• Title/Summary/Keyword: 페르소나

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A Case Study of Afterlife Myths in Korean and Japanese Cultural Contents Industry : Focusing on the Game of Baridegi and Persona4 (한국 · 일본 저승신화의 문화콘텐츠 활용 사례 연구 : <바리공주의 전설>과 <페르소나4>게임을 중심으로)

  • Choi, Su-Yeong;Lee, Nam-Hee
    • Journal of Korea Game Society
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    • v.16 no.4
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    • pp.45-56
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    • 2016
  • "The Legend of Princess Bari" mostly accepted the story and character of the Myth of Baridegi. Each player has their own storyline from the beginning. "The Legend of Princess Bari 2" was released less than a year after the release of "The Legend of Princess Bari 1," but it fell short of creating additional contents from its original version. However, "The Persona4" applied and transformed the Myth of Inajagi & Ijanami according to our present time. The protagonist's each have their own designated "Persona" skills and Ijanami is their ultimate enemy. Interestingly, each player starts with the same storyline but all have different endings. Based on the existing story elements of Persona series, various genres of games were produced through remakes and spinoffs.

A Study on the Individuation Process of the Protagonist in the Webtoon <Return of the Blossoming Blade> (웹툰 <화산귀환> 주인공 개성화 과정 연구)

  • Soyeong, LIm
    • Smart Media Journal
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    • v.12 no.9
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    • pp.152-158
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    • 2023
  • This study analyzed the consciousness, unconsciousness, and individuation process of 'Cheongmyeong', the protagonist presented in the webtoon "Return of the Blossoming Blade", based on Jung's theory of individuation. The subject of the research was the webtoon "Return of the Blossoming Blade", which has formed a readership across various genders and age groups, based on a successful web novel. The individuation process of the protagonist of "Return of the Blossoming Blade", analyzed using Jung's theory, is as follows: Firstly, the protagonist's ego originated from the shadow derived from the unconscious. Secondly, the protagonist's persona is social and positive in reality, but the personal persona manifested as an unrevealed shadow. Thirdly, the protagonist's anima/animus connects the profound inner consciousness with reality, maintaining a complementary relationship with the persona. Fourthly, the protagonist's Self symbolizes the collective ideal human and the essence of the volcano. The protagonist was shown to achieve individuation through a continuous repetitive process of integrating consciousness and unconsciousness, and through the compensatory process.

Development and Evaluation of UX Design Centered STEAM Career Education Program Utilizing Personas Models (페르소나 모델을 통한 UX 디자인 STEAM 활용 진로교육 프로그램 개발 및 효과분석)

  • Jeon, Jinsoo;Park, Namje
    • Journal of The Korean Association of Information Education
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    • v.19 no.1
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    • pp.77-86
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    • 2015
  • The purpose of this paper is to give the opportunity to explore the career in UX(User Experience) designer and presents how to teach for UX design that is stressed in IT industry recently. We develop the textbook which is for 3 class periods for STEAM career exploration of UX designer for K-3 and K-4 students considering their students' intellectual level, prior knowledge and interests. We will offer this program to K-3 and K-4 students, soon. It will be expected that students can accept the knowledge about UX design and explore the career for UX designer.

Analysis of Toxicity and Bias of ChatGPT within Korean Social Context (한국의 사회적 맥락에서의 ChatGPT의 독성 및 편향성 분석)

  • Seungyoon Lee;Chanjun Park;Gyeongmin Kim;Heuiseok Lim
    • Annual Conference on Human and Language Technology
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    • 2023.10a
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    • pp.539-545
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    • 2023
  • 초거대 언어모델은 심화된 언어적 이해를 요구하는 여러 분야에 높은 영향력을 미치고 있으나, 그에 수반되는 편향성과 윤리성에 대한 우려 또한 함께 증대되었다. 특히 편향된 언어모델은 인종, 성적 지향 등과 같은 다양한 속성을 가진 개인들에 대한 편견을 강화시킬 수 있다. 그러나 이러한 편향성에 관한 연구는 대부분 영어 문화권에 한정적이며 한국어에 관한 연구 또한 한국에서 발생하는 지역 갈등, 젠더 갈등 등의 사회적 문제를 반영하지 못한다. 이에 본 연구에서는 ChatGPT의 내재된 편향성을 도출하기 위해 의도적으로 다양한 페르소나를 부여하고 한국의 사회적 쟁점들을 기반으로 프롬프트 집합을 구성하여 생성된 문장의 독성을 분석하였다. 실험 결과, 특정 페르소나 또는 프롬프트에 관해서는 지속적으로 유해한 문장을 생성하는 경향성이 나타났다. 또한 각 페르소나-쟁점에 대해 사회가 갖는 편향된 시각이 모델에 그대로 반영되어, 각 조합에 따라 생성된 문장의 독성 분포에 유의미한 차이를 보이는 것을 확인했다.

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Data-driven Persona Analysis for Understanding Web Novel Users: Focusing on Quantitative Behavioral Pattern Data (웹소설 사용자 이해를 위한 데이터 기반 페르소나 분석: 정량적 행동 패턴 데이터 중심으로)

  • Ha, Sangjip;Park, Do-Hyung
    • Knowledge Management Research
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    • v.23 no.3
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    • pp.259-284
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    • 2022
  • In order to help the understanding of web novel users, this study was intended to quantitatively verify the user's behavioral types according to the characteristics of web novels. For this purpose, the direction of the study proceeded as follows. First, the motives of web novel users were investigated by referring to the motives of other digital content users. In addition, specific behavioral types of users were also collected. As a result, the motivation for using web novels was found to be 'interpersonal relationships and information acquisition with others', 'leisure activities', and 'escape from reality/relieve tension'. After that, the groups were classified as to whether there was a difference between groups according to the motives of use. As a result, the 'hobbies' type, a group with a particularly high motivation for using leisure activities, the 'stress relief' type, a group with very high escapism and tension relief characteristics, and a group with high interpersonal relationships and information acquisition with others The 'communication' type was classified as a 'multipurpose' type with high overall motivation characteristics. Then, in order to find out the specific characteristics between the types, personas were constructed based on the different behavior type data. Through this, the theoretical contribution of this study is meaningful in that it revealed the motives of web novel users. As a practical contribution, the persona was formed by combining the users' motives and behavioral patterns and visualized to be close to the actual representative users. These results are expected to help improve the web novel service by providing useful indicators for actual writers, platform managers, and users.

The Persona of Digital Space for Avatar Design (아바타 기획을 위한 디지털 공간의 페르소나)

  • Lee, Dong-Eun
    • Journal of Korea Game Society
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    • v.9 no.4
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    • pp.33-43
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    • 2009
  • The Digital Space that is generated by combining the development of computer technology with the imagination of utopia is entering upon the new phase no more playground than the space of creation. This study focused on the persona of digital space included the digital game and the virtual world. This paper compared with the persona formation processes -creation, activity, death phase- and interpreted the distinctive features of digital game and virtual world. This is a valuable study for avatar design in digital game and virtual world.

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Persona Marketing of Fashion Designers (패션 디자이너의 페르소나 마케팅)

  • Ye, Minhee;Yim, Eun-Hyuk
    • Journal of the Korean Society of Clothing and Textiles
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    • v.39 no.3
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    • pp.446-456
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    • 2015
  • Many fashion designers now regard themselves as part of a visual medium that reveals their persona to the masses. They are willing to stay in the spotlight, which influences brand publicity. Designer-as-brand is an important marketing factor in regards to profits. This study combines a literary survey and case analysis of persona marketing as well as inquires on the persona of fashion designers drawing on the theory of persona. This study classifies the persona of fashion designers into four categories that proceed from what has been established above: freak, dandy, duo, and anonymity. The persona of fashion designers has attracted considerable attention over the past decade. This study provides useful information for the persona marketing of fashion designers.

Poly-encoder based COVID-19 Question and Answering with Task Adaptation (Poly-encoder기반의 COVID-19 질의 응답 태스크)

  • Lee, Seolhwa;Lim, Heuiseok
    • Annual Conference on Human and Language Technology
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    • 2020.10a
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    • pp.188-191
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    • 2020
  • 본 연구는 COVID-19 질의 응답 태스크를 위한 Poly-encoder 기반의 태스크를 제안하였다. COVID-19 질의 응답 시스템은 사람들에게 최신 정보에 대해 빠르고 신뢰성이 높은 정보를 전달하는 특성을 가져야한다. 검색 기반 질의 응답 시스템은 pairwise 연산을 기반으로 수행되는데, Poly-encoder는 사전 학습된 트랜스포머(transformer)기반의 pairwise 연산 방법론 중 기존 Cross-encoder와 Bi-encoder보다 실사용 및 성능이 뛰어남을 보였다 [1]. 특히, Poly-encoder는 정확도가 높으면서도 빠른 응답속도를 가지며 검색기반의 각종 태스크에서 좋은 성능을 보였다. 따라서 본 연구는 COVID-19를 위한 Poly-encoder기반의 질의 응답 태스크를 위하여 기존 질의 응답 태스크와 페르소나 기반의 질의 응답 태스크로 두 가지 유형의 태스크를 생성하여 모델을 학습하였다. 또한 신뢰성 있는 리소스정보로부터 모델에 최신 정보 반영을 위하여 자동 크롤러를 구축하여 데이터를 수집하였다. 마지막으로 전문가를 통한 데이터셋을 구축하여 질문-응답과 질의어-질문에 대한 모델 검증을 수행하였다.

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Web-based V-Commerce Development Using Persona Model - For Vietnamese Consumer (페르소나 모델을 활용한 웹 기반의 V-Commerce 개발 -베트남 소비자들을 대상으로-)

  • Chung, Hae-Kyung;Lee, Seung-Min
    • Journal of Digital Contents Society
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    • v.19 no.6
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    • pp.1169-1176
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    • 2018
  • This study aims to create a video-commerce website that uses video for Vietnamese consumers. First of all, we completed the persona by conducting understanding questionnaires, in - depth interviews, and analysis of prior research to understand the content interest and understanding of Vietnamese consumers, purpose of website use. Persona results: First, make it easy for Vietnamese and Korean people to interact with each other by creating a contact menu. Secondly, it would be provided various information about K-pop, Korean fashion, Korean makeup(cosmetics), Korean food, Korean travel, Korean, etc., which Vietnamese people are interested in. Third, it makes it easy to purchase the products that are shown in the video that they watch.

A study on the measurement and processing of medical service experience data - From the perspective of realizing patient-centeredness - (의료서비스 경험데이터의 측정 및 가공에 관한 연구 -환자중심성 실현 관점에서-)

  • Jinho, Ahn;Jungmin, Choi
    • Journal of Service Research and Studies
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    • v.13 no.3
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    • pp.147-159
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    • 2023
  • This study is a study to develop a model for measurement and processing of experience data, which is emerging as a core value in quality management of medical services. In the theoretical background, a literature study was conducted on the importance of experience in medical service, measurement and processing of experience data, and realization of patient-centeredness. Based on these literature and theoretical background research results, operational definitions were performed for the following four research variables, and statistical tests were conducted. Hypothesis 1 is the effect of measuring experience data from the perspective of three factors on persona modeling, Hypothesis 2 is the effect of persona modeling on service blueprint visualization, Hypothesis 3 is the effect of service blueprint visualization on realization of patient-centeredness, and Hypothesis 4 is persona modeling This is the effect that modeling has on the realization of patient-centeredness. After data-based testing of factor analysis, reliability analysis, and correlation analysis, all four hypotheses were adopted as a result of verification using regression analysis. In conclusion, in an era where it is difficult to recognize the value of having only good medical staff and medical equipment in hospitals, it was possible to grasp the meaning that what kind of medical service experience is continuously obtained is more important to patients than the effectiveness of medical staff and medical equipment. In the era of the service economy, the core of hospital service competitiveness is providing attractive experiences, which is the real strength of hospitals, so the measurement and processing of experience data, which is the subject of this study, will have an important meaning in realizing patient-centeredness and realizing smart hospitals.