• 제목/요약/키워드: Context Factors

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유비쿼터스 센서 네트워크 기반의 상황 정보 모니터링 시스템 구현 (An Implementation of Context Data Monitoring System based on Ubiquitous Sensor Network)

  • 이기욱;성창규
    • 한국컴퓨터정보학회논문지
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    • 제11권5호
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    • pp.259-265
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    • 2006
  • 유비쿼터스 센서 네트워크 기술은 새로운 컴퓨팅 패러다임인 유비쿼터스 컴퓨팅의 핵심 분야로서, 무선 센서 네트워크를 이용한 상황정보 모니터링 시스템에 적합한 기술이다. 이 기술을 모니터링 시스템에 적용하면 열악한 환경에 간편하고 저렴한 비용으로 실시간으로 발생된 상황데이터를 수집 및 분석하여 즉각적인 상황대처와 사용자가 원하는 환경의 조건을 효율적으로 수행할 수 있다. 본 논문에서는 유비쿼터스 센서 네트워크 기반에서 무선 노드의 센싱 기술을 이용하여 상황 정보 모니터링 시스템을 구축한다. 제안된 시스템은 수집될 데이터의 양이 적고 지속적인 모니터링이 불필요하고 일정한 간격으로 특정 지역에서 발생되는 상황을 감지하는 작업에 기존 유선 통신을 이용한 상황감시보다는 효율적이다.

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동일한 주파수 대역을 사용하는 무선기기가 측위 정확도에 미치는 영향 (A Study on Effects of Wireless Devices using Similar Frequency for Location Determination Precision)

  • 장정환;장청윤;권혁철;이광수;이창호
    • 대한안전경영과학회지
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    • 제16권4호
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    • pp.305-311
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    • 2014
  • Recently, though it was developed several services using the context-awareness technology of IoT, there exist also obstacles for high quality service. Specifically it is short the study for uncertainty of context-awareness. This study focused on understanding the effect of frequency interference among several environmental factors for location determination to increase precision of location determination. It was found that frequency interference between devices using 2.4Ghz frequency effect on the location determination precision. It was resulted that frequency interference increase the error of location determination precision. Then, we confirmed that it was required the suitable compensation method corresponding to frequency interference.

1960년대 기계오락문화현상과 전(前)게임기의 맥락 (Mechanical Amusement Culture Phenomenon and the Context of Pre-Game Period in 1960s)

  • 전경란
    • 한국게임학회 논문지
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    • 제15권4호
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    • pp.111-120
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    • 2015
  • 본 연구의 목적은 전(前)게임기의 사회문화적 맥락은 어떠했으며, 그것이 게임의 정체성 형성에 어떻게 작용했는지를 고찰하는 것이다. 게임은 그 존재양식이 처음부터 고정되어 일관된 정체성을 지니고 발전한 것이 아니다. 다양한 담론과 기술, 사회적인 요소와의 접합 과정에서 역사적으로 배태된 결과물이라 할 수 있다. 1960년대 회전당구를 비롯한 기계오락 장치는 도시 대중의 유흥을 위해 활발히 소비되었으며, 본격적으로 게임이 등장하기 전에 사행성 문제 및 병리적 현상으로서 사회적 긴장 관계를 형성하였다. 이들 기계오락은 1970년대 이후 전자오락으로 이어지는 흔적이 나타나는 등 현재 디지털 게임 문화의 흐름과 맞닿아 있다.

초국적 이주로서의 조기유학 : 싱가포르의 한국인 조기 유학생 추적 조사를 통한 이동성(mobility) 유형화 (Mobility and Early Study Abroad as Transnational Migration: Categorization of Korean ESA in Singapore through a Follow-up Longitudinal Case Study)

  • 김지훈
    • 동남아시아연구
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    • 제24권2호
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    • pp.207-251
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    • 2014
  • This study explores the mobility patterns of Korean Early Study Aborad (ESA, hereafter) students in Singapore through a follow-up longitudinal case study, which was initially conducted about five years before this study. This study takes up transnational migration approach, focusing on family strategies and mobilization, which steered their mobility. Interviews with seven original families as well as 7 families additionally recruited in Singapore in 2012 were collected and analyzed by NVivo 9. In short, this study found that transnational mobility is composed of mobilities at global, regional and local levels. There were four types of mobilities; continuation of stay in Singapore, move from a third county to Singapore, return to Korea, and, what this research calls, fluid mobility. Examining the process of these mobilities shows that we need to consider at least three factors (performance of children's schooling; change of family circumstances; context of reception for both Singapore and Korea) as basic backgrounds. On this basis, the interplay between the context of receptions when aspirations for children's advancement by these transnational families made either facilitate or constrain their mobilities: contexts of Singapore and Korea may play a role of hurdle or trampoline. Also, local context of Singapore largely facilitate mobilities of Korean ESA families at both local and global levels.

Roles of Autonomous Motivation, Individualism, and Instructor Support in Student-Centered Learning in South Korea and the United States

  • LEE, Eunbae;BAIRD, Timothy D.
    • Educational Technology International
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    • 제22권2호
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    • pp.285-309
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    • 2021
  • It is commonly understood that students' autonomous motivation and individualistic orientations and instructors' autonomy support are important for student-centered learning (SCL). However, few studies have examined this assumption. To help researchers and practitioners design more engaging SCL experiences across diverse cultural contexts, this study examines the associations of these factors with SCL engagement and how these associations compare in different cultures. University students in South Korea and the United States participated in a bold SCL assignment, called Pink Time, in which students decide what and how they learn. Linear, multivariate models were estimated in each context to identify and compare relationships between SCL engagement and student characteristics and perceptions. We found that engagement was high in both contexts. Autonomous motivation, individualism, and perceived instructor support each had significant associations with SCL engagement in South Korea. In the US, which had a smaller sample size, only perceived instructor support was significantly associated. These findings suggest that SCL strategies can be effective across cultures. Also, the narrower classroom context, specifically instructors' support, may be a stronger driver of engagement than the broader societal context. This study contributes to the scholarly discussion regarding SCL in diverse settings and offers several implications for instructors.

Management of Innovation and Investment Activities of Enterprises in the Conditions of Digitalization to Increase Their Competitiveness in the International Market

  • Kravchuk, Nataliia;Rusinova, Olha;Desyatov, Tymofii;Lapshyn, Ihor;Alnuaimi, Ali Juma Ali Sallam
    • International Journal of Computer Science & Network Security
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    • 제22권3호
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    • pp.335-343
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    • 2022
  • The article analyzes the features of innovation and investment activities of enterprises in the context of digitalization to increase their competitiveness in the international market. Ukraine's position on the Global Innovation Index is assessed. The interrelation of management functions in the context of innovation and investment activities of enterprises is substantiated. The structure of sources of financing of innovative activity of industrial enterprises is analyzed. Trends in changes in the volume of foreign direct investment and capital investment in Ukraine are assessed. It is determined that the level of innovative development of enterprises is determined by the level of their investment support, which is determined by the level of their investment attractiveness. The components of the strategy of investment attractiveness of enterprises are outlined. Determining factors in the implementation of innovation and investment policy of enterprises are identified and the main stages that should include the processes of managing innovation and investment activities of enterprises in the context of digitalization.

The Influence of Creator Information on Preference for Artificial Intelligence- and Human-generated Artworks

  • Nam, Seungmin;Song, Jiwon;Kim, Chai-Youn
    • 감성과학
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    • 제25권3호
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    • pp.107-116
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    • 2022
  • Purpose: Researchers have shown that aesthetic judgments of artworks depend on contexts, such as the authenticity of an artwork (Newman & Bloom, 2011) and an artwork's location of display (Kirk et al., 2009; Silveira et al., 2015). The present study aims to examine whether contextual information related to the creator, such as whether an artwork was created by a human or artificial intelligence (AI), influences viewers' preference judgments of an artwork. Methods: Images of Impressionist landscape paintings were selected as human-made artworks. AI-made artwork stimuli were created using Google's Deep Dream Generator by mimicking the Impressionist style via deep learning algorithms. Participants performed a preference rating task on each of the 108 artwork stimuli accompanied by one of the two creator labels. After this task, an art experience questionnaire (AEQ) was given to participants to examine whether individual differences in art experience influence their preference judgments. Results: Setting AEQ scores as a covariate in a two-way ANCOVA analysis, the stimuli with the human-made context were preferred over the stimuli with the AI-made context. Regarding the types of stimuli, the viewers preferred AI-made stimuli to human-made stimuli. There was no interaction effect between the two factors. Conclusion: These results suggest that preferences for visual artworks are influenced by the contextual information of the creator when the individual differences in art experience are controlled.

Apparel design evaluation process from users' perceived values

  • Kim, Jungsook
    • 복식문화연구
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    • 제22권1호
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    • pp.158-166
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    • 2014
  • Apparel design is an economic activity to create values for users over the value chain of a product. In this paper, the contribution of apparel design is defined as the enhancement of users' perceived values by improving users' experience of products. In this context, the value of a product corresponds to compensation for experience or a promise for experience of a product. Experience can be sensory or psychological benefits to users. To evaluate the value of apparel design, the researcher identified and analyzed the apparel design parameters affecting users' experience and benefits of products such as macro-, micro-environmental factors, value chain factors, apparel designer factors, and user factors. For an analytical modeling of the values of apparel design, this paper introduces the concept of a utility function from economics. In economics, utility is a measure of desirability or satisfaction that can be correlative to need or desire. The measure of value can be found in the price which a user is willing to pay for the fulfillment or satisfaction of need or desire via the experience of a product.

아키텍처 노력 도입 수준의 영향 요인에 관한 실증적 연구 (An Empirical Study on the Factors Influencing the Adoption of Enterprise Architecture)

  • 홍용덕;김성근
    • Journal of Information Technology Applications and Management
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    • 제14권1호
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    • pp.37-55
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    • 2007
  • Enterprise Architecture (EA) is one of controversial subjects theses days. Some organizations, public or private, are very impetuous in adopting it and some are quite Indifferent to it. What makes this difference come about? This is our research question. One previous research has studied on this issue under the theory of diffusion of innovation. Instead, we here attempt to investigate, in the context of technology transfer theory, the influencing factors on the adoption of EA. We are especially interested In whether korea local organizations are more Influenced by 'need pull' factors than 'institutional push' factors or vice versa.

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최종사용자 컴퓨팅의 성패 영향요인 연구 (A Study on the Factors Affecting the Success of End-User Computing)

  • 서건수
    • Asia pacific journal of information systems
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    • 제5권2호
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    • pp.259-288
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    • 1995
  • Using end-user attitude as intervening variable, this paper proposes a causal model of how environmental factors of EUC influence end-user computing (EUC) success, measured by the degree of IS use. This study identifies unique aspects of the EUC environment and generates key dimensions of end-user attitude appropriate for this context : perceived information quality, perceived design quality, and perceived usefulness. The research model includes six environmental factors - top management support, end-user education, task variability, task analyzability, end-user's computing ability, and end-user involvement. A field study was undertaken to test the hypothesized relationships among the research variables. The results generally support the assumption that end-user attitude intervene the impact of environmental factors on IS use. The implications of the findings are discussed.

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