• Title/Summary/Keyword: 사용자 참여형

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Design and Analysis of Ubiquitous Social Network Management Service Model: u-Recruiting Service Model (유비쿼터스 사회연결망관리 서비스 모델 설계 및 분석: u-구인 구직 서비스 모델을 중심으로)

  • Oh, Jae-Suhp;Lee, Kyoung-Jun;Kim, Jae-Kyeong
    • Information Systems Review
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    • v.13 no.1
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    • pp.33-59
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    • 2011
  • Although online social network services widely used in human networking and recruiting industries, it is showing off its limitations in followings-it's hard to reach the status of seamless connection between offline and online; the incompletion and low credibility of the information came from non-face-to-face profile exchange; and the restraint of user autonomy due to centralized control. This paper defines the ubiquitous social network management which enables the seamless real-time face-to-face social interactions of the users based on WPAN (Wireless Personal Area Network) who share the same interest in real word and deduces a ubiquitous social network management framework based on it. As an instance of ubiquitous social network management, u-Recruiting service model will be designed and analyzed. The Analysis using the business model will be followed by the possible scenario of service model. The role, value proposition and potential benefits of the each participants in this service model and will be given as well. In order to evaluate relative advantages of the model suggested by this study, 6 cases will be compared.

A Study on the Development of Public Design Strategy Based on the Service Design Methodology -Focus on Signboard renovation Business Jungangro, Chung-yang (서비스 디자인 방법론을 활용한 지역 활성화 전략 연구 - 청양군 간판개선사업 중앙로 일대를 중심으로)

  • Chung, Yong-Jin;Kim, So-Yeon
    • The Journal of the Korea Contents Association
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    • v.22 no.3
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    • pp.380-389
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    • 2022
  • Service design refers to an activity to design a user's service experience and a design area for professionally executing it. In order to design services from the people's point of view away from the supplier-oriented policy decisions in the past, the recent public participation business model using the service design methodology is increasing. In particular, the Ministry of Public Administration and Security formed the 'National Design Team' in 2014 to design services from the perspective of the public throughout the policy process. The public participatory policy model is being operated in which the public as policy consumers, service designers and public officials as suppliers participate in the overall policy process to develop and develop public services through service design techniques. This study is meaningful in that it presented the developmental direction of the actual project site through the case of the National Design Team sign improvement project with the goal of establishing a regional revitalization strategy using the service design methodology. However, as this study is about the current project, verification of the application of future project sites and user satisfaction evaluation have not been conducted. When the project is completed in the future, it is necessary to conduct a project satisfaction survey targeting consumers.

제안기반 자동 거래협상 시장에서의 사용자 에이전트를 위한 최적 거래안 탐색 전략의 개발

  • 홍준석;김우주;송용욱
    • Proceedings of the Korea Inteligent Information System Society Conference
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    • 2002.05a
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    • pp.140-148
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    • 2002
  • 컴퓨터를 통해 편리한 생활을 추구해온 인간들은 전자상거래 분야에서도 이러한 욕구를 충족시키기 위해 자동협상이라는 기능을 요구하게 되었다. 지능형 에이전트를 이용한 자동협상은 인간의 거래협상 업무의 부담을 많은 부분을 덜어주고 있어 자동협상 에이전트에 관한 연구들이 활성화되고 있다 소비자간 전자상거래에서는 다수의 자동협상 에이전트 연구들이 경매시장에서의 자동협상에 초점을 맞추고 있는데 반해, 가격 이외의 여러 거래속성을 갖는 상품에 대한 제안기반 협상시장에서의 자동협상 에이전트에 관한 연구들이 최근에 활발히 이루어지고 있다. 본 연구에서는 소비자간 전자상거래에서 거래속성의 변화에 따라 개인의 효용가치의 차이를 이용한 다속성 상품의 제안기반 협상시장이 가져야할 특성에 대해 연구하고, 이를 기반으로 자동 거래협상을 수행에 필요한 거래속성 변화에 따른 소비자 개인의 선호체계를 표현하기 위한 방법을 개발하였다. 그리고 이러한 자동 거래협상을 공정하게 수행하기 위해 협상시장이 가져야할 특징과 프로토콜을 제안하고 시장운영 에이전트 시스템의 구조를 설계하였다. 마지막으로 이러한 분산형 시장구조를 갖는 제안기반의 협상시장에 참여하는 사용자 에이전트 시스템이 최적의 거래상대와 최적의 거래안을 찾기 위한 탐색방법을 구체적으로 개발하였다. 본 연구의 결과를 통하여 소비자간 전자상거래에서 구매자 뿐만 아니라 판매자도 협상결과에 따른 거래로 얻어지는 자신의 효용을 극대화할 수 있는 공정한 협상시장을 운영할 수 있을 뿐만 아니라 사용자들도 손쉽게 자신의 협상 선호체계를 쉽게 표현하고, 표현된 선호체계를 반영한 자동 거래협상을 수행할 수 있을 것 이다. 기존의 UN/EDIFACT표준을 사용하고 있는 EDI환경과 기존 VAN 방식의 EDI 중계 시스템과 연동되며, 향후 관세청의 XML/EDI 표준 시행을 미리 대비하는 선도연구로서 자리매김이 된다. 본 연구에서는 개발된 XML/EDI 통관시스템은 향후, 서비스의 최대 걸림돌이 되어왔던 값비싼 EDI 사용료의 부담에서 벗어날 수 있게 할 것이며, 저렴한 EDI구축/운영 비용으로 전자문서교환의 활성화와 XML이 인터넷 기반의 문서유통 표준으로 자리매김할 수 있는 중요한 계기가 될 것이다.재무/비재무적 지표를 고려한 인공신경망기법의 예측적중률이 높은 것으로 나타났다. 즉, 로지스틱회귀 분석의 재무적 지표모형은 훈련, 시험용이 84.45%, 85.10%인 반면, 재무/비재무적 지표모형은 84.45%, 85.08%로서 거의 동일한 예측적중률을 가졌으나 인공신경망기법 분석에서는 재무적 지표모형이 92.23%, 85.10%인 반면, 재무/비재무적 지표모형에서는 91.12%, 88.06%로서 향상된 예측적중률을 나타내었다.ting LMS according to increasing the step-size parameter $\mu$ in the experimentally computed. learning curve. Also we find that convergence speed of proposed algorithm is increased by (B+1) time proportional to B which B is the number of recycled data buffer without

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The Usability Study on Korea Express Bus with Wheelchair Access (한국형 휠체어 탑승 고속버스에 대한 사용성 연구)

  • Kim, Jeong-Hyun;Kim, Jongbae;Hwang, Su-Bin;Jang, Wan-Ho
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.20 no.7
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    • pp.571-577
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    • 2019
  • This study examined the usability of express buses for wheelchair users to identify the effectiveness, efficiency and satisfaction of wheelchair boarding systems. The usability of 11 manual wheelchair users and nine powered wheelchair users was evaluated using the following three scenarios: boarding the wheelchair accessible bus, moving inside, and alighting the bus. The results showed that 20 wheelchair users completed three scenarios, which was distributed between 0.33 and 1.36 in the difficulty rating scale of the efficiency. The task effort of the efficiency was measured from 8.36 to 11.78. The acceptability of the satisfaction was distributed between 1.00 and 2.00, and the system usability scale was measured in an acceptable boundary of the C grade at 70.7 points with manual wheelchair users and a B grade at 73.1 points with powered wheelchair users. This study has academic significance because it provides basic evidence for accessibility, securing the right to movement and research methods of public transportation for people with disabilities. To improve the quality level of usability in the future, more study with a larger number of research participants and various wheelchair types should be studied.

A Study on Analysis and Design of Metadata Model for Intelligent e-Learning System (지능형 학습 시스템을 위한 메타데이터 모형 분석 및 설계 연구)

  • Jang, Jin-Cheul;Hong, Seong-Yong;Yi, Mun-Yang
    • 한국정보교육학회:학술대회논문집
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    • 2011.01a
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    • pp.211-217
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    • 2011
  • Recent IT (information technology) environmental changes, such as emerging social network services or increasing user participation in multimedia environment, have made it necessary for e-learning systems to undergo changes in various ways. Metadata is an agreement for interoperability between different systems. The standardization of metadata for e-learning system has been driven by some domestic and international organizations, but applying diverse environmental changes into the design of e-learning metadata is in dire need. In this paper, we present a methodology for the analysis and design of modeling e-learning metadata and elicit the design requirements, on the basis of the metadata standard KEM 3.0, about the elements that are expected to be needed in future e-learning systems. Based on the requirements from the analysis, we present the three-layer model for classifying the requirements by the importance of metadata elements per Kana Model. An intelligent e-learning system is to be developed based on the proposed modeling design, which we hope to influence the development of an international standard in the future.

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Development of a Scalable Clustering A/V Server for the Internet Personal-Live Broadcasting (인터넷 개인 생방송을 위한 Scalable Clustering A/V Server 개발)

  • Lee, Sang-Moon;Kang, Sin-Jun;Min, Byung-Seok;Kim, Hag-Bae;Park, Jin-Bae
    • The KIPS Transactions:PartC
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    • v.9C no.1
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    • pp.107-114
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    • 2002
  • In these days, rapid advances of the computer system and the high speed network have made the multimedia services popularized among various applications and services in the internet. Internet live broadcasting, a part of multimedia services, makes it possible to provide not only existing broadcasting services including audio and video but also interactive communications which also expand application scopes by freeing from both temporal and spatial limitation. In the Paper, an interned Personal-live broadcasting server system is developed by allowing individual users to actively create or join live-broadcasting services with such basic multimedia devices as a PC camera and a sound card. As the number of broadcasters and participants increases, concurrent multiple channels are established and groups are to be expanded. The system should also guarantee High Availability (HA) for continuous services even in the presence of partial failure of the cluster. Furthermore, a transmission mode switching is supported to consider network environments in the user system.

Factors Affecting Individual Effectiveness in Metaverse Workplaces and Moderating Effect of Metaverse Platforms: A Modified ESP Theory Perspective (메타버스 작업공간의 개인적 효과에 영향 및 메타버스 플랫폼의 조절효과에 대한 연구: 수정된 ESP 이론 관점으로)

  • Jooyeon Jeong;Ohbyung Kwon
    • Journal of Intelligence and Information Systems
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    • v.29 no.4
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    • pp.207-228
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    • 2023
  • After COVID-19, organizations have widely adopted platforms such as zoom or developed their proprietary online real-time systems for remote work, with recent forays into incorporating the metaverse for meetings and publicity. While ongoing studies investigate the impact of avatar customization, expansive virtual environments, and past virtual experiences on participant satisfaction within virtual reality or metaverse settings, the utilization of the metaverse as a dedicated workspace is still an evolving area. There exists a notable gap in research concerning the factors influencing the performance of the metaverse as a workspace, particularly in non-immersive work-type metaverses. Unlike studies focusing on immersive virtual reality or metaverses emphasizing immersion and presence, the majority of contemporary work-oriented metaverses tend to be non-immersive. As such, understanding the factors that contribute to the success of these existing non-immersive metaverses becomes crucial. Hence, this paper aims to empirically analyze the factors impacting personal outcomes in the non-immersive metaverse workspace and derive implications from the results. To achieve this, the study adopts the Embodied Social Presence (ESP) model as a theoretical foundation, modifying and proposing a research model tailored to the non-immersive metaverse workspace. The findings validate that the impact of presence on task engagement and task involvement exhibits a moderating effect based on the metaverse platform used. Following interviews with participants engaged in non-immersive metaverse workplaces (specifically Gather Town and Ifland), a survey was conducted to gather comprehensive insights.

Study on the Science & Technology Information Service Needs Corresponding to the Scientists and Engineers Group Characteristics (사용자 그룹별 과학기술정보 서비스 수요 분석)

  • Jung, Hye-Ju;Yoon, Jungsun
    • Journal of Information Management
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    • v.43 no.4
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    • pp.143-167
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    • 2012
  • In this study, survey analysis was conducted to determine the demands of science & technology information service by the groups of users. The questionnaire was composed of the need for 20 services in the science & technology information, the need for personal information to people-to-people exchanges, and information that can be shared with others. KOSEN users 1,013 people participated in the survey, and the analysis of variance was conducted depending on institution, profession, final degree and the age of the respondents. Results of frequency analysis, there were in high demands for trend analysis, papers, research reports, patents, knowledge queries, project announcements, jobs, experimental methods, information society and study abroad/Post-doc information, and all services except mentoring, community and blog were appeared to have the significant differences depending on the groups of users. Also the personal information deemed to be necessary for interaction with others was resulted in specialization, thesis/research performances, career, organization, jobs, final degree and education in order, there were partially difference depending on the user's groups. In addition, 97% of respondents had their own scientific and technical information to be shared with other people in order of papers, presentations (ppt), reports, experimental methods and the images. The results of this study can be used as useful information for scientists and engineers to develop a user-centered personalized services and are expected to be helpful to set the direction of science information services in the future.

A Study on the Development of a Sensory Gate-Ball Game for the Aged People (노인을 위한 체감형 게이트볼 게임 개발에 관한 연구)

  • Kim, Jung-A;Kang, Kyung-Kyu;Li, Xianji;Ming, Shi-Hua;Kim, Dong-Ho
    • Journal of Korea Game Society
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    • v.7 no.4
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    • pp.13-21
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    • 2007
  • Recently, medical advances have been increasing the size of the aged population. With rapidly developing technology, computers are now essential parts in our daily life, and the number of the aged people using computers is also increasing continuously. But user interfaces and contents for the aged people have not yet been developed actively. In this paper, we present a 3D sensory gate-ball game which can be played by the aged people easily. This study is based on 3D graphics and uses a realistic gate-ball stick and balls as interfaces, so it can improve both physical and metal health of the aged people. Because our game is a sensory game, it is easy to play in house without an outdoor playground. In addition, the game provides many interesting situation so that it can raise the participation and interest of the aged people.

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Design and Development of an Immersive Virtual Reality Simulation for Environmental Education (몰입적 환경교육 가상현실 시뮬레이션 설계 및 구현)

  • Park, Ju Hee;Boo, Jae Hui;Park, Kyoung Shin
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.4
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    • pp.541-547
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    • 2022
  • Realistic education using virtual reality compared to traditional learning can enhance students' understanding of knowledge through immersion and interaction. In previous studies, VR education is mainly focused on experiences, and it is difficult to find its applications for environmental education. Environmental issues are a global problem, and environmental education is essential for the future. In this research, we developed an immersive virtual reality-based environmental education simulation designed to help students recognize the importance of environmental education and participate in environmental-friendly actions. This simulation is based on the virtual ecosystem model, which maintains a casual relationship among environmental factors, spatio-temporal connection, and persistent state. Users intuitively recognize environmental problems and is motivated to solve the problem while experiencing the results of interaction related to environmental factors in virtual environment.