• Title/Summary/Keyword: 융복함

Search Result 44, Processing Time 0.032 seconds

Comparing the Results of Big-Data with Questionnaire Survey : Focusing on Cosmetics Products (빅데이터 분석결과와 실증조사 결과의 비교 : 화장품 브랜드를 중심으로)

  • Kim, Do-Goan;Shin, Seong-Yoon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2016.10a
    • /
    • pp.111-113
    • /
    • 2016
  • While big data analysis is an useful tool for reading customers' trends, questionnaire survey which directly collects the information of customer trends have been used traditionally in marketing field. In this point, this study attempts to compare the results from two methods such as big data analysis and questionnaire survey on cosmetics product brands.

  • PDF

The Characteristics of Tools for Big Data Analysis (빅데이터 분석도구의 특성)

  • Kim, Do-Goan;So, Soon-Hu
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2016.10a
    • /
    • pp.114-116
    • /
    • 2016
  • Today, the analysis of big data hae been used as an essential tool for finding customers' needs. Various big-data analysis sites have provided the analysis results with their own forms and styles according to their service and characteristics. Therefore, to use the analysis results for marketing fields, we have to understand the major characteristics on big data analysis tools. In this point, this study attempts to compare the characteristics of big data analysis results and styles from big data analysis sites.

  • PDF

The Interpretation of Results from Big Data Analysis : Focusing on Brand Awareness and Preference (빅데이터 분석결과에 대한 해석 : 브랜드 인지도와 선호도를 중심으로)

  • Kim, Do-Goan
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2016.10a
    • /
    • pp.117-119
    • /
    • 2016
  • Various sites which provide big data analysis service do not show the interpretation of analysis results such as social trends and events but simple numeric results. In this point, this study attempts to suggest a way of interpretation on big data analysis results focusing on brand awareness and preference.

  • PDF

Construction of Learning Contents Using Korea and Mongolia Historical Heritage (한국과 몽골의 역사문화유산을 활용한 학습방안 구축)

  • Oh, Il-Whan
    • The Journal of the Korea Contents Association
    • /
    • v.12 no.3
    • /
    • pp.411-420
    • /
    • 2012
  • In Korea, the traces of Mongolian history and culture are often found in Korean life and customs. Under these perceptions, this study has attempted to develop the learning contents using the Mongolian historical and cultural heritages in Korea. For this, the perspective on Mongolia in Korean History and Social Studies textbooks and the exhibition of Mongolian cultural materials in a museum have been analyzed. In addition, this study has researched a plan to develop learning contents for exhibition and education using the Mongolian historical & cultural heritage and folklore materials in Korea and people's perspective on Mongolia in the ancient western maps as a way of understanding the historical and cultural heritage between Korea and Mongolia. In addition, a way of taking advantage of the Mongolian historical and cultural heritage in Korea from the view of world history has been proposed to share historical views and promote cultural exchanges between the two countries. Furthermore, the development of learning contents of the museum using the historical and cultural heritage between Korea and Mongolia could be grounds for humanistic studies from the view of understanding multiculture and characteristics of international culture.

A Study on Convergence Appeared in the Work of Wim Vandekeybus Blush (유럽현대무용에 나타난 융복합 작품 연구 : 빔 반데키부스(Wim Vandekeybus)작품 <블러쉬 Blush> 중심으로)

  • WOO, Hyejoo
    • Trans-
    • /
    • v.2
    • /
    • pp.191-210
    • /
    • 2017
  • The purpose of this study is verifying whether convergence does its role as a transfer medium in dance expression or not, finding the effect of convergence characteristics and confirming whether it would bring change and new creation in performance art or not. This study suggests that studies on convergence in dance are required in accordance with the trend of time. This study believes that convergence is a modern art expression method, which can maximize the artistic expression in dance work and it will play an important role in the advance of dance works. There are ongoing studies on convergence art genre by many creators; however, still academic study this matter is not sufficient. Therefore, it is believed that more studies on convergence genre from the viewpoint of human studies are required. Accordingly, this study took Blush, the dance art works of Wim Vandekeybus, as the subject of study because convergence is clearly visible in these works. It is possible to draw convergence from these works because the works attempt new creation and utilize image by accommodating other genre art in dance art. The convergence in these works maximizes the originality of choreography and expands the time and space of stage through various effects. In other words, it is possible to see that Wim Vandekeybus is doing new attempts in his dance works by experimental elements, which escaped from simple movement, and convergence appears in the works.

  • PDF

Exploring Industrial Function Combining Factors for Each Type in the 6th Industry Based on Decision Tree Analysis (의사결정나무분석법을 활용한 6차산업 유형별 산업적 기능결합 요인탐색)

  • Kim, Jungtae
    • Journal of Agricultural Extension & Community Development
    • /
    • v.23 no.3
    • /
    • pp.243-255
    • /
    • 2016
  • This study aims to identify the characteristics of businesses influencing the choice of their type in the 6th industry and analyze how they work. This study analyzed data of 752 businesses certified as belonging to the 6th industry in 2015 through the classification and regression tree (CART) algorithm in decision tree analysis. The results of analysis showed that the type of agricultural product processing, region, the type of service, and the production percentage in a province affected a choice of the type. The most important variable that impacted how businesses in the 6th industry chose their type was the type of agricultural product processing, and if a business produced simple agricultural products, it was likely to specialize into $1st^*2nd$ or $1st^*3rd$. Access to large consumption areas was a critical factor in the growth of 2nd and 3rd industrial functions. These findings would contribute to establishing a model to develop the 6th industry and empirically demonstrate the importance of access to large consumption areas for agricultural businesses and rural tourism.

Research Trends and Considerations of Invasion Threat and Countermeasures for Connected Car Security (커넥티드 카 보안을 위한 침해 위협 분석 및 대응방안 연구)

  • Lee, Young Hun;Ryu, Jung Hyun;Kim, Nam Yong;Park, Jong Hyuk
    • Proceedings of the Korea Information Processing Society Conference
    • /
    • 2018.10a
    • /
    • pp.253-256
    • /
    • 2018
  • 최근 4차 산업혁명은 기존에 한정적이던 사물들의 역할을 끝없이 확장시키는 특징을 가진다. 인터넷을 기반으로 인간, 사물, 환경 등 모든 것은 연결이 가능한 Internet of Things(IoT) 시대가 다가오고 있다. 사람과 사물, 사물과 사물 간의 정보를 상호 소통하여 안전기능과 사용자의 편의성을 향상시키고 있으며, ICT의 융복합의 발전에 따라 자동차도 기존과 다르게 IoT 환경에 포함된다. 커넥티드 카는 차량, 인프라, 모바일 디바이스, 주변 환경 간의 통신을 통해 실시간으로 다양한 정보를 자동차를 중심으로 수집할 수 있게 되었으며 이를 기반으로 커넥티드 카 산업이 발전하고 있다. 그러나 이러한 발전 과정 속에서 커넥티드 카의 보안성의 문제는 반드시 해결되어야 한다. 보안성이 확보되지 않는다면, 자동차에서 발생하는 운전자에 대한 악의적인 공격을 통해 일반적인 보안 침해사고 수준을 넘어 사고를 유발시킬 경우 인명과 재산상의 큰 피해를 발생시킬 수 있다. 본 논문에서는 커넥티드 카의 통신구조를 알아보고 취약점 분석과 이에 대한 대응 방안을 제안하여 안전한 커넥티드 카의 활용 방안을 연구한다.

Research of 3D graphic nursery contents for humanity education developed by mobile AR technology (모바일 기반 증강현실 기술을 활용한 창의인성교육 3D전래동화 콘텐츠 연구)

  • Park, Young-sook;Park, Dea-woo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2016.10a
    • /
    • pp.337-339
    • /
    • 2016
  • In this paper, we researched the excellency of 3D graphic nursery contents for humanity and creativity education which is developed by mobile AR technology. AR technology has currentlypeople's attention because of the potential of future core contents. We allpied AR technology for kid's education of language, humanity and creativity. Well known nursery tales reconstructed by ICT technology give absorbing interest to kids, lead the curiosity of leading edge technology and friendly accept it as a part of daily life.

  • PDF

Exploring the Relationship between Software Capability Level and Software Project Productivity (SW공학 수준과 SW개발 프로젝트의 생산성)

  • Kim, Seung-Gweon;Yoon, Jong-Soo
    • Journal of the Korea Society of Computer and Information
    • /
    • v.17 no.8
    • /
    • pp.123-133
    • /
    • 2012
  • Recently, as IT convergence has seen rapid growth the role and scope of software has been extended. many software companies are trying to improve the software quality and project outcome using software process improvement approach to cope with increasing software demands and software quality. Although software process improvement is difficult task which requires a lot of cost and time, there is still insufficient objective evidence on business benefits by its deployment. The purpose of this study is to analyze the relationship between software process improvement and software project productivity. That is, we investigated whether there is difference in software development productivity depends on software engineering level using statistical methods. We found that the software development productivity is different across the software engineering levels and the higher software engineering level can lead to improved software development productivity.

Design and Implementation of Game for Learning Game Production Principles: Centering on Scratch Language (게임 제작 원리 학습을 위한 게임의 설계 및 구현 : 스크래치 언어를 중심으로)

  • Lee, Hong-Sub;Jeong, Hyung-Won;Kim, Young-Kyo
    • Journal of Digital Convergence
    • /
    • v.14 no.5
    • /
    • pp.403-410
    • /
    • 2016
  • Computer game is a result of integration of various academic areas, and the production of computer game requires knowledge and experience from various areas. This study demonstrates a game production process using Scratch. The intent was to experience the game development process and the production principle through actually building the core functions of a game using Scratch. As such, the computer game production principle was understood and it was made possible to learn more easily and more enjoyably the functions of multimedia and programming necessary for the production process. As the result, the learning of game production principles using Scratch was found to enhance the interest of the learner, and help with the understanding of game structure and learning software/programming language.