• Title/Summary/Keyword: content intelligence

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Media and AI Technology: Media Intelligence (미디어와 AI 기술: 미디어 지능화)

  • Cho, Y.S.;Lee, N.K.;Choi, D.J.;Seo, J.I.;Lee, T.J.;Park, J.K.;Lee, H.W.;Kim, H.M.
    • Electronics and Telecommunications Trends
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    • v.35 no.5
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    • pp.92-101
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    • 2020
  • Artificial intelligence (AI) has become the hottest topic in information and communications technology (ICT) in recent years. Along with the advancement of AI technology, technologies such as big data, cloud, and high-speed wired and wireless communication are being applied to existing media areas in earnest, affecting all parts of the media value chain from content production to consumption. AI technology is now spreading across the media industry faster than any other industry. In the future, the gap between those with and without AI technology will widen, further deepening the polarization of the media ecosystem. Media intelligence, which combines media and AI technologies, is now perceived as essential, not optional. In this paper, we examine the current status of technology development and standardization by major domestic and foreign institutions on how AI is being utilized in the media industry. In addition, we discuss what technology should be developed to lead media intelligence.

A Study on the Generation of Datasets for Applied AI to OLED Life Prediction

  • CHUNG, Myung-Ae;HAN, Dong Hun;AHN, Seongdeok;KANG, Min Soo
    • Korean Journal of Artificial Intelligence
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    • v.10 no.2
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    • pp.7-11
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    • 2022
  • OLED displays cannot be used permanently due to burn-in or generation of dark spots due to degradation. Therefore, the time when the display can operate normally is very important. It is close to impossible to physically measure the time when the display operates normally. Therefore, the time that works normally should be predicted in a way other than a physical way. Therefore, if you do computer simulations based on artificial intelligence, you can increase the accuracy of prediction by saving time and continuous learning. Therefore, if we do computer simulations based on artificial intelligence, we can increase the accuracy of prediction by saving time and continuous learning. In this paper, a dataset in the form of development from generation to diffusion of dark spots, which is one of the causes related to the life of OLED, was generated by applying the finite element method. The dark spots were generated in nine conditions, such as 0.1 to 2.0 ㎛ with the size of pinholes, the number was 10 to 100, and 50% with water content. The learning data created in this way may be a criterion for generating an artificial intelligence-based dataset.

How to Review a Paper Written by Artificial Intelligence (인공지능으로 작성된 논문의 처리 방안)

  • Dong Woo Shin;Sung-Hoon Moon
    • Journal of Digestive Cancer Research
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    • v.12 no.1
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    • pp.38-43
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    • 2024
  • Artificial Intelligence (AI) is the intelligence of machines or software, in contrast to human intelligence. Generative AI technologies, such as ChatGPT, have emerged as valuable research tools that facilitate brainstorming ideas for research, analyzing data, and writing papers. However, their application has raised concerns regarding authorship, copyright, and ethical considerations. Many organizations of medical journal editors, including the International Committee of Medical Journal Editors and the World Association of Medical Editors, do not recognize AI technology as an author. Instead, they recommend that researchers explicitly acknowledge the use of AI tools in their research methods or acknowledgments. Similarly, international journals do not recognize AI tools as authors and insist that human authors should be accountable for the research findings. Therefore, when integrating AI-generated content into papers, it should be disclosed under the responsibility of human authors, and the details of the AI tools employed should be specified to ensure transparency and reliability.

Artificial Intelligence-Based Video Content Generation (인공지능 기반 영상 콘텐츠 생성 기술 동향)

  • Son, J.W.;Han, M.H.;Kim, S.J.
    • Electronics and Telecommunications Trends
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    • v.34 no.3
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    • pp.34-42
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    • 2019
  • This study introduces artificial intelligence (AI) techniques for video generation. For an effective illustration, techniques for video generation are classified as either semi-automatic or automatic. First, we discuss some recent achievements in semi-automatic video generation, and explain which types of AI techniques can be applied to produce films and improve film quality. Additionally, we provide an example of video content that has been generated by using AI techniques. Then, two automatic video-generation techniques are introduced with technical details. As there is currently no feasible automatic video-generation technique that can generate commercial videos, in this study, we explain their technical details, and suggest the future direction for researchers. Finally, we discuss several considerations for more practical automatic video-generation techniques.

Research on Content Control Technology using Hand Gestures to Improve the Usability of Holographic Realistic Content

  • Sangwon LEE;Hyun Chang LEE
    • International Journal of Internet, Broadcasting and Communication
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    • v.16 no.1
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    • pp.163-168
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    • 2024
  • Technologies that are considered to be a part of the fourth industrial revolution include holograms, augmented reality, and virtual reality. As technology advances, the industry's scale is growing quickly as well. While the development of technology for direct use is moving slowly, awareness of floating holograms-which are considered realistic content-is growing as the industry's scale and rate of technological advancement continue to accelerate. Specifically, holograms that have been incorporated into museums and exhibition spaces are static forms of content that viewers gaze at inertly. Additionally, their use in educational fields is very passive and has a low rate of utilization. Therefore, in order to improve usability from the viewpoint of viewers of realistic content, such as exhibition halls or museums, we introduce realistic content control technology in this study using a machine learning framework to recognize hands. It is anticipated that using the study's findings, manipulating realistic content independently will enhance comprehension of objects presented as realistic content and boost its applicability in the industrial and educational domains.

Research on art contents based on 4th industrial technology -Focusing on artificial intelligence painting and NFT art- (4차 산업 기술 기반의 예술 콘텐츠 연구 -인공지능 회화와 NFT 미술을 중심으로-)

  • Bang Jinwon
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.4
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    • pp.613-625
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    • 2024
  • This study analyzed the convergence case of AI painting and NFT art, art content created based on digital technology, an innovative technology of the 4th industrial technology, and explored its characteristics. Digital technology that innovates the paradigm of life in the 21st century is being used in creative art, and AI painting and NFT art that use it as an expression tool are changing the way they perceive and accept art. AI painting using big data and artificial intelligence technology is evolving into interactive daily art, and NFT art using blockchain and NFT technology is becoming the art of the metaverse with economic and cultural values. Therefore, this study attempted to explore various aspects and values of these digital convergence arts. For the study, representative examples of AI painting and NFT art were classified into cognitive creative AI painting and language generative AI, art economic NFTs, and art and cultural NFTs, and their characteristics, contents, and meanings were analyzed. It is hoped that the results of this study will contribute to the development of AI painting and NFT art, which are digital convergence arts.

Players Adaptive Monster Generation Technique Using Genetic Algorithm (유전 알고리즘을 이용한 플레이어 적응형 몬스터 생성 기법)

  • Kim, Ji-Min;Kim, Sun-Jeong;Hong, Seokmin
    • Journal of Internet Computing and Services
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    • v.18 no.2
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    • pp.43-51
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    • 2017
  • As the game industry is blooming, the generation of contents is far behind the consumption of contents. With this reason, it is necessary to afford the game contents considering level of game player's skill. In order to effectively solve this problem, Procedural Content Generation(PCG) using Artificial Intelligence(AI) is one of the plausible options. This paper proposes the procedural method to generate various monsters considering level of player's skill using genetic algorithm. One gene consists of the properties of a monster and one genome consists of genes for various monsters. A generated monster is evaluated by battle simulation with a player and then goes through selection and crossover steps. Using our proposed scheme, players adaptive monsters are generated procedurally based on genetic algorithm and the variety of monsters which are generated with different number of genome is compared.

The validity and reliability of the Korean version of the General Attitudes towards Artificial Intelligence Scale for nursing students (한국어판 간호대학생의 인공지능에 대한 태도 측정도구 신뢰도 및 타당도 검증)

  • Seo, Yon Hee;Ahn, Jung-Won
    • The Journal of Korean Academic Society of Nursing Education
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    • v.28 no.4
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    • pp.357-367
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    • 2022
  • Purpose: The aim of the study was to verify the validity and reliability of the Korean version of the General Attitudes towards Artificial Intelligence Scale (GAAIS-K) for nursing students. Methods: Data from 235 participants were collected from April 12 to April 26, 2022. A total of 230 participants' data were analyzed. The data were analyzed for content, discriminant, known-groups, and construct validity using content validity index, correlation coefficient, and confirmatory factor analyses. The reliability of the GAAIS-K was examined using internal consistency and test-retest analyses. Results: The expert-rated content validity index was ≥.80. The sub-scales of the GAAIS-K were moderately correlated with attitude toward accepting technology, indicative of its discriminant validity. The male students' positive attitude score was significantly higher than that of the female students, satisfying the known-groups validity. Cronbach's α for the scale was .86 (positive) and .74 (negative), and the intra-class correlation coefficient for the two-week test-retest reliability was .86 (positive) and .60 (negative). The scores for positive and negative attitudes were 3.68±0.46 and 3.05±0.55. Conclusion: This study shows that the GAAIS-K is a valid and reliable instrument for assessing nursing students. Additional research is recommended to continue the evaluation of the GAAIS-K with a focus on healthcare settings.

Survey for Movie Recommendation System: Challenge and Problem Solution (영화 추천 시스템을 위한 연구: 한계점 및 해결 방법)

  • Latt, Cho Nwe Zin;Aguilar, Mariz;Firdaus, Muhammad;Kang, Sung-Won;Rhee, Kyung-Hyune
    • Proceedings of the Korea Information Processing Society Conference
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    • 2022.05a
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    • pp.594-597
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    • 2022
  • Recommendation systems are a prominent approach for users to make informed automated judgments. In terms of movie recommendation systems, there are two methods used; Collaborative filtering, which is based on user similarities; and Content-based filtering which takes into account specific user's activity. However, there are still issues with these two existing methods, and to address those, a combination of collaborative and content-based filtering is employed to produce a more effective system. In addition, various similarity methodologies are used to identify parallels among users. This paper focuses on a survey of the various tactics and methods to find solutions based on the problems of the current recommendation system.

Digital Contents Application using Intelligence (지능을 이용한 디지털 콘텐츠 응용)

  • Kim, Man-Ki;Hong, You-Sik
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.9 no.2
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    • pp.65-71
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    • 2009
  • The end of the 1990s due to the rapid development of Internet communications and two-way communication advertising, public relations, online music, video, movies, e-Book, and distribution of digital content is actively underway. The combination of Internet and TV, as well as born of IPTV and interactive digital content industry's future has become a key industry. However, these two-way communication that illegal adult sites, illegal Bulletin, illegal Ads, PR, shopping mall, illegal music copying, video replication, such as negative due to the emergence of IPTV and is always around us and should be recognized. For example, on the Internet, which has been operating in the ocean sounds from the music copyright issue, the prosecution decided to prosecute because of the digital cultural content, copyright issues has become an important issue. Status and issues of this paper to learn the digital content, using intelligence to solve these problems, two-way communication advertising, public relations and practice of digital content, practices and courses of students vulnerable to offers for the analysis simulation.

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