• 제목/요약/키워드: 공간정보 플랫폼

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A Study on the Email Management of Undergraduate Students (대학생의 이메일 관리 행태 연구)

  • Jiyoon Han;Hye-Eun Lee
    • Journal of the Korean Society for information Management
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    • v.40 no.1
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    • pp.149-173
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    • 2023
  • This study examines email records management patterns of undergraduate students and their perceptions of university email policy. The research collected data from 317 undergraduate students using a survey based on the five essential elements of email records management: common elements, email creation, email management, email preservation, and perception. Also, an in-depth interview was conducted with 6 undergraduate students, according to the method of university email service: Google, Microsoft, and in-house webmail. As a result, undergraduate students used email as an address book, cloud storage, file storage, and collaboration tool, and they had difficulties in systematically managing the email records according to the records lifecycle. Also, there was a tendency to prefer using an external email platform that can use additional functions to in-house webmail that has limitations in mobile service and preservation of attachments. Thus, this study suggests ways to help undergraduate students manage their email records, including maintaining graduates' email accounts, providing sufficient email storage, and providing email records management training and guidelines for undergraduate students.

Towards a Machine Learning Approach for Monitoring Urban Morphology - Focused on a Boston Case Study - (도시 형태 변화 모니터링을 위한 머신러닝 기법의 가능성 - 보스톤 사례연구를 중심으로 -)

  • Hwang, Jie-Eun
    • Design Convergence Study
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    • v.16 no.5
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    • pp.125-140
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    • 2017
  • This study explores potential capability of a machine learning approach for monitoring urban morphology based on an evident case study. The case study conveys year 2006 investigations on interpreting urban morphology of Boston Main Streets by applying a machine learning approach. From the lesson of the precedent study, in 2016, another field research and interview was conducted to compare changes in urban situation, data commons culture, and technology innovation during the decade. This paper describes open possibilities to advance urban monitoring for morphological changes. Most of all, a multi-participatory data platform enables managing urban data system in real time. Second, collaboration with machines with artificial intelligence can intervene the framework of the urban management system as well as transform it through new demands of innovative industries. Recently, urban regeneration became a dominant urban planning strategy in Korean, therefore, urban monitoring is on demand. It is timely important to correspond to in-situ problems based on empirical research.

Based on the Analysis of Entrepreneurship Support Policy Information, Establishment of Customized Entrepreneurship Promotion Model for Sports Major

  • Byung-Kwan Lee
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.5
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    • pp.165-175
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    • 2024
  • In this paper, the purpose of this study was to analyze various information related to the government's youth entrepreneurship support policy, propose a customized entrepreneurship promotion strategy for college students majoring in sports, and increase their entrepreneurship efficacy. Through this, the aim was to increase the entrepreneurship efficacy of sports majors. Firstly, a literature study was conducted, and secondly, alternatives for promoting entrepreneurship among college students majoring in sports were analyzed based on expert interviews. Therefore, the following suggestions were made. 1. Recognizing the added value and individuality of the sports field in startup policy. 2. Creation of a start-up network and platform for sports majors to start a business. 3. Sports start-up space composition. 4. Organizing and supporting start-up clubs. 5. Activating entrepreneurship education and competitions in capstone design and employment seminar subjects. 6. Increasing start-up efficacy through start-up mentoring.

Operational Ship Monitoring Based on Multi-platforms (Satellite, UAV, HF Radar, AIS) (다중 플랫폼(위성, 무인기, AIS, HF 레이더)에 기반한 시나리오별 선박탐지 모니터링)

  • Kim, Sang-Wan;Kim, Donghan;Lee, Yoon-Kyung;Lee, Impyeong;Lee, Sangho;Kim, Junghoon;Kim, Keunyong;Ryu, Joo-Hyung
    • Korean Journal of Remote Sensing
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    • v.36 no.2_2
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    • pp.379-399
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    • 2020
  • The detection of illegal ship is one of the key factors in building a marine surveillance system. Effective marine surveillance requires the means for continuous monitoring over a wide area. In this study, the possibility of ship detection monitoring based on satellite SAR, HF radar, UAV and AIS integration was investigated. Considering the characteristics of time and spatial resolution for each platform, the ship monitoring scenario consisted of a regular surveillance system using HFR data and AIS data, and an event monitoring system using satellites and UAVs. The regular surveillance system still has limitations in detecting a small ship and accuracy due to the low spatial resolution of HF radar data. However, the event monitoring system using satellite SAR data effectively detects illegal ships using AIS data, and the ship speed and heading direction estimated from SAR images or ship tracking information using HF radar data can be used as the main information for the transition to UAV monitoring. For the validation of monitoring scenario, a comprehensive field experiment was conducted from June 25 to June 26, 2019, at the west side of Hongwon Port in Seocheon. KOMPSAT-5 SAR images, UAV data, HF radar data and AIS data were successfully collected and analyzed by applying each developed algorithm. The developed system will be the basis for the regular and event ship monitoring scenarios as well as the visualization of data and analysis results collected from multiple platforms.

Spatial analysis based on topic modeling using foreign tourist review data: Case of Daegu (외국인 관광객 리뷰데이터를 활용한 토픽모델링 기반의 공간분석: 대구광역시를 사례로)

  • Jung, Ji-Woo;Kim, Seo-Yun;Kim, Hyeon-Yu;Yoon, Ju-Hyeok;Jang, Won-Jun;Kim, Keun-Wook
    • Journal of Digital Convergence
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    • v.19 no.8
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    • pp.33-42
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    • 2021
  • As smartphone-based tourism platforms have become active, policy establishment and service enhancement using review data are being made in various fields. In the case of the preceding studies using tourism review data, most of the studies centered on domestic tourists were conducted, and in the case of foreign tourist studies, studies were conducted only on data collected in some languages and text mining techniques. In this study, 3,515 review data written by foreigners were collected by designating the "Daegu attractions" keyword through the online review site. And LDA-based topic modeling was performed to derive tourism topics. The spatial approach through global and local spatial autocorrelation analysis for each topic can be said to be different from previous studies. As a result of the analysis, it was confirmed that there is a global spatial autocorrelation, and that tourist destinations mainly visited by foreigners are concentrated locally. In addition, hot spots have been drawn around Jung-gu in most of the topics. Based on the analysis results, it is expected to be used as a basic research for spatial analysis based on local government foreign tourism policy establishment and topic modeling. And The limitations of this study were also presented.

A Comparative Study on the Brand Experiences of Metaverse and Offline Stores (메타버스와 오프라인 스토어의 브랜드 체험 비교 연구)

  • Gwang-Ho Yi;Yu-Jin Kim
    • Science of Emotion and Sensibility
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    • v.26 no.2
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    • pp.53-66
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    • 2023
  • In recent times, more fashion brands have been seeking ways to use metaverse platforms, in which users can actively participate, as their new brand touch-points. This study aims to compare the brand experiences of the fashion brand Gentle Monster's offline store and its equivalent metaverse store. By changing the order of offline and metaverse visits, two groups participated in the field study that allowed them to experience directly the offline and metaverse stores. As a result of the analysis, the following findings were discovered: (1) In the overall experiential response, the frequency of sensory modules responding to new information was much higher than that of feeling experiences; (2) Experiential responses were more active in the offline store where the subjects could touch and use products directly rather than in the metaverse; (3) Among the four types of theme space, the experiential response was the most frequent in the product space; (4) The first group that visited the metaverse store before the offline store showed a more active experience than the second group that visited the offline store first. Finally, the results of this study show that metaverse brand stores in virtual space not only provide differentiated experiences beyond the spatiotemporal constraints of real space but can also be used as a strategic tool to make offline store experiences more meaningful and rich.

human body changes due to Sensitivity changes in the Visualization for ReDViZ System (감성변화에 따른 인체변화를 시각화하기 위한 ReDViZ시스템)

  • Lee, Sang-Tae;Kim, Jae-Lim;Kim, Ki-Tae;Choi, Yong-Seok;Choi, Ki-Seok;Joo, Won-Gyun
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2009.11a
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    • pp.103-106
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    • 2009
  • 요즘 사람들이 인체에 대하여 많은 관심을 가지고 있다. 그러면서 나의 몸에 작은 변화가 일어 났을 때 나의 신체는 어떻게 변할 것인가에 대한 궁금증이 생기게 되었다. 인체의 변화는 많은 사람들 마다 조금씩 차이는 있겠지만 비슷한 변화를 있을 것이라고 추측 하였다. 일반 사람들에게 정보를 제공하기 위해서는 서비스하는 데이터가 통계적 검증 절차를 받아야 하는 관계로 일반적으로 많은 실험을 통해 얻어진 데이터들을 보여주도록 하였다. 본 시스템 에서는 인체모형 중 남자 머리 구조를 시각화 하여 심리/생리, 음향/음성 에 따른 머리의 변화되는 모습을 보여주도록 하였다. 또 머리를 구조화 하여 시뮬레이션 할 수 있는 공간을 제공하여 방문한 사람들이 이용하기 쉽고 뚜렷한 데이터를 서비스 하였다. 그리하여 전문가, 학생 또는 일반 사람들이 인체 변화에 대한 궁금한 점을 최대한 해결 할 수 있도록 해준다.

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Designing Augmented Spatial Experiences of Architectural Heritage - Information Modeling for Intelligent Content Service Platform - (건축문화유산의 공간경험 디자인 - 지능형 콘텐츠 서비스 플랫폼과 정보표현체계 -)

  • Jang, Sun-Young;Kim, Seongjun;Kim, Sung-Ah
    • Journal of the Architectural Institute of Korea Planning & Design
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    • v.35 no.4
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    • pp.15-24
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    • 2019
  • Currently, museums and architectural heritage provide augmented user experiences by incorporating various media technologies. They still, however, suffer from the limitation of entertainment-based and the provision of location-based simple and repetitive contents. In addition, while acting as a key medium of experience for architectural heritage, the concept of space is not properly reflected in current services. The purpose of this study is to design user space experience considering such characteristics of architectural heritage. The spatial experience content and content production platform are defined. This software platform creates content that enhances the experience of the place by giving a context-based digital data associated with space and objects. The spatial experience content is designed as a series of experience sequences. The composition of the sequence borrows the method of film and narrative which segment and connect consecutive experiences on a scene basis considering user's detailed spatial experience. Therefore, content components can be combined and reproduced in various types. Augmented contents were extracted by using rule-based reasoning function of ontology at the moment. As a practical example of architectural heritage, the Seokjojeon Hall is used to reveal a spatial experience scenario.

A Study on Main Features of SNS Affecting SNS User Acceptance Decision (SNS의 수용결정에 영향을 미치는 SNS의 주요 특성에 관한 연구)

  • Oh, Eun-Hae
    • Management & Information Systems Review
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    • v.31 no.3
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    • pp.47-73
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    • 2012
  • SNS allowed users to serve not only as the content and message producer but as the consumer, with development into various types of SNS platforms. Instead of a traditional media structure of media-to-many and unspecified users, it also made it possible to achieve one-to-one or one-to-many interactions, regardless of time and space, through SNS platforms. Moreover, according to development of digital communication technology, IT, media contents and communication network have been mutually connected, though they were once separate. The changes in communication environments have caused rapid disorganization and reorganization in popular culture led by specific expert groups. Such trend has a greater influence on marketing strategies of enterprises. In other words, it will lead them to mostly introduce new information technologies, based on consumer market, and to strategically participate in SNS for promotion and marketing for their products and brands. Likewise, SNS has currently appeared as the main media affecting consumers' behaviors. In consideration of the importance of SNS features, which can stimulate responses of other users, analysis of main features affecting SNS user acceptance decision is required, as well as its utilization strategies. Accordingly, this study conducted division of SNS features into openness, quickness, interactiveness and economical efficiency to derive strategies for increasing the usage frequency of SNS and ultimately maximizing the expectation effect, in addition to an empirical analysis of effects of SNS features on usefulness, easiness and pleasure perceived in SNS, and SNS user intention.

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Study on Esthetical Experiment of Virtual Reality Cinema with Rotoscoping Technique (로토스코핑 기법을 통한 가상현실 영화의 미학적 활용 연구)

  • Kang, Jiyoung
    • Journal of Digital Contents Society
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    • v.18 no.2
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    • pp.275-282
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    • 2017
  • With the development of digital technology, a cinematic content has been changed into various forms. Web and mobile platforms bring new forms of cinematic contents. However despite of fast growing of VR(Virtual Reality) technology, they haven't applied to cinematic contents yet. This research focused on the esthetical use of rotoscoping technique for the Virtual Reality Cinema based on the (HMD) Head Mounted Display. First, we look though on VR films 'Notes on Blindness' and 'Pearl' to find how these films express esthetical virtual space. Through this, we found out graphical space provide new esthetical experience to viewers in virtual space. Also, we analyze fantastical usages and successful cases of rotoscoping technique with the 'Waking Life' and 'Scanner Darkly' that utilize rotoscoping technique to live action image. Lastly, we utilize rotoscoping technique esthetically to the VR film 'Girl on a swing' to fulfill the viewers experience and desire.