• Title/Summary/Keyword: User-generated contents

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Research and development of haptic simulator for Dental education using Virtual reality and User motion

  • Lee, Sang-Hyun
    • International journal of advanced smart convergence
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    • v.7 no.4
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    • pp.114-120
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    • 2018
  • The purpose of this paper is to develop simulations that can be used for virtual education in dentistry. This development goal is to allow dental students to learn the necessary surgical techniques at the point of their choice, not going into the operating room, away from time, space, and physical limits. In this paper configuration, the optimization method is applied convergent, and when the operation of the VR contents is performed, the content data is extracted from the interaction analysis formed in the VR engine, and the data is processed by the content algorithm. It also computes events and dental operations generated within the 3D engine programming and generates corresponding events through data processing according to the input signal. The visualization information is output to the HMD using the rendering information. In addition, the operating room environment was constructed by studying lighting and material for actual operating room environment. We applied the ratio of actual space to virtual space and the ratio between character and actual person to create a spatial composition at a similar rate to actual space.

Ranking User-Generated Contents Based on Expertise and Popularity in Online Communities (온라인 커뮤니티에서 전문성과 대중성에 기반한 사용자 생성 컨텐츠의 랭킹)

  • Lee, Jeehoon;Shin, Hyoseop
    • Annual Conference of KIPS
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    • 2009.11a
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    • pp.805-806
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    • 2009
  • 오늘날 웹 상에는 수 많은 온라인 커뮤니티들이 존재하고, 그 안에서 유저들이 올린 게시글(이하 포스트)를 효과적으로 검색하는 것은 중요한 이슈가 되고 있다. 만약 검색하는 유저들이 각기 다른 성향을 갖고 있다면 그에 맞는 검색 결과를 제공하는 것이 효과적인 검색의 한 예라 할 수 있겠다. 이 논문에서는 이러한 유저 성향 기반의 효과적인 검색을 위하여 유저의 "전문성"과 "대중성"을 정의하고 그에 기반한 포스트 랭킹을 한다. 또한 서로 다른 유저의 성향은 매우 다른 검색 결과를 나타낸다는 우리의 주장을 실험결과로 뒷받침 한다.

Paying Back to Good Deeds: A Text Mining Approach to Explore Don-jjul as Pro-consumption Behavior

  • Hojin Choo;Sue Hyun Lee
    • Asia Marketing Journal
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    • v.26 no.2
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    • pp.104-128
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    • 2024
  • More consumers are choosing pro-consumption for social change, but scholars know little about why and how consumers engage in pro-consumption behaviors. A newly emerged pro-consumption behavior called "Don-jjul," which appeared during the COVID-19 pandemic in South Korea, refers to compensating businesses that have engaged in altruistic actions by boosting their sales. This study used Latent Dirichlet Allocation (LDA) of topic modeling, sentiment analysis, and in-depth interviews to investigate the perceptions, motivations, and emotions regarding Don-jjul. As a result, the study revealed pro-consumers' perceptions of Don-jjul as "collective pro-consumption for contributing to social well-being." Don-jjul has two main motives: "supporting underdogs with difficulties" and "compensating good businesses economically." We also found two ambivalent emotions evoked by Don-jjul: "respect for good business owners" and "concerns regarding the misuse of Don-jjul." The results contribute to pro-consumption research for social well-being, providing business opportunities for retailers and CSR managers with a deep understanding of pro-consumers.

Visualizing the Results of Opinion Mining from Social Media Contents: Case Study of a Noodle Company (소셜미디어 콘텐츠의 오피니언 마이닝결과 시각화: N라면 사례 분석 연구)

  • Kim, Yoosin;Kwon, Do Young;Jeong, Seung Ryul
    • Journal of Intelligence and Information Systems
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    • v.20 no.4
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    • pp.89-105
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    • 2014
  • After emergence of Internet, social media with highly interactive Web 2.0 applications has provided very user friendly means for consumers and companies to communicate with each other. Users have routinely published contents involving their opinions and interests in social media such as blogs, forums, chatting rooms, and discussion boards, and the contents are released real-time in the Internet. For that reason, many researchers and marketers regard social media contents as the source of information for business analytics to develop business insights, and many studies have reported results on mining business intelligence from Social media content. In particular, opinion mining and sentiment analysis, as a technique to extract, classify, understand, and assess the opinions implicit in text contents, are frequently applied into social media content analysis because it emphasizes determining sentiment polarity and extracting authors' opinions. A number of frameworks, methods, techniques and tools have been presented by these researchers. However, we have found some weaknesses from their methods which are often technically complicated and are not sufficiently user-friendly for helping business decisions and planning. In this study, we attempted to formulate a more comprehensive and practical approach to conduct opinion mining with visual deliverables. First, we described the entire cycle of practical opinion mining using Social media content from the initial data gathering stage to the final presentation session. Our proposed approach to opinion mining consists of four phases: collecting, qualifying, analyzing, and visualizing. In the first phase, analysts have to choose target social media. Each target media requires different ways for analysts to gain access. There are open-API, searching tools, DB2DB interface, purchasing contents, and so son. Second phase is pre-processing to generate useful materials for meaningful analysis. If we do not remove garbage data, results of social media analysis will not provide meaningful and useful business insights. To clean social media data, natural language processing techniques should be applied. The next step is the opinion mining phase where the cleansed social media content set is to be analyzed. The qualified data set includes not only user-generated contents but also content identification information such as creation date, author name, user id, content id, hit counts, review or reply, favorite, etc. Depending on the purpose of the analysis, researchers or data analysts can select a suitable mining tool. Topic extraction and buzz analysis are usually related to market trends analysis, while sentiment analysis is utilized to conduct reputation analysis. There are also various applications, such as stock prediction, product recommendation, sales forecasting, and so on. The last phase is visualization and presentation of analysis results. The major focus and purpose of this phase are to explain results of analysis and help users to comprehend its meaning. Therefore, to the extent possible, deliverables from this phase should be made simple, clear and easy to understand, rather than complex and flashy. To illustrate our approach, we conducted a case study on a leading Korean instant noodle company. We targeted the leading company, NS Food, with 66.5% of market share; the firm has kept No. 1 position in the Korean "Ramen" business for several decades. We collected a total of 11,869 pieces of contents including blogs, forum contents and news articles. After collecting social media content data, we generated instant noodle business specific language resources for data manipulation and analysis using natural language processing. In addition, we tried to classify contents in more detail categories such as marketing features, environment, reputation, etc. In those phase, we used free ware software programs such as TM, KoNLP, ggplot2 and plyr packages in R project. As the result, we presented several useful visualization outputs like domain specific lexicons, volume and sentiment graphs, topic word cloud, heat maps, valence tree map, and other visualized images to provide vivid, full-colored examples using open library software packages of the R project. Business actors can quickly detect areas by a swift glance that are weak, strong, positive, negative, quiet or loud. Heat map is able to explain movement of sentiment or volume in categories and time matrix which shows density of color on time periods. Valence tree map, one of the most comprehensive and holistic visualization models, should be very helpful for analysts and decision makers to quickly understand the "big picture" business situation with a hierarchical structure since tree-map can present buzz volume and sentiment with a visualized result in a certain period. This case study offers real-world business insights from market sensing which would demonstrate to practical-minded business users how they can use these types of results for timely decision making in response to on-going changes in the market. We believe our approach can provide practical and reliable guide to opinion mining with visualized results that are immediately useful, not just in food industry but in other industries as well.

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 Character Consistency Generated in [Midjourney V6] Technology

  • Xi Chen;Jeanhun Chung
    • International journal of advanced smart convergence
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    • v.13 no.2
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    • pp.142-147
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    • 2024
  • The emergence of programs like Midjourney, particularly known for its text-to-image capability, has significantly impacted design and creative industries. Midjourney continually updates its database and algorithms to enhance user experience, with a focus on character consistency. This paper's examination of the latest V6 version of Midjourney reveals notable advancements in its characteristics and design principles, especially in the realm of character generation. By comparing V6 with its predecessors, this study underscores the significant strides made in ensuring consistent character portrayal across different plots and timelines.Such improvements in AI-driven character consistency are pivotal for storytelling. They ensure coherent and reliable character representation, which is essential for narrative clarity, emotional resonance, and overall effectiveness. This coherence supports a more immersive and engaging storytelling experience, fostering deeper audience connection and enhancing creative expression.The findings of this study encourage further exploration of Midjourney's capabilities for artistic innovation. By leveraging its advanced character consistency, creators can push the boundaries of storytelling, leading to new and exciting developments in the fusion of technology and art.

The Method of User Experience Evaluation for Virtual Living Space (가상현실 주거공간을 위한 사용자경험 평가 방법)

  • Kim, Mi-Sun;Paek, Hee-Won;Seo, Hye-Ran;Ko, Il-Ju
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.12
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    • pp.795-806
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    • 2017
  • In this paper, we propose a user experience evaluation method for virtual reality living space contents and apply it to prototype simulations to measure user experience. The user evaluation method proposed in this paper is based on the existing user evaluation methodology, but it is established by changing the experience and evaluation factors to match the characteristics of the virtual reality living space. The generated virtual reality living space simulation is configured similar to real space and is placed real objects that the user actually uses in each space, so that users can feel reality. The subjects performed the tasks according to the given scenarios and then evaluated the simulation. As a result of the evaluation, the main goal of the simulation, the items that make the users feel realistic, were lower than our expectations. This means that future simulations need to be modified in a way that adds or expands elements that enhance the realism. In this way, the UX evaluation method proposed in this paper is expected to provide a more objective indicator to the content developer or designer in order to grasp the user's demand in the virtual reality living space.

Development of DirectX-based Stereoscopic Image Authoring Tool for Immersive e-Book Production (몰입형 e-Book 제작을 위한 DirectX기반 입체 영상 저작도구 개발)

  • Lee, Keunhyung;Park, Jinwoo;Kim, Jinmo
    • Journal of Digital Contents Society
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    • v.17 no.1
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    • pp.23-31
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    • 2016
  • This study aims to develop a stereoscopic image authoring tool to effectively produce e-Book content that enhances user's sense of immersion in 3D environments. The proposed authoring tool consists of three core systems; 3D object editing, stereoscopic image, and image media production systems. First, the object editing system arranges and produces diverse objects that constitute virtual 3D spaces to fit the purpose of the content. In this case, commercial graphic authoring tools are utilized to design efficient data structures that can include produced external models. In addition, the material and textures of objects are made to be revisable and editable into the form wanted by the user. Thereafter, a stereoscopic image system will be implemented to produce the generated virtual scenes into stereoscopic images. This study uses the Anaglyph method so that the user can implement and use stereoscopic image scenes more easily. This method include functions to change the color of stereo cameras and control depth scaling. Finally, an image media production system will be implemented that will enable producing the produced stereoscopic images into single images or videos so that they can be effectively utilized in e-Book content.

Self-disclosure and Privacy in the Age of Web 2.0 A Case Study (웹 2.0 시대의 프라이버시 청년 UCC 이용자들의 인식과 실천을 중심으로)

  • Lee, Dong-Hoo
    • Korean journal of communication and information
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    • v.46
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    • pp.556-589
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    • 2009
  • With the advent of the so-called Web 2.0 age, the interconnections of various contents on the web, as well as the user-participatory services from blogs, web-based communities, picture sharing sites, and social networking sites, to the sites for collective knowledge productions, have been further vitalized. As the User Generated Contents(UGCs) are flourishing on the web, they have channeled users' desires for self-expression and social acknowledgement, and yet have created the new kinds of invasion of privacy. This study attempts to look at how the networked individuals' everyday perceptions of privacy have been reconstructed in the age of Web 2.0. By investigating how users have used the UGCs for their sociality on the web and how they have set the boundaries of the private and the public in these public or semi-public disclosures of self-expressions, it has traced the changing perceptions of privacy in everyday communication practices. For this study, it has interviewed Korean youngsters in their 10s and 20s who have grown up with the Internet and have received self-expressions and social communication on the web as everyday activities. Based on their interviews, it inquires into the concurrent notion of privacy and discuss its cultural implications.

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A Study on the Effects of User Participation on Stickiness and Continued Use on Internet Community (인터넷 커뮤니티에서 사용자 참여가 밀착도와 지속적 이용의도에 미치는 영향)

  • Ko, Mi-Hyun;Kwon, Sun-Dong
    • Asia pacific journal of information systems
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    • v.18 no.2
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    • pp.41-72
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    • 2008
  • The purpose of this study is the investigation of the effects of user participation, network effect, social influence, and usefulness on stickiness and continued use on Internet communities. In this research, stickiness refers to repeat visit and visit duration to an Internet community. Continued use means the willingness to continue to use an Internet community in the future. Internet community-based companies can earn money through selling the digital contents such as game, music, and avatar, advertizing on internet site, or offering an affiliate marketing. For such money making, stickiness and continued use of Internet users is much more important than the number of Internet users. We tried to answer following three questions. Fist, what is the effects of user participation on stickiness and continued use on Internet communities? Second, by what is user participation formed? Third, are network effect, social influence, and usefulness that was significant at prior research about technology acceptance model(TAM) still significant on internet communities? In this study, user participation, network effect, social influence, and usefulness are independent variables, stickiness is mediating variable, and continued use is dependent variable. Among independent variables, we are focused on user participation. User participation means that Internet user participates in the development of Internet community site (called mini-hompy or blog in Korea). User participation was studied from 1970 to 1997 at the research area of information system. But since 1997 when Internet started to spread to the public, user participation has hardly been studied. Given the importance of user participation at the success of Internet-based companies, it is very meaningful to study the research topic of user participation. To test the proposed model, we used a data set generated from the survey. The survey instrument was designed on the basis of a comprehensive literature review and interviews of experts, and was refined through several rounds of pretests, revisions, and pilot tests. The respondents of survey were the undergraduates and the graduate students who mainly used Internet communities. Data analysis was conducted using 217 respondents(response rate, 97.7 percent). We used structural equation modeling(SEM) implemented in partial least square(PLS). We chose PLS for two reason. First, our model has formative constructs. PLS uses components-based algorithm and can estimated formative constructs. Second, PLS is more appropriate when the research model is in an early stage of development. A review of the literature suggests that empirical tests of user participation is still sparse. The test of model was executed in the order of three research questions. First user participation had the direct effects on stickiness(${\beta}$=0.150, p<0.01) and continued use (${\beta}$=0.119, p<0.05). And user participation, as a partial mediation model, had a indirect effect on continued use mediated through stickiness (${\beta}$=0.007, p<0.05). Second, optional participation and prosuming participation significantly formed user participation. Optional participation, with a path magnitude as high as 0.986 (p<0.001), is a key determinant for the strength of user participation. Third, Network effect (${\beta}$=0.236, p<0.001). social influence (${\beta}$=0.135, p<0.05), and usefulness (${\beta}$=0.343, p<0.001) had directly significant impacts on stickiness. But network effect and social influence, as a full mediation model, had both indirectly significant impacts on continued use mediated through stickiness (${\beta}$=0.11, p<0.001, and ${\beta}$=0.063, p<0.05, respectively). Compared with this result, usefulness, as a partial mediation model, had a direct impact on continued use and a indirect impact on continued use mediated through stickiness. This study has three contributions. First this is the first empirical study showing that user participation is the significant driver of continued use. The researchers of information system have hardly studies user participation since late 1990s. And the researchers of marketing have studied a few lately. Second, this study enhanced the understanding of user participation. Up to recently, user participation has been studied from the bipolar viewpoint of participation v.s non-participation. Also, even the study on participation has been studied from the point of limited optional participation. But, this study proved the existence of prosuming participation to design and produce products or services, besides optional participation. And this study empirically proved that optional participation and prosuming participation were the key determinant for user participation. Third, our study compliments traditional studies of TAM. According prior literature about of TAM, the constructs of network effect, social influence, and usefulness had effects on the technology adoption. This study proved that these constructs still are significant on Internet communities.