Collaborative Filtering (CF), one of the most successful technologies among recommender systems, is a system assisting users in easily finding the useful information. However, despite its success and popularity, CF encounters a serious limitation with quality evaluation, called cold start problems. To alleviate this limitation, in this paper, we propose a unique method of building models derived from explicit ratings and applying the models to CF recommender systems. The proposed method is divided into two phases, an offline phase and an online phase. First, the offline phase is a building pre-computed model phase in which most of tasks can be conducted. Second, the online phase is either a prediction or recommendation phase in which the models are used. In a model building phase, we first determine a priori predicted rating and subsequently identify prediction errors for each user. From this error information, an error-reflected model is constructed. The error-reflected model, which is reflected average prior prediction errors of user neighbors and item neighbors, can make accurate predictions in the situation where users or items have few opinions; this is known as the cold start problems. In addition, in order to reduce the re-building tasks, the error-reflected model is designed such that the model is updated effectively and users'new opinions are reflected incrementally, even when users present a new rating feedback.
This study investigated the effects of the HTE creative education program, which applies blended learning methodology as a convergence class strategy between offline and online, on middle school students' creative problem solving capability. As a result of applying for five creative education practice programs in the classroom, it turned out that there was a statistically significant difference (p < .05) in the case of idea manipulation, visualization, comparison, idea generation, and deliberation, subordinate constructs of creative problem solving capability. Also, the program turned out to be positively effective, with a 0.14 point improvement in the pre and post-means of all middle school students, showing from 3.65 to 3.79 points, and 72% of middle school students who participated in the program were satisfied, and 68% were interested. According to the results, HTE creative education programs using blended learning turned out to be effective as a customized methodology in the COVID-19 situation and the era of the 4th Industrial Revolution, where various creative talents are needed. Therefore, the need for the development of creative education programs on various related topics and teacher training for teaching and learning methodologies of blended learning.
This study is a study that collects and analyzes data through An autoethnographyon as one of method of qualitative research, through which researcher have experienced firsthand in the process of developmenting and counseling there a new concept professional mental health mobile service platform as a mental health social welfare expert. The results of this study are as follows.First, there are people in Korea who are directly exposed to mental health issues and need to receive professional medical services, but there are also quite a few members of the public who have a desire for general mental health services, although the level of therapeutic intervention is not required. Second, considering the characteristics of modern society and especially in the pandemic situation of infectious diseases such as COVID-19, more and more people are preferring various mental health service platforms using mobile devices. Third, all generations complain of mental health issues such as family problems, stress, interpersonal relationships, and occupations, and other mental health problems such as self-harm and suicide accidents are frequently mentioned in connection with mental disorders such as depression, anxiety disorder, addiction, and post-traumatic stress disorder. Fourth, youngth s were exposed to various mental health-related issues, and above all, they were complaining of serious mental health problems such as self-harm and suicide accidents. Fifth, in delivering professional mental health services, mental health experts with the ability also to provide professional services online through mobile devices are needed as well offline. Finally, based on the results of this study, policy and practical suggestions related to the provision of mental health services in the future, and directions for follow-up studies were suggested.
Journal of the Korean Applied Science and Technology
/
v.38
no.2
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pp.465-475
/
2021
This study conducted an online and offline survey of 210 people from March 11 to 27, 2021 for the purpose of investigating and analyzing the current status of skin stress recognition and beauty care behavior due to wearing masks. The collected data were analyzed using SPSS 25.0 with Cronbach's α, Frequency Analysis, Chi-square test, and One way Anova. The average daily mask wearing time of more than 7 hours during the Covid-19 period was 43.8%, and skin stress recognition by wearing masks was highest among those in their 30s (M=4.27) and service workers (M=4.64), and those with acne and skin troubles (M=4.47) perceived high stress. The most important factor for home care treatment was cleansing(67.6%) and for beauty care was skin care(36.7%). Considerations factors on beauty care were 54.3% for service and customer care capabilities, and on body shape management method 45.7% for exercise. According to this study, respondents are recognizing skin stress due to the long-term use of masks, and home care treatment has been increasing as the esthetic salon has become unstable to visit due to the Covid-19 epidemic.
Journal of the Korea Academia-Industrial cooperation Society
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v.22
no.5
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pp.288-295
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2021
This study includes online and offline surveys of 255 people conducted from March 11-29, 2021, into women's preferences in esthetic shops, and examines their level of satisfaction with skin and beauty home care. The collected data were analyzed using SPSS 25.0 to obtain technical statistics such as Cronbach's α and a frequency analysis, and applied a chi-square test and one-way ANOVA. According to the results on preferences in esthetic shops, the largest number of respondents (56.1%) said they use professional esthetic shops, but those in their 20s and office workers (57.1%) preferred dermatology clinics. When choosing esthetic shops, the importance of employee skill (skilled, trendy) was high (38.8%), and in skin care, the importance of knowing basic cosmetics use (M=4.47), such as cleansing and functional cosmetics (M=4.20), was very high. According to results on the current status of home care for skin beauty, other factors of highest importance (M=4.50) were in terms of marriage, being a university graduate (M=3.84), and experience in a service job (M=4.06). As a result, there is a need to develop programs not only specializing in skin beauty but also combining professional esthetic shops and home care.
With the development of virtual and augmented reality technologies, the metaverse, a digital world that provides an immersive feeling like the real world, is overgrowing. Many IT companies such as Naver, Facebook (Meta), and NVIDIA are developing innovative technologies and launching the Metaverse platform and related products on the market. However, even though it is a new business in which many global big tech companies are aggressively investing, the results are not yet precise compared to the market expectations, and the rate of increase in the number of users is gradually slowing down. This can be attributed to the lack of consideration and understanding about how to grow the metaverse ecosystem and operate & harmonize various users/components from the time the metaverse platform was designed. In order to propose a better solution to these problems, this study adopts the yin-yang and five elements theory, which was created to understand the operation logic and logic of the human world for thousands of years. This research would like to propose a theory of double lines-five elements by defining two essential spaces of the metaverse platform, online and offline, and five essential elements constituting the metaverse platform. This study intends to provide a theoretical lens on how to design and operate a platform through the double lines and five elements theory and the concept of coexistence and polarity between the five elements.
Journal of Korea Society of Industrial Information Systems
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v.28
no.2
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pp.77-94
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2023
This study aims to determine the factors that affect learning satisfaction and continuous use intention in metaverse-based non-face-to-face classes. Therefore, a hypothesis was established based on the technology acceptance model and information system success model, and a survey was conducted from November 22, 2021 to January 03, 2022 for students who had class experience using Gather.town-a metaverse platform. PLS Structural Equation was conducted on 122 copies, excluding the questionnaires with insincere responses. The results reveal that "all platform quality" factors influenced "easiness," "content quality" influenced "usefulness," "easiness" influenced "usefulness," "easiness" and "usefulness" influenced "learning satisfaction," "usefulness" and "learning satisfaction" had a positive effect on "continuous use intention." This study is significant because it empirically analyzes the variables that affect learning satisfaction and continuous use intention in metaverse-based non-face-to-face classes. In follow-up studies, additional research is required on the variables that affect learning satisfaction and continuous use intention targeting various metaverse-based platforms, including Gather.town.
This study was intended to examine the effect of service quality on service failure and loyalty, and a survey was conducted online and offline with a focus on those in their 20s and 30s in Busan region. Specific details were as follows: First, service quality was found to have a statistically significant effect on live commerce loyalty(Hypothesis 1), live commerce service failure(Hypothesis 2), service failure of companies using the live commerce platform(Hypothesis 3), and repurchase intention of companies using the live commerce platform(Hypothesis 4). Second, service failure of live commerce companies had a significant effect on service failure of companies using the live commerce platform(Hypothesis 5), but did not have a significant effect on live commerce loyalty(Hypothesis 6) and repurchase intention of companies using the live commerce platform(Hypothesis 7). The service failure of companies using the live commerce platform did not have a statistically significant effect on loyalty of live commerce companies(Hypothesis 8), but had a statistically significant effect on repurchase intention of companies using the live commerce platform(Hypothesis 9). Finally, the repurchase intention of companies using the live commerce platform was found to have a statistically significant effect on live commerce loyalty(Hypothesis 10).
Mobile games have taken 80% of the market sales in smart device application industry that is highly regarded as one of the fast growing pool of cultural content after the distribution of smart devices. One of the most successful mobile games after the smart device's appearance is . created by Gung-ho Online entertainment under Softbank Japan, has gained the sales revenue of one trillion dollars after its release in 2012, just after one year of its exposure to the market. The game also has been the top rank by Worldwide Mobile Game Revenues for 2years achieving 40 million downloads worldwide in 2015. However, there is no place for a Korean game in world mobile game sales ranks yet. Even though the mobile game industry has been expanding every year, Korean games are losing its places in the market. Therefore, the analysis of a successful game such as is vital for diagnosing Korea's game content and its lack of direction. This study utilizes K. Masanao's Matrix for Creating Profit System for analyzing 's factors for its success. First, the game has incorporated puzzle and RPG contents for creating a new genre, which led various age groups to play the game. Second, the developers have applied 'limited time' in-game festivals and collaborations between the game and famous contents such as God Festival and Character Draw system to increase the profit revenue. Third, the company communicated with on and off line players to seek their needs for developing the game's better development. Consequently, the three success factors of deduced from this study not only reflect the related researches and academic values, but also contribute for the search in finding better ways to developing game contents for Korean mobile game industry.
Three Dimensional Printing (herein, 3D printing) not only gives novelty and interests to modern people but is also a spotlighted technology that could herald a new industrial revolution. The introduction of various 3D printing service platforms has enabled individuals to easily possess products designed through 3D printing. However, there are still many issues to consider until the era of new manufacturing, when 3D printing becomes available to the general public so that anyone can make and design products with 3D printing. For instance, there needs to be sufficient consideration and research on whether the current 3D printing services can prove their higher capability to produce products conventionally done by machines and hands through 3D printing, and on the meaning of selling a wide range of product families like those of most 3D printing service platforms to the consumers. This study, which was initiated in this context, aimed to gain insight on the directions that 3D printing services need to advance going forward by letting consumers have first-hand experience on 3D printing online service platforms with a wide range of product families and those with relatively limited services, and then asking them to answer multiple-choice and short-answer survey questions on the websites they wish to purchase from, diversity of designs, design satisfaction, perceived technical skills, perceived purchase satisfaction, perceived after-sales service(A/S). As a result, we were able to witness that consumers generally had a strong preference for services with a wide range of product families (e.g. Shapeways) compared to services with a narrow range (e.g. Digital Forming). We also verified that design diversity and the possibility of realizing the designs were the crucial aspects that need to be considered with 3D printing services. Moreover, we also carried out discussions on carrying out design consulting by securing a pool of designers from diverse fields, on providing web-based designing software that can be utilized even by beginners, and on operating shops both online and offline in order to provide more competitive 3D printing services.
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