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Development Process for User Needs-based Chatbot: Focusing on Design Thinking Methodology (사용자 니즈 기반의 챗봇 개발 프로세스: 디자인 사고방법론을 중심으로)

  • Kim, Museong;Seo, Bong-Goon;Park, Do-Hyung
    • Journal of Intelligence and Information Systems
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    • v.25 no.3
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    • pp.221-238
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    • 2019
  • Recently, companies and public institutions have been actively introducing chatbot services in the field of customer counseling and response. The introduction of the chatbot service not only brings labor cost savings to companies and organizations, but also enables rapid communication with customers. Advances in data analytics and artificial intelligence are driving the growth of these chatbot services. The current chatbot can understand users' questions and offer the most appropriate answers to questions through machine learning and deep learning. The advancement of chatbot core technologies such as NLP, NLU, and NLG has made it possible to understand words, understand paragraphs, understand meanings, and understand emotions. For this reason, the value of chatbots continues to rise. However, technology-oriented chatbots can be inconsistent with what users want inherently, so chatbots need to be addressed in the area of the user experience, not just in the area of technology. The Fourth Industrial Revolution represents the importance of the User Experience as well as the advancement of artificial intelligence, big data, cloud, and IoT technologies. The development of IT technology and the importance of user experience have provided people with a variety of environments and changed lifestyles. This means that experiences in interactions with people, services(products) and the environment become very important. Therefore, it is time to develop a user needs-based services(products) that can provide new experiences and values to people. This study proposes a chatbot development process based on user needs by applying the design thinking approach, a representative methodology in the field of user experience, to chatbot development. The process proposed in this study consists of four steps. The first step is 'setting up knowledge domain' to set up the chatbot's expertise. Accumulating the information corresponding to the configured domain and deriving the insight is the second step, 'Knowledge accumulation and Insight identification'. The third step is 'Opportunity Development and Prototyping'. It is going to start full-scale development at this stage. Finally, the 'User Feedback' step is to receive feedback from users on the developed prototype. This creates a "user needs-based service (product)" that meets the process's objectives. Beginning with the fact gathering through user observation, Perform the process of abstraction to derive insights and explore opportunities. Next, it is expected to develop a chatbot that meets the user's needs through the process of materializing to structure the desired information and providing the function that fits the user's mental model. In this study, we present the actual construction examples for the domestic cosmetics market to confirm the effectiveness of the proposed process. The reason why it chose the domestic cosmetics market as its case is because it shows strong characteristics of users' experiences, so it can quickly understand responses from users. This study has a theoretical implication in that it proposed a new chatbot development process by incorporating the design thinking methodology into the chatbot development process. This research is different from the existing chatbot development research in that it focuses on user experience, not technology. It also has practical implications in that companies or institutions propose realistic methods that can be applied immediately. In particular, the process proposed in this study can be accessed and utilized by anyone, since 'user needs-based chatbots' can be developed even if they are not experts. This study suggests that further studies are needed because only one field of study was conducted. In addition to the cosmetics market, additional research should be conducted in various fields in which the user experience appears, such as the smart phone and the automotive market. Through this, it will be able to be reborn as a general process necessary for 'development of chatbots centered on user experience, not technology centered'.

A Case Study on the Design of Pickup Truck Tuning Equipment according to the Lifestyle of Modern People (현대인의 라이프스타일에 따른 픽업트럭 튜닝 용품 디자인 사례 연구)

  • Lee, Dong-Hun;Park, Hae-Lim;Lee, Sang-Ki
    • Journal of Service Research and Studies
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    • v.13 no.4
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    • pp.131-141
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    • 2023
  • Changes in consumer needs and behaviors according to lifestyle changes lead to consumption culture, affecting the automobile market. However, research and research to provide options tailored to the lifestyle of consumers in related markets are still insufficient. Focusing on pickup truck accessories applied to pickup trucks that reflect lifestyle the most among vehicle types, this study first examined the theoretical background of the aftermarket market and lifestyle of pickup trucks. Second, through image mapping, the market possibilities and opportunity factors of pickup trucks were discovered through market size analysis and possibilities, and through this, user types could be classified. Third, interviews were conducted with those representing user types, the contents were organized, and interviews were conducted centering on related groups to create a persona of a user group, and what needs each group's persona wanted. Finally, a design concept suitable for the issue keywords and insights derived for each user lifestyle type was presented. In this study, the user type was divided into ① outdoor activity type, ② hobby activity type, and ③ small-scale work type, and a design case study was conducted by applying the concept suitable for the keyword for each group. For the outdoor activity type, a variable storage structure and a living space-type accessory design were presented, and for the hobby type, a modular decktop design and a sports coupe-type hardtop design were presented. For the small business type, a partition that is easy to fix the load and a stepper design that is easy to board the cargo box were presented. It is expected that the size of the pickup truck aftermarket will be expanded by diversifying the option designs that users want by lifestyle by applying them to the development of pickup truck accessories that fit the lifestyle of pickup truck users in the automobile market, which is currently mass customized.

Structural Relationships among Site Quality of Online Wine Store, Perceived Value, and Online Purchase Intention (온라인 와인매장 사이트 품질, 지각된 가치, 온라인 구매의도 간의 구조적 관계)

  • Han, Su-Jin;Kim, Yoo-Jung;Kang, Sora
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.14 no.12
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    • pp.6133-6145
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    • 2013
  • With the increasing number of online wine stores, customers are increasingly seeking to purchase wine online. On the other hand, purchasing wine online is prohibited by law or regulation in Korea. Therefore, customers mainly search for wine information, inquire about wine products, and make a pre-purchase at an online wine store. Online wine stores play important roles in customer's purchase decision-making, and are likely to be a useful wine distribution channel in the near future. Therefore, the aim of this study was to identify the determinants of the online wine purchase intention, and examine the structural relationships between the determinants and online wine purchase intention. The site quality of online wine stores (information quality, system quality, service quality), and perceived value (quality value, price value, emotional value, social value) were selected as the determinants of online wine purchase intention based on literature review. The data was collected from those who had experience using an online wine store to purchase wine, and the data was used to test the proposed research model. The findings showed that the information quality was not related to the perceived value (quality value, price value, emotional value, social value). The system quality was proven to be positively and significantly related to the quality value, price value, and emotional value, whereas it had no impact on the social value. In addition, the service quality was found to affect the perceived value (quality value, price value, emotional and social value). Finally, the results showed that the quality value, emotional value, and social value have a positive impact on the online wine purchase intention, whereas the price quality is not related to the online wine purchase intention. These results are expected to make a contribution to a better understanding of how the quality of online wine stores and the customer's perceived value affect the online wine purchasing intention.

Comparative Evaluation of Neighborhood Parks in Korea and China based on the Place Attachment Model (장소애착 모델에 근거한 한국·중국 근린공원의 비교평가)

  • Yang, Lei;Lee, Shiyoung
    • Journal of the Korean Institute of Landscape Architecture
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    • v.45 no.3
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    • pp.21-29
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    • 2017
  • In this study of visitor place attachment to parks, Scannel and Gilford considered the dimensions of place attachment, and proposed the theoretical framework of PPP(Place, Person, Process) that should be systematically studied from the perspective of person, place and psychological processes. According to Scannel's theoretical basis, this paper puts forward the hypothesis of a structure model of place attachment. In the model, the five independent variables of people, places, cognition, emotion, and behavior have influenced the dependent variable of place attachment. The questionnaire was conducted on 18 neighborhood parks in Kunming, China, and the residents of the 5 neighborhood parks in Daejeon, South Korea. A total of 1,645 valid samples of the questionnaire survey were collected. Through confirmatory factor analysis(CFA) results of the inspection of the various elements, it was shown that the reliabilities of 6 latent variables, such as people, places, cognition, affection, behavior and place attachment, which were composed with the observed variables(30 observed variables in Daejeon, 19 observed variables in Kunming), were all above 0.7 and the data were fit for this study. The hypothesis test results found that the physical environment of the neighborhood parks such as a comfortable environment, pleasant road and convenient facilities would increase the rate of visitors coming back. From the park management perspective, to increase the amount of visitors to the park, the park should increase visibility, provide more organized, varied activities and meetings, or special exhibitions according to the particular characteristics of the individual park, to increase awareness of the park. From the park visitors' psychological perspective, visitors are seeking to enjoy the park facilities and environment not only to bring physical relaxation, but also to bring about a psychological cure. With the commonality of attachment structure between the two countries, to improve the place attachment of neighborhood park visitors, collecting regularly visitor feedback will facilitate the sustainable development of neighborhood park attachment.

Characterization of a cDNA Encoding Transmembrane Protein 258 from a Two-spotted Cricket Gryllus bimaculatus (쌍별귀뚜라미(Gryllus bimaculatus)의 GbTmem258 cDNA 클로닝과 발현분석)

  • Kisang Kwon;Honggeun Kim;Hyewon Park;O-Yu Kwon
    • Journal of Life Science
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    • v.33 no.10
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    • pp.828-834
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    • 2023
  • The cDNA that encodes transmembrane protein 258 (Tmem258) was cloned from Gryllus bimaculatus and named GbTmem258. This protein comprises 80 amino acids, has no N-glycosylation site, and contains five potential phosphorylation sites at two serines, two threonines, and one tyrosine. The predicted molecular mass of GbTmem258 is 9.06 kDa, and its theoretical isoelectric point is 5.5. The tertiary structure of GbTmem258 was predicted using the available secondary structure information, which suggests the presence of alpha helices (52.5%), random coils (22.5%), extended strands (16.25%), and beta turns (8.75%). Homology analysis revealed that GbTmem258 exhibits high similarity at the amino-acid level to Tmem258 found in other species. The effect of starvation and refeeding on GbTmem258 mRNA expression was also examined in this study. It was found that GbTmem258 mRNA expression in the hindgut progressively increased throughout the starvation period, peaking at almost 1.5 times the control level after six days of starvation. However, refeeding for one to two days after the six-day starvation period restored GbTmem258 mRNA expression to the control level. In fat body, GbTmem258 mRNA expression was almost 3-fold higher during starvation compared to the control level. Refeeding for one to two days after the six-day fast resulted in a decline in the expression to about a 2.5-fold increase over the control level. Throughout the starving and refeeding periods, no other tissues showed any discernible alterations in GbTmem258 mRNA expression.

Population Strategy for Physical Activity in Korea (우리나라 신체활동 및 운동사업에서의 인구집단 전략)

  • Lee, Moo-Sik
    • Journal of agricultural medicine and community health
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    • v.30 no.2
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    • pp.227-240
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    • 2005
  • Health promotion has more comprehensive approaches in recent years. Nevertheless we accept the concept of health promotion differently, we are agree on that community is the most important field in health promotion which includes population at the aspect of health policy, individual skill and, environment. And there are a number of different approaches to health promotion. In them, 'population approaches' and 'high -risk group approaches' has the most different characteristics. 'Population approaches' is equally important or more important than 'individual approaches' for maintaining and promoting population health. Almost part of this article contents is the summary of the guideline and population strategy of health promotion in Korea, 1999 - 2005. Community based health promotion program should be reinforced, integrated, comprehensive, collaborative through efficiently utilizing community resources. Recent new orientation of community health program is integrated health program, we can find this orientation at Ottawa charter 1986. Comprehensive approaches with the determinant factors for health are essential task. Physical activity is a key health determinant. The population-health approach suggests that educating people about physical activity is not enough. Individual behavior changes are important too, but need to be balanced with strategies for environmental change. Population strategy with physical activity for health promotion should be developed through improving social and physical supportive environment, linking and integrating community resources between public and private sectors in national, regional and local level. Continuous public education and social marketing should be provided through collaborating with community physical activity organization, facilities, work-places and school for increasing concern of all the people of community about physical activity. Governments, agencies and citizens should held and participate to building movement. And the strategy that various 'active for life' program should be developed, delivered, maintained and reinforced continuously. Basically, adequate and sufficient financing, developing human resources, policies and legislation would be provided and supported fully too. At last, research development and knowledge exchange are required domestically and internationally. In Korea, we had classified the category of strategic priority of physical activity programs by environmental support, life-course approach, high-risk group approach and disease group approach for physical activity program based on community health center. Community based core programs for physical activity that includes infrastructure building and establishment of supporting environment, community campaign, health promotion education and public service announcement, physical activity programs for elderly and obesity, exercise prescription program.

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Development of Computer Program for the Arrangement of the Forest-road Network to Maximize the Investment Effect on the Forest-road Construction (임도개설(林道開設)에 있어서 투자효과(投資效果)를 최대(最大)로 하는 임도배치(林道配置)프로그램 개발(開發))

  • Park, Sang-Jun;Son, Doo-Sik
    • Journal of Korean Society of Forest Science
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    • v.90 no.4
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    • pp.420-430
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    • 2001
  • The object of this study is to develop a computer program for the arrangement of the forest-road network maximizing the investment effect in forest-road construction with factors such as terrains, forest physiognomy, management plan, logging system, cost of forest-road construction, capacity of inputted labour, capacity of timber production and so on. The operating system developed by this study is Korean Windows 95/98 and Microsoft Visual Basic ver. 5.0. User interface was designed as systematic structure, it is presented as a kind of GUI(graphic user interface). The developed program has result of the most suitable forest-road arrangement, has suitable forest-road density calculated with cost of logging, cost of forest-road construction, diversion ratio of forest-road, cost of walking in forest. And the most suitable forest-road arrangement was designed for forest-road arrangement network which maximized investment effect through minimizing the sum of cost of logging and cost of forest-road construction. Input data were divided into map data and control data. Digital terrain model, division of forest-road layout plan, division of forest function and the existing road network are obtained from map data. on the other hand, cost of logging related terrain division, diversion ratio of forest-road and working road, cost of forest-road construction, cost of walking, cost of labor, walking speed, capacity of inputted labor, capacity of timber production and total distance of forest-road are inputted from control data. And map data was designed to be inputted by mesh method for common matrix. This program can be used to construct a new forest-road or vice forest-road which compensate already existing forest-road for the functional forestry.

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A Study on Brand Identity of TV Programs in the Digital Culture - Focusing on the comparative research of current issue programs, and development - (디지털 문화에서 TV 방송의 브랜드 아이덴티티 연구 -시사 교양 프로그램의 사례비교 및 개발을 중심으로-)

  • Jeong, Bong-Keum;Chang, Dong-Ryun
    • Archives of design research
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    • v.18 no.4 s.62
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    • pp.53-64
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    • 2005
  • The emergence of new communication media, digital, is something of a wonder, as well as a cultural tension. The industrial technologies that dramatically expand human abilities are being developed much faster than the speed of adaptation by humans. Without an exception, it creates new contents and form of the culture by shaking the very foundation of the notion about human beings. Korean broadcasting environment has stepped into the era of multi-media, multi-channel as the digital technology separated the media into network, cable, satellite and internet. In this digital culture, broadcasting, as a medium of information delivering and communication, has bigger influence than ever. Such changes in broadcasting environment turned the TV viewers into new consumers who participate and play the main role in active communication by choosing and using the media. This study is trying to systemize the question about the core identity of broadcasting through brand as the consumers stand in the center of broadcasting with the power to select channel. The story schema theory can be applied as a cognitive psychological tool to approach the active consumers in order to explain the cognitive processes that are related to information processing. It is a design with stories, which comes up as a case of a brand's story telling. The range of this study covers the current issue and educational programs in network TV during the period of May and August of year 2005. The cases of Korean and foreign programs were compared by the station each program is broadcasted. This study concludes that it is important to take the channel identity into the consideration in the brand strategy of each program. Especially, the leading programs of a station must not be treated as a separate program that has nothing to do with the station's identity. They must be treated to include the contents and form that builds the identity of the channel. Also, this study reconfirmed that building a brand of the anchor person can play as an important factor in the identity of the program's brand.

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우리나라의 출산력과 가정경제행태에 관한 연구

  • 노공균;조남훈
    • Korea journal of population studies
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    • v.10 no.2
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    • pp.17-45
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    • 1987
  • This study contributes to understanding women's labor market behavior by focusing on a particular set of labor force transitions - labor force withdrawal and entry during the period surrounding the first birth of a child. In particular, this study provides a dynamic analyses, using longitudinal data and event history analysis, to conceptualize labor force behaviors in a straightforward way. The main research question addresses which factors increase or decrease the hazard rates of leaving and entering the labor market. This study used piecewise Gompertz model, following the guide of the non-parametric analysis on the hazard rates, which allowed relatively detailed description on the distribution of timing of leave and entry to the labor market as parameters of interest. The results show that preferences and structural variables, as well as economic considerations, are very important factors to explain the labor market behavior of women in the period surrounding childbirth.

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The Analysis of the Successful Factor of in Japanese Mobile Game (일본 모바일 게임 <퍼즐 앤 드래곤>의 성공요인 분석)

  • Baek, Jae-Yong;Kim, Young-Jae
    • Cartoon and Animation Studies
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    • s.40
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    • pp.367-395
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    • 2015
  • Mobile games have taken 80% of the market sales in smart device application industry that is highly regarded as one of the fast growing pool of cultural content after the distribution of smart devices. One of the most successful mobile games after the smart device's appearance is . created by Gung-ho Online entertainment under Softbank Japan, has gained the sales revenue of one trillion dollars after its release in 2012, just after one year of its exposure to the market. The game also has been the top rank by Worldwide Mobile Game Revenues for 2years achieving 40 million downloads worldwide in 2015. However, there is no place for a Korean game in world mobile game sales ranks yet. Even though the mobile game industry has been expanding every year, Korean games are losing its places in the market. Therefore, the analysis of a successful game such as is vital for diagnosing Korea's game content and its lack of direction. This study utilizes K. Masanao's Matrix for Creating Profit System for analyzing 's factors for its success. First, the game has incorporated puzzle and RPG contents for creating a new genre, which led various age groups to play the game. Second, the developers have applied 'limited time' in-game festivals and collaborations between the game and famous contents such as God Festival and Character Draw system to increase the profit revenue. Third, the company communicated with on and off line players to seek their needs for developing the game's better development. Consequently, the three success factors of deduced from this study not only reflect the related researches and academic values, but also contribute for the search in finding better ways to developing game contents for Korean mobile game industry.