• Title/Summary/Keyword: User Create Content

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A method to maintain templates in open source-based authoring tool for e-learning assessment items (오픈 소스 기반의 이러닝 평가문항 저작 도구를 위한 템플릿 유지 기법)

  • Han, Sungjae;Choi, Byung-Uk;Cha, Jaehyuk
    • Journal of Digital Contents Society
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    • v.15 no.1
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    • pp.101-112
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    • 2014
  • Existing tools using in the standard e-learning contents authoring were used a method to provide users contents template produced in advance. In order to use resources of the template in a common web-based authoring tool, there is problem to overcome. If the resource of template is inserted within the contents on the authoring tool, the deformation of the template by the user's input that may occur during the edit process cannot be controlled. In this paper, we propose an effective maintenance method to prevent deformation of the resource of template inserted into any WYSIWYG-based HTML authoring tool by user's discretion. We added a template plug-in that can create the IMS-QTI standard resource in tynyMCE the web-based open source editor of representative examples. And the plug-in for tinyMCE was realized as a module of directly respond to the action of limited user input. So, in response to the action of user's input, the structure of the template can be sustained possibly.

A Knowledge Graph-based Chatbot to Prevent the Leakage of LLM User's Sensitive Information (LLM 사용자의 민감정보 유출 방지를 위한 지식그래프 기반 챗봇)

  • Keedong Yoo
    • Knowledge Management Research
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    • v.25 no.2
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    • pp.1-18
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    • 2024
  • With the increasing demand for and utilization of large language models (LLMs), the risk of user sensitive information being inputted and leaked during the use of LLMs also escalates. Typically recognized as a tool for mitigating the hallucination issues of LLMs, knowledge graphs, constructed independently from LLMs, can store and manage sensitive user information separately, thereby minimizing the potential for data breaches. This study, therefore, presents a knowledge graph-based chatbot that transforms user-inputted natural language questions into queries appropriate for the knowledge graph using LLMs, subsequently executing these queries and extracting the results. Furthermore, to evaluate the functional validity of the developed knowledge graph-based chatbot, performance tests are conducted to assess the comprehension and adaptability to existing knowledge graphs, the capability to create new entity classes, and the accessibility of LLMs to the knowledge graph content.

The Design of License Agent Rights Protection (디지털 저작권 보호를 위한 라이센스 에이전트의 설계)

  • 이광형;이근왕;김희숙
    • Proceedings of the Korea Information Assurance Society Conference
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    • 2004.05a
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    • pp.275-282
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    • 2004
  • As the logistic environment of digital contents is rapidly changing, the protection of the digital rights for digital content has been recognized as one of critical issues. Digital Right Management(DRM) has taken much interest Internet Service Provider(ISP), authors and publishers of digital content as an interested approach to create a trusted environment for access and use of digital resources. This paper propose an interested digital rights protection scheme using license agent to address problems facing contemporary DRM approached : static digital rights management, and limited application to on-line environment. We introduce a dynamic mission control technology to realize dynamic digital rights management. And we incorporate license agent to on- and off-line monitoring and tracking. The proposed system prevent illegal access and use by using PBD security method real time action monitoring for user, data security for itself.

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Competing-Complementarity of Social Media on News Organizations

  • Palekar, Shailesh;Sedera, Darshana
    • Asia pacific journal of information systems
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    • v.25 no.2
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    • pp.370-402
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    • 2015
  • The dynamic capabilities of social media are changing the nature of contemporary news by allowing users to communicate and create content, deliver and share newsworthy information, and consume news. News organizations engage with social media because this computer-mediated tool provides an alternative platform for delivering news and connecting with global audiences. This role of social media is conceptualized as its complementarity. However, when mass user-generated-content is constantly shared with other users, more users are attracted to indulge in news-seeking activities on social media. This phenomenon potentially fulfills users' news requirements on social media, which is contrary to what news companies envisioned when they began engaging with social media. This dichotomous role of social media, providing complementarity and showing the potential for becoming a superior news medium, is conceptualized as its competing-complementarity. This paper offers preliminary evidence of competing-complementarity by analyzing the news consumption of individuals. Such consumption is explained through the theoretical perspective of punctuated equilibrium by conceptualizing news consumption as a deep structure radically impacted by a disruptive technology. Although social media benefit news organizations, its competing potential poses serious challenges to their monopolistic controls on news production, distribution, readership, and revenue generation.

Text-To-Vision Player - Converting Text to Vision Based on TVML Technology -

  • Hayashi, Masaki
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2009.01a
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    • pp.799-802
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    • 2009
  • We have been studying the next generation of video creation solution based on TVML (TV program Making Language) technology. TVML is a well-known scripting language for computer animation and a TVML Player interprets the script to create video content using real-time 3DCG and synthesized voices. TVML has a long history proposed back in 1996 by NHK, however, the only available Player has been the one made by NHK for years. We have developed a new TVML Player from scratch and named it T2V (Text-To-Vision) Player. Due to the development from scratch, the code is compact, light and fast, and extendable and portable. Moreover, the new T2V Player performs not only a playback of TVML script but also a Text-To-Vision conversion from input written in XML format or just a mere plane text to videos by using 'Text-filter' that can be added as a plug-in of the Player. We plan to make it public as freeware from early 2009 in order to stimulate User-Generated-Content and a various kinds of services running on the Internet and media industry. We think that our T2V Player would be a key technology for upcoming new movement.

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A Study on Comparing the Perception between Librarians and Users about Libraries' Value

  • Noh, Younghee;Lee, Kwang Hee;Choi, Sang-Ki
    • International Journal of Knowledge Content Development & Technology
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    • v.8 no.2
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    • pp.67-100
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    • 2018
  • This study comprehensively draws a conclusion using factors of economic, social, and educational value and performed a survey on librarians and users to compare and analyze the difference in perception between the two groups. The result are as follows: First, Libraries had the social value not only on research and personal learning but also on establishment and vitalization of communities, provision of opportunities to share ideas between local residents and create something new, and provision of recreation to improve the residents' capability. Second, both groups evaluated the libraries' educational role and function relatively highly. In particular, the librarians scored very high for the items that the libraries' educational role was expanding, the libraries were a part of the educational system, and the libraries' value on reading and literacy was great, and the users thought that libraries had an value because they were a part of education and the educational system. Third, economic value part also obtained relatively lower scores than other values; the mean of the librarian group was 3.46 and the user group was 3.43. Among the economic values, the librarian group scored the highest for the area of economic value for local communities, and the greatest scores were given to manpower development by the users.

An Analysis of the Foxonomy Constructed at Research Information Service and Future Perspectives (학술정보서비스의 폭소노미 분석 연구)

  • Cho, Ja-Ne
    • Journal of the Korean Society for Library and Information Science
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    • v.42 no.4
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    • pp.95-112
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    • 2008
  • In contrast to traditional taxonomy, folksonomy is generated not only by experts but also by creators and consumers of the content. Folksonomy is the practice and method of collaboratively creating and managing tags to annotate and categorize content. It is also known as collaborative tagging or social indexing. Folksonomy is also used to link to create social network that connect people to people who share same interest. Folksonomy users can generally discover the contents by which the tag sets of another user who tends to interpret contents in a way that makes sense to them. Firstly, this study consider the significance and some critical issues about folksonomy. Secondly, analyze special features of Korean academic site's folksonomy, which is managed by academic information site. Accordingly consider the directions of development about folksonomy system.

A Study on ICT system development using collective intelligence algorithm. (집단지성을 이용한 ICT 시스템 개발에 관한 연구)

  • Seo, Seong-Won;Kim, Geun-Ho;Kim, Eui-Jeong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.05a
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    • pp.97-99
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    • 2014
  • This study aims to suggest development model for ICT Teaching and Learning System adopting collective intelligence. First, we defined program modules according to functions which multimedia online encyclopedia-type e-textbook should have. Then, we also specified content information creating rules and procedures and content information searching methods. Finally, we developed the prototype which suggests user interface to collect and search information adopting information visualizing techniques. This study has significance in suggesting advanced form of ICT system in which qualified teachers can create, accumulate, and share information and students can explore information and expand search in self-directed manner.

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An Efficient Machine Learning-based Text Summarization in the Malayalam Language

  • P Haroon, Rosna;Gafur M, Abdul;Nisha U, Barakkath
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.16 no.6
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    • pp.1778-1799
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    • 2022
  • Automatic text summarization is a procedure that packs enormous content into a more limited book that incorporates significant data. Malayalam is one of the toughest languages utilized in certain areas of India, most normally in Kerala and in Lakshadweep. Natural language processing in the Malayalam language is relatively low due to the complexity of the language as well as the scarcity of available resources. In this paper, a way is proposed to deal with the text summarization process in Malayalam documents by training a model based on the Support Vector Machine classification algorithm. Different features of the text are taken into account for training the machine so that the system can output the most important data from the input text. The classifier can classify the most important, important, average, and least significant sentences into separate classes and based on this, the machine will be able to create a summary of the input document. The user can select a compression ratio so that the system will output that much fraction of the summary. The model performance is measured by using different genres of Malayalam documents as well as documents from the same domain. The model is evaluated by considering content evaluation measures precision, recall, F score, and relative utility. Obtained precision and recall value shows that the model is trustable and found to be more relevant compared to the other summarizers.

Content Creation and Flow: Why They Clik or Create UCCs (콘텐츠 창조와 플로우:동영상 UCC 이용 동기)

  • Chun, Bang-Jee
    • The Journal of the Korea Contents Association
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    • v.8 no.12
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    • pp.222-235
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    • 2008
  • This study looks at motivations of video UCC users as a member of creative class. A qualitative research method was used for analyzing data collected by interviews. Killing time users, active clickers and creators are distinguished as different types of UCC users and their differing motivations are explored. The findings of the study are as follows: First, information sharing, self presentation, communication needs, ease of use for self presentation, usefulness are expressed as motivating factors for both active clickers and creators, Pleasure motivates every type of users. However, content creators experience a specific type of pleasure which is the pleasure of creativity or flow, which this study highlights as a key driving factor for content creators. The study adds to the findings of UCC user research which applies the TAM and the PAD model by revealing what pleasure and flow specifically mean for different types of UCC users.