• Title/Summary/Keyword: 지능형 이론

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Factors Affecting Individual Effectiveness in Metaverse Workplaces and Moderating Effect of Metaverse Platforms: A Modified ESP Theory Perspective (메타버스 작업공간의 개인적 효과에 영향 및 메타버스 플랫폼의 조절효과에 대한 연구: 수정된 ESP 이론 관점으로)

  • Jooyeon Jeong;Ohbyung Kwon
    • Journal of Intelligence and Information Systems
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    • v.29 no.4
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    • pp.207-228
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    • 2023
  • After COVID-19, organizations have widely adopted platforms such as zoom or developed their proprietary online real-time systems for remote work, with recent forays into incorporating the metaverse for meetings and publicity. While ongoing studies investigate the impact of avatar customization, expansive virtual environments, and past virtual experiences on participant satisfaction within virtual reality or metaverse settings, the utilization of the metaverse as a dedicated workspace is still an evolving area. There exists a notable gap in research concerning the factors influencing the performance of the metaverse as a workspace, particularly in non-immersive work-type metaverses. Unlike studies focusing on immersive virtual reality or metaverses emphasizing immersion and presence, the majority of contemporary work-oriented metaverses tend to be non-immersive. As such, understanding the factors that contribute to the success of these existing non-immersive metaverses becomes crucial. Hence, this paper aims to empirically analyze the factors impacting personal outcomes in the non-immersive metaverse workspace and derive implications from the results. To achieve this, the study adopts the Embodied Social Presence (ESP) model as a theoretical foundation, modifying and proposing a research model tailored to the non-immersive metaverse workspace. The findings validate that the impact of presence on task engagement and task involvement exhibits a moderating effect based on the metaverse platform used. Following interviews with participants engaged in non-immersive metaverse workplaces (specifically Gather Town and Ifland), a survey was conducted to gather comprehensive insights.

A Case Study of Bootcamp Program for Software Developer (소프트웨어 개발 인재 양성을 위한 부트캠프 사례 연구)

  • Kwak, Chanhee;Lee, Junyeong
    • Journal of Practical Engineering Education
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    • v.14 no.1
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    • pp.11-18
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    • 2022
  • As the need for software development manpower increases, various educational programs appear and the popularity of bootcamp style education program for software development increases. However, despite the operations and forms of bootcamp education programs are completely different from the existing software development education programs, there is a lack of research in understanding bootcamp as a software education program. Therefore, this study tried to derive the core elements of the education program through a case study on bootcamp software developer education program. After conducting interviews of 7 members who have completed a series of bootcamp software developer education program X, seven characteristics of bootcamp-type software development education program were derived: intensive theory education, sense of growth and achievement, team project-based learning, community characteristics, peer pressure, stress and fatigue due to short-term learning, and contact-free specialty. Based on the derived characteristics, the advantages and improvements of bootcamp-type education were described, and the direction of the bootcamp-type education program for software developer was discussed.

On Developing The Intellingent contro System of a Robot Manupulator by Fussion of Fuzzy Logic and Neural Network (퍼지논리와 신경망 융합에 의한 로보트매니퓰레이터의 지능형제어 시스템 개발)

  • 김용호;전홍태
    • Journal of the Korean Institute of Intelligent Systems
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    • v.5 no.1
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    • pp.52-64
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    • 1995
  • Robot manipulator is a highly nonlinear-time varying system. Therefore, a lot of control theory has been applied to the system. Robot manipulator has two types of control; one is path planning, another is path tracking. In this paper, we select the path tracking, and for this purpose, propose the intelligent control¬ler which is combined with fuzzy logic and neural network. The fuzzy logic provides an inference morphorlogy that enables approximate human reasoning to apply to knowledge-based systems, and also provides a mathematical strength to capture the uncertainties associated with human cognitive processes like thinking and reasoning. Based on this fuzzy logic, the fuzzy logic controller(FLC) provides a means of converhng a linguistic control strategy based on expert knowledge into automahc control strategy. But the construction of rule-base for a nonlinear hme-varying system such as robot, becomes much more com¬plicated because of model uncertainty and parameter variations. To cope with these problems, a auto-tuning method of the fuzzy rule-base is required. In this paper, the GA-based Fuzzy-Neural control system combining Fuzzy-Neural control theory with the genetic algorithm(GA), that is known to be very effective in the optimization problem, will be proposed. The effectiveness of the proposed control system will be demonstrated by computer simulations using a two degree of freedom robot manipulator.

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A Study of Chatbot Personality based on the Purposes of Chatbot (사용목적에 따라 선호하는 챗봇의 성격에 관한 연구)

  • Kang, Minjeong
    • The Journal of the Korea Contents Association
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    • v.18 no.5
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    • pp.319-329
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    • 2018
  • With rapid development of technology for strong AI chatbot, the role of chatbot has been extended from conducting simple tasks to being a friend or counsellor. For this newly emerging purpose of chatbot, endowment of personality is important to make the chatbot regarded as a human being. Nevertheless I found that there are few guides about it. Thus, this study identifies the proper personality of chatbot depending on the purpose of services and user types. The purposes of chatbot services are divided into three types such as leisure-time, counselling, and task. The DISC theory is used for categorizing personality, which consists of 4 types such as dominance(D), inducement(I), submission(S), and compliance(C). An interview and survey were conducted to investigate the preferred personality of chatbot and contents for leisure-time. As results, people tend to prefer people-oriented types such as I, S for their leisure time, task-oriented types such as D,C for their task, and slow types such as C,S for counselling. Women prone to prefer neutral gender except for counselling and men tend to prefer female in all chatbot services. Preferred chatbot age is either same or younger age for leisure-time, same or older for counselling, and 30's for tasks. Preferred contents for leisure-time are mostly recent information but many 20's want fun contents and 50-70's want emphatic conversation. 30-50's want honorific but 20's and 60-70's don't care. The research results useful guide on proper personality of AI chatbot for each purpose of its service.

An Approximate Shortest Path Re-Computation Method for Digital Road Map Databases in Mobile Computing Environments (모바일 컴퓨팅 환경에서의 디지털 로드맵 데이타베이스를 위한 근접 최단 경로 재계산 방법)

  • 김재훈;정성원;박성용
    • Journal of KIISE:Databases
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    • v.30 no.3
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    • pp.296-309
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    • 2003
  • One of commercial applications of mobile computing is ATIS(Advanced Traveler Information Systems) in ITS(Intelligent Transport Systems). In ATIS, a primary mobile computing task is to compute the shortest path from the current location to the destination. In this paper, we have studied the shortest path re-computation problem that arises in the DRGS(Dynamic Route Guidance System) in ATIS where the cost of topological digital road map is frequently updated as traffic condition changes dynamically. Previously suggested methods either re-compute the shortest path from scratch or re-compute the shortest path just between the two end nodes of the edge where the cost change occurs. However, these methods we trivial in that they do not intelligently utilize the previously computed shortest path information. In this paper, we propose an efficient approximate shortest path re-computation method based on the dynamic window scheme. The proposed method re-computes an approximate shortest path very quickly by utilizing the previously computed shortest path information. We first show the theoretical analysis of our methods and then present an in-depth experimental performance analysis by implementing it on grid graphs as well as a real digital road map.

The Development of Heuristics for Voice Shopping Service through Voice Interface with Display (디스플레이 탑재형 음성 인터페이스를 통한 음성쇼핑 서비스 휴리스틱 개발)

  • Gwon, Hyeon Jeong;Lee, Jee Yeon
    • Journal of the Korean Society for information Management
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    • v.39 no.2
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    • pp.1-33
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    • 2022
  • Voice shopping is gaining attention following the trend of non-contact E-commerce by enabling people to shop via voice command. Therefore, in this study, voice shopping service heuristics using a display-mounted voice interface were developed in preparation for the future where voice shopping becomes a part of daily life in the world. First, as a theoretical approach, a literature survey of 50 papers on the design principles of 'visual interface,' 'voice interface,' and 'shopping service' was conducted to produce a total of 29 draft design principles. Second, as an empirical approach, a focus group interview was conducted on consumer decision-making processes in shopping experiences and information-seeking behavior within the context of shopping to draft the heuristics. This was to supplement the user experience, a weak part of the literature research. Finally, a Delphi survey asked 20 experts in UX, service planning, artificial intelligence development, and shopping to evaluate the heuristics draft developed through the above two stages. After three rounds of Delphi surveys, the final heuristics were proposed.

Framework of File System Robustness Test (FORT : 파일 시스템 강인성 테스트 프레임 워크)

  • Kim, Young-Jin;Won, You-Jip;Kim, Ra-Kie;Lee, Mo-Won;Park, Jae-Seok;Lee, Joo-Wheun
    • Journal of KIISE:Computer Systems and Theory
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    • v.34 no.8
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    • pp.348-366
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    • 2007
  • Capacity of modem storage devices is becoming larger than yesterday and integration of disk is increasing. It refers that physical errors can damage a lot of digital information on storage devices. So we propose file system test framework in this paper to test integrity and robustness of file systems. We develop the tool for generating bad sectors on disks and the tool which creates all physical errors defined in storage devices. We also develop the tool for immediately monitoring the condition of read and write execution on storage devices. So, by integrating those tools, we develop FORT, test framework for confirming robustness of file system. We analyze robustness of ext3 file systems by FORT. Lastly, we present draft of intelligent system merging file system and device driver's layer architecture.

Characteristics of Thermal Coefficient of Fiber Bragg Grating for Temperature Measurement (온도 측정을 위한 광섬유 브래그 격자 센서의 온도 계수 특성 평가)

  • Kim, Heon-Young;Kang, Donghoon;Lee, Jin-Hyuk;Kim, Dae-Hyun
    • Transactions of the Korean Society of Mechanical Engineers A
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    • v.37 no.8
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    • pp.999-1005
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    • 2013
  • A fiber Bragg grating sensor is considered a smart sensor that shows outstanding performance in the field of structural health monitoring (SHM). It has a powerful advantage, especially that of multiplexing, which enables several parameters to be sensed at multiple points by using a single optical fiber line. Among several parameters, the thermal expansion coefficient and thermo-optic coefficient are required to measure temperature. In previous studies, these were considered constant variables. This study shows that two parameters vary with temperature and newly proposes a temperature function for these two parameters. Specifically, these two parameters were defined as a single variable, and then, it was experimentally verified that this variable is a function of temperature. Finally, it was shown that temperature from RT to $100^{\circ}C$ was precisely measured by using the temperature function that was defined through the experiment.

Fuzzy Approach of Learning Evaluation Model in Intelligent E-Learning Systems (지능형 가상 학습 시스템에서 학습 평가 모델의 퍼지적 접근)

  • Weon, Sung Hyun
    • The Journal of Korean Association of Computer Education
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    • v.8 no.1
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    • pp.55-63
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    • 2005
  • Recently, web-based E-learning systems have entered the spotlight by providing new learning environments that break down spatial and temporal limitations. The key to building the web-based E-learning system is in determining how to effectively use the system and to evaluate the degree of learning achieved by the students that use it. In traditional off-line learning systems, we can evaluate students by counting how many questions, designed to evaluate their learning achievement, he or she answers correctly within a predetermined time limit. But this method would make individualized learning, a strong point of E-learning systems, impossible because these systems provide same learning strategy to all students even though they achieve a different level of learning. Therefore, in this paper, I will find any relationships between given test answers using fuzzy implication theory, I call these fuzzy correlations, and then generate evaluation results that are reflected in those relationships. I will compare the differences between this evaluation method and a traditional evaluation method where a student takes a test to evaluate his or her learning achievement after some learning period. Finally, I will discuss how we can use these results in individualized learning.

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Implement for EzPlay and PC-EPG of Multimedia Remote Control System (EzPlay/EPG를 적용한 멀티미디어 원격제어 시스템 구현)

  • Park Nho-Kyung;Jin Hun-Jun;Kim Sang-Pok;Park Sang-Bong
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.42 no.2 s.302
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    • pp.39-48
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    • 2005
  • In this paper, we implement the multimedia remote control system by using existing internet service or wired online. We also provide user-friendly convenient environment with developed application program named EzPlay and PC-EPG. The multimedia remote control system consists of integrated wireless transceiver of PC and TV connected USB type and the users can easily use lots of contents because EzPlay program provides appropriate UI mode on the PC and TV screen. The unposed system can operate real-time playing, reserved video receding and data storing function using internet mesh based on signal detecting control theory. The PC-EPG system is implemented by server/client web program and the client program based on visual C++/MFC processes data storing in client computer through TCP/IP. It also provides intelligent function that constructs database according to user's preference.