• Title/Summary/Keyword: 사례 기반추론

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Research Trend and Futuristic Guideline of Platform-Based Business in Korea (플랫폼 기반 비즈니스에 대한 국내 연구동향 및 미래를 위한 가이드라인)

  • Namn, Su Hyeon
    • Management & Information Systems Review
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    • v.39 no.1
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    • pp.93-114
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    • 2020
  • Platform is considered as an alternative strategy to the traditional linear pipeline based business. Moreover, in the 4th industrial revolution period, efficiency driven pipeline business model needs to be changed to platform business. We have such success stories about platform as Apple, Google, Amazon, Uber, and so on. However, for those smaller corporations, it is not easy to find out the transformation strategy. The essence of platform business is to leverage network effect in management. Thus platform based management can be rephrased as network management across the business functions. Research on platform business is popular and related to diverse facets. But few scholars cover what the research trend of the domain is. The main purpose of this paper is to identify the research trend on platform business in Korea. To do that we first propose the analytical model for platform architecture whose components are consumers, suppliers, artifacts, and IT platform system. We conjecture that mapping of the research work on platform to the components of the model will make us understand the hidden domain of platform research. We propose three hypotheses regarding the characteristics of research and one proposition for the transitional path from pipeline to platform business model. The mapping is based on the research articles filtered from the Korea Citation Index, using keyword search. Research papers are searched through the keywords provided by authors using the word of "platform". The filtered articles are summarized in terms of the attributes such as major component of platform considered, platform type, main purpose of the research, and research method. Using the filtered data, we test the hypotheses in exploratory ways. The contribution of our research is as follows: First, based on the findings, scholars can find the areas of research on the domain: areas where research has been matured and territory where future research is actively sought. Second, the proposition provided can give business practitioners the guideline for changing their strategy from pipeline to platform oriented. This research needs to be considered as exploratory not inferential since subjective judgments are involved in data collection, classification, and interpretation of research articles.

A Study on the Development of a Competency-Based Intervention Course Curriculum of the Korean Academy of Sensory Integration (대한감각통합치료학회 역량기반 중재과정 교육커리큘럼 개발연구)

  • Namkung, Young;Kim, Kyeong-Mi;Kim, Misun;Lee, Jiyoung
    • The Journal of Korean Academy of Sensory Integration
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    • v.17 no.3
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    • pp.26-45
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    • 2019
  • Objective : The purpose of this study is to develop educational goals, training content, and training methods for the intervention course of the Korean Academy of Sensory Integration (KASI) and to conduct competency-based intervention courses based on the competency model for sensory integration intervention. Methods : This study was conducted on work therapists who participated in the 2019 intervention course of KASI. In the first phase, educational needs were analyzed to set goals for the interventional course. In the second phase, a meeting of researchers drafted the intervention course education program and the methods of education, and the intervention course was conducted. In the third phase, the changes in educational satisfaction and performance level pre- and post-intervention course for each competency index were investigated. Results : The educational goals of "learning and applying the clinical reasoning process of sensory integration intervention" and "intervention by applying the principle of sensory integration intervention" were set after reflecting on the results of the analysis of the educational requirements. The length of the competency-based intervention course was 42 hours. The average education satisfaction level of participants in the arbitration process was 4.48±0.73, and the average education satisfaction level of the supervisor was 3.92±0.71. In both groups, the most satisfying curriculums were the data-driven decision-making process and the intervention goal-setting lecture. But the satisfaction level of was the lowest. Before and after the intervention course, there were significant changes in the performance of the two behavioral indicators of the analytic skills in the expertise competency cluster of the competency model. Conclusion : This study is meaningful in that it conducted a survey of educational needs, the development and implementation of an educational curriculum, and an education satisfaction survey through systematic courses necessary for education development.

Suggestion of Computational Thinking-Scientific Inquiry (CT-SI) Model through the Exploration of the Relationship Between Scientific Problem Solving Process and Computational Thinking (과학적 문제해결과정과 컴퓨팅 사고의 관련성 탐색을 통한 컴퓨팅 사고 기반 과학 탐구(CT-SI) 모형의 제안)

  • Hwang, Yohan;Mun, Kongju
    • Journal of Science Education
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    • v.44 no.1
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    • pp.92-111
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    • 2020
  • The 2015 revised science curriculum and NGSS (Next Generation Science Standard) suggest computational thinking as an inquiry skill or competency. Particularly, concern in computational thinking has increased since the Ministry of Education has required software education since 2014. However, there is still insufficient discussion on how to integrate computational thinking in science education. Therefore, this study aims to prepare a way to integrate computational thinking elements into scientific inquiry by analyzing the related literature. In order to achieve this goal, we summarized various definitions of the elements of computational thinking and analyzed general problem solving process and scientific inquiry process to develop and suggest the model. We also considered integrated problem solving cases from the computer science field and summarized the elements of the Computational Thinking-Scientific Inquiry (CT-SI) model. We asked scientists to explain their research process based on the elements. Based on these explanations from the scientists, we developed 'Problem-finding' CT-SI model and 'Problem solving' CT-SI model. These two models were reviewed by scientists. 'Problem-finding' model is relevant for selecting information and analyzing problems in the theoretical research. 'Problem solving' is suitable for engineering problem solving process using a general research process and engineering design. In addition, two teachers evaluated whether these models could be used in the secondary school curriculum. The models we developed in this study linked with the scientific inquiry and this will help enhance the practices of 'collecting, analyzing and interpreting data,' 'use of mathematical thinking and computer' suggested in the 2015 revised curriculum.

Development of Music Recommendation System based on Customer Sentiment Analysis (소비자 감성 분석 기반의 음악 추천 알고리즘 개발)

  • Lee, Seung Jun;Seo, Bong-Goon;Park, Do-Hyung
    • Journal of Intelligence and Information Systems
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    • v.24 no.4
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    • pp.197-217
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    • 2018
  • Music is one of the most creative act that can express human sentiment with sound. Also, since music invoke people's sentiment to get empathized with it easily, it can either encourage or discourage people's sentiment with music what they are listening. Thus, sentiment is the primary factor when it comes to searching or recommending music to people. Regard to the music recommendation system, there are still lack of recommendation systems that are based on customer sentiment. An algorithm's that were used in previous music recommendation systems are mostly user based, for example, user's play history and playlists etc. Based on play history or playlists between multiple users, distance between music were calculated refer to basic information such as genre, singer, beat etc. It can filter out similar music to the users as a recommendation system. However those methodology have limitations like filter bubble. For example, if user listen to rock music only, it would be hard to get hip-hop or R&B music which have similar sentiment as a recommendation. In this study, we have focused on sentiment of music itself, and finally developed methodology of defining new index for music recommendation system. Concretely, we are proposing "SWEMS" index and using this index, we also extracted "Sentiment Pattern" for each music which was used for this research. Using this "SWEMS" index and "Sentiment Pattern", we expect that it can be used for a variety of purposes not only the music recommendation system but also as an algorithm which used for buildup predicting model etc. In this study, we had to develop the music recommendation system based on emotional adjectives which people generally feel when they listening to music. For that reason, it was necessary to collect a large amount of emotional adjectives as we can. Emotional adjectives were collected via previous study which is related to them. Also more emotional adjectives has collected via social metrics and qualitative interview. Finally, we could collect 134 individual adjectives. Through several steps, the collected adjectives were selected as the final 60 adjectives. Based on the final adjectives, music survey has taken as each item to evaluated the sentiment of a song. Surveys were taken by expert panels who like to listen to music. During the survey, all survey questions were based on emotional adjectives, no other information were collected. The music which evaluated from the previous step is divided into popular and unpopular songs, and the most relevant variables were derived from the popularity of music. The derived variables were reclassified through factor analysis and assigned a weight to the adjectives which belongs to the factor. We define the extracted factors as "SWEMS" index, which describes sentiment score of music in numeric value. In this study, we attempted to apply Case Based Reasoning method to implement an algorithm. Compare to other methodology, we used Case Based Reasoning because it shows similar problem solving method as what human do. Using "SWEMS" index of each music, an algorithm will be implemented based on the Euclidean distance to recommend a song similar to the emotion value which given by the factor for each music. Also, using "SWEMS" index, we can also draw "Sentiment Pattern" for each song. In this study, we found that the song which gives a similar emotion shows similar "Sentiment Pattern" each other. Through "Sentiment Pattern", we could also suggest a new group of music, which is different from the previous format of genre. This research would help people to quantify qualitative data. Also the algorithms can be used to quantify the content itself, which would help users to search the similar content more quickly.

Cost Prediction Models in the Early Stage of the Roadway Planning and Designbased on Limited Available Information (가용정보를 활용한 기획 및 설계초기 단계의 도로 공사비 예측모델)

  • Kwak, Soo-Nam;Kim, Du-Yon;Kim, Byoung-Il;Choi, Seok-Jin;Han, Seung-Heon
    • Korean Journal of Construction Engineering and Management
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    • v.10 no.4
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    • pp.87-100
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    • 2009
  • The quality of early cost estimates is critical to the feasibility analysis and budget allocation decisions for public capital projects. Various researches have been attempted to develop cost prediction models in the early stage of a construction project. However, existing studies are limited on its applicability to actual projects because they focus primarily on a specific phase as well as utilize restricted information while the amount of information collectable differs from one another along with the project stages. This research aims to develop two-staged cost estimation model for the schematic planning and preliminary design process of a construction projects, considering the available information of each phase. In the schematic planning stage where outlined information of a project is only available, the Case-Based Reasoning model is used for easy and rapid elicitation of a project cost based on the extensive database of more than 90 actual highway construction projects. Then, the representing quantity-based model is proposed for the preliminary design stage where more information on the quantities and unit costs are collectable based on the alternative routes and cross-sections of a highway project. Real case studies are used to demonstrate and validate the benefits of the proposed approach. Through the two-stage cost estimation system, users are able to hold a timely prospect to presume the final cost within the budge such that feasibility study as well as budget allocation decisions are made on effectively and competitively.

Analysing the Differences in the Patterns of their Decision-Making and Personalities of Discourses for Socio-Scientific Issues as Argumented by Pre-Service Biology Teachers (의사결정 유형 및 성격특성에 따른 예비생물교사들의 SSI(Socio-Scientific Issues) 토론 담화 차이 분석)

  • Choi, Go-Eun;Cha, Heeyoung
    • Journal of The Korean Association For Science Education
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    • v.38 no.5
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    • pp.739-751
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    • 2018
  • The purpose of this study is to identify the differences of argumentation discourses for Socio-Scientific Issues in the types of decision-making and personality traits of pre-service biology teachers. For this study, SSI discussion topics were selected according to four types of decision making: logical reasoning, suggestion of complement, emotional base, and internal conflict. Three groups were constructed based on personality traits such as extroversion, acceptability, and integrity. Each three group used the workbook specially developed and freely used the smart device for discussion. A recorder and a camcorder were used to record each group, their behavior was recorded and the written materials during the discussion were collected for the results. Using Walton's analysis framework, the collected data analyzed in terms of the source of utterance, the process of dialogue shift, and the critical movements that can judge the reasoning of utterance. As a result of the study, it was confirmed that the decision-making type of SSI topics and learners' personalities were influential in the decision-making process of SSI small group discussions. This research shows that there is a need to develop instructional materials considering decision-making types and learners' personality types of students as well as pre-service teachers for SSI discussion.

A Comparative Study on the Politico-Social Characteristics of Education Welfare Invest Priority Zone Plan, Korea with the Cases in UK and France (영국과 프랑스의 교육복지사업 비교연구를 통해서 본 우리나라 교복투사업의 정치사회학적 성격)

  • Kang, Soon Won
    • Korean Journal of Comparative Education
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    • v.22 no.4
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    • pp.1-24
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    • 2012
  • This comparative study attempts to explore in what politico-social context 'Education Welfare Invest Priority Zone Plan' has been developed and to find politico-social implications of Korean EWIPZP through critically comparing the cases of UK and France. Korean financial crisis brought up the importance of 'Education Welfare' turning into a concrete system, 'EWIPZP' in 2003. This educational welfare policy has expanded since 2005 up to now by the changed name of 'Education Welfare Priority Plan' in 2008, that is structurally different from the original framework which was to support schools in educationally disadvantaged areas. Even the cases of EAZ in UK and ZEP in France started by progressive political parties and established on the ground of 'equity' philosophy, turned into the excellence-based equality policy confronting with the harsh condition of neo-liberalistic global economy under the conservative regime. So does Korea under the critics against this tendency. Comparing Korean case with the cases in UK and France, the current Education Welfare Priority Policy in Korea should be back to the original principle of educational equity and transform into the bottom-up bilateral cooperation model from the top-down model by the authorized party itself in order not to be manipulated politically.

A Study on the Prediction of the Construction Cost in Planning Stage of Local Housing Union Project (지역주택조합사업 기획단계의 공사비 예측에 관한 연구)

  • Lee, Jin-Kyu
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.12
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    • pp.653-659
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    • 2018
  • The accurate prediction of construction cost is a key factor in a project's success. However, it is hard to predict the construction costs in the planning stages rapidly and precisely when drawings, specifications, construction cost calculation statements are incomplete, among other factors. Accurate construction-cost prediction in the planning stage of a project is also important for project feasibility studies and successful completion. Therefore, various techniques have been applied to accurately predict construction costs at an early stage when project information is limited. There are many factors that affect the construction cost prediction. This paper presents a construction-cost prediction method as multiple regression model with seven construction factors as independent variables. The method was used to predict the construction cost of a local housing union project, and the error rate was 4.87%. It is not possible to compare the cost of the project at the planning stage of the local housing union project, but it has high prediction accuracy compared to the unit price of an existing unit area. It is likely to be applied in construction-cost calculation work and to contribute to the establishment of the budget for the local housing union project.

Prospective for Successful IT in Agriculture (일본 농업분야 정보기술활용 성공사례와 전망)

  • Seishi Ninomiya;Byong-Lyol Lee
    • Korean Journal of Agricultural and Forest Meteorology
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    • v.6 no.2
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    • pp.107-117
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    • 2004
  • If doubtlessly contributes much to agriculture and rural development. The roles can be summarized as; 1. to activate rural areas and to provide more comfortable and safe rural life with equivalent services to those in urban areas, facilitating distance education, tole-medicine, remote public services, remote entertainment etc. 2. To initiate new agricultural and rural business such as e-commerce, real estate business for satellite officies, rural tourism and virtual corporation of small-scale farms. 3. To support policy-making and evaluation on optimal farm production, disaster management, effective agro-environmental resource management etc., providing tools such as GIS. 4. To improve farm management and farming technologies by efficient farm management, risk management, effective information or knowledge transfer etc., realizing competitive and sustainable farming with safe products. 5. To provide systems and tools to secure food traceability and reliability that has been an emerging issue concerning farm products since serious contamination such as BSE and chicken flu was detected. 6. To take an important and key role for industrialization of farming or lam business enterprise, combining the above roles.

A Control Method for designing Object Interactions in 3D Game (3차원 게임에서 객체들의 상호 작용을 디자인하기 위한 제어 기법)

  • 김기현;김상욱
    • Journal of KIISE:Computing Practices and Letters
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    • v.9 no.3
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    • pp.322-331
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    • 2003
  • As the complexity of a 3D game is increased by various factors of the game scenario, it has a problem for controlling the interrelation of the game objects. Therefore, a game system has a necessity of the coordination of the responses of the game objects. Also, it is necessary to control the behaviors of animations of the game objects in terms of the game scenario. To produce realistic game simulations, a system has to include a structure for designing the interactions among the game objects. This paper presents a method that designs the dynamic control mechanism for the interaction of the game objects in the game scenario. For the method, we suggest a game agent system as a framework that is based on intelligent agents who can make decisions using specific rules. Game agent systems are used in order to manage environment data, to simulate the game objects, to control interactions among game objects, and to support visual authoring interface that ran define a various interrelations of the game objects. These techniques can process the autonomy level of the game objects and the associated collision avoidance method, etc. Also, it is possible to make the coherent decision-making ability of the game objects about a change of the scene. In this paper, the rule-based behavior control was designed to guide the simulation of the game objects. The rules are pre-defined by the user using visual interface for designing their interaction. The Agent State Decision Network, which is composed of the visual elements, is able to pass the information and infers the current state of the game objects. All of such methods can monitor and check a variation of motion state between game objects in real time. Finally, we present a validation of the control method together with a simple case-study example. In this paper, we design and implement the supervised classification systems for high resolution satellite images. The systems support various interfaces and statistical data of training samples so that we can select the most effective training data. In addition, the efficient extension of new classification algorithms and satellite image formats are applied easily through the modularized systems. The classifiers are considered the characteristics of spectral bands from the selected training data. They provide various supervised classification algorithms which include Parallelepiped, Minimum distance, Mahalanobis distance, Maximum likelihood and Fuzzy theory. We used IKONOS images for the input and verified the systems for the classification of high resolution satellite images.