• Title/Summary/Keyword: 아이템의 수

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Entrepreneurship Education in Internet Business;Current Status & Future Direction (인터넷 창업교육 현황과 발전방안에 관한 연구)

  • Jeong, Jin-Su;Yang, Young-Seok
    • 한국벤처창업학회:학술대회논문집
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    • 2007.11a
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    • pp.143-174
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    • 2007
  • The objective of Starts-up education rears leading company that minimize a risk & connect them with successful idea. Internet Starts-up education is serviced in public & civil parts, it is insufficient to reach successful Starts-up support. This study is targeting on review the present condition of the Internet Starts-up education, research which it sees Internet Starts-up education actual condition investigation through investigation student of education satisfactorily and education contents and the plan to grope an Starts-up education progress coat problem and developmental plan it did. The current events point which has become research result escape first, age of the students of education, followed in educational background and, education motive and education experience presence education satisfactory boat song it appeared in these demand different, base grudge the form which is various it fixed and the education was demanded. Second, currently the department of pedagogy joining in establishment leader against the technical element which is advanced swip, the education reinforcement against an enterprise accomplishment ability back human factor, an enterprise propulsion environment and an enterprise item back enterprise environment element was demanded. Time after support and consulting, completion lifestyle community construction, completion lifestyle for item connection support and the trade name net after third, establishing an enterprise we the king, after toe ring back educating which carries on shoulder the importance of the civil official was embossed. The study which it sees led and like this investigation analysis the education progress for the successful support of the Internet Starts-up and time after connection setup construction it led and the plan which it will put out advancement of Starts-up education and it groped.

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Entrepreneurship Education in Internet Business: Current Status & Future Direction (인터넷 창업교육 현황과 발전방안에 관한 연구)

  • Jeong, Jin-Su;Choi, Jong-In
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.3 no.1
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    • pp.29-55
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    • 2008
  • The objective of Starts-up education rears leading company that minimize a risk & connect them with successful idea. Internet Starts-up education is serviced in public & civil parts, it is insufficient to reach successful Starts-up support. This study is targeting on review the present condition of the Internet Starts-up education, research which it sees Internet Starts-up education actual condition investigation through investigation student of education satisfactorily and education contents and the plan to grope an Starts-up education progress coat problem and developmental plan it did. The current events point which has become research result escape first, age of the students of education, followed in educational background and, education motive and education experience presence education satisfactory boat song it appeared in these demand different, base grudge the form which is various it fixed and the education was demanded. Second, currently the department of pedagogy joining in establishment leader against the technical element which is advanced swip, the education reinforcement against an enterprise accomplishment ability back human factor, an enterprise propulsion environment and an enterprise item back enterprise environment element was demanded. Time after support and consulting, completion lifestyle community construction, completion lifestyle for item connection support and the trade name net after third, establishing an enterprise we the king, after toe ring back educating which carries on shoulder the importance of the civil official was embossed. The study which it sees led and like this investigation analysis the education progress for the successful support of the Internet Starts-up and time after connection setup construction it led and the plan which it will put out advancement of Starts-up education and it groped.

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A Comparison Study of RNN, CNN, and GAN Models in Sequential Recommendation (순차적 추천에서의 RNN, CNN 및 GAN 모델 비교 연구)

  • Yoon, Ji Hyung;Chung, Jaewon;Jang, Beakcheol
    • Journal of Internet Computing and Services
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    • v.23 no.4
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    • pp.21-33
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    • 2022
  • Recently, the recommender system has been widely used in various fields such as movies, music, online shopping, and social media, and in the meantime, the recommender model has been developed from correlation analysis through the Apriori model, which can be said to be the first-generation model in the recommender system field. In 2005, many models have been proposed, including deep learning-based models, which are receiving a lot of attention within the recommender model. The recommender model can be classified into a collaborative filtering method, a content-based method, and a hybrid method that uses these two methods integrally. However, these basic methods are gradually losing their status as methodologies in the field as they fail to adapt to internal and external changing factors such as the rapidly changing user-item interaction and the development of big data. On the other hand, the importance of deep learning methodologies in recommender systems is increasing because of its advantages such as nonlinear transformation, representation learning, sequence modeling, and flexibility. In this paper, among deep learning methodologies, RNN, CNN, and GAN-based models suitable for sequential modeling that can accurately and flexibly analyze user-item interactions are classified, compared, and analyzed.

Study on Gamer Participation 2.0- Focus on Gamers' Communication Mediation (O-S-O-R) Model and Gamers' Communicative Ecology (게이머 참여 2.0 메커니즘 연구-게이머 커뮤니케이션 매개 O-S-O-R 모델과 게이머 커뮤니케이션 생태를 중심으로)

  • Jung, Chang Won
    • The Journal of the Korea Contents Association
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    • v.22 no.9
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    • pp.95-103
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    • 2022
  • This study aims to understand a gamer participatory mechanism by comparing Gamer Participation 1.0(Bartz Liberation War) and Gamer Participation 2.0(Truck Demonstration). The process of gamers' political participation is analyzed by applying the communication-mediated O-S-O-R model with the case of gamers' truck protests caused by probability items' issue. This study found out that changes in the social, technological, and discursive layers that constitute the gamer's communication ecology led to diversification of communication channels and changes in the perception of games. Gamers utilized the technological layer of the media environment that presupposes immediate mutual communication, expressed opinions on issues in the mobilization process, and shared the necessity of participation to derive collective mobilization. Through communication, gamers were able to participate in socio-political issues with high participation thresholds. This study is significant in that it discussed the gamers' democratic citizenship and role as issue publics. The study suggests that the need for theoretical and methodological expansion to analyze various participatory cases.

Personalized Session-based Recommendation for Set-Top Box Audience Targeting (셋톱박스 오디언스 타겟팅을 위한 세션 기반 개인화 추천 시스템 개발)

  • Jisoo Cha;Koosup Jeong;Wooyoung Kim;Jaewon Yang;Sangduk Baek;Wonjun Lee;Seoho Jang;Taejoon Park;Chanwoo Jeong;Wooju Kim
    • Journal of Intelligence and Information Systems
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    • v.29 no.2
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    • pp.323-338
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    • 2023
  • TV advertising with deep analysis of watching pattern of audiences is important to set-top box audience targeting. Applying session-based recommendation model(SBR) to internet commercial, or recommendation based on searching history of user showed its effectiveness in previous studies, but applying SBR to the TV advertising was difficult in South Korea due to data unavailabilities. Also, traditional SBR has limitations for dealing with user preferences, especially in data with user identification information. To tackle with these problems, we first obtain set-top box data from three major broadcasting companies in South Korea(SKB, KT, LGU+) through collaboration with Korea Broadcast Advertising Corporation(KOBACO), and this data contains of watching sequence of 4,847 anonymized users for 6 month respectively. Second, we develop personalized session-based recommendation model to deal with hierarchical data of user-session-item. Experiments conducted on set-top box audience dataset and two other public dataset for validation. In result, our proposed model outperformed baseline model in some criteria.

Memory Update Strategies for the Buyer Agent in Electronic Commerce (전자상거래의 구매자 에이전트의 메모리 갱신 전략)

  • 김재욱;이재규
    • Proceedings of the Korea Inteligent Information System Society Conference
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    • 1999.10a
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    • pp.243-249
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    • 1999
  • 구매 의사 결정 과정에서 구매자는 상품 정보와 가격 정보를 필요로 한다. 웹상의 판매자 위주의 시장으로부터 필요한 정보를 수집하려면, 구매자는 매번 구매 때마다 판매자의 사이트를 검색해야 한다. 심지어 구매자가 거래하고 있는 판매자로부터 과거에 구매한 경험이 있는 아이템을 구매하는 경우에도 마찬가지이다. 현재의 전자상거래 환경에서는, 이렇게 기억을 활용하지 않고(memory-less) 검색에만 의존하는 구매자의 행태가 일반적이다. 이 현상을 조직의 구매 경험이 구성원들에게 공유되어야 하는 기업 구매자의 경우에 있어서는 대단히 낭비적인 요소로 작용될 것이다. 구매자 에이전트에게 기억 능력을 부여하려면, 구매자 에이전트와 판매자 에이전트가 갖고 있는 정보간의 일관성을 유지해 주어야 할 필요가 있다. 최소의 노력으로 일관성을 유지하려면, 구매자 에이전트와 판매자 에이전트간에 체계적인 갱신 프로토콜이 필요하다. 본 연구에서는 6가지의 프로토콜(Instantaneous Pull, Periodic Pull, Instantaneous Push, Periodic Push, Instantaneous Solicited Push, Periodic Solicited Push)을 비교하고, 에이전트의 아키텍처와 KQML/XML에 기반 한 메시지 구조를 제시한다. 이들 프로토콜의 상황에 따른 수행 성능 평가가 진행 중이며, 이러한 상황에 적응할 수 있는 에이전트의 프로토타입이 현재 개발 중이다.

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Humanities Digital Contents of The Fourth Industrial Revolution (4차산업혁명의 인문 디지털 콘텐츠에 대한 연구)

  • Choi, Hyun Ju;Lee, Jun Ha
    • Journal of Digital Contents Society
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    • v.19 no.6
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    • pp.1097-1103
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    • 2018
  • The purpose of this study is to arrange a plan for which humanities digital contents can be directly utilized in modern people's life through a convergent approach between humanities and ICT. It inquired into a plan for developing and applying contents, which are made contents in the aspect of cartoon and animation, by excavating contents available for advancing to start-up in Greater China based on the Chinese cultural content archetype. Also, the aim is to offer the integrated start-up DB and child-care mentoring program for advancing to greater China that supports the development in specific ICT start-up item, through a research on smart-phone APP publishing environment based on ICT and a research on mobile big-data ecological environment.

The Effects of Gambling Game Play on Adolescents' Morality - Focus on the Personal Trait (사행성 게임 이용이 청소년의 도덕성에 미치는 영향 - 개인 내적 요인을 중심으로)

  • Lee, Seungje;Lee, Daeyoung;Jeong, Eui Jun
    • Journal of Korea Game Society
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    • v.16 no.2
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    • pp.87-96
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    • 2016
  • The purpose of the study was the defining of gambling game using effect to adolescent's' morality. We conducted the survey on 1,331 students about adolescents' favorite game and made two groups, gambling and non-gambling game, and we checked the effects of game using time with personal psychological and social factors on the morality that was surveyed 6 months later. The study showed gambling game using time showed negative effect the morality but non-gambling game using time didn't show any relationship with morality. This means preferring gambling cause decrease of the morality, not game contents playing. And we proposed the follow-up study through the result.

A Study on the Plasticity of the Gather Represented in Haut Couture (최근 오뜨꾸뛰르 복식에 표현된 개더(Gather)의 조형성에 관한 연구)

  • 강숙녀
    • Archives of design research
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    • v.11 no.3
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    • pp.25-33
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    • 1998
  • A Study on the Plasticity of the Gather Represented in Haute Couture The Gather is the plastic technique to represent a sense of voluminosity by pleating the plane of costume and manifests the emotional effects , such as both functional aspects and the construction of form, optical illusion effect, textural feelings from materials, tactile transformations, etc. So it is used as the tool to represent the plastistic beauty of costume. The plasticity of the ancient gather was the drape arising according to the curve of the body, but the type of gather recently found on the haute couture does not only retain the activity and functionalism on which the technical element and the ornamental aspect are mixed with other techiques.

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Investigation about Figure Industry by Extension of Image Media (Game, Animation, Motion Picture) (영상미디어(게임, 애니메이션, 영화 분야)의 확장에 따른 피규어 산업에 대한 고찰)

  • Sohn, Jong-Nam;Lee, Jong-Han
    • The Journal of the Korea Contents Association
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    • v.8 no.3
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    • pp.67-74
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    • 2008
  • Various image media such as game, animation, movie is developing. Goods called Figure as extension that use contents source of one kind in several forms were made, and is drawing a lot of popularity today. However, is handled as simple toy of children in the Korea. So, development of allied industry is slow. In case of overseas recognized the importance by means of marketing in contents industry. In this paper, explain meaning about figure and kinds of figure and through philosophical thought and theory, analyzed personality which figure has through scientific investigation(theory of Walter Benjamin, Freud and psychologists). Nowaday, figure industry of the Korea and other foreign country is continuing development. Especially the contents of Hanryu(Korea) star figure has lots of value and possibility of future growth.