• Title/Summary/Keyword: 정보적 상호작용성

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Graph-based modeling for protein function prediction (단백질 기능 예측을 위한 그래프 기반 모델링)

  • Hwang Doosung;Jung Jae-Young
    • The KIPS Transactions:PartB
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    • v.12B no.2 s.98
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    • pp.209-214
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    • 2005
  • The use of protein interaction data is highly reliable for predicting functions to proteins without function in proteomics study. The computational studies on protein function prediction are mostly based on the concept of guilt-by-association and utilize large-scale interaction map from revealed protein-protein interaction data. This study compares graph-based approaches such as neighbor-counting and $\chi^2-statistics$ methods using protein-protein interaction data and proposes an approach that is effective in analyzing large-scale protein interaction data. The proposed approach is also based protein interaction map but sequence similarity and heuristic knowledge to make prediction results more reliable. The test result of the proposed approach is given for KDD Cup 2001 competition data along with those of neighbor-counting and $\chi^2-statistics$ methods.

A study of the educational effects in SNS-utilized instruction (소셜 네트워크 서비스 활용 수업에서의 교육적 효과 고찰)

  • Kwon, Myung-Soon;Kan, Jin-Sook;Kim, Jin-Whan
    • The Journal of Korean Association of Computer Education
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    • v.17 no.6
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    • pp.135-146
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    • 2014
  • The study has compared the effects in SNS-utilized instruction that each of self centric activities and social interaction added social activities affected self initiative, attitudes and self efficacy to information technology respectively. The research methods utilized the pre experimental design as nonequivalent experimental group. The data was analyzed by paired t-test and content analysis. The results showed that the SNS class utilized self-centric activities were effective in self-initiative and attitudes toward information technology, while social interaction added social activities were effective in not only self-initiative and the attitudes of information technology but also self efficacy of information technology. And content analysis of the effects of the education showed that information sharing, instancy and accessibility were advantageous but information security and privacy issues were problematic. That is, it was confirmed that when self-centric activities and social interaction activities were practised simultaneously in SNS-utilized instruction, the self initiative which learners planed and executed by themselves, the attitudes and self efficacy of information technology which were able to enhance learning ability and to show satisfaction to individual learning were improved.

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Social media and its impact on management performance and recognition: focusing on social media utilization of senior corporate (소셜미디어 특성이 경영성과 및 인지도에 미치는 영향: 시니어기업의 고객·마케팅관리를 중심으로)

  • Kim, In-Ki;Jeon, In-oh
    • Journal of Digital Convergence
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    • v.13 no.10
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    • pp.195-207
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    • 2015
  • Social media marketing should be approached in a different way from traditional media marketing. This study uses a theoritical and empirical method to analyze what impact social media's key elements - provide information, interactivity and playfulness - have on corporate performance and awareness. As a result, the increase in the level of provide information, and the level of interactivity turned out to have positive impact on corporate performance and awareness. To improve the impact of social media on corporate performance, it is better to use it more extensively for customer management and marketing, rather than simply focusing on a specific part of social media. In conclusion, it is important to have a better understanding of the key elements of social media in order to improve corporate performance and image. In a situation where senior firms are increasingly adopting social media, it is increasingly important to have social media-related PR marketing subject included in senior education.

A projection-based augmented reality framework for interactive sketch (프로젝션 기반 증강현실 인터렉티브 스케치 프레임워크)

  • Koo, Min-Jae;Kim, Seong-Whan
    • Annual Conference of KIPS
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    • 2014.04a
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    • pp.916-920
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    • 2014
  • 본 논문은 프로젝션 기반 증강현실 기술과 디지털 펜 기술을 결합하여 사용자에게 새로운 스케치를 체험할 수 있는 시스템이다. 기존 증강현실의 상호작용은 마커 기반으로 제안되어 많은 제약이 따르고, 이에 사용자에 더욱 자유롭고 창의적 상호작용 환경을 더해 편의를 제공하는 기술이다. 기존 증강현실의 HMD, 데스크톱 없이 모바일 프로젝션을 사용된 기술에 개발과 논문이 미흡하다. 최근 고화질, 경량의 프로젝터의 일반화와 함께 프로젝션 기반 디스플레이의 응용분야가 많이 증가하고 있고, 디지털 펜 기술이 발전함에 따라 기술에 대한 요구는 많이 증가할 것이다. 본 논문에서는 프로젝션 기반의 증강현실과 디지털 펜을 사용한 상호작용 구조를 구현하기 위한 기술적 과제들을 제안하고 프로젝션 기반의 증강현실 상호작용 필요성 및 가능성을 제시하고자 한다.

Motion based interaction techique for a camera-tracked laser pointer system (카메라 추적 기반 레이저 포인터 시스템을 위한 동작 기반 상호작용 기술)

  • Ahn, Sang-Mahn;Lim, Jong-Gwan;Kwon, Dong-Soo
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.257-261
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    • 2008
  • In this paper, intuitive interactions compatible with various software and replaceable with the conventional mouse function are proposed for camera-tracked laser pointer system. For this purpose, this paper designs the motion based interaction using acceleration information from a new laser pointer with 3-axes accelerometer and shows its usability.

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사이버 쇼핑몰 유형에 따른 신뢰 형성요인에 관한 실증연구

  • 정철호;정영수;박경혜;조재희
    • Proceedings of the Korea Association of Information Systems Conference
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    • 2005.12a
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    • pp.194-203
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    • 2005
  • 본 연구에서는 기존에 다양한 형태로 이루어져 온 사이버 쇼핑몰의 신뢰와 관련된 연구에 대한 문헌고찰을 통해 신뢰 형성의 선행요인들을 도출해 낸 후, 이러한 선행요인들이 사이버 쇼핑몰의 신뢰에 미치는 영향을 체계적으로 규명하고, 그 영향요인이 종합쇼핑몰과 전문쇼핑몰로 구분되는 쇼핑몰 유형에 따라 어떠한 차이를 보이는지 분석해 보고자 하였다. 신뢰 형성에 영향을 미치는 선행변수로는 거래 안전성, 지각된 평판, 지각된 규모, 상호작용성, 신뢰성향을 설정하고, 이들 요인들이 사이버 쇼핑몰의 신뢰에 미치는 인과관계를 검증 한 결과, 거래 안전성, 지각된 평판, 상호작용성, 신뢰성향이 유의한 영향을 미치는 것으로 나타났다. 또한 이러한 인과관계자 종합쇼핑몰 및 전문쇼핑몰에 따라 어떻게 차이를 보이는지 분석해 본 결과, 거래 안전성과 지각된 평판 요인에서 통계적으로 유의한 차이자 발생하였다. 본 연구의 결과를 통해 사이버 쇼핑몰에서 점차 중요성이 더해지고 있는 신뢰 형성의 영향요인을 파악하고, 이를 쇼핑몰 유형별로 비교분석을 해 봄으로써 쇼핑몰에 대한 신뢰 형성의 원천과 그 영향력에 대한 체계적인 접근 방법을 제공함으로써 사이버 쇼핑몰 운영자에게 효과적인 관리전략 수립을 위한 시사점을 제공하고자 하였다.

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The Effects of Service Factors of Electronic Catalogue Systems on User Satisfaction (전자카탈로그 시스템의 서비스 요인이 사용자만족에 미치는 영향)

  • Ko, Il-Sang;Choi, Su-Jeong;Kim, Jeong-Hee
    • The Journal of Society for e-Business Studies
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    • v.12 no.3
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    • pp.107-131
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    • 2007
  • Due to an increase of the importance of E-catalogue on electronic commerce, E-catalogue systems have been prevailing for their production and efficient management around Web environment. In this study, we categorize service factors off-catalogue systems into three aspects contents-providing, user participation, and system management, and we measure their impacts on user satisfaction. The results of the study show that richness, design, trust, interaction, function of transaction management, system extensibility, system stability, and security have been found out to be significant factors to affect user satisfaction.

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Effect of Self Characteristics and Contents Characteristics in Consumers' Empathic Response (콘텐츠 특성과 자아특성이 소비자 공감반응에 미치는 영향)

  • Yun, Dae-Hong
    • Management & Information Systems Review
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    • v.34 no.4
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    • pp.97-120
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    • 2015
  • This study examined the role and relationship among cognitive response(attractiveness, familiarity, actual self-congruence, ideal self-congruence and sympathy) factors, emotional response(empathy, flow, affection) factors, identification mediating between cognitive and emotional response, and interactivity. Hypotheses based on literature reviews were analyzed and according to the results, all of hypotheses except two hypotheses were supported. Firstly, the results revealed that except characteristic attractiveness and actual self-congruence, story attractiveness, characteristic familiarity, story familiarity, and ideal self-congruence influenced on sympathy positively. Secondly, this study examined the role and relationship between identification mediating between cognitive and emotional response and interactivity. As a result, identification and interactivity mediated with sympathy and empathy had positive effects. Finally, in respect of emotional responses empathy, flow, and affection had positive effects.

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The Role of Social Interaction Influencing on Flow and Immersion in the Context of Online Games: The Moderating Effect of Offline Dependence (온라인 게임에서 사회적 상호작용이 충만감과 중독에 미치는 영향: 오프라인 의존성의 조절효과)

  • Kim, Yong-Young
    • Information Systems Review
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    • v.12 no.3
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    • pp.117-139
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    • 2010
  • Online games are not only tools for enjoyment, they are also the linking pins connecting between the online and the offline worlds. The effects affecting other domains can be termed 'spillover'. With the process behaving as forward and reverse spillovers, there are interaction effects on online and offline behavior. However, there is little research dealing with the spillover effects from the offline to the online domain. This study concentrates on the individual behavior of online garners centering on offline dependence. With the purpose of finding the factors affecting both flow and immersion, I am interested in the moderator effect of offline dependence influencing both flow and immersion from social interaction. A research model is developed and a survey research is conducted from one of universities in Korea. The results show that flow is strongly influenced by skills, challenge, and social interaction, but immersion is only influenced by skills and social interaction and not challenge. The findings reveal that the moderating effect of offline dependence affects only the relationship from social interaction to the immersion on the lower offline dependence group.

Two-way Coupling with Absorption and Sinking (흡수와 침수를 수반하는 유체-물체 상호작용 시뮬레이션 기법)

  • Um, Ki-Won;Baek, Seung-Ho;Han, Jung-Hyun
    • Proceedings of the Korean Information Science Society Conference
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    • 2012.06c
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    • pp.377-378
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    • 2012
  • 본 논문은 다공성 물체와 유체 간의 상호작용 기법을 제안한다. 다공성 물체는 구성 물질의 특성에 따라 물에 떠있다가 점차 물을 흡수하고 결국 가라앉는다. 제안하는 시뮬레이션 기법은 Eulerian 프레임워크를 이용하며, 다공성 물체의 물리적 속성을 복셀 안에 정의하여 시간에 따라 변화하는 흡수를 시뮬레이션 한다. 본 논문에서는 확산모델의 편미분 방정식을 이용해 풀어내어 흡수를 간단하게 시뮬레이션 할 수 있는 방법을 제안한다.