• Title/Summary/Keyword: Web framework

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'Hot Search Keyword' Rank-Change Prediction (인기 검색어의 순위 변화 예측)

  • Kim, Dohyeong;Kang, Byeong Ho;Lee, Sungyoung
    • Journal of KIISE
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    • v.44 no.8
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    • pp.782-790
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    • 2017
  • The service, 'Hot Search Keywords', provides a list of the most hot search terms of different web services such as Naver or Daum. The service, bases the changes in rank of a specific search keyword on changes in its users' interest. This paper introduces a temporal modelling framework for predicting the rank change of hot search keywords using past rank data and machine learning. Past rank data shows that more than 70% of hot search keywords tend to disappear and reappear later. The authors processed missing rank value, using deletion, dummy variables, mean substitution, and expectation maximization. It is however crucial to calculate the optimal window size of the past rank data. We proposed an optimal window size selection approach based on the minimum amount of time a topic within the same or a differing context disappeared. The experiments were conducted with four different machine-learning techniques using the Naver, Daum, and Nate 'Hot Search Keywords' datasets, which were collected for 2 years.

Video Production Method using Match Moving Technique (매치무빙 기법을 활용한 모션그래픽 영상제작에 관한 연구)

  • Lee, Junsang;Park, Junhong;Lee, Imgeun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.20 no.4
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    • pp.755-762
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    • 2016
  • Motion graphic is the recently emerged technique which extends the ways of expression in video industry. Currently, it is worldwide trends that the image design gets more attention in the field of movie, advertisement, exhibition, web, mobile, games and new media, etc. With the development of computer's new technologies, VFX methods for the visual content is dynamically changed. Such production methods combine the real scenary and CG(Computer Graphic) to compose realistic scenes, which cannot be pictured in the ways of ordinary filming. This methods overcome the difference between the real and virtual world, maximize the expressive ways in graphics and real space. Match moving is technique of accurate matching between real and virtual camera to provide realistic scene. In this paper we propose the novel technique for motion graphic image production. In this framework we utilize the match moving methods to get the movements of the real camera into 3D layer data.

Index Ontology Repository for Video Contents (비디오 콘텐츠를 위한 색인 온톨로지 저장소)

  • Hwang, Woo-Yeon;Yang, Jung-Jin
    • Journal of Korea Multimedia Society
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    • v.12 no.10
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    • pp.1499-1507
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    • 2009
  • With the abundance of digital contents, the necessity of precise indexing technology is consistently required. To meet these requirements, the intelligent software entity needs to be the subject of information retrieval and the interoperability among intelligent entities including human must be supported. In this paper, we analyze the unifying framework for multi-modality indexing that Snoek and Worring proposed. Our work investigates the method of improving the authenticity of indexing information in contents-based automated indexing techniques. It supports the creation and control of abstracted high-level indexing information through ontological concepts of Semantic Web skills. Moreover, it attempts to present the fundamental model that allows interoperability between human and machine and between machine and machine. The memory-residence model of processing ontology is inappropriate in order to take-in an enormous amount of indexing information. The use of ontology repository and inference engine is required for consistent retrieval and reasoning of logically expressed knowledge. Our work presents an experiment for storing and retrieving the designed knowledge by using the Minerva ontology repository, which demonstrates satisfied techniques and efficient requirements. At last, the efficient indexing possibility with related research is also considered.

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Physical Computing Learning Model for Information and Communication Education (정보통신기술 교육을 위한 피지컬 컴퓨팅 학습모델)

  • Lee, Yong-Jin
    • Journal of Internet of Things and Convergence
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    • v.2 no.3
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    • pp.1-6
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    • 2016
  • This paper aims to present the physical computing learning model applicable in teaching the information and communication technology for technology and engineering education. This model is based on the physical computing and deals with the information creation and information transfer in one framework, thus provides students with the total understanding and practice opportunity about information and communication. The proposed learning models are classified into the client-server based model and the web based model. In the implemented learning model, the acquirement and control of information is performed by sketch on Arduino and the communication of information is performed by the Python socket on Raspberry Pi well known as an education platform. Our proposed learning model can be used for teaching students to understand the concept of Internet of Things (IoT), which provides us with world wide control and communication of information.

Improvement of Internet Content Filtering Software (유해정보 차단 S/W 개선방안 연구)

  • Jeon, Woong-Ryul;Lee, Hyun-Seung;Hur, Soon-Hang;Kim, Kyung-Sin;Won, Dong-Ho;Kim, Seung-Joo
    • The KIPS Transactions:PartC
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    • v.16C no.5
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    • pp.543-554
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    • 2009
  • The openness of the Web allows any user to access any type of information easily at any time and anywhere. However, with function of easy access for useful information, internet has dysfunctions of providing users with harmful contents indiscriminately. Some information, such as adult content, is not appropriate for children. To protect children from these harmful contents, many filtering softwares are developed. However, these softwares can not prevent harmful contents, perfectly, because of some limitations. In this paper, we analyze existing eleven filtering softwares and state the limitation of these softwares. Furthermore, we propose requirements for new filtering software which overcomes the limitations, and describe framework of the new software.

Understanding Soil by Cartoons (카툰(Cartoon)을 통한 토양의 이해)

  • Kim, K.H.;Hyun, H.N.
    • Korean Journal of Soil Science and Fertilizer
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    • v.42 no.spc
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    • pp.51-56
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    • 2009
  • Numerous methods can be employed to teach students and farmers on soil science and fertilizer. The cartoon is one of the most effective teaching aids both for instructors and students. Instructor becomes a director of the cartoon to organize the framework of story based on the chapter of lecture. Director should adapt the regular sentence on soil science into the short and concise scenario suitable for the visual expression of the cartoon, followed by the selection of the scene for drawing. Next is to cast the instructor for the role of actor or sometimes supporter. After casting, the director starts to draw each cut of the cartoon in sequence. I published the cartoons in weekly serials in the farmer's newspaper for three years. Each cartoon was composed of eighteen cuts and formatted with the introductory, main and conclusive issues. Cartoon started with dialogues between the cast on subject to stimulate the interest by farmers, inserted the tables and graphs for the scientific knowledge and summarized the chapter. Major contents covered in the cartoons were glossary, nutrient uptake, pH, salt accumulation, moisture, pollution, chemical fertilizer, compost and other general aspects of soils. Cartoons had been very popular serial of the newspaper and are archived in the web for reviewing.

Effect of Online Education on Training Effectiveness: Conceptual Framework and Empirical Validation (온라인 교육이 훈련교과성에 미치는 영향에 관한 실증적 연구)

  • Kim, Jeong-Wook;Nam, Ki-Chan
    • The Journal of Society for e-Business Studies
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    • v.12 no.4
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    • pp.185-209
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    • 2007
  • The development of information technologies has contributed on-line training as one of important education methods. On-line training in firms, which is similar to e-learning or virtual education, provides trainees with more education opportunities in diverse ways. It has developed a range of innovative services with a one-stop solution of education within the electronic sector. Also under the on-line training environment, trainees can undertake customized training packages at anytime and any places. Moreover, information technology allows both the trainers and other trainees to be decoupled in any of the elements of tune, place, and space. Two research questions are investigated : what are the determinants affecting the on-line training effectiveness and how those variables affect the two aspects of training effectiveness: learning performance and transfer performance. Based on the previous literature conducted on the traditional training environment, the determinants of training effectiveness are derived. Eight hypotheses are developed based on literature reviews and tested by questionnaires survey data. The collected data have been analyzed by LISREL. It is found that the relationship between individual, organizational and on-line site design variables and training effectiveness (learning and transfer) are significant. The contribution and limitations of this research are also discussed with future studies.

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An Application of Ubiquitous Information Technology for Integrated Management of National Park (국립공원 통합관리를 위한 유비쿼터스 정보기술 활용방안)

  • Bae, Min-Ki
    • Journal of the Korean Association of Geographic Information Studies
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    • v.10 no.3
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    • pp.134-148
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    • 2007
  • There is not enough knowledge on how to use, build, and apply ubiquitous technologies such as the ubiquitous sensor network, GIS, statistic analysis system, mobile GPS system etc. Also there are other questions such as, how should the knowledge information resources be managed and web decision making system developed for national park management. The purpose of this study is to propose a framework for the national park integrated management system based on ubiquitous information technology. This study will include followings: 1) this study explores what ubiquitous information technologies are needed for national park management, 2) this study proposes building strategies about the spatial and attribute database using ubiquitous information technologies, and links methods among geographic information system, analysis program, sensor network, etc. The results of this study will contribute towards deciding a direction for national park policy in preparation for the ubiquitous computing oriented society.

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Optimum Design of Reinforced Concrete Outrigger Wall Opening Using Piecewise Linear Interpolation (구간선형보간법을 이용한 철근콘크리트 아웃리거 벽체 개구부의 최적설계)

  • Lee, Hye-Lym;Kim, Han-Soo
    • Journal of the Computational Structural Engineering Institute of Korea
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    • v.33 no.4
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    • pp.217-224
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    • 2020
  • In this study, a framework for optimizing the opening in an outrigger wall is proposed. To solve a constrained bounded optimization problem, an in-house finite element program and SQP algorithm in Python SciPy library are utilized. The openings of the outrigger wall are located according to the strut-tie behavior of the outrigger wall deep beam. A linear interpolation method is used to obtain differentiable continuous functions required for optimization, whereas a database is used for the efficiency of the optimization program. By comparing the result of the two-variable optimization through the moving path of the search algorithm, it is confirmed that the algorithm efficiently determines the optimized result. When the size of each opening is set to individual variables rather than the same width of all openings, the value of the objective function is minimized to obtain better optimization results. It was confirmed that the optimization time can be effectively reduced when using the database in the optimization process.

An Analysis and Suggestion for Chinese Single Window based on Korean Single Window (한국의 싱글 윈도우 모범 사례를 통해서 본 중국 싱글윈도우의 실태 분석과 제언)

  • Han, Min-Chung;Ahn, Byung-Soo
    • International Commerce and Information Review
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    • v.13 no.2
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    • pp.27-48
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    • 2011
  • Single window has become a critical point of trade facilitation. While Korea has set up the first web based single window 'uTtradeHub', China has also been working on a seamless single window. As strong governmental support, advanced technology, leading agency and legal framework are success factors for single window, China already has solid foundation for this. For the leading agency, this research suggests the CIECC as a leading agency with linkage to E-Port service for seamless trade service for companies. We expect that Chinese single window will materialize in near future by a leading agency with the help of strong governmental support.

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