• Title/Summary/Keyword: User Create Content

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Analysis of AI Content Detector Tools

  • Yo-Seob Lee;Phil-Joo Moon
    • International journal of advanced smart convergence
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    • v.12 no.4
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    • pp.154-163
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    • 2023
  • With the rapid development of AI technology, ChatGPT and other AI content creation tools are becoming common, and users are becoming curious and adopting them. These tools, unlike search engines, generate results based on user prompts, which puts them at risk of inaccuracy or plagiarism. This allows unethical users to create inappropriate content and poses greater educational and corporate data security concerns. AI content detection is needed and AI-generated text needs to be identified to address misinformation and trust issues. Along with the positive use of AI tools, monitoring and regulation of their ethical use is essential. When detecting content created by AI with an AI content detection tool, it can be used efficiently by using the appropriate tool depending on the usage environment and purpose. In this paper, we collect data on AI content detection tools and compare and analyze the functions and characteristics of AI content detection tools to help meet these needs.

Scaling Reuse Detection in the Web through Two-way Boosting with Signatures and LSH

  • Kim, Jong Wook
    • Journal of Korea Multimedia Society
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    • v.16 no.6
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    • pp.735-745
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    • 2013
  • The emergence of Web 2.0 technologies, such as blogs and wiki, enable even naive users to easily create and share content on the Web using freely available content sharing tools. Wide availability of almost free data and promiscuous sharing of content through social networking platforms created a content borrowing phenomenon, where the same content appears (in many cases in the form of extensive quotations) in different outlets. An immediate side effect of this phenomenon is that identifying which content is re-used by whom is becoming a critical tool in social network analysis, including expert identification and analysis of information flow. Internet-scale reuse detection, however, poses extremely challenging scalability issues: considering the large size of user created data on the web, it is essential that the techniques developed for content-reuse detection should be fast and scalable. Thus, in this paper, we propose a $qSign_{lsh}$ algorithm, a mechanism for identifying multi-sentence content reuse among documents by efficiently combining sentence-level evidences. The experiment results show that $qSign_{lsh}$ significantly improves the reuse detection speed and provides high recall.

The Solution of Content Creation for User Side Using Animation Management System (애니메이션 공정관리시스템을 활용한 사용자 중심 콘텐츠 생성 방안)

  • Lim, Yang-Mi;Kim, Sung-Rea;Kim, Ho-Sung
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.163-167
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    • 2006
  • The previous media has the function that was information of the contents was delivered by only content providers, but the current media makes the interactive function between content providers and general receivers. For this reason, the role of receivers are also expanded in the realm of multimedia and receivers have the roles of the sending and getting information for content user, not more receiver. The constituent members relative to content are content providers, users and user-created content. This paper introduces "the wonderland" the animation process management system for high-level user group. Also, most of images which are made of the animation process are publicly accessible, providing the public or the average user group for making resources easily by using "the wonderland." Although, the general user can get an environment to reedit their own new movie with making the most of provided movie sources are scene and cut units, according to one's taste and one's idea. The materialization of process management system can expand dramatically enough contents, and save the time to edit digital animation or movie, control numerous sources, made an animation processing, and the result output. Such "the wonderland" will significantly help to create future content.

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Automatic Weblog Generation from Mobile Context using Bayesian Network and Petri Net (베이지안 네트워크와 페트리넷을 이용한 모바일 상황정보로부터의 블로그 자동 생성)

  • Lee, Young-Seol;Cho, Sung-Bae
    • Journal of KIISE:Computing Practices and Letters
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    • v.16 no.4
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    • pp.467-471
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    • 2010
  • Weblog is one of the most spread web services. The content of the weblog includes daily events and emotions. If we collect personal information using mobile devices and create a weblog, user can create their own weblog easily. Some researchers already developed systems that created weblog in mobile environment. In this paper, user's activity is inferred from personal information in mobile device. The inferred activities and story generation engine are used to generate text for creating a weblog. Finally, the text, photographs and user's movement in Google Map are integrated into a weblog.

Prospects & Issues of NFT Art Contents in Blockchain Technology (블록체인 NFT 문화예술콘텐츠의 현황과 과제)

  • Jong-Guk Kim
    • Journal of Information Technology Applications and Management
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    • v.30 no.1
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    • pp.115-126
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    • 2023
  • In various fields such as art, design, music, film, sports, games, and fashion, NFTs (Non-Fungible Tokens) are creating new economic value through trading platforms dedicated to NFT art and content. In this article, I analyze the current state of blockchain technology and NFT art content in the context of an expanding market for blockchain-based NFT art content in the metaverse. I also propose several tasks based on the economic and industrial logic of technological innovation. The first task proposed is to integrate cultural arts on blockchain, metaverse, and NFT platforms through digital innovation, instead of separating or distinguishing between creative production and consumption. Before the COVID-19 pandemic, there was a clear separation between creators and consumers. However, with the rise of Web 3.0 platforms, any user can now create and own their own content. Therefore, it is important to promote a collaborative and integrated approach to cultural arts production and consumption in the blockchain and metaverse ecosystem. The second task proposed is to align the legal framework with blockchain-based technological innovation. The enactment and revision of relevant laws should focus on promoting the development of the NFT trading platform ecosystem, rather than merely regulating it for user protection. As blockchain-based technology continues to evolve, it is important that legal systems adapt to support and promote innovation in the space. This shift in focus can help create a more conducive environment for the growth of blockchain-based NFT platforms. The third task proposed is to integrate education on digital arts, including metaverse and NFT art contents, into the current curriculum. This education should focus on convergence and consilience, rather than merely mixing together humanities, technology, and arts. By integrating digital arts education into the curriculum, students can gain a more comprehensive understanding of the potential of blockchain-based technologies and NFT art. This article examines the digital technological innovation such as blockchain, metaverse, and NFT from an economic and industrial point of view. As a limitation of this research, the critical mind such as philosophical thinking or social criticism on technological innovation is left as a future task.

Design and Implementation of an Unified Cursor Considering Synchronization on the Android Mobile Platform (안드로이드 플랫폼 상에서 동기화가 고려된 통합 커서의 설계 및 구현)

  • Kim, Kyung-Hwan;Ha, Jo-Ho;Won, Jong-Pil;Lee, Uee-Song;Kim, Joo-Min;Son, Jin-Ho
    • IEMEK Journal of Embedded Systems and Applications
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    • v.6 no.3
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    • pp.190-200
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    • 2011
  • Android platform provides a content provider and a cursor mechanism to access the internal SQLite engine. Content providers not only store and retrieve data but also make it accessible to applications. Applications can only share data through content provider, since there's no common storage area that Android packages can access. Cursor is an interface that provides random read-write access to the result set returned by a database query. However, this cursor possesses two major limitations. First, a cursor does not support a join clause among cursors, since the cursor can only access a single table in the content provider. Second, the cursor is not capable of creating user-customized field in the predefined content providers. In this paper, we propose the unified cursor architecture that merges several cursors into a single virtual cursor. Cursor translation look-aside buffer (TLB), column windowing mechanism and virtual data management are the three major techniques we have adopted to implement our structure. And we also propose a delayed synchronization method between an application and a proposed unified cursor. An application can create a user-customized field and sort multiple tables using a unified cursor on Android platform.

A Study on Intelligent VR/AR Education Platform for Realistic Content Production

  • Hyun-Sook Lee;Jee-Uk Heu
    • Journal of Platform Technology
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    • v.12 no.1
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    • pp.32-43
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    • 2024
  • In recent years, a platform providing a Visual Programming development environment capable of 3D editing and interaction editing in an In-VR environment to quickly prototype VR/AR contents for education of VR and AR for general users and children. In the past, VR contents were mostly viewed by users. However, thanks to the rapid development of recent computing technologies, VR contents interacting with users have emerged as a device capable of tracking user behavior in a small size It was able to appear. In addition, because VR is extended to AR and MR, it can be used in all three virtual environments and requires efficient user interface(UI). In this paper, we propose UI based on eye tracking. Eye-tracking-based UI not only reduces the amount of time the user directly manipulates the controller, but also dramatically lowers the time spent on simple operations, while reducing the need for a dedicated controller by allowing multiple types of controllers to be used in combination. The proposed platform can easily create a prototype of their intended VR/AR App(or content) even for users(beginners) who do not have a certain level of knowledge and experience in 3D graphics and software coding, and share it with others. Therefore, this paper proposes a method to use VAL more effectively in a 5G environment.

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A Study on the Classification of Podcasting Users in the Smartphone Era - Podcasting of Terrestrial Radio Programs (스마트폰 시대의 팟캐스팅 이용자 유형화 연구 - 지상파 프로그램의 팟캐스팅을 중심으로)

  • Kim, Cheol-Young
    • The Journal of the Korea Contents Association
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    • v.14 no.11
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    • pp.628-643
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    • 2014
  • The idea to conduct this study stemmed from the following question: What is the appropriate interpretation of the recent change in the user behavior of radio listeners? For some terrestrial radio programs, traditional listeners who mainly listen to them real-time through terrestrial radio broadcasting has been outnumbered by those who access them on smartphones and other mobile devices in a nonlinear way outside the pre-scheduled time slots of the programs. In the research, how terrestrial radio listeners use the new service called podcasting to access and consume audio content were examined by using Q methodology. As a result, three different types of user behavior and perception were modeled. This shows a prominent change in radio content use, which is moving away from the conventional user behavior pattern of radio content, one of the key media for mass communication in the 20th century. Such a development opens up new opportunities to create the same or even a greater user base compared to the existing one for terrestrial radio programs with the users' newly gained mobile access and to replace current radio content by using podcasting as a new service.

Enriching Natural Monument with User-Generated Mobile Augmented Reality Mashup

  • Shin, Choonsung;Hong, Sung-Hee;Yoon, Hyoseok
    • Journal of Multimedia Information System
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    • v.7 no.1
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    • pp.25-32
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    • 2020
  • This paper proposes a mobile augmented reality mashup for cultural heritage sites such as natural monuments. Several benefits of mobile augmented reality solutions are ideal for preserving and protecting cultural heritage sites. By presenting mobile augmented reality mashup scenarios and mobile mashup framework, we introduce how user-generated multimedia contents can be added. We present two scenarios of Mashup Viewer and Mashup Maker. In Mashup Viewer mode, visitors can create new AR contents using mashup tools for memo, Twitter, images and statistical graphs. In Mashup Maker mode, other visitors also can view the user-generated multimedia AR contents using QR codes as access points. To show feasibility of our approach in mobile platforms, we compare several detection algorithms on PC and mobile platform and report on deployment of our approach in a natural monument museum. With our proposed mashup tools, visitors to the cultural heritage sites can enjoy default AR contents provided by the site administrators and also participate as active content producers and consumers.

Active Learning Environment for the Heritage of Korean Modern Architecture: a Blended-Space Approach

  • Jang, Sun-Young;Kim, Sung-Ah
    • International Journal of Contents
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    • v.12 no.4
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    • pp.8-16
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    • 2016
  • This research proposes the composition logic of an Active Learning Environment (ALE), to enable discovery by learning through experience, whilst increasing knowledge about modern architectural heritage. Linking information to the historical heritage using Information and Communication Technology (ICT) helps to overcome the limits of previous learning methods, by providing rich learning resources on site. Existing field trips of cultural heritages are created to impart limited experience content from web resources, or receive content at a specific place through humanities Geographic Information System (GIS). Therefore, on the basis of the blended space theory, an augmented space experience method for overcoming these shortages was composed. An ALE space framework is proposed to enable discovery through learning in an expanded space. The operation of ALE space is needed to create full coordination, such as a Content Management System (CMS). It involves a relation network to provide knowledge to the rule engine of the CMS. The application is represented with the Deoksugung Palace Seokjojeon hall example, by describing a user experience scenario.