• Title/Summary/Keyword: 디자인 기반 학습

Search Result 192, Processing Time 0.025 seconds

A Checklist to Improve the Fairness in AI Financial Service: Focused on the AI-based Credit Scoring Service (인공지능 기반 금융서비스의 공정성 확보를 위한 체크리스트 제안: 인공지능 기반 개인신용평가를 중심으로)

  • Kim, HaYeong;Heo, JeongYun;Kwon, Hochang
    • Journal of Intelligence and Information Systems
    • /
    • v.28 no.3
    • /
    • pp.259-278
    • /
    • 2022
  • With the spread of Artificial Intelligence (AI), various AI-based services are expanding in the financial sector such as service recommendation, automated customer response, fraud detection system(FDS), credit scoring services, etc. At the same time, problems related to reliability and unexpected social controversy are also occurring due to the nature of data-based machine learning. The need Based on this background, this study aimed to contribute to improving trust in AI-based financial services by proposing a checklist to secure fairness in AI-based credit scoring services which directly affects consumers' financial life. Among the key elements of trustworthy AI like transparency, safety, accountability, and fairness, fairness was selected as the subject of the study so that everyone could enjoy the benefits of automated algorithms from the perspective of inclusive finance without social discrimination. We divided the entire fairness related operation process into three areas like data, algorithms, and user areas through literature research. For each area, we constructed four detailed considerations for evaluation resulting in 12 checklists. The relative importance and priority of the categories were evaluated through the analytic hierarchy process (AHP). We use three different groups: financial field workers, artificial intelligence field workers, and general users which represent entire financial stakeholders. According to the importance of each stakeholder, three groups were classified and analyzed, and from a practical perspective, specific checks such as feasibility verification for using learning data and non-financial information and monitoring new inflow data were identified. Moreover, financial consumers in general were found to be highly considerate of the accuracy of result analysis and bias checks. We expect this result could contribute to the design and operation of fair AI-based financial services.

Strategies on Text Screen Design Of The Electronic Textbook For Focused Attention Using Automatic Text Scroll (자동 스크롤 가능을 이용한 주의력 집중을 위한 웹기반 전자교과서 텍스트 화면 설계전략)

  • Kwon, Hyunggyu
    • The Journal of Korean Association of Computer Education
    • /
    • v.5 no.4
    • /
    • pp.134-145
    • /
    • 2002
  • The purpose of this study is to present the functional and technical solutions for text learning of web-based textbook in which each letter has its own focal point. The solutions help learners not to lose the main focus when eye moves to the next letter or line. The text screen of the electronic textbook automatically scrolls the text to up and down or left and right directions which are preassigned by learner. It doesn't need the operation of mouse or keyboard. And learner can change scroll speed and types anytime during scrolling. Automatic text scroll function is a solution for controlling data and screen to reflect the personal favor and ability. It contains the content structure of the text(characteristics, categorizations etc.), the appearance of the text(density, size, font etc.), scroll options(scroll, speed etc.), program control type(ram resident program etc.), and the application of the screen design principles(legibility etc.). To resolve these functional problems, technical 8 phases are provided, which are environment setting, scroll option setting, copy, data analysis, scroll coding, centered focus coding, left and right focus coding, implementation. The learner can focus on text without dispersion because the text focal points stay in the fixed area of screen. 1bey read the text following their preferences for fonts, sizes, line spacing and so on.

  • PDF

Community-based career education app development for university students (대학생을 위한 공동체 기반 진로교육 앱 설계)

  • Oh, Dongju;Kim, Jin Suk;Park, Su-Hong
    • Journal of The Korean Association of Information Education
    • /
    • v.25 no.2
    • /
    • pp.387-403
    • /
    • 2021
  • The purpose of this study is to design a community-based career education app for college students. Currently, career education in universities has various problems. First, career education is not systemized, second, satisfaction of participating students is not high, and third, competency-based career education is not conducted. Designing a community-based career education app for college students will solve the problem of lack of college career education instructors and increase the satisfaction of students participating in career education. To this end, core values were derived through the results of demand surveys, literature analysis, and network text analysis for college students, and a prototype of the app was devised according to the design of the rapid prototype. The career education program to be used in the app was designed by dividing online and offline activities so that university students can execute them in units of learning communities. Through the first and second usability evaluation and expert evaluation, the final prototype was designed and the app screen was designed.

Digital color practice using Adobe AI intelligence research on application method - Focusing on color practice through Adobe Sensei - (어도비 AI 지능을 활용한 디지털 색채 실습에 관한 적용방식 연구 -쎈쎄이(Adobe Sensei)을 통한 색채 실습을 중심으로-)

  • Cho, Hyun Kyung
    • The Journal of the Convergence on Culture Technology
    • /
    • v.8 no.6
    • /
    • pp.801-806
    • /
    • 2022
  • In the modern era, the necessity of color capability in the digital era is the demand of the era, and research on improving color practice on the subdivided digital four areas that are not in the existing practice is needed. For digital majors who are difficult to solve in existing paint color practice, classes in digital color practice in four more specialized areas are needed, and the use of efficient artificial intelligence was studied for classes in digitized color and color sense. In this paper, we tried to show the expansion of the color practice area by suggesting digital color practice and color matching method based on Photoshop artificial intelligence and big data technology that existing color and color matching were practice that only CMYK could do. In addition, based on the color quantification data of individual users provided by the latest Adobe Sceney program artificial intelligence, the purpose of the practice was to improve learners' predictions of actual color combinations and random colors using filter effects. In conclusion, it is a study on the use of programs that eliminate ambiguity in the mixing process of existing paint practice, secure digital color details, and propose a practical method that can provide effective learning methods for beginners and intermediates to develop their senses through artificial intelligence support. The Adobe program practice method necessary for coloration and main color through theoretical consideration and improvement of teaching skills that are better than existing paint practice were presented.

Design and Implementation of Web-Based Cyber-University System (웹-기반 가상대학 시스템의 설계 및 구현)

  • Lee, Sei-Young;Yong, Hwan-Seung
    • The Transactions of the Korea Information Processing Society
    • /
    • v.6 no.12
    • /
    • pp.3577-3588
    • /
    • 1999
  • This paper describes design and implementation of a general purpose cyber educational system. In this system, there are different types of menus and services according to such user's rights as system operators, professors, assistant instructors, students. In order to keep in close contact between students and professors, provided are various services such as the official announcement, transcripts of lecture, bulletin board, Q/A corner, report box, archive of study materials, electronic mail box, memorandum including checking of one's attendance and school record. For the purpose of activating small group studies and discussion about given subject, it can organize into groups automatically and provide with debating rooms. The system is implemented by separating with both HTML design and programming part by templete concept. Overload of iterative server is solved by adjusting the numbers of DB servers of each service.

  • PDF

Evaluation of ATM usability test for improving financial life of Impaired elderly (인지저하 노인들의 금융생활 라이프 향상을 위한 ATM 사용성 평가)

  • Choi, Yoo-jung;Choi, Hun
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.24 no.1
    • /
    • pp.77-82
    • /
    • 2020
  • As Korea enters an aging age, social efforts to improve the IADL of the elderly are increasing. In this study, to improve the performance of financial management activities that the elderly is particularly burdened, we aim to learn the elderly through ATM simulation education contents so that they can use ATM smoothly. To this end, interviews were conducted with seniors to derive four major financial activities (deposits, withdrawals, deposit inquiries and bank account arrangements), and developed tablet PC-based ATM education contents identical to the existing bank ATM interfaces. The experiment was conducted on 20 elderly people in the Elderly Day Care Center, and their satisfaction, fatigue and performance were measured before and after education. The results of this study can provide ATM design guidelines for the elderly who have difficulty using ATM.

NC Soft's Entertainment Expansion Strategy : Focusing on Exploration and Exploitation (엔씨소프트의 엔터테인먼트 확장 전략 : 탐험과 활용을 중심으로)

  • Kwon, Sang-Jib
    • Journal of Korea Entertainment Industry Association
    • /
    • v.15 no.3
    • /
    • pp.1-11
    • /
    • 2021
  • NC Soft will continue to dream of an entertainment innovation world where customers are connected through game and contents. NC Soft images an expansion in entertainment industry which open doors to the future of enjoy break through innovative online game and creative AI & IT technologies, focused on new business opportunities that are solely NC's own. This study starts with the implication on why focusing on exploration innovation and exploitation strategy at the same time in NC Soft is so challenging. NC Soft manages to their online & mobile gaming competencies in the long term and achieves their sustainable growth by incremental innovation (e.g. game planning, game programming, and graphic design). Also, for innovative success, pursuing exploration strategy is essential. NC Soft have built a strategic alliance spanning K-POP, digital contents platform, movie, and animation, sharing the connectivity of entertainment domains with major contents corporations. The findings of this study would also beneficial to entertainment and contents corporation executives and could provide some road-map on managing the dual challenges of exploration and exploitation implementations.

Performance Comparisons of GAN-Based Generative Models for New Product Development (신제품 개발을 위한 GAN 기반 생성모델 성능 비교)

  • Lee, Dong-Hun;Lee, Se-Hun;Kang, Jae-Mo
    • The Journal of the Convergence on Culture Technology
    • /
    • v.8 no.6
    • /
    • pp.867-871
    • /
    • 2022
  • Amid the recent rapid trend change, the change in design has a great impact on the sales of fashion companies, so it is inevitable to be careful in choosing new designs. With the recent development of the artificial intelligence field, various machine learning is being used a lot in the fashion market to increase consumers' preferences. To contribute to increasing reliability in the development of new products by quantifying abstract concepts such as preferences, we generate new images that do not exist through three adversarial generative neural networks (GANs) and numerically compare abstract concepts of preferences using pre-trained convolution neural networks (CNNs). Deep convolutional generative adversarial networks (DCGAN), Progressive growing adversarial networks (PGGAN), and Dual Discriminator generative adversarial networks (DANs), which were trained to produce comparative, high-level, and high-level images. The degree of similarity measured was considered as a preference, and the experimental results showed that D2GAN showed a relatively high similarity compared to DCGAN and PGGAN.

Development and Effect of Cooperative Consumption Education Program Using Design Thinking in Home Economics Education: Focusing on the Improvement of Cooperative Problem Solving Competency of Middle School Students (디자인씽킹을 활용한 가정교과 협력적 소비 교육 프로그램의 개발 및 적용 효과: 중학생의 협력적 문제해결 역량 향상을 중심으로)

  • Kim, Seon Ha;Park, Mi Jeong
    • Journal of Korean Home Economics Education Association
    • /
    • v.33 no.3
    • /
    • pp.85-105
    • /
    • 2021
  • The purpose of this study is to develop and implement cooperative consumption education programs using design thinking in middle school home economics education classes to understand the impact on students' cooperative problem solving competency. Accordingly, a cooperative consumption education program based on design thinking was developed according to the ADDIE model, and the evaluation was conducted on a total of 25 students. The results of the study were as follows. First, based on prior research, we developed a consumption education program based on D. school's design thinking process under the theme of 'Creating a Shared School' for the practice of cooperative consumption. As a result of expert validity verification of the teaching/learning course plan and workbook for the eight sessions, the average question was 4.72 (out of 5 points) and the average CVI was 0.93, indicating that the content validity and field suitability were excellent. Second, to summarize the results achieved from the implementation of the cooperative consumption education program, the pre-/post-test using the revised and supplemented cooperative problem-solving competency tool, and the open-ended survey, It was confirmed that the developed program had a significant effect on improving not only the students' knowledge and perceived necessity for cooperative consumption along with the awareness of practice, but also the cooperative problem-solving competency. As a follow-up study, we propose to expand the research to a wider audience, and to further conduct research and develop programs applied with design thinking in home economics curriculum and in consumer competency development. This study confirmed that cooperative consumption education programs using design thinking are effective in improving youth's cooperative problem-solving competency and is meaningful in that they developed consumption education programs under the theme of 'cooperative consumption' in response to changing consumer education needs.

A Study on the Appropriability Mechanism by Industry: Focus on China Industry (산업별 전유 메커니즘에 관한 연구: 중국 기업을 중심으로)

  • Park, Eun-Mi;Seo, Joung-Hae
    • Journal of Digital Convergence
    • /
    • v.19 no.2
    • /
    • pp.161-168
    • /
    • 2021
  • The corporate environment is undergoing many changes as the transition to a knowledge-based economy accelerates. Many changes are taking place in China, including the strategy of Chinese manufacturer 2025. It has no role in the manufacturing plant and is striving to lead the industry based on advanced technology. Therefore, the purpose of this research is to understand one's own mechanism as a result of technological innovation of Chinese companies. Therefore, in this study, based on the previous study, in the Delphi survey, eight factors were finally derived, and the eight factors were surveyed by practitioners of Chinese companies about their own mechanism. As a result of analysis, the importance of one's mechanism based on the industry as a whole is patent, design registration, lead time, confidentiality, complementary manufacturing, complementary sales and services, design complexity, learning curve effect / economies of scale. In turn, its importance appeared. The results of this study may help corporate practitioners develop their intellectual property strategic plans through their own mechanisms that are tailored to their company.