• Title/Summary/Keyword: 프로모션

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A Study on the Research Trend of Library Marketing Promotion (도서관마케팅 프로모션의 연구동향에 관한 연구)

  • Kim, Mi-Seol;Chang, Woo-Kwon
    • Journal of the Korean Society for information Management
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    • v.32 no.1
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    • pp.171-204
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    • 2015
  • The objectives of this study are to examine changes in research on library marketing promotion from its introduction to the present using domestic journals carrying research papers on library marketing, to forecast research trends in the future, and to provide basic information for supporting future studies on subjects related to library marketing. There were a total of 3,951 papers published through the journals in the area of library and information science including 'The Journal of the Korean Society for Library and Information Science', 'The Journal of the Korea Biblia Society for Library and Information Science', 'The Journal of the Korean Library and Information Science Society', and 'The Journal of the Korean Society for Information Management' from their first issues to the present. These papers were searched using selected keywords, and after redundant papers and those not related to library marketing were excluded, 359 papers were sampled for this study and analyzed from different aspects. Findings derived from this study, with regard to trends in research paper publishing by year, with regard to trends in research paper publishing by institution, with regard to trends in research paper publishing by author, with regard to trends in research paper publishing by area, and with regard to trends in research paper publishing by library type.

Hardware Implementation of Motor Controller Based on Zynq EPP(Extensible Processing Platform) (Zynq EPP를 이용한 모터 제어기의 하드웨어 구현)

  • Moon, Yong-Seon;Lim, Seung-Woo;Lee, Young-Pil;Bae, Young-Chul
    • The Journal of the Korea institute of electronic communication sciences
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    • v.8 no.11
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    • pp.1707-1712
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    • 2013
  • In this paper, we implement a hardware for motor control based on FPGA + embedded processor using Zynq EPP which is All Programmable SoC in order to improve a structural problem of motion control based on such as DSP, MCU and FPGA previously. The implemented motor controller that is fused controller with advantage of FPGA and embedded processor. The signal processing part of high velocity motor control is performed by motor controller based on FPGA. A motion profile and kinematic calculation that are required algorithm process such as operation of a complicate decimal point has processed in an embedded processor based on dual core. As a result of a hardware implementation, it has an advantage that has can be realized an effect of distribution process in one chip. It has also an advantage that is able to organize as a multi-axis motor controller through adding the IP core of motor control implemented on FPGA.

A Study on the Effect of Characteristics of Shopping Mall on Revisit -Focusing on the difference in online platform form- (온라인 쇼핑몰의 특성이 소비자 재방문 의도에 미치는 영향 -온라인 플랫폼 형태 차이를 중심으로-)

  • Shin, Jong-Kuk;Kim, Jea-Hun;Rhee, Sung-Hyun
    • Journal of Digital Convergence
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    • v.19 no.4
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    • pp.73-88
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    • 2021
  • The development of modern industry is changing the consumption pattern of consumers. With the advent of COVID-19, consumers' consumption using online e-commerce has begun to become more active. Online shopping malls where e-commerce takes place have four types of platforms: stand-alone, rental, open market and store farm. Among them, by comparing the stand-alone and store farm types, this study was conducted how the platform type affects consumers' purpose of using the online shopping mall and their intention to revisit the online shopping mall. This study analyzed 202 surveys within the last six months. According to the results of the study, reliability and information had a significant impact on psychological benefits. In addition, promotion and convenience have had a significant impact on economic benefits. The psychological and economic benefits, have been found to have a significant impact on the intention of revisit. However, there is no difference depending on the platform type.

The Prediction of Purchase Amount of Customers Using Support Vector Regression with Separated Learning Method (Support Vector Regression에서 분리학습을 이용한 고객의 구매액 예측모형)

  • Hong, Tae-Ho;Kim, Eun-Mi
    • Journal of Intelligence and Information Systems
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    • v.16 no.4
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    • pp.213-225
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    • 2010
  • Data mining has empowered the managers who are charge of the tasks in their company to present personalized and differentiated marketing programs to their customers with the rapid growth of information technology. Most studies on customer' response have focused on predicting whether they would respond or not for their marketing promotion as marketing managers have been eager to identify who would respond to their marketing promotion. So many studies utilizing data mining have tried to resolve the binary decision problems such as bankruptcy prediction, network intrusion detection, and fraud detection in credit card usages. The prediction of customer's response has been studied with similar methods mentioned above because the prediction of customer's response is a kind of dichotomous decision problem. In addition, a number of competitive data mining techniques such as neural networks, SVM(support vector machine), decision trees, logit, and genetic algorithms have been applied to the prediction of customer's response for marketing promotion. The marketing managers also have tried to classify their customers with quantitative measures such as recency, frequency, and monetary acquired from their transaction database. The measures mean that their customers came to purchase in recent or old days, how frequent in a period, and how much they spent once. Using segmented customers we proposed an approach that could enable to differentiate customers in the same rating among the segmented customers. Our approach employed support vector regression to forecast the purchase amount of customers for each customer rating. Our study used the sample that included 41,924 customers extracted from DMEF04 Data Set, who purchased at least once in the last two years. We classified customers from first rating to fifth rating based on the purchase amount after giving a marketing promotion. Here, we divided customers into first rating who has a large amount of purchase and fifth rating who are non-respondents for the promotion. Our proposed model forecasted the purchase amount of the customers in the same rating and the marketing managers could make a differentiated and personalized marketing program for each customer even though they were belong to the same rating. In addition, we proposed more efficient learning method by separating the learning samples. We employed two learning methods to compare the performance of proposed learning method with general learning method for SVRs. LMW (Learning Method using Whole data for purchasing customers) is a general learning method for forecasting the purchase amount of customers. And we proposed a method, LMS (Learning Method using Separated data for classification purchasing customers), that makes four different SVR models for each class of customers. To evaluate the performance of models, we calculated MAE (Mean Absolute Error) and MAPE (Mean Absolute Percent Error) for each model to predict the purchase amount of customers. In LMW, the overall performance was 0.670 MAPE and the best performance showed 0.327 MAPE. Generally, the performances of the proposed LMS model were analyzed as more superior compared to the performance of the LMW model. In LMS, we found that the best performance was 0.275 MAPE. The performance of LMS was higher than LMW in each class of customers. After comparing the performance of our proposed method LMS to LMW, our proposed model had more significant performance for forecasting the purchase amount of customers in each class. In addition, our approach will be useful for marketing managers when they need to customers for their promotion. Even if customers were belonging to same class, marketing managers could offer customers a differentiated and personalized marketing promotion.

A Study on DC Moctor Remote Control using Labview (Labview를 이용한 직류모터의 원격제어에 관한 연구)

  • Oh, Seung-Mo;Kim, Do-Kyung;Ahn, Ho-Kyun;Park, Seung-Kyu
    • Proceedings of the KIEE Conference
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    • 2011.07a
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    • pp.1868-1869
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    • 2011
  • 인간의 모션을 센싱해서 로봇을 원격조정함에 있어서 각 관절에 대한 제어명령을 무선으로 전달함으로서 배선의 어려움 등을 없앨 수 있다. 이에 대한 기초 연구로서 DC모터에 대한 원격제어를 Labview를 이용해서 구현하였다. 인간의 움직임은 3축가속도 센서를 사용함으로써 관절의 각도변화를 측정하여 그에 따라 따라 모터의 회전각이 변하도록 하였다 모터의 제어에 있어서는 NI사의 PXI를 사용하였으며 모션센싱부와 PXI와의 데이터 전송은 하는 RS-232 기반의 무선 모듈을 사용하였다. 제어기는 LabView 프로그램으로 작성된 PID제어기를 사용하였다.

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Motion-based drawing program using the Microsoft Kinect (Kinect를 이용한 모션기반 그리기 프로그램)

  • Kim, Bo-Ra;Song, Hyun-Ha;Hwang, Ye-Won;Park, Hee-Miin;Lim, Soon-Bum
    • Proceedings of the Korea Multimedia Society Conference
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    • 2012.05a
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    • pp.306-307
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    • 2012
  • 최근 키넥트 열풍을 반영하여 어린이들이 실내에서 신체 활동을 재미있게 학습할 수 있는 그리기 프로그램을 개발하였다. 20개의 인체 관절 좌표를 자동으로 실시간으로 사용자의 움직임을 추적하여 모션을 인식하고 해당하는 그리기 효과를 적용한다. 주요 기능은 메인 화면에서 다양한 펜 색깔과 스탬프, 페인트 볼 효과, 액자 그리기, 액션 명령어를 실행하는 것으로 구성되어 있다.

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Development of a Low-Cost Motion Cheir for Rollercoaster Simulation (롤러코스터 운동감 구현을 위한 보급형 모션의자 개발)

  • 서정아;정무진;신영기
    • Proceedings of the Korea Society for Simulation Conference
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    • 2002.05a
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    • pp.115-121
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    • 2002
  • PC 및 게임 소프트웨어의 급격한 발달로 가상현실 구현에 필요한 그래픽 환경은 성숙단계에 진입하였다. 현재 국내에서 개발되는 게임 소프트웨어는 PC사용자를 겨냥한 제품이 대부분이다. 토요일 휴무제의 도입에 따른 문화 콘텐츠 시장의 확대, 가족이 즐길 수 있는 테마 공원의 성장성 등을 고려할 때 기존의 PC 게임과 차별화 되는 운동감을 포함한 가상현실 게임 제품의 개발이 요망된다. 잘 알려진 6자유도 운동 시뮬레이션 방식인 Stewart 방식은 구현 가격이 고가이고 운동범위가 작아 게임용으로 상용화하기 어렵다. 본 연구에서는 2대의 AC 서보모터를 이용하여 roll과 pitch의 2자유도만 구현하나, 각 축으로 자유로운 회전이 가능하여 탑승자의 스릴감을 향상시킬 수 있는 저가형 운동의자를 개발하였다. 2 자유도로 회전하는 외부와 차단된 캐빈 내부에는 40인치 스크린과 프로젝터가 설치되어 롤러코스터 게임의 몰입감을 향상시켰다. 롤러코스터 가상현실을 대상으로 운동감을 극대화하기 위한 워시아웃 (washout) 필터의 설계 알고리즘이 제시된다. 탑승자들의 감성 평가를 객관화하기 위한 데이터 베이스 구축방안이 서술된다

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he Study of Input Interface Device on Windows Operating System Using Kinect Sensor (키넥트 센서를 이용한 윈도우즈 운영체제 입력 도구 인터페이스 연구)

  • Kim, Gwan-Hyung;Seong, Hong-Gi;Sin, Dong-Seok
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2011.10a
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    • pp.199-200
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    • 2011
  • 키넥트(Kinect) 센서를 이용한 연구가 활발하게 이루어지고 있다. 특히, 키넥트 센서는 2차원 칼라 영상 뿐만 아니라 2차원의 깊이(depth) 정보를 제공하므로 그 활용가치가 높다고 볼 수 있다. 현재 주목받고 있는 분야는 제어시스템 분야를 들 수 있으며, 인체 모션을 이용하여 특정 명령을 수행하거나 기계의 움직임을 제어할 수 있도록 하는 연구가 활발하게 진행되고 있다. 본 논문에서는 키넥트 센서를 이용하여 윈도우즈 운영체제의 키보드와 마우스를 하나로 통합하고 Window7 기반의 응용프로그램을 제어할 수 프로그램을 설계하여 다양한 입력 모션에 대한 패턴인식을 통하여 3차원 입력장치의 구현을 키넥트 기반으로 실현 가능한 것을 제시하고자 한다.

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Implementation of input device using motion and voice recognition (모션인식과 음성인식을 활용한 입력장치 구현)

  • Yang Woo Park;Woo Jae Lee;Kim Min Sup;Myeong Jin Jeong;Min Jae Kang;Sang Ho Yeom
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.01a
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    • pp.287-288
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    • 2023
  • 본 논문에서는 실시간 영상 처리 라이브러리인 OpenCV와 미디어파이프(MediaPipe)를 사용하여 동작 인식 기반 키보드, 마우스 제어 프로그램을 개발하였다. Google의 미디어파이프(MediaPipe)에서 제공하는 손가락 마디 부분의 랜드마크를 인식하며, 실시간 영상 처리로 띄워진 사용자 인터페이스에서 제스처를 통해 키보드 입력과 마우스 제어를 할 수 있으며, Google에서 제공하는 오픈 소스와 결합하여 음성인식을 통한 키보드 입력이 가능하다. 또한, 각 기능끼리 제스처를 통해 기능 변경이 가능하여 다양한 산업 분야에서 원하는 키를 매핑할 수 있기 때문에 활용 가능성이 높으며, 의료 분야에서 감염 예방을 목적으로 사용할 수 있다. 특히 기존의 메타버스에서 사용되는 고가의 센서를 대체하여 비용 절감 부분에서 장점이 있다.

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The Revision of Motion Capture Data using Multiple Layers (다중 레이어를 이용한 모션캡쳐 수정에 관한 연구)

  • Kim, Ki-Hong;Choi, Chul-Young;Chae, Eel-Jin
    • Journal of Korea Multimedia Society
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    • v.12 no.7
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    • pp.903-912
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    • 2009
  • There are still many difficulties in developing techniques for modifying or transforming the flickering of motion capture data or in modifying motion capture data in such a way that suits the animation timing sheet. There is a problem in the existing method of modifying motion capture data. It requires almost same time as in the key frame animation work by a very skilled animator or even more time in modifying. It is believed that this kind of problem can be a basis for a more effective problem-solving method through creating the key animation data node and direct blend layer and replacement layer nodes. This study presents a new method which enables to modify animation data in a nonlinear way without modifying the existing animation data by creating an animation layer node for a direct connection to the animation node. 'Maya' API will be utilized in order to realize this method and the research range will be limited to 'Maya' 3D software which is generally used in motion picture and animation films. According to the results of this study, the new method is much more intuitive than the nonlinear one and does not require the preceding working of making animation clips. In addition, it has enabled to modify flickering and to extract key frames, and due to the compatibility with other programs, it has been possible to modify motion capture data by creating a direct layer node. Finally, in this study, the existing method of modifying animation will be examined, compared and analyzed.

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