• 제목/요약/키워드: Content Based

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Content Modeling Based on Social Network Community Activity

  • Kim, Kyung-Rog;Moon, Nammee
    • Journal of Information Processing Systems
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    • 제10권2호
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    • pp.271-282
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    • 2014
  • The advancement of knowledge society has enabled the social network community (SNC) to be perceived as another space for learning where individuals produce, share, and apply content in self-directed ways. The content generated within social networks provides information of value for the participants in real time. Thus, this study proposes the social network community activity-based content model (SoACo Model), which takes SNC-based activities and embodies them within learning objects. The SoACo Model consists of content objects, aggregation levels, and information models. Content objects are composed of relationship-building elements, including real-time, changeable activities such as making friends, and participation-activity elements such as "Liking" specific content. Aggregation levels apply one of three granularity levels considering the reusability of elements: activity assets, real-time, changeable learning objects, and content. The SoACo Model is meaningful because it transforms SNC-based activities into learning objects for learning and teaching activities and applies to learning management systems since they organize activities -- such as tweets from Twitter -- depending on the teacher's intention.

웹기반의 건강사정 멀티미디어 컨텐츠 개발 (Development of Web-based Multimedia Content for a Physical Examination and Health Assessment Course)

  • 오복자;김일옥;신성례;정회경
    • 대한간호학회지
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    • 제34권6호
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    • pp.994-1003
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    • 2004
  • Purpose: This study was to develop Web-based multimedia content for Physical Examination and Health Assesment. Method: The multimedia content was developed based on Jung's teaching and learning structure plan model, using the following 5 processes: 1) Analysis Stage, 2) Planning Stage, 3) Storyboard Framing and Production Stage, 4) Program Operation Stage, and 5) Final Evaluation Stage. Results: The web based multimedia content consisted of an intro movie, main page and sub pages. On the main page, there were 6 menu bars that consisted of Announcement center, Information of professors, Lecture guide, Cyber lecture, Q&A, and Data centers, and a site map which introduced 15 week lectures. In the operation of web based multimedia content, HTML, JavaScript, Flash, and multimedia technology(Audio and Video) were utilized and the content consisted of text content, interactive content, animation, and audio & video. Consultation with the experts in context, computer engineering, and educational technology was utilized in the development of these processes. Conclusions: Web-based multimedia content is expected to offer individualized and tailored learning opportunities to maximize and facilitate the effectiveness of the teaching and learning process. Therefore, multimedia content should be utilized concurrently with the lecture in the Physical Examination and Health Assesment classes as a vital teaching aid to make up for the weakness of the face-to- face teaching-learning method.

우리 나라 식품수급표 자료을 분석한 티아민, 리보플라빈, 나이아시신의 주요 급원식품 (Food Sources of Thiamin, Riboflavin and Niacin Based on Food Composition Table and National Annual Food Supply Data in Food Balance Sheet)

  • 김영남;나현주
    • Journal of Nutrition and Health
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    • 제34권7호
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    • pp.809-820
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    • 2001
  • The purpose of the study was to find out the rich sources of vitamin B-complexes in Korea. Thirty kinds of vitamin B-complex (thiamin, riboflavin, and niacin) rich foods were selected based on vitamin content in 100g edible portion, single serving size, 100kcal energy content, and 1999 national annual food supply data. The results were summarized as follows: \circled1 Most of the thiamin rich foods selected were fishes: half of the foods selected was fishes when based on the contents in single serving size. On the other hand, about half of the foods selected were vegetables when based on the thiamin contents in 100kcal energy content. A relatively large number of food groups were included such as fishes, vegetables, beans, grains, meats, etc. when based on the contents in 100g edible portion, and national food supply data. \circled2 Most of the riboflavin rich foods selected were fishes and shellfishes, and vegetables: half of the foods selected were fishes and shellfishes when based on the content in 100g edible portion; two-thirds of the foods selected were vegetables when based on the content in single serving size; half of the foods selected were vegetables when based on the content in 100kcal. \circled3 The most important niacin sources are fishes: Most than 60% of the foods selected were fishes when based o the 100g edible portion, single serving size, and 100kcal energy content. Laver is very important source of all 3 vitamin B-complexes in Korea when based on the content in 100g edible portion, 100kcal energy content, and national annual food supply but not in single serving size. On the other hand, rice is rice is sources of all 3 vitamin B-complexes when based on the national annual food supply, but not in single serving size. On the other hand, rice sources of all 3 vitamin B-complexes when based on the national annual food supply, but is not included in 30 rich foods selected based on the content in 100g edible portion, single serving size, and 100kcal energy content. Mushrooms are also very important food sources of thiamin, riboflavin, and niacin when based on the vitamin content in 100g edible portion, single serving size, and 100kcal energy content but not included in 10 rich food selected based on the national food supply data.

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Content Protective Multi-Agent Platform for MsMu Service and Pattern-Based Content Management

  • Uhm, Yoon-Sik;Hwang, Zi-On;Lee, Min-Soo;Nah, Jae-Hoon;Song, Hwang-Jun;Park, Se-Hyun
    • ETRI Journal
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    • 제32권5호
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    • pp.665-675
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    • 2010
  • Recent research on mobile Internet protocol television and digital right management (DRM) interconnections has focused on multimedia technologies designed to enhance content scalability and adaptive content distribution. However, due to the architectural and scalable limitations, recent systems are not flexible and securable with respect to their adaptive content distribution and protective policy management. Therefore, we propose a content protective multi-agent platform that provides secure multimedia services, correlation management, pattern-based management, and multi-source multi-use (MsMu)-based services. Our architecture, supported by DRM, lets us create a rich set of MsMu-based content protection and seamless multimedia services through the extension of one source multi-use (OsMu)-based content services. We have verified our platform, which provides scalable and securable services with a 17% lower service response time by using a testbed.

A Study on Automatic Service Creation Method of Cloud-based Mobile Contents

  • Park, Jong-Youel
    • International Journal of Internet, Broadcasting and Communication
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    • 제10권4호
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    • pp.19-24
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    • 2018
  • Recently, people can create small content by themselves and it improved into a form that can be promoted. Also, as active small business owners increase, they produce the content for promotion by themselves without external professional help and they utilize it. This paper studies the method to make Mobile Apps, Mobile Web and homepage services available by automatically generating the mobile based mini content. The automated content creation system suggests the method that small business owners and groups can easily communicate with new people by bringing Single Page Application, hybrid mobile web app, N-Screen based content building, private cloud-based PaaS building technology, P2P network based file sharing and multimedia thread technologies together and creating the content.

What factors influence continuous usage intention of head-mounted display-based virtual reality content?: a cross-sectional survey

  • JeongSil Choi;Heakyung Moon;Mijeong Park
    • 여성건강간호학회지
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    • 제29권3호
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    • pp.208-218
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    • 2023
  • Purpose: The aim of this study was to explore the continuous usage intention of head-mounted display-based virtual reality (HMD-based VR) content among college students. The study also sought to understand how this intention is influenced by factors related to personal cognition, social aspects, VR content, and HMD-related elements. Methods: This descriptive correlational study used a self-report questionnaire to survey 217 students from two universities in Korea who had prior experience with HMD-based VR content. Results: The mean score for continuous usage intention of HMD-based VR content was 2.59±0.57 points (range, 1-5 points). Regarding the average frequency of HMD-based VR content usage, 64.5% of participants reported using it 1 to 2 times, while 91.7% indicated a total HMD-based VR usage period of less than 6 months. Factors such as personal cognition, VR content, social aspects, and HMD-related elements had explanatory power of 35.1%, 10.7%, 4.4%, and 2.5%, respectively, for the continuous usage intention of HMD-based VR content. Additionally, engagement (β=.45, p<.001), influential others (β=.37, p<.001), environmental support (β=-.18, p=.030), and cyber sickness (β=-.21, p=.001) were identified as having a significant influence. Conclusion: When developing HMD-based VR content, strategies to improve users' personal cognition should be included. Additionally, it is necessary to develop strategies that enhance enjoyment and interest in the content, while also facilitating ongoing social support. Furthermore, coping strategies should be devised that take into account cyber sickness, a potential side effect of these devices.

Designing the Content-Based Korean Instructional Model Using the Flipped Learning

  • Mun, Jung-Hyun
    • 한국컴퓨터정보학회논문지
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    • 제23권6호
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    • pp.15-21
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    • 2018
  • The purpose of this study is to design a Content-based Korean Class model using Flipped learning for foreign students. The class model that presents on this paper will lead the language learning through content learning, also it will be enable the student more active and to have an initiative in the class. Prior to designing a Content-based Korean Class model using Flipped learning, the concepts and educational significance and characteristics of flip learning were reviewed through previous studies. Then, It emphasizes the necessity of teaching method adapting Flipped learning to Content-based teaching method in Korean language education. It also suggests standards and principles of composition in Contents-based teaching method using Flipped learning. After designing the instructional model based on the suggested standards and principles, it presents a course of instruction about how learning methods, contents and activities should be done step by step. The Content-based Korean class model using the Flipped learning will be an alternative approach to overcome the limitations of teacher-centered teaching methods and lecture-teaching methods which are the dominant of present classroom environment.

MPEG-4 기반 연동형 방송에서 장면 키워드를 이용한 내용 기반 동기화 기법 (A Content-Based Synchronization Approach using Scene Keywords in Enhanced TV based on MPEG-4)

  • 임현정;임순범
    • 한국정보과학회논문지:컴퓨팅의 실제 및 레터
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    • 제16권6호
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    • pp.737-741
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    • 2010
  • 연동형 방송 서비스 구현 시 배경이 되는 오디오/비디오 스트림과 오버레이 되는 데이터 콘텐츠의 시간 동기화는 중요한 문제이다. 그러나 현재 MPEG-4 환경에서는 절대적인 시간 값을 바탕으로 각각의 데이터를 동기화하는 기초적인 방법을 이용하고 있다. 따라서 본 논문에서는 연동형 방송 콘텐츠 개발 시 효율적인 데이터 동기화를 위해 비디오 콘텐츠의 내용에 따라 데이터 콘텐츠의 내용이 변화하는 내용 기반 동기화 기법을 제안한다. 제안하는 내용 기반 동기화 기법은 장면 키워드를 바탕으로 BIFS 노드를 확장 정의하고 MPEG-7의 메타데이터를 이용하여 구현되었다.

내용 기반 협력적 여과 시스템에서 사용자 프로파일을 이용한 자동 선호도 평가 (Automatic Preference Rating using User Profile in Content-based Collaborative Filtering System)

  • 고수정;최성용;임기욱;이정현
    • 한국정보과학회논문지:소프트웨어및응용
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    • 제31권8호
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    • pp.1062-1072
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    • 2004
  • 협력적 여과 시스템은 {사용자-문서}의 행렬을 기반으로 사용자에게 웹 문서를 추천하는 데 있어서 효율적인 시스템이다. 그러나 협력적 여과 시스템은 초기 평가 문제와 희박성으로 인하여 추천의 정확도가 저하된다는 단점을 갖는다. 본 논문에서는 협력적 여과 시스템의 희박성과 초기 평가 문제를 해결하기 위하여 사용자 프로파일을 생성시킴으로써 자동으로 선호도를 평가하는 방법을 제안한다. 본 논문에서 사용하는 프로파일은 협력적 여과 시스템에서의 {사용자-문서} 행렬을 기반으로 생성된 사용자 프로파일에 내용 기반 여과 시스템에서 연관 피드백을 이용하여 생성한 사용자 프로파일을 상호정보의 방법에 의해 병합함으로써 생성한 내용 기반 협력적 사용자 프로파일이다. 생성한 내용 기반 협력적 사용자 프로파일을 정규화시키고, 정규화한 프로파일을 협력적 여과 시스템의 {사용자-문서} 행렬에 반영함으로써 자동으로 선호도를 평가한다. 제안된 방법은 사용자가 웹 문서에 대해서 선호도를 평가한 데이터베이스에서 평가되었으며, 기존의 방법보다 보다 효율적임을 증명한다.

동영상에서의 내용기반 메쉬를 이용한 모션 예측 (Content Based Mesh Motion Estimation in Moving Pictures)

  • 김형진;이동규;이두수
    • 대한전자공학회:학술대회논문집
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    • 대한전자공학회 2000년도 하계종합학술대회 논문집(4)
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    • pp.35-38
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    • 2000
  • The method of Content-based Triangular Mesh Image representation in moving pictures makes better performance in prediction error ratio and visual efficiency than that of classical block matching. Specially if background and objects can be separated from image, the objects are designed by Irregular mesh. In this case this irregular mesh design has an advantage of increasing video coding efficiency. This paper presents the techniques of mesh generation, motion estimation using these mesh, uses image warping transform such as Affine transform for image reconstruction, and evaluates the content based mesh design through computer simulation.

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