading Characteristics for Wheel-loader Loading Automation (휠로더 굴착 자동화를 위한 버킷 부하특성 연구)

  • Seo, Dong-Kwan;Seo, Hyun-Jae;Kang, In-Pil;Kwon, Young-Min;Lee, Sang-Hoon;Hwang, Sung-Ho
    • Transactions of the Korean Society of Mechanical Engineers A
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    • v.33 no.11
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    • pp.1332-1340
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    • 2009
  • The front end wheel loader is widely used for the loading of materials in mining and construction fields. It has repetitive digging, loading and dumping procedures. The bucket is subjected to large resistance force from the soil during scooping. We considered the soil reaction force characteristics from scooping procedure, the protection by overload and automatic scooping mode algorithm. The main topic of this paper is the analysis of the soil reaction force characteristics. The analysis of soil mechanics is carried out and the developed soil model is verified by experimental results from the simplified experimental equipment. A simplified model of the soil shape and bucket trajectory is used to determine the scooping direction based on an estimation of the resistance force applied on the bucket during the scooping motion. In the future, this model will be used for the generation of an appropriate path for the wheel loader automation.

Personalized Tour Guide Generation Techniques in 3D Virtual Environment (3D 가상환경에서 개인화된 투어 가이드 생성 기법)

  • Song, T.S.;Kim, H.K.;Choy, Y.C.;Lim, S.B.;Choi, B.K.;Suh, E.H.
    • Proceedings of the Korean Information Science Society Conference
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    • 2006.10b
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    • pp.111-115
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    • 2006
  • 가상환경 탐색 항해 기법을 설계했다 3차원 가상환경은 입체적 시각 정보를 통해서 사용자가 가상환경을 현실로 받아들이고 마치 현장에 위치해 있는 것과 같은 감각을 느끼게 한다. 이러한 감각에 의지해서 사용자는 진지하고도 적극적으로 가상환경에 참여할 수 있다. 3차원 가상환경이 지닌 이러한 장점은 오락프로그램의 흥미 증진, 교육 및 군사훈련의 효과 향상, 의료분야의 신기술개발 등 다양한 분야에서 활용되고 있다. 그러나 3차원 가상환경은 현실 세계에 비해 빈약한 공간 인지 정보로 인해 자신의 위치를 인지하기 못하거나 원하는 목표물을 찾는데 어려움이 있다. 따라서 본 연구 에서는 가상환경을 구성하는 물리적인 정보와 가상환경의 외부 정보를 토픽맵(Topic Map)에서 제시 하는 기법을 사용하여 공간 인지 지식을 모델링 하였고, 현실세계에서 인간의 두뇌에서 이루어 지는 과정과 유사하게 3차원 가상환경 내에서도 길찾기기 가능하도록 인지맵(cognitive map)기법을 적용하여 처음 가상환경에 방문한 사용자라도 쉽게 목표물에 접근할 수 있는 개인화된 투어가이드 기법을 개발 하였다.

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