• Title/Summary/Keyword: 산업관련경험

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A Study on the Development of Information Protection Education Contents in the Maritime Using Metaverse (메타버스를 활용한 조선 해양 분야 정보보호 교육 콘텐츠 개발 방안)

  • Kim, Jin
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.31 no.5
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    • pp.1011-1020
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    • 2021
  • Throughout the years, cybersecurity incidents related to the shipbuilding and maritime industries are occurring more frequently as the IT industry develops. Accordingly, expertise in the information protection industry is necessary, and effective education contents on information protection are needed for this purpose. Recently, there have been more and more cases of increasing user experience by applying Metaverse technology to the educational field. Therefore, this study analyzes the existing information protection education and training and the information protection education contents in the maritime industries and proposes four directions for content development (i.e., online education and seminars, cybersecurity threat learning of virtual ships, accident reproduction, and maritime cybersecurity exhibition operation).

A phenomenon Study on Acceptance Universe of K-pop Audience : Focused on Group Aespa's Universe Case (K-pop 수용자의 세계관 수용 현상 연구 : 그룹 에스파의 세계관 사례를 중심으로)

  • Kim, Nakyung
    • Trans-
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    • v.12
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    • pp.173-222
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    • 2022
  • This thesis examines the 'universe' acceptance phenomenon, currently used as a content strategy in the K-pop field, from the perspective of K-pop audiences, and then attempts to identify their experience of acceptance and the meaning of the universe. For this, tweets related to the universe acceptance experience of Aespa, the group utilizing the universe as a content strategy the most actively, were collected, and this data was analyzed according to a phenomenological approach, an approach to explore the structure of personal experience and the essence of a phenomenon. As a result of analyzing using Moustakas' method, the semantic structure of the universe acceptance phenomenon of K-pop audiences was derived based on 21 thematic units. It was found that current K-pop audiences are experiencing active cultural consumption rather than unilateral or passive through acceptance of the universe. This means that K-pop audiences have the characteristics of active audiences that produce meaning, interact with other fans, and exert influence on outside of community. At the same time, these characteristics affect acceptance of the universe. Simultaneously, through active acceptance experience, it is found that K-pop audiences give a new meaning in the K-pop universe, as "marketing assets", "fandom community assets", and "K-pop industry expansion assets." Among them, the recognition of 'marketing assets' was reaffirmed as a basis for supporting related previous studies. In addition, it derived the new values of the universe in the K-pop field by discovering the meaning of "fandom's specific assets" and "assets of the K-pop industry for expansion". These meanings had not been found that previous studies from the producers' point of view. And then, for the purpose of expanding the value of the universe in the future, it was discussed the direction of the new meaning of the universe. Finally, this study is meaningful in that it revealed the semantic structure of the universe acceptance phenomenon and discovered a new meaning of the universe in the K-pop field. Additionally, it was intended to contribute to expanding the field of research by suggesting various follow-up studies from various perspectives.

A Study of Forecasting User Experience Design Model of Virtual Reality Bike (VR 자전거의 사용자 경험 설계 모델 예측에 관한 연구)

  • Cho, Jae-Hyung;Koo, Kyo-Chan;Han, Seung-Jo;Kim, Sun-Uk
    • Journal of Digital Convergence
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    • v.16 no.11
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    • pp.167-175
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    • 2018
  • By conducting multiple regression analysis, we analyzed the major independent factors affecting user convenience and emotional factors, and identified the important functional elements in the design of the VR device, so that the functional elements to be developed can be grasped in advance. As a result of the study, satisfaction of handling of VR bicycle and satisfaction of speed control by paddling were considered as the most important technical factors as independent factors which have the greatest influence on user convenience and emotional factor among technical satisfaction. Also, it is possible to increase the probabilities of successful design by setting a model that predicts user convenience and the emotional part from the technical factors.

Recycled Clothes and Its Characters Impact on Consumers' Consumption (재활용 의류와 그 특성이 소비자의 소비에 미치는 영향)

  • He, Luyao;Pan, Young Hwan
    • Journal of the Korea Convergence Society
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    • v.12 no.7
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    • pp.159-167
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    • 2021
  • The increasingly severe environmental problems such as resource depletion and ecological damage, and consumers' concern for sustainable fashion, make the fashion industry chain develop towards green energy saving. The purpose of this study is to explore the attitude and consumption psychology of specific groups towards sustainable fashion consumption, as well as their specific views and attitudes towards recycled textiles or fabrics for re-manufacturing clothing. This paper attempts to understand how the characteristics of recycled clothing affect consumer. Based on the review of relevant literature, a series of determinants affecting consumer behavior is determined, and the characteristics of recycled products, such as expression value and social value, are determined. An online questionnaire was designed based on this conceptual framework, and 226 valid, complete answers were received. The results show that the emphasis on social value and environmental protection consciousness can effectively affect consumers' decision-making. These findings were helpful to the research of whole green environmental protection and ecological clothing recycling industry system, promote the sustainable development of the clothing industry.

투자대상 벤처기업의 선정을 위한 전문가시스템 개발

  • 김성근;김지혜
    • Proceedings of the Korea Inteligent Information System Society Conference
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    • 1999.10a
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    • pp.139-148
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    • 1999
  • 오늘날 기술집약적인 벤처기업들에 대한 관심이 집중되고 있다. 소수의 진취적인 벤처기업들이 기술개발 및 신상품 개발 등 두드러진 활약을 보이고 있기 때문이다. 그러나 실제 이 벤처기업의 성공 가능성은 그렇게 높지 않다. 특히 벤처기업 환경이 아직 미약한 국내의 경우 위험부담이 훨씬 더 크다. 이러한 벤처기업 환경에서 투자대상 벤처기업을 선정하는 것은 매우 전략적인 의사결정이다. 일반적으로 일반 벤처투자가들은 관심이 있는 산업에 해당하는 기업의 사업계획서와 기초적인 관련 정보를 토대로 투자여부를 결정한다. 그렇지만 실제로는 이와 같은 분석에 필수적으로 요구되는 정보가 불확실할 뿐만 아니라 기술분야에 대한 전문적 지식도 부족하기 때문에 투자 여부를 결정하는 것은 매우 복잡하고 어려운 문제이다. 그러므로 투자대상 벤처기업의 선정을 효과적으로 지원해주는 체계적인 접근이 필요하다. 특히 벤처 사업과 관련된 기술 동향 및 수준 등에 관련된 전문 지식과 경험이 체계적으로 제공되어야 하고 또한 벤처 투자가의 개인적 경험과 판단이 평가 프로세스에 직접적으로 반영될 수 있어야 한다. 이에 본 연구에서는 전문가의 지식과 경험을 체계화하고 투자가의 개인적 판단을 효과적으로 수용할 수 있는 전문가시스템의 접근방법을 제시하고자 한다. 투자대상 벤처기업의 선정을 위한 전문가시스템을 구축하기 위해 본 연구에서는 다양한 정보수집 과정을 거쳤다. 우선 벤처 투자와 관련된 기존 문헌을 심층 분석하였으며 아울러 벤처 투자 업계에서 활약중인 전문 벤처캐피탈리스트들과의 수차례 인터뷰를 통해 벤처기업 평가의 주요 요인과 의사결정 과정을 파악할 수 있었다. 이러한 과정을 통하여 본 연구에서는 벤처 투자의 90%를 차지하는 정보통신분야에 속한 기법 중에서 투자대상 벤처기업의 선정을 위한 전문가시스템을 구축중이다.의 밀도를 비재무적 지표변수로 산정하여 로지스틱회귀 분석과 인공신경망 기법으로 검증하였다. 로지스틱회귀분석 결과에서는 재무적 지표변수 모형의 전체적 예측적중률이 87.50%인 반면에 재무/비재무적 지표모형은 90.18%로서 비재무적 지표변수 사용에 대한 개선의 효과가 나타났다. 표본기업들을 훈련과 시험용으로 구분하여 분석한 결과는 전체적으로 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 complexity of computation. Adaptive transversal filter with proposed data recycling buffer algorithm could efficiently reject ISI of channel and in

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The CVC' Adventurous Investments: The Effects of Industrial Characteristics and Investment Experience on CVC Investments (기업벤처캐피탈의 모험적 투자: 미국 기업벤처캐피탈 투자에 미치는 산업특성과 투자경험의 영향 탐색)

  • Kim, Doyoon;Shin, Dongyoub
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.16 no.3
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    • pp.1-12
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    • 2021
  • In this paper, we study empirically examined the adventurous investments in corporate venture capital (CVC) firms' investment in the U.S. based corporate venture capital industry. Unlike existing studies focusing CVC firm's characteristics related to parent corporates and regarding CVC firm as a vehicle of corporate venturing, we identified CVC firm as an independent learning agent to adapt to dynamic environment and investigate their exploration and exploitation in investments based on organizational learning theory. Specifically, we investigate the market-environmental factors affecting CVC's adventurous investment in different sector rather than previously done. First, we examined competition intensity in CVC industry might be related to CVC firm's explorative investments. Second, CVC firm's investment experiences might affect as an inertia to invest on unexperienced sector. Finally, we investigated risk preference effect on CVC firm's venturing investments. The empirical data analyzed in the study contained a total of 85 U.S. based CVC firms and their 2,306 investments from 1996 until 2017. After conducting a GEE regression analysis and a Logit regression analysis, we found the significance and direction of our independent and moderating variables strongly supported all of our four hypotheses in a highly robust manner.

Performance verification and test for substation automation system (변전자동화 시스템 성능검증 및 실증시험)

  • Jang, B.T.;Choi, C.Y.;Kim, B.H.;Park, J.H.
    • Proceedings of the KIEE Conference
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    • 2006.07a
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    • pp.258-259
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    • 2006
  • 국내외적으로 전력산업분야의 가장 큰 화두중 하나는 변전소 단위의 디지털화이며 특히 국외에서는 국제표준 변전자동화 시스템 연구와 제품개발 등에 인력을 집중 투자하고 있다. 국제적으로 지금까지 축적된 변전소 관련 제반 기술력 및 경험 둥을 바탕으로 전 세계적으로 단일화시키고 표준화된 변전소 자동화 규격인 IEC 61850 (Communication networks and systems in substations) 규격이 제정되었으며 따라서 향후 전력 관련 기업은 시스템 엔지니어링 기술, 전력기기 공급능력, 유지/보수/운영기술 등을 종합적으로 보유하고 자산 및 위험관리를 종합적으로 제공할 수 있어야만 세계시장에서 생존할 수 있다. 또한 전력기기를 수출하는 국내업체는 향후 IEC(International Electrotechnical Commission) 등 국제표준에 따른 전력설비를 개발하지 않으면 수출경쟁력을 잃게 될 것이다. 이러한 세계화 추세에 발맞추어 한국전력공사와 관련 업체들은 공동으로 2005년 10월부터 6년의 기간으로 "디지털 기술기반의 변전소 자동화 시스템 개발" 사업을 진행 중에 있으며 특히 한국전력공사는 변전자동화 시스템의 성능검증 및 실증시험 절차를 구축하기 위한 과제를 수행 중이다.

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C Coding Style Checker for Home Appliance Software (가전 기기 소프트웨어를 위한 C 코딩 스타일 검사기)

  • Lim, Jin-Su;Lee, Dong-Ju;Cho, In-Haeng;Woo, Gyun
    • Proceedings of the Korea Information Processing Society Conference
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    • 2010.11a
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    • pp.291-294
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    • 2010
  • 표준 코딩 스타일은 개발 단계에서 오류 가능성이 있는 코드를 사전에 차단하고 코드의 가독성을 높여 소스코드의 품질을 높일 수 있는 대표적인 방법이다. 자동차 분야에서는 MISRA-C 와 같은 표준 코딩 스타일이 있으며 이를 검사하는 다수의 도구가 개발되었다. 본 논문에서는 소프트웨어의 안전성 및 신뢰성을 기반으로 국제 및 산업 표준 권고 사항과 경험적인 사례를 바탕으로 가전 기기 소프트웨어에 적합한 코딩 스타일 43 종을 정의했으며 이를 구현한 자동화 도구를 개발했다. 개발된 C 코딩 스타일 검사기를 이용하여 냉장고와 세탁기에 탑재된 소스코드에 대상으로 실험해 개발자들이 쉽게 위배하는 규칙에 대해서 살펴보았다. 위배한 코딩 스타일 중 주석관련 스타일이 각 소스코드 별로 64%, 24%로 가장 많이 차지하고 있으며, 제어문 관련 규칙이 12%, 17%, 코드 모양(Layout)관련 규칙이 4%, 11% 순으로 나타났다. 본 논문에서 개발한 코딩 스타일 검사 도구는 향후 양산되는 제품에 계속적으로 적용될 것이며 소프트웨어 품질 향상에 실질적인 도움이 될 것으로 기대된다.

A Storytelling approach to user affective interface design (감성적 인터페이스 디자인을 위한 스토리텔링 접근)

  • Hwang, Sin-Woong;Lee, Sun-Ah;Sohn, Young-Woo
    • Science of Emotion and Sensibility
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    • v.12 no.1
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    • pp.19-32
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    • 2009
  • Recently emotional relationships between industrial products and user experience are getting more attention than ever. However, current user interface design has focused just on the mechanical and logical aspects. This research proposed a new approach to improve user's emotional experience to interface design and introduced storytelling as a new possibility. Four types of user interface - logical interface, picture added interface, storytelling-applied interface, and storytelling-applied interface with a story script - were used for this research. Eighty college students participated in this research. Each participant was randomly assigned to one of four types of user interfaces. Additionally, their individual differences in affect intensity were measured. he results show that users reported more emotional experience in the storytelling-applied interface and storytelling-applied interface with a story script than the logical interface and just picture added interface. The results also suggest that the higher satisfaction was experienced for the storytelling-applied interface. And all those results are differentiated by the users' affect intensity. The users who have higher affect intensity expressed heavier emotional experience and deeper satisfaction for the storytelling-applied interface.

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Study on Brand Experience and Personality Effect on Brand Attitude and Repurchase Intention in Food-Franchised (외식 프랜차이즈 브랜드 경험 및 개성이 브랜드 태도와 재구매의도에 미치는 영향)

  • Yang, Ji-An;Lee, Sang-Yoon;Lee, Dong-Han
    • The Korean Journal of Franchise Management
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    • v.3 no.1
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    • pp.26-45
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    • 2012
  • Market players have realized the importance of brand power and tried to develop effective marketing programs which focus on consumer's brand experience. This study aims to investigate brand experience and brand personality effect on brand attitude which is overall consumer's faith toward brands and repurchase intention in food-franchised by Structural Equation Model. As results, both brand experience and brand personality affect brand attitude although brand experience has more influence than brand personality. As consumers show positive brand experience and attitude, repurchase intention is higher. Brand attitude plays a mediation role in the relation of brand experience and personality, and repurchase intention. Also brand experience shows more influence than others on repurchase intention.