• Title/Summary/Keyword: 희소성 효과

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스퍼터링 방법에 의하여 형성된 Al-도핑된 ZnO 박막의 전기적 특성과 광학적 특성

  • O, Do-Hyeon;Jo, Un-Jo;Kim, Tae-Hwan;Yu, Geon-Ho
    • Proceedings of the Korean Vacuum Society Conference
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    • 2010.02a
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    • pp.186-186
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    • 2010
  • 액정디스플레이, 유기발광소자 및 태양전지에서 전도성 투명전극으로 indium-tin-oxide (ITO)가 일반적으로 많이 사용되고 있지만 인듐의 희소성과 유독성으로 인하여 ITO를 대체할 수 있는 물질에 대한 많은 연구가 현재 진행되고 있다. ITO 전극을 대체할 수 있는 물질 중에서 Al 도핑된 ZnO (AZO) 박막은 높은 전도성과 광학적 투과성 때문에 다양한 광전소자의 전극과 윈도우 물질로 많은 응용 가능성을 보여주고 있다. 본 연구에서는 여러 가지 스퍼터링 증착 조건에서 증착된 AZO 박막의 전기적특성과 광학적 특성을 조사하였다. 기준시료의 AZO 박막 증착 조건은 ZnO-2 wt.% $Al_2O_3$세라믹 타겟을 사용하였고 $250^{\circ}C$의 기판 온도에서 100 W 전력으로 5 mTorr의 진공 분위기에서 증착되었다. 최적의 AZO 박막 조건을 얻기 위해 증착 온도와 증착 챔버의 압력을 변화하면서 AZO 박막의 전기적 특성 변화와 광학적 특성 변화를 조사하였다. 4-포인트 프로브 측정과 홀 효과측정으로 각기 다른 조건에서 증착한 AZO 박막의 비저항과 전하농도 값을 비교 분석하였고 UV 스펙트로미터 측정을 통해서 AZO 박막의 투과율을 조사하였다. 스퍼터링 방법으로 증착된 AZO 박막은 높은 전도성과 광학적 투과성을 가지기 때문에 액정디스플레이, 유기발광소자 및 태양전지의 투명전극으로 사용할 수 있음을 알 수 있었다.

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Toward Preventing Cold-start Problem: Basis Recommendation System (콜드스타트 문제 완화를 위한 기저속성 추출 기반 추천시스템 제안)

  • Jungseob Lee;Hyeonseok Moon;Chanjun Park;Myunghoon Kang;Seungjun Lee;Sungmin Ahn;Jeongbae Park;Heuiseok Lim
    • Annual Conference on Human and Language Technology
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    • 2022.10a
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    • pp.427-430
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    • 2022
  • 추천시스템에서 콜드스타트 문제를 해결하기 위해 다양한 연구들이 진행되고 있다. 하지만, 대부분의 연구는 아직도 사용자 기반의 히스토리 데이터셋을 반드시 필요로 하여, 콜드스타트 문제를 완벽히 해결하지 못하고 있다. 이에 본 논문은 콜드스타트 문제를 완화할 수 있는 기저속성 기반의 추천시스템을 제안한다. 제안하는 방법론을 검증하기 위해, 직접 수집한 한국어 영화 리뷰 데이터셋을 기반으로 성능을 검증하였으며, 평가 결과 제안한 방법론이 키워드와 사용자의 리뷰 점수를 효과적으로 반영한 추천시스템임을 확인할 수 있었고, 데이터 희소성 및 콜드스타트 문제를 완화하여 기존의 텍스트 기반 랭킹 시스템의 성능을 압도하는 것을 확인하였다. 더 나아가 제안된 기저속성 추천시스템은 추론 시에 GPU 컴퓨팅 자원을 요구하지 않기에 서비스 측면에서도 많은 이점이 있음을 확인하였다.

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Effects on SNS Communication Types of Fashion Designer Brands -SNS Consumption Value, Product Attitude, and Behavioral Intention- (패션 디자이너 브랜드의 SNS 정보전달 유형의 효과 -SNS 소비가치, 제품태도, 구매의도의 관계-)

  • Soojin Lee;Yuri Lee
    • Journal of the Korean Society of Clothing and Textiles
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    • v.47 no.6
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    • pp.996-1011
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    • 2023
  • This study introduces an effective marketing strategy for fashion SMEs and small designer brands utilizing Instagram as a social networking platform. The research compared the impact of two information delivery types (native advertisements vs. live streaming after native ads) and two types of promotional messages (scarcity vs. price discount) on SNS consumption value, and product attitude toward fashion designer brands. The study involved surveying 251 Korean women aged 25-55 with experience in buying designer products and using SNS. Data analysis was conducted using SPSS 26.0 and Process Macro v3.5. Results indicated that both native advertisements and live streaming enhance economic and social values in SNS consumption. Live streaming with price discount messages generates higher perceived SNS consumption values compared to scarcity messages. Consumers showed a more favorable attitude toward designer brand products when watching the live streaming of price discount messages rather than scarcity messages. The findings emphasize that the broadcast host actively induced participation to reveal viewers' social presence through comments or emphasized discount messages such as ultra-special prices during live streaming on Instagram.

Development and Application of Internet-based Consumer Education Program for Children (인터넷 기반 아동소비자 교육프로그램 개발 및 적용)

  • 김영옥
    • Journal of Korean Home Economics Education Association
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    • v.15 no.3
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    • pp.13-28
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    • 2003
  • This study presents a development of internet-based consumer education program for children. We also investigate how this program affects on the children's consumer competency and how much children are interested in this program. This program consists of 6 domains: the concept of consumer. wants and scarcity. advertisement, tips on purchasing. consumer's rights. and consumer's problem imd solutions. In order to attract children. multimedia data such as pictures. drawings. and animations were included in designing the screens. The subjects of this study were 40 children at forth grade to participate in consumer education program. Surveys were conducted twice to collect data for consumer competency and children's interest in the program. According to the results of t-test. We found that consumer education has a positive effect on consumer knowledge and consumer-role attitude but has not a positive effect on consumer skill. We also found that children's interest on this program was very high.

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Macroeconomic Effects of the Global Resource Crisis (글로벌 자원위기의 거시경제적 효과분석)

  • Song, Tae-Jung;Kim, Gi-Seung
    • The Journal of the Korea Contents Association
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    • v.8 no.10
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    • pp.259-267
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    • 2008
  • This research will examine the probabilities of future global resource crisis and what significance and effect will come upon our economy through the rise of the cost of resources. From now on, the lack of the supply of global resources will dull the world economic growth. Not only that, but the direction of each country's economic development will be decided by the appropriate measure to the resource crisis. If we are to sustain this inefficient industrial structure, as a country with high dependancy on foreign resources, Korea might face macroeconomic shock and the loss of industrial competitiveness. Therefore, we must increase the efficiency of the resource usage in the manufacturing industry such as the chemical and steel industry, and now is a period when we must add high value to our products. Henceforth, the structural constraints of supply will be the root cause of resource crisis. Thus, we must lead the subject of the economic agencies, such as companies and consumers, so that they will be able to adapt to a new paradigm called the fundamental lack of resources, rather than temporal crisis management. The Korean economy must adjust the environment for industry transformation to be achieved.

Hyperspectral Target Detection by Iterative Error Analysis based Spectral Unmixing (Iterative Error Analysis 기반 분광혼합분석에 의한 초분광 영상의 표적물질 탐지 기법)

  • Kim, Kwang-Eun
    • Korean Journal of Remote Sensing
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    • v.33 no.5_1
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    • pp.547-557
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    • 2017
  • In this paper, a new spectral unmixing based target detection algorithm is proposed which adopted Iterative Error Analysis as a tool for extraction of background endmembers by using the target spectrum to be detected as initial endmember. In the presented method, the number of background endmembers is automatically decided during the IEA by stopping the iteration when the maximum change in abundance of the target is less than a given threshold value. The proposed algorithm does not have the dependence on the selection of image endmembers in the model-based approaches such as Orthogonal Subspace Projection and the target influence on the background statistics in the stochastic approaches such as Matched Filter. The experimental result with hyperspectral image data where various real and simulated targets are implanted shows that the proposed method is very effective for the detection of both rare and non-rare targets. It is expected that the proposed method can be effectively used for mineral detection and mapping as well as target object detection.

Analysis of internet addiction in Korean adolescents using sparse partial least-squares regression (희소 부분 최소 제곱법을 이용한 우리나라 청소년 인터넷 중독 자료 분석)

  • Han, Jeongseop;Park, Soobin;Lee, onghwan
    • The Korean Journal of Applied Statistics
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    • v.31 no.2
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    • pp.253-263
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    • 2018
  • Internet addiction in adolescents is an important social issue. In this study, sparse partial least-squares regression (SPLS) was applied to internet addiction data in Korean adolescent samples. The internet addiction score and various clinical and psychopathological features were collected and analyzed from self-reported questionnaires. We considered three PLS methods and compared the performance in terms of prediction and sparsity. We found that the SPLS method with the hierarchical likelihood penalty was the best; in addition, two aggression features, AQ and BSAS, are important to discriminate and explain latent features of the SPLS model.

Persuasive Communication Strategy of Showhost in TV Homeshopping (TV홈쇼핑 쇼호스트의 구매설득커뮤니케이션 전략)

  • Lee, Jung-Hun
    • The Journal of the Korea Contents Association
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    • v.11 no.8
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    • pp.311-320
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    • 2011
  • This study analyzed the persuasive marketing communication strategy which applied by showhost for TV homeshopping sales. Specifically, the current study focuses on the comparative analysis of tangible goods and intangible goods sales. Four sales homeshopping TV programs were selected for analysis: two overseas travel package products, one climbing clothes product and one produce of walnut. The method of rhetorical content analysis was conducted to analyze the strategy of persuasive communication. The results shows that , , were commonly used for both tangible and intangible products sales. But , , and were heavily utilized only for intangible products sales. The result of this study can contribute to provide theoretical background for future advanced research, although it has a limitation of only analyzing four sales programs.

A Wavefront Array Processor Utilizing a Recursion Equation for ME/MC in the frequency Domain (주파수 영역에서의 움직임 예측 및 보상을 위한 재귀 방정식을 이용한 웨이브프런트 어레이 프로세서)

  • Lee, Joo-Heung;Ryu, Chul
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.31 no.10C
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    • pp.1000-1010
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    • 2006
  • This paper proposes a new architecture for DCT-based motion estimation and compensation. Previous methods do riot take sufficient advantage of the sparseness of 2-D DCT coefficients to reduce execution time. We first derive a recursion equation to perform DCT domain motion estimation more efficiently; we then use it to develop a wavefront array processor (WAP) consisting of processing elements. In addition, we show that the recursion equation enables motion predicted images with different frequency bands, for example, from the images with low frequency components to the images with low and high frequency components. The wavefront way Processor can reconfigure to different motion estimation algorithms, such as logarithmic search and three step search, without architectural modifications. These properties can be effectively used to reduce the energy required for video encoding and decoding. The proposed WAP architecture achieves a significant reduction in computational complexity and processing time. It is also shown that the motion estimation algorithm in the transform domain using SAD (Sum of Absolute Differences) matching criterion maximizes PSNR and the compression ratio for the practical video coding applications when compared to tile motion estimation algorithm in the spatial domain using either SAD or SSD.

The effects of economy education through MMORPG (온라인 게임을 통한 아동 경제 학습 효과 분석)

  • Wi, John-H.;Oh, Na-Ra;Kim, Yang-Eun
    • Journal of Korea Game Society
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    • v.5 no.4
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    • pp.13-22
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    • 2005
  • The research is a study on the effects of MMORPG (Massively Multi-player Online Role Playing Game) utilized in educational program. We investigated the possibilities of online game as an educational tool, especially in the field of economy education. Students have been taught market, price, profit, scarcity of goods etc., and then they played an online game we provided. Students manufactured cyber goods and also sold or bought various materials to maximize their profits. A experimental group was compared with a control group on measures of economic self-efficacy, motivation for economic learning, and attitude for economic learning, economic self-efficacy and motivation for economic leaning scales consist of 2 factors and attitude for economic leaning consists of 1 factor. Participants were 5th grade elementary school students(experimental group: 154, control group: 158). After the experiment, students' self-efficacy and motivations for economy learning have increased significantly. It has been found that students understand more easily the difficult economic terms such as' inflation', 'price setting', 'scarcity of goods etc. Their motivations for economy learning also increased significantly. This result indicates that online games have the potentiality that can be utilized as an educational tool.

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