• Title/Summary/Keyword: 성-특성적 이론

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The Effect of the Experience Factors of New Media Art on the Motivation (뉴미디어아트의 경험요소가 이용동기에 미치는 영향에 관한 연구)

  • Yoon, Yeosun;Ahn, Byeonghoon
    • Journal of the Korea Convergence Society
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    • v.13 no.4
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    • pp.279-285
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    • 2022
  • The development of various media and technologies as a digital paradigm brought about a change in perception of the times along with the culture and art industry, and the innovative influence of new media accelerated the change in the environment for experiencing art. Technological and art converge and emerge due to changes in the digital environment, and New Media Art centered on interaction and participation enables two-way communication. As research on the interaction between domestic and foreign digital paradigms and New Media Art continues, this study also focused on this. In this study, the elements of experience in New Media Art were defined and their effects on motivation to use them were verified. In New Media Art, based on the theoretical basis of the existing experience factors and applying and analyzing the factors of motivation, it was verified that the factors of experience were applied as very useful variables, and it was confirmed that they actually affect usage motivation. The conclusion and significance of this study were discussed in that it was an early study that was used as a path on the use motives of experienced users according to the interaction characteristics in New Media Art.

Research on the Interactive Experience Design of Museum Cultural Product Customization Platform -Focusing on Shenyang Palace Museum (박물관 문화상품을 위한 플랫폼의 상호경험디자인에 대한연구 -선양고궁박물관을 중심으로)

  • Ren, Shilei;Pan, Younghwan
    • Journal of the Korea Convergence Society
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    • v.13 no.2
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    • pp.185-200
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    • 2022
  • The innovative development of museum cultural products is an important way for museums to play the function of cultural communication with their collections. In the context of consumer upgrading, traditional cultural product design and sales methods gradually fail to meet the diverse needs of consumers. This study aims to propose the construction of a customized interactive experience platform for museum cultural products, promote the development of museum cultural products, and facilitate the inheritance and preservation of museum culture. The research methodology analyzes the model and characteristics of existing cultural product customization platforms by collating existing literature studies, and distributes 159 questionnaires to investigate the needs of cultural product consumers, and finally combines the customization experience with existing e-tailing platform systems according to user needs, proposes a theoretical framework and conducts design practice and usability testing using the Shenyang Palace Museum as an example. The findings show that users have a high acceptance of the customized platform for cultural products and that the design of the customized platform can be used to promote the dissemination of the cultural connotations of museums, optimize the personalized user experience of cultural products, and provide new ideas for the development, design, and retailing of museum cultural products. Based on the above findings, this paper suggests that museums' cultural product development can utilize the design model of customized platforms to further enhance consumers' personalized service experience.

Chemical Prelithiation Toward Lithium-ion Batteries with Higher Energy Density (리튬이온전지 고에너지밀도 구현을 위한 화학적 사전리튬화 기술)

  • Hong, Jihyun
    • Journal of the Korean Electrochemical Society
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    • v.24 no.4
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    • pp.77-92
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    • 2021
  • The energy density of lithium-ion batteries (LIBs) determines the mileage of electric vehicles. For increasing the energy density of LIBs, it is necessary to develop high-capacity active materials that can store more lithium ions within constrained weight. The rapid progress made in cathode technology has realized the utilization of the near-theoretical capacity of cathode materials. In contrast, commercial LIBs have still exploited graphite as active material in anodes since the 1990s. The most promising way to increase anodes' capacity is to mix high-capacity and long-cycle-life silicon oxides (SiOx) with graphite. However, the low initial Coulombic efficiency (ICE) of SiOx limits its content below 15 wt%, impeding the capacity increase in anodes. To address this issue, various prelithiation techniques have been proposed, which can improve the ICE of high-capacity anode materials. In this review paper, we introduce the principles and expected effects of prelithiation techniques reported so far. According to the reaction mechanisms, the strategies are categorized. Mainly, we focus on the recent progress of solution-based chemical prelithiation methods with commercial viability, of which lithiation reaction occurs homogeneously at liquid-solid interfaces. We believe that developing a cost-effective and mass-scalable prelithiation process holds the key to dominating the anode market for next-generation LIBs.

A Study on the Enhancing Recommendation Performance Using the Linguistic Factor of Online Review based on Deep Learning Technique (딥러닝 기반 온라인 리뷰의 언어학적 특성을 활용한 추천 시스템 성능 향상에 관한 연구)

  • Dongsoo Jang;Qinglong Li;Jaekyeong Kim
    • Journal of Intelligence and Information Systems
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    • v.29 no.1
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    • pp.41-63
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    • 2023
  • As the online e-commerce market growing, the need for a recommender system that can provide suitable products or services to customer is emerging. Recently, many studies using the sentiment score of online review have been proposed to improve the limitations of study on recommender systems that utilize only quantitative information. However, this methodology has limitation in extracting specific preference information related to customer within online reviews, making it difficult to improve recommendation performance. To address the limitation of previous studies, this study proposes a novel recommendation methodology that applies deep learning technique and uses various linguistic factors within online reviews to elaborately learn customer preferences. First, the interaction was learned nonlinearly using deep learning technique for the purpose to extract complex interactions between customer and product. And to effectively utilize online review, cognitive contents, affective contents, and linguistic style matching that have an important influence on customer's purchasing decisions among linguistic factors were used. To verify the proposed methodology, an experiment was conducted using online review data in Amazon.com, and the experimental results confirmed the superiority of the proposed model. This study contributed to the theoretical and methodological aspects of recommender system study by proposing a methodology that effectively utilizes characteristics of customer's preferences in online reviews.

Graph Convolutional - Network Architecture Search : Network architecture search Using Graph Convolution Neural Networks (그래프 합성곱-신경망 구조 탐색 : 그래프 합성곱 신경망을 이용한 신경망 구조 탐색)

  • Su-Youn Choi;Jong-Youel Park
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.1
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    • pp.649-654
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    • 2023
  • This paper proposes the design of a neural network structure search model using graph convolutional neural networks. Deep learning has a problem of not being able to verify whether the designed model has a structure with optimized performance due to the nature of learning as a black box. The neural network structure search model is composed of a recurrent neural network that creates a model and a convolutional neural network that is the generated network. Conventional neural network structure search models use recurrent neural networks, but in this paper, we propose GC-NAS, which uses graph convolutional neural networks instead of recurrent neural networks to create convolutional neural network models. The proposed GC-NAS uses the Layer Extraction Block to explore depth, and the Hyper Parameter Prediction Block to explore spatial and temporal information (hyper parameters) based on depth information in parallel. Therefore, since the depth information is reflected, the search area is wider, and the purpose of the search area of the model is clear by conducting a parallel search with depth information, so it is judged to be superior in theoretical structure compared to GC-NAS. GC-NAS is expected to solve the problem of the high-dimensional time axis and the range of spatial search of recurrent neural networks in the existing neural network structure search model through the graph convolutional neural network block and graph generation algorithm. In addition, we hope that the GC-NAS proposed in this paper will serve as an opportunity for active research on the application of graph convolutional neural networks to neural network structure search.

Classification of Social Welfare Organizations' Innovations (사회복지조직의 혁신유형화에 관한 시론적 연구 - 혁신의 내용적 측면을 중심으로 -)

  • Jeong, Eun-Ha
    • Korean Journal of Social Welfare Studies
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    • v.42 no.2
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    • pp.123-153
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    • 2011
  • This study tries to categorize innovation types for social welfare organizations and investigate the level of innovation in each type in practical field. Firstly, this study scrutinizes the concept and classification's criterias of innovation. Secondly, this study reviews not only classification of innovation in profit organization but also several researches of innovation in service industry and public sectors, and finally, this study makes a suggestion of innovations' classification that is applicable for social welfare organizations. Based on this suggestion, fifteen questions are designed to ask the innovative activities in the organizations. And total 496 respondents from 116 organizations answered these questionnaire. The outcomes of this survey were substantiated by second data through converted procedures to mean value of organizations. Consquently, service innovation, administrative innovation and human resource innovation, proposed based on theoretical review, were subdivided into six categories such as service innovation, structural innovation, internal and efficiency innovation, marketing and communication innovation, external and employment innovation and evalution and mission innovation. The mean value of service(mean=14.7) and marketing innovation(mean=13.3) are higher than other type of innovations, which shows the aspect of innovative activities in social welfare organizations. Based on this result, we can get the directions of following study in investigating innovation of social welfare organization.

Game Theoretic Optimization of Investment Portfolio Considering the Performance of Information Security Countermeasure (정보보호 대책의 성능을 고려한 투자 포트폴리오의 게임 이론적 최적화)

  • Lee, Sang-Hoon;Kim, Tae-Sung
    • Journal of Intelligence and Information Systems
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    • v.26 no.3
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    • pp.37-50
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    • 2020
  • Information security has become an important issue in the world. Various information and communication technologies, such as the Internet of Things, big data, cloud, and artificial intelligence, are developing, and the need for information security is increasing. Although the necessity of information security is expanding according to the development of information and communication technology, interest in information security investment is insufficient. In general, measuring the effect of information security investment is difficult, so appropriate investment is not being practice, and organizations are decreasing their information security investment. In addition, since the types and specification of information security measures are diverse, it is difficult to compare and evaluate the information security countermeasures objectively, and there is a lack of decision-making methods about information security investment. To develop the organization, policies and decisions related to information security are essential, and measuring the effect of information security investment is necessary. Therefore, this study proposes a method of constructing an investment portfolio for information security measures using game theory and derives an optimal defence probability. Using the two-person game model, the information security manager and the attacker are assumed to be the game players, and the information security countermeasures and information security threats are assumed as the strategy of the players, respectively. A zero-sum game that the sum of the players' payoffs is zero is assumed, and we derive a solution of a mixed strategy game in which a strategy is selected according to probability distribution among strategies. In the real world, there are various types of information security threats exist, so multiple information security measures should be considered to maintain the appropriate information security level of information systems. We assume that the defence ratio of the information security countermeasures is known, and we derive the optimal solution of the mixed strategy game using linear programming. The contributions of this study are as follows. First, we conduct analysis using real performance data of information security measures. Information security managers of organizations can use the methodology suggested in this study to make practical decisions when establishing investment portfolio for information security countermeasures. Second, the investment weight of information security countermeasures is derived. Since we derive the weight of each information security measure, not just whether or not information security measures have been invested, it is easy to construct an information security investment portfolio in a situation where investment decisions need to be made in consideration of a number of information security countermeasures. Finally, it is possible to find the optimal defence probability after constructing an investment portfolio of information security countermeasures. The information security managers of organizations can measure the specific investment effect by drawing out information security countermeasures that fit the organization's information security investment budget. Also, numerical examples are presented and computational results are analyzed. Based on the performance of various information security countermeasures: Firewall, IPS, and Antivirus, data related to information security measures are collected to construct a portfolio of information security countermeasures. The defence ratio of the information security countermeasures is created using a uniform distribution, and a coverage of performance is derived based on the report of each information security countermeasure. According to numerical examples that considered Firewall, IPS, and Antivirus as information security countermeasures, the investment weights of Firewall, IPS, and Antivirus are optimized to 60.74%, 39.26%, and 0%, respectively. The result shows that the defence probability of the organization is maximized to 83.87%. When the methodology and examples of this study are used in practice, information security managers can consider various types of information security measures, and the appropriate investment level of each measure can be reflected in the organization's budget.

Exploring User Perceived Usability Characteristics of Applications on Smart Phones: A Grounded Theory Analysis of User Reviews (사용자 관점에서 본 스마트폰 애플리케이션의 특성에 관한 연구)

  • Lee, Jung-Woo;Im, Hun-Hyouk;Kim, Joo-Hyung;Kang, Sun-Ju;Kim, Min-Sun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.13 no.2
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    • pp.615-627
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    • 2012
  • The market penetration of the smart phones has brought significant changes to the related industries. As the mobile phone market as well as the smart phone application market are growing rapidly, competition among small-size application developers has become severe. However, due to the severe competition and expensive market entry costs, the developers argue that it is necessary to develope the applications from the perspective of the users. However, studies on application development from the users' perspectives are still in the early stages and they have not provided various approaches. Therefore, based on the Open Coding method of Ground Theory, this study collected data on applications review from related communities and blogs of Korean web portal sites, and identified indices which users consider important when they use the applications. In addition, we conduct a comparative analysis between those indices by calculating their frequency of exposure. As a result, a total of 30 sub-categories of indicators such as amusement, controllability, versatility and ease of use appeared to be predominant to users and those lower categories were grouped into five categories; sensibility, design, technology, price, and social skills. The results of this study suggest to the application developers the guidelines of user oriented design and development. It can be used to develop the evaluation tool for application usability.

Analysis of Serious Game Elements of the Contents for Smart Device Based First-Aid Education (스마트 기기 기반 응급 처치 교육 콘텐츠의 기능성 게임 요소 분석 연구)

  • Suh, Dong-hee
    • Cartoon and Animation Studies
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    • s.47
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    • pp.273-294
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    • 2017
  • Korea has suffered numerous casualties due to a lot of accidents caused by safety insufficiency in recent years. Therefore, safety education is more important than ever before, and 'how to educate with what contents' is an important subject. Especially, experience education is effective rather than theoretical education because of the nature of safety education. However, it is not easy to design and develop these safety education programs. There is not much opportunity to access first-aid training, which is a part of safety education, unless it is compulsory to learn through public institutions. As a result, program utilization on safety education in Korea is still insufficient to what it should be. With that taken into account, this study proposed an effective serious game with fun and immersion for medical first-aid education. To do this, we analyzed five medical games through 20 cases of first-aid applications and elicited five factors that enhance the usability of serious games. With an analysis of five medical games, we selected one game to borrow the game rules, and applied the elicited five elements in the forms of level-up structure, iterative learning, compensation outcomes, competition system, and information transfer. The proposed medical education functional games should have 1) a character that plays a role of a patient, 2) a narrative flow that shows the situation, 3) the user should judge the situation and induce first aid. 4) compensation, levels, and simple repetition should be designed, and 5) information should be shared with the others in the given community. The results of this study is believed to contribute to enhance the medical emergency education in Korea.

Analysis and structural behavior of shield tunnel lining segment (쉴드터널 라이닝 세그멘트의 해석과 거동 특성)

  • Jung, Du-Hwoe;Lee, Hwan-Woo;Kim, Gwan-Soo
    • Journal of Korean Tunnelling and Underground Space Association
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    • v.9 no.1
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    • pp.37-47
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    • 2007
  • The shield tunneling method has been increasingly employed to minimize environmental damages and civil complaints in the populated and developed area. A lining segment, which is a main structure of the shield tunnel, consists of joints. Conventional foreign and domestic design data have been commonly used for design practices without a specific verification of structural analysis models, design load, and the effect of soil characteristics on the performance of lining segment. In this study, the suitability of existing analytic models used for the design of shield tunnel lining segment has been evaluated through a comparison between analytical and numerical solutions. Based on the evaluation of their suitability performed in the study, a full-circumferential beam jointed spring model (1R-S0) is proposed for design practices by considering user's convenience, the applicability of field conditions and the accuracy of analysis result. By using the proposed model, the parameter analysis was performed to investigate the effects of joint stiffness, ground rigidity, joint distribution and the number of joints on the behavior of lining segment. Parameters considered in the investigation have been appeared to affect the behavior of lining segment. Among those parameters, joint stiffness has been appeared to have the most significant effect on the bending moment and displacement of lining segment.

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