• Title/Summary/Keyword: 정보공유 의도

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A Study on the Online Service of Oral History Archives (구술기록의 온라인 서비스 수립방안 연구)

  • Kim, Myoung-Hun;Han, Ji-Hye
    • The Korean Journal of Archival Studies
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    • no.36
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    • pp.153-193
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    • 2013
  • This article intends to establish a online service of oral history archives. Unlike common records, it is important to understand the contextual relation of oral history archives. The context of oral history archives can include the context of oral history contents in addition to the connection with records produced in the process of performing work function of agency which performs collecting oral history archives, and the connection between oral history archives formed in the process of collecting oral history archives. Therefore this article emphasizes that the context of oral history archives has an important role and function in on-line service of oral history archives by researching the plan for on-line service of oral history archives based on the context of oral history archives.

A Design and Implementation of The Deep Learning-Based Senior Care Service Application Using AI Speaker

  • Mun Seop Yun;Sang Hyuk Yoon;Ki Won Lee;Se Hoon Kim;Min Woo Lee;Ho-Young Kwak;Won Joo Lee
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.4
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    • pp.23-30
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    • 2024
  • In this paper, we propose a deep learning-based personalized senior care service application. The proposed application uses Speech to Text technology to convert the user's speech into text and uses it as input to Autogen, an interactive multi-agent large-scale language model developed by Microsoft, for user convenience. Autogen uses data from previous conversations between the senior and ChatBot to understand the other user's intent and respond to the response, and then uses a back-end agent to create a wish list, a shared calendar, and a greeting message with the other user's voice through a deep learning model for voice cloning. Additionally, the application can perform home IoT services with SKT's AI speaker (NUGU). The proposed application is expected to contribute to future AI-based senior care technology.

A Method of Extending a Multiagent Framework with a Plan Generation Module (계획생성 모듈을 갖는 멀티에이전트 기반구조의 확장방법)

  • Lee, Gowang-Lo;Park, Sang-Kyu;Jang, Myong-Wuk;Min, Byung-Eui;Choi, Joong-Min
    • The Transactions of the Korea Information Processing Society
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    • v.4 no.9
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    • pp.2280-2288
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    • 1997
  • An agent is a software element that, by making use of knowledge and inference, performs tasks on behalf of the user. In general, an agent has the properties of autonomy, social ability, reactivity, and durability. Many researches on agents are more and more aiming at the multiagent systems since it is not sufficient to let a single agent do the whole things, especially in a real world where tasks require many diverse activities. However, the multiagent frameworks still have some limitations in the processing of user queries that are often ambiguous and goal-oriented. Also, a series of procedures or plans could not be generated from a single query directly. In order to give more intelligence to the multiagent framework, we propose a method of extending the framework with a plan generation module. The open agent architecture (OAA), which is a multiagent framework that we developed, is integrated with UCPOP, which is a AI planner. A travel schedule management agent (TSMA) system is implemented to explore the effects of the method. The extended system enables the user to only specify goal-oriented queries, and the plans and procedures to satisfy these goals are generated automatically. Also, this system provides a cooperative and knowledge-sharing environment that integrates several knowledge-based systems and planning systems that are distributed and used independently.

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A Study on the Intelligence Information System's Research Identity Using the Keywords Profiling and Co-word Analysis (주제어 프로파일링 및 동시출현분석을 통한 지능정보시스템 연구의 정체성에 관한 연구)

  • Yoon, Seong Jeong;Kim, Min Yong
    • Journal of Intelligence and Information Systems
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    • v.22 no.4
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    • pp.139-155
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    • 2016
  • The purpose of this study is to find the research identity of the Korea Intelligent Information Systems Society through the profiling methods and co-word analysis in the most recent three-year('2014~'2016) study to collect keyword. In order to understand the research identity for intelligence information system, we need that the relative position of the study will be to compare identity by collecting keyword and research methodology of The korea Society of Management Information Systems and Korea Association of Information Systems, as well as Korea Intelligent Information Systems Society for the similar. Also, Korea Intelligent Information Systems Society is focusing on the four research areas such as artificial intelligence/data mining, Intelligent Internet, knowledge management and optimization techniques. So, we analyze research trends with a representative journals for the focusing on the four research areas. A journal of the data-related will be investigated with the keyword and research methodology in Korean Society for Big Data Service and the Korean Journal of Big Data. Through this research, we will find to research trends with research keyword in recent years and compare against the study methodology and analysis tools. Finally, it is possible to know the position and orientation of the current research trends in Korea Intelligent Information Systems Society. As a result, this study revealed a study area that Korea Intelligent Information Systems Society only be pursued through a unique reveal its legitimacy and identity. So, this research can suggest future research areas to intelligent information systems specifically. Furthermore, we will predict convergence possibility of the similar research areas and Korea Intelligent Information Systems Society in overall ecosystem perspectives.

Emotional User Experiences on Narrative-Based Social Issue Serious Game : Focused on (내러티브 기반 소셜 이슈 기능성 게임의 사용자 감정 경험 연구 : <나누별 이야기>를 중심으로)

  • Lim, Su-Jin;Doh, Young-Yim;Ryu, Seoung-Ho
    • Journal of Korea Game Society
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    • v.12 no.6
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    • pp.131-144
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    • 2012
  • To affect users' attitudes on social issues, some serious games use narrative which can be an effective tool to provoke users' emotions. In this paper, focus group interview on the experiences about playing was conducted to figure out if the parts of narratives containing educational goals can actually provoke certain emotions or not. From the interview, words having emotional meaning were extracted and matched with Korean Emotion Terms Database. Then the emotion terms were compared with Russell's schematic map of core affect and were categorized. The result showed that users mostly felt unpleasant emotions during the play. The unpleasant emotions helped to achieve the game's goal which is conveying the tragedy of war.

How to Construct Spatio-Temporal Ontologies for U-City Contents (유시티 콘텐츠를 위한 시공간 온톨로지 구축 방법)

  • Nah, Bang-Hyun;Kwon, Chang-Hee;Park, Rae-Hoon;Yoon, Hyung-Goog
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.11 no.7
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    • pp.2632-2637
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    • 2010
  • Information in UbiComp Environment are transformed to knowledge by relationship in a spatio-temporal location, and then became intelligent contents with task procedures or application models. The entities in U-City has lots of relationships. It is important in U-City contents to provide intelligent and personalized response to meet the intention of users. We extend the spatial ontology model of SPIRIT to other domain. Domain ontologies are consist of type, relation, and instance ontologies. When the relationship model by shared concepts are not defined, we used the spatio-temporal events to find relationships. So we proposed the methods to recommend semantically related terms, not syntactically.

A study on the effect of non-face-to-face online education according to the type of learner motivation (학습자 동기 유형에 따른 비대면 온라인 교육의 효과 연구)

  • Chin, HongKun;Kim, MinJung
    • Journal of the Korea Convergence Society
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    • v.12 no.7
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    • pp.133-142
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    • 2021
  • This study aims to expand the effect of online education into the aspect of active exploration and sharing of class-related issues by learners. Based on theoretical discussions, Two types of motivation (personal and social) to explore issues, engagement, attitude toward issue content, and eWOM model were verified. As a result of the study, it was found that the impact of personal and social motivations that online education has on engagement on specific issues, and the positive(+) influence on attitudes toward issue content and word of mouth intentions on SNS, considering engagement as a parameter. In this study, the role of engagement in inducing the next learning by oneself was confirmed, and it can be seen that social and personal motives for issues and class content should be utilized to increase engagement.

Why Do Users Participate in Hashtag Challenges in a Short-form Video Platform?: The Role of Para-Social Interaction (숏폼 비디오 플랫폼에서 사용자는 왜 해시태그 챌린지에 참여하는가?: 준사회적 상호작용을 중심으로)

  • Li, Yi-Qing;Kim, Hyung-Jin;Lee, Ho-Geun
    • Informatization Policy
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    • v.29 no.3
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    • pp.82-104
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    • 2022
  • One of the interesting social phenomena in short-form video platforms is the hashtag challenge wherein ordinary users are encouraged to create by imitating short viral videos on a particular theme. Despite the increasing popularity of hashtag challenges, theoretical discussion on related user behavior is still very insufficient. In this study, we attempted to examine the impact of micro-influencers in order to understand users' willingness to participate in hashtag challenges. For this purpose, the para-social interaction theory and imitation behavior literature were adopted as key theoretical basis. In an empirical investigation using 243 survey data from TikTok users, our study found that a user's illusion of intimacy with a micro-influencer (i.e., para-social interaction) had significant positive impact on the intention to participate in a hashtag challenge. This study also showed that the degree of para-social interaction in a short-form video platform was determined by both media content-related factors and media character-related factors (i.e., content attractiveness, physical attractiveness, and attitude homophily). Our work in this study provided significant theoretical and practical implications on how to leverage micro-influencers for the success of hashtag challenges in a short-form video platform.

Implicit Interpretation of Advertising Content Language and Possible Connection of Media Literacy Education (미디어콘텐츠 언어의 암묵적 의미 해석과 미디어 리터러시 교육의 연계 가능성)

  • Lim, Ji-Won
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.3
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    • pp.243-250
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    • 2021
  • The purpose of this study is to discuss the implicit meaning of advertising content with highly persuasive language formats from a communication perspective and its interpretation process in relation to communication education, while simultaneously developing interpretative codes for media literacy education in modern society. For a successful discussion, I assumed the narrative content of advertising content that implements a special purpose as a general conversational act, and raised the issue anew that regularity exists for implicit semantic expressions. It also said that in order for media literacy education in the present society to proceed correctly, linguistic interpretations of implicit meaning cannot be guided as a principle of communication in prior research. As a solution, we confirm that socio-cultural sharing knowledge and recognition are essential interpretation codes. For further discussion, the analysis of advertising media languages with special purposes in terms of language usage was conducted to verify the process of interpreting the implicit meaning shown in them. After analyzing the implicit advertising language that I arbitrarily typified, I found that the linguistic meaning implicit with the intention of persuading the speaker can be provided mostly as media literacy education as a framework for analysis by various information and cognitive effects. In other words, acceptors should not perform only literal interpretations in the process of interpreting the implicit meaning inherent in the media language. If guided by including native language materials and background knowledge, socio-cultural customs, and general common knowledge, efficient media literacy education can be expected.

A Study on Problem and Improvements of Registration System in Water Leisure Crafts (수상레저기구 등록 시스템의 문제점과 개선 방안)

  • Yang, Young-Cheol;Lee, Jae-Hyung
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.4
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    • pp.273-282
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    • 2016
  • This study analyzed the origin and status of the registration system of water leisure craft to suggest an improvement plan for the ocean leisure industry. To identify the transition of the registration system, related water leisure craft, registration procedures and revised acts from "water leisure safety act", which was established in the early 2000 and enacted since then were examined. To understand the problems raised, the management of the registration system and related other systems were analyzed. The results were as follows. First, the registration system was designed just to check the number of registrations of water leisure craft so it does not provide various and useful information that administrators and registrants want. Second, it is impossible to utilize and reconstruct the information regarding water leisure craft. In addition, the current registration system does not have a data sharing system with the Ministry of Government Administration and Home Affairs so self-governing administrations are not connected to each other or to other electronic government systems. To resolve these problems, the construction of a new registration system is required. The new registration system of water leisure craft should facilitate not only processing registration files and administration work, but also multiple electronic governmental services that provide the water leisure users with useful information and encourage them to learn about their craft management and so on.