• 제목/요약/키워드: Create

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The effect of Virtual CSR Co-Create on Users' Gameful Pleasure

  • Fei Zhou;Songling Xu;Yuanxi Ding
    • Journal of East Asia Management
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    • 제4권2호
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    • pp.19-38
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    • 2023
  • With the progress of information technology and the rapid development of the gamification marketing, corporate marketing through virtual CSR co-create as customer acquisition, customer retention strategy has become the hot topic, but the reality results show that the effect of virtual CSR co-create fails to reach an enterprise's marketing purposes. Based on the success model of D&M information system, from the perspective of customer engagement, this study analyzes how enterprises achieve customer engagement and bring gameful experience to customers through gamification marketing in the context of virtual CSR co-create. The empirical results show that the quality of game information -- social interaction and sense of achievement in the context of virtual CSR co-create have a significant positive impact on consumers' gameful experience, and customer engagement plays a partial mediating role between social interaction, sense of achievement and consumers' gameful experience.

물체 탐지 기술을 사용하여 골프 그린에서 홀 컵 인지 모델 개발 (Development of a Hole Cup Recognition Model on Golf Green Using Object Detection Technology)

  • 이재문;황기태;정인환
    • 한국인터넷방송통신학회논문지
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    • 제23권1호
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    • pp.15-21
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    • 2023
  • 본 논문은 골프 그린에서 홀 컵을 인식하는 인공 지능 모델의 개발에 관한 연구이다. 그린에서 홀 컵의 인지을 위하여 CNN기반 물체 탐지 알고리즘을 사용하였다. 또한 물체 탐지 알고리즘의 모델을 생성하기 위하여 애플사의 CreateML을 사용하였다. 본 논문은 CreateML의 요구에 맞도록 120개의 학습 이미지 및 주석 데이터로 JSON 파일을 만들었다. 또한 정확한 학습을 위하여 학습 데이터에 데이터 증폭 알고리즘을 사용하여 288개의 학습 데이터로 증폭하였고, 이를 사용하여 학습하였다. CreateML에서 요구하는 Iterations, Batch size, Grid size를 변화시키면서 모델의 성능을 높이는 파라미터 값을 찾았다. 개발된 모델을 적용하여 프로토타입 앱을 개발하였고, 이 프로토타입을 이용하여 실제 골프장 그린에서 홀 컵 인지에 대한 성능을 측정하였다. 측정 결과 일반적인 골퍼의 퍼팅 거리인 10m이내에서 홀 컵을 정확히 인지함을 알 수 있었다.

Web Server Cluster's Load Balancing for Security Session

  • Kim Seok-Soo
    • Journal of information and communication convergence engineering
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    • 제3권2호
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    • pp.93-95
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    • 2005
  • In order to create security session, security keys are preconfigured between communication objects. For this purpose, Handshake Protocol exists. The pre-master secret key that is used in this process needs to interpreted by a server to create master secret key, whose process requires a big calculation, resulting in deteriorating system's transmission performance. Therefore, it is helpful in increasing transmission speed to reuse secret keys rather than to create them at every connection.

효율적인 링크 형성을 지원하는 멀티미디어 통합편집기의 설계 및 구현 (Design and Implementation of an Integrated Multimedia Editor for Effective Link Creation)

  • 김정현;고영곤;최윤철
    • 전자공학회논문지B
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    • 제33B권3호
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    • pp.28-37
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    • 1996
  • To reduce an authors burden in hypermedia system that allows non-sequential information the process of creating links must be easy. However, most of the conventional hypermedia systems possess two difficulties. First, the author must go through several troublesome process to create a single link. Secondly, it is not easy to create an anchor in text or other multimedia data. Therefore, in order to support effective construction of hypermedia system the editing environment must provide an easy method to create links. In this paper, to resolve the weaknesses of conventional hypermedia system as mentioned above, an editing tool is developed and implemented to easily create the links of multimedia data. There are three methods in creating links and a user can select a convenient method in given circumstances. And for teh efficient production of nodes composed of multimedia information, we provide an authoring environment to integrate and process those informations.

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A PROPOSAL OF SEMI-AUTOMATIC INDEXING ALGORITHM FOR MULTI-MEDIA DATABASE WITH USERS' SENSIBILITY

  • Mitsuishi, Takashi;Sasaki, Jun;Funyu, Yutaka
    • 한국감성과학회:학술대회논문집
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    • 한국감성과학회 2000년도 춘계 학술대회 및 국제 감성공학 심포지움 논문집 Proceeding of the 2000 Spring Conference of KOSES and International Sensibility Ergonomics Symposium
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    • pp.120-125
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    • 2000
  • We propose a semi-automatic and dynamic indexing algorithm for multi-media database(e.g. movie files, audio files), which are difficult to create indexes expressing their emotional or abstract contents, according to user's sensitivity by using user's histories of access to database. In this algorithm, we simply categorize data at first, create a vector space of each user's interest(user model) from the history of which categories the data belong to, and create vector space of each data(title model) from the history of which users the data had been accessed from. By continuing the above method, we could create suitable indexes, which show emotional content of each data. In this paper, we define the recurrence formulas based on the proposed algorithm. We also show the effectiveness of the algorithm by simulation result.

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열 배출구 형상 모델링 자동화 시스템 개발 (Development of Automated Modeling System for Air-Ventilation Holes)

  • 박현풍
    • 한국CDE학회논문집
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    • 제14권5호
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    • pp.330-337
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    • 2009
  • Nowadays a lot of high-tech electronic products such as TVs, monitors and camcorders are being developed. The more functions the electronic devices have, the more heat problems occur. Therefore, most of electronic products have air-ventilation holes to eliminate heat that is generated inside the products. The shapes of ventilation holes are usually complicated since aesthetic appearance of the products is important these days. In order to create those complicated shapes, designers should do time-consuming jobs because most of commercial CAD systems do not provide the functions that create patterns of lofted parts along freeform surfaces. In this research, an automated air-ventilation hole modeling system was proposed. The system generates patterns of lofted objects on freeform surfaces. Standard process to create air-ventilation holes manually was established, and vent-hole types and pattern types were classified into several categories. Designers can create many kinds of vent-holes by combining vent-hole types and pattern types. Users can also utilize user-defined pattern which can give users more flexibility. Developed system was applied to several design examples and the results are presented.

서사 패턴의 연관분석을 통한 이야기 장면 생성 방법 (An Approach for Generating Story-Plot Using Association Analysis of Narrative Patterns)

  • 김정일;이은주
    • 한국IT서비스학회지
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    • 제12권1호
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    • pp.247-257
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    • 2013
  • A narrative structure is essential for a story generator to create a story plot. In digital storytelling system, a narrative structure can be generally designed as a tree or a graph, and the story generator in the digital storytelling system creates continuous story plots based on the narrative structure. When a narrative structure is designed with a tree or a graph, it is hard for the story generator to create various kinds of story-plots due to the inflexible nature of a tree or graph structure. It may result in degrading the quality of story-plots to provide similar story-plot to various kind of user. In this paper, we proposed an approach to create a story-plot based on association analysis of data mining to overcome the disadvantage. In detail, we defined a narrative structure which consists of narrative patterns, and then implemented a story generator which creates a story-plot using the proposed narrative structure. As a result, we confirmed that implemented story generator was able to create a story-plot according to understanding level of user in case study.

컴퓨팅 사고 향상을 위한 UMC 수업전략의 개발과 적용 (Development of UMC Teaching and Learning Strategy for Computational Thinking)

  • 전수진;한선관
    • 정보교육학회논문지
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    • 제20권2호
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    • pp.131-138
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    • 2016
  • 본 연구에서는 SW교육에서 Computational Thinking의 향상을 위한 놀이활동 중심의 UMC(Use-Modify-Create) 전략을 개발하였다. UMC 수업 전략은 학생들이 예제 알고리즘을 분석하고 이를 수정, 확장하여 새로운 SW를 개발하는 모형이다. 먼저 예비교사를 대상으로 1학기 동안 UMC 수업을 적용하였다. UMC전략에 대한 학생들의 self-CT 향상에 대한 t-검사 결과, UMC 수업전략이 CT개념과 실습능력에 도움을 주었다. 또한 Modify 단계와 직접교수식 단계보다 Use단계와 Create 단계의 탐색과 자기주도적 개발과정이 CT능력 향상에 도움을 주고 있음을 알 수 있었다.

Use of 3D Printing Technology to Create Personal Fashion: UTAUT and Need for Uniqueness

  • Popov, Darinka;Koo, Sumin
    • 패션비즈니스
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    • 제24권6호
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    • pp.1-17
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    • 2020
  • This study investigated the perceptions, attitudes, and behaviors of potential consumers toward using 3D printers to create their personal clothes. An online survey and a series of Welch's t-tests and ANOVA were conducted to investigate the differences in demographic characteristics, prior experiences in 3D printing, and levels of need for uniqueness among the sub-groups. A multiple linear regression analysis was performed to test the relationships among variables of the modified Unified Theory of Acceptance and Use of Technology (UTAUT). There were significant differences in gender and prior experiences regarding the UTAUT of personal 3D printing. The need for uniqueness has a positive effect on consumers' intention to use 3D printing technology for designing personal clothes and perception of the price of the 3D printer used to create individual clothes is important. Positive relationships were found between UTAUT variables as well as the use and purchase intentions. This study analyzed the potential for popularization of 3D printing technology to create fashion items and explore consumer willingness to embrace and use personal fashion designs. The results of this study are expected to assist consumers, designers, retailers and marketers, and experts in 3D printing technology by providing insight into consumer awareness and acceptance of personalized 3D-printed fashion and products.