• Title/Summary/Keyword: Creating a Customized Environment

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The Role of Social Enterprises in Chornic Disease Dietary Management for the Elderly at Home (재가노인의 만성질환 식단관리를 위한 사회적 기업의 역할)

  • Eunyoung Kim;Jungwon Kong;Jisuk Jeung;Nan Hee Lee
    • Journal of the FoodService Safety
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    • v.4 no.2
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    • pp.60-66
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    • 2023
  • This study was to suggest the roles of social enterprises in maintaining healthy life of the socially vulnerable by creating a customized care environment through chronic disease diet management targeting the elderly at home in need of care in the community. As for the subjects of this study, 102 in-home elderly people aged 65 or older (14 males & 88 females) who needed care in the community were provided with a diet management lunch box delivery service customized for chronic diseases. Theoretical education and cooking class on chronic diseases were provided to 15 volunteers with 10 sessions, and customized lunch boxes were provided to the elderly with chronic diseases at home on that day. In conclusion, it is believed that only by increasing the level of knowledge about chronic diseases and nutritional knowledge of the elderly will it be possible to establish a proper meal plan. Since the role of volunteers is important, it is necessary to systematically seek nutritional education methods for volunteers.

Research on Development of a Customized Nursery School for Nurses (간호사를 위한 맞춤보육어린이집의 개발에 관한 연구)

  • Kang, Ki-Seon
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.20 no.3
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    • pp.407-416
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    • 2019
  • This study is about a Customized Nursery School where working women can support work - life balance and a reduction in retirement or turnover. The research method is to identify the current status of Customized Nursery services and to recognize the recognition and need of the operation of Customized Nursery School. The importance of securing skilled nurses and preventing them from changing their jobs for the health and safety of people cannot be emphasized enough. A Customized Nursery School must be opened to reduce the retirement or change of jobs of working women nurses and to provide care for continuous work in three shifts from 365days to support the balance between the working mother and family. It is considered that nurses will put their children in relief when using retired nurses who have the ability to work 24hour rotation in a Customized Nursery School and when a Customized Nursery School be ran suited for the condition and demand of working women nurses, it is expected to reduce retirement and the change of jobs, also to give positive effect on marrige and family planning which would make improvement in low birthrate. To activate the Customized Nursery School, Creating a secure learning environment and qualification of educators great effort should be put. A program curriculum based on 'basic life and habits' should be the center of education. Continuous management and effort will need to be placed in continuous development of educators.

Deep Learning-based Environment-aware Home Automation System (딥러닝 기반 상황 맞춤형 홈 오토메이션 시스템)

  • Park, Min-ji;Noh, Yunsu;Jo, Seong-jun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2019.05a
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    • pp.334-337
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    • 2019
  • In this study, we built the data collection system to learn user's habit data by deep learning and to create an indoor environment according to the situation. The system consists of a data collection server and several sensor nodes, which creates the environment according to the data collected. We used Google Inception v3 network to analyze the photographs and hand-designed second DNN (Deep Neural Network) to infer behaviors. As a result of the DNN learning, we gained 98.4% of Testing Accuracy. Through this results, we were be able to prove that DNN is capable of extrapolating the situation.

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Designing Mobile Framework for Intelligent Personalized Marketing Service in Interactive Exhibition Space (인터랙티브 전시 환경에서 개인화 마케팅 서비스를 위한 모바일 프레임워크 설계)

  • Bae, Jong-Hwan;Sho, Su-Hwan;Choi, Lee-Kwon
    • Journal of Intelligence and Information Systems
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    • v.18 no.1
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    • pp.59-69
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    • 2012
  • As exhibition industry, which is a part of 17 new growth engines of the government, is related to other industries such as tourism, transportation and financial industries. So it has a significant ripple effect on other industries. Exhibition is a knowledge-intensive, eco-friendly and high value-added Industry. Over 13,000 exhibitions are held every year around the world which contributes to getting foreign currency. Exhibition industry is closely related with culture and tourism and could be utilized as local and national development strategies and improve national brand image as well. Many countries try various efforts to invigorate exhibition industry by arranging related laws and support system. In Korea, more than 200 exhibitions are being held every year, but only 2~3 exhibitions are hosted with over 400 exhibitors and except these exhibitions most exhibitions have few foreign exhibitors. The main reason of weakness of domestic trade show is that there are no agencies managing exhibitionrelated statistics and there is no specific and reliable evaluation. This might cause impossibility of providing buyer or seller with reliable data, poor growth of exhibitions in terms of quality and thus service quality of trade shows cannot be improved. Hosting a lot of visitors (Public/Buyer/Exhibitor) is very crucial to the development of domestic exhibition industry. In order to attract many visitors, service quality of exhibition and visitor's satisfaction should be enhanced. For this purpose, a variety of real-time customized services through digital media and the services for creating new customers and retaining existing customers should be provided. In addition, by providing visitors with personalized information services they could manage their time and space efficiently avoiding the complexity of exhibition space. Exhibition industry can have competitiveness and industrial foundation through building up exhibition-related statistics, creating new information and enhancing research ability. Therefore, this paper deals with customized service with visitor's smart-phone at the exhibition space and designing mobile framework which enables exhibition devices to interact with other devices. Mobile server framework is composed of three different systems; multi-server interaction, server, client, display device. By making knowledge pool of exhibition environment, the accumulated data for each visitor can be provided as personalized service. In addition, based on the reaction of visitors each of all information is utilized as customized information and so the cyclic chain structure is designed. Multiple interaction server is designed to have functions of event handling, interaction process between exhibition device and visitor's smart-phone and data management. Client is an application processed by visitor's smart-phone and could be driven on a variety of platforms. Client functions as interface representing customized service for individual visitors and event input and output for simultaneous participation. Exhibition device consists of display system to show visitors contents and information, interaction input-output system to receive event from visitors and input toward action and finally the control system to connect above two systems. The proposed mobile framework in this paper provides individual visitors with customized and active services using their information profile and advanced Knowledge. In addition, user participation service is suggested as well by using interaction connection system between server, client, and exhibition devices. Suggested mobile framework is a technology which could be applied to culture industry such as performance, show and exhibition. Thus, this builds up the foundation to improve visitor's participation in exhibition and bring about development of exhibition industry by raising visitor's interest.

A Study on the Development of Customized Video Contents for Early Childhood Education by Pre-Early Childhood Teachers

  • Yan Ha
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.10
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    • pp.291-300
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    • 2023
  • In this paper, we propose a plan for prospective early childhood teachers to plan, design, and produce and the results of operating a teaching model. To this end, we will identify video content for each age and video content of various topics and video playback time required by early childhood education sites, actively collect opinions from workers currently in early childhood education institutions, and suggest ways to develop on-site video content in the university curriculum. This requires prospective early childhood teachers to improve their self-understanding capabilities, community capabilities, and creative convergence capabilities, including digital capabilities. Through this, we intend to contribute to fostering smart early childhood teachers and creating a kindergarten activity and environment applying the latest video technology.

Development of Virtual Simulator and Database for Deep Learning-based Object Detection (딥러닝 기반 장애물 인식을 위한 가상환경 및 데이터베이스 구축)

  • Lee, JaeIn;Gwak, Gisung;Kim, KyongSu;Kang, WonYul;Shin, DaeYoung;Hwang, Sung-Ho
    • Journal of Drive and Control
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    • v.18 no.4
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    • pp.9-18
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    • 2021
  • This study proposes a method for creating learning datasets to recognize obstacles using deep learning algorithms in automated construction machinery or an autonomous vehicle. Recently, many researchers and engineers have developed various recognition algorithms based on deep learning following an increase in computing power. In particular, the image classification technology and image segmentation technology represent deep learning recognition algorithms. They are used to identify obstacles that interfere with the driving situation of an autonomous vehicle. Therefore, various organizations and companies have started distributing open datasets, but there is a remote possibility that they will perfectly match the user's desired environment. In this study, we created an interface of the virtual simulator such that users can easily create their desired training dataset. In addition, the customized dataset was further advanced by using the RDBMS system, and the recognition rate was improved.

A Study on the Trend Analysis of Rural Houses in the Architectural Magazines (건축잡지에 나타난 농촌주택 경향분석에 관한 연구)

  • Lim, Chang Su;Hong, Kwang Woo;Kim, Hye Ran;Kim, Eun Ja;Park, Mi-Jeong
    • Journal of Korean Society of Rural Planning
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    • v.22 no.4
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    • pp.183-194
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    • 2016
  • Rural house came into the rapid change through the process of modernization and Saemaul movement in the past. This change continue to the current era, there is a such exotic forms and indiscriminate development of new house and Saemaul housing and existing conventional farmhouse in rural area. Such a phenomenon, ultimately creating disharmony in traditional environment of rural. In this respect, reflecting the location characteristics of the region which is based on the regional characteristics and unique model of rural housing, it is absolutely required for the development of rural housing customized to fit the diversity of modern. With that background, the purpose of the research is to try and find out the changes in rural houses and the transforming characteristics. To achieve this research purpose, this research selected a specialized magazine for architecture. Then, it identified contents which has specific keyword. lastly, it analyze type and contents of house in rural area from selected article. This process make up the rural housing for effective utilization. The result showed that the type of economic activity and residents information directly show the character of the members who located in the new homes after retuning to farming. The polarization of structure was clearly visible by the building time. And, propensity to western-style of major components was very high such as shape and form of housing. However, it was found to prefer to reflect traditional aesthetics in the components of the housing partially. Therefore, more research is needed to reflect of the results of a survey. Also, analyzing the characteristic of rural house's element and suggesting ways to take advantage in order to present suitable element of modern rural house.

Design of customized product recommendation model on correlation analysis when using electronic commerce (전자상거래 이용시 연관성 분석을 통한 맞춤형 상품추천 모델 설계)

  • Yang, MingFei;Park, Kiyong;Choi, Sang-Hyun
    • Journal of the Korea Convergence Society
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    • v.13 no.3
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    • pp.203-216
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    • 2022
  • In the recent business environment, purchase patterns are changing around the influence of COVID-19 and the online market. This study analyzed cluster and correlation analysis based on purchase and product information. The cluster analysis of new methods was attempted by creating customer, product, and cross-bonding clusters. The cross-bonding cluster analysis was performed based on the results of each cluster analysis. As a result of the correlation analysis, it was analyzed that more association rules were derived from a cross-bonding cluster, and the overlap rate was less. The cross-bonding cluster was found to be highly efficient. The cross-bonding cluster is the most suitable model for recommending products according to customer needs. The cross-bonding cluster model can save time and provide useful information to consumers. It is expected to bring positive effects such as increasing sales for the company.

A Study on the Relationship Between Online Community Characteristics and Loyalty : Focused on Mediating Roles of Self-Congruency, Consumer Experience, and Consumer to Consumer Interactivity (온라인 커뮤니티 특성과 충성도 간의 관계에 대한 연구: 자아일치성, 소비자 체험, 상호작용성의 매개적 역할을 중심으로)

  • Kim, Moon-Tae;Ock, Jung-Won
    • Journal of Global Scholars of Marketing Science
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    • v.18 no.4
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    • pp.157-194
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    • 2008
  • The popularity of communities on the internet has captured the attention of marketing scholars and practitioners. By adapting to the culture of the internet, however, and providing consumer with the ability to interact with one another in addition to the company, businesses can build new and deeper relationships with customers. The economic potential of online communities has been discussed with much hope in the many popular papers. In contrast to this enthusiastic prognostications, empirical and practical evidence regarding the economic potential of the online community has shown a little different conclusion. To date, even communities with high levels of membership and vibrant social arenas have failed to build financial viability. In this perspective, this study investigates the role of various kinds of influencing factors to online community loyalty and basically suggests the framework that explains the process of building purchase loyalty. Even though the importance of building loyalty in an online environment has been emphasized from the marketing theorists and practitioners, there is no sufficient research conclusion about what is the process of building purchase loyalty and the most powerful factors that influence to it. In this study, the process of building purchase loyalty is divided into three levels; characteristics of community site such as content superiority, site vividness, navigation easiness, and customerization, the mediating variables such as self congruency, consumer experience, and consumer to consumer interactivity, and finally various factors about online community loyalty such as visit loyalty, affect, trust, and purchase loyalty are those things. And the findings of this research are as follows. First, consumer-to-consumer interactivity is an important factor to online community purchase loyalty and other loyalty factors. This means, in order to interact with other people more actively, many participants in online community have the willingness to buy some kinds of products such as music, content, avatar, and etc. From this perspective, marketers of online community have to create some online environments in order that consumers can easily interact with other consumers and make some site environments in order that consumer can feel experience in this site is interesting and self congruency is higher than at other community sites. It has been argued that giving consumers a good experience is vital in cyber space, and websites create an active (rather than passive) customer by their nature. Some researchers have tried to pin down the positive experience, with limited success and less empirical support. Web sites can provide a cognitively stimulating experience for the user. We define the online community experience as playfulness based on the past studies. Playfulness is created by the excitement generated through a website's content and measured using three descriptors Marketers can promote using and visiting online communities, which deliver a superior web experience, to influence their customers' attitudes and actions, encouraging high involvement with those communities. Specially, we suggest that transcendent customer experiences(TCEs) which have aspects of flow and/or peak experience, can generate lasting shifts in beliefs and attitudes including subjective self-transformation and facilitate strong consumer's ties to a online community. And we find that website success is closely related to positive website experiences: consumers will spend more time on the site, interacting with other users. As we can see figure 2, visit loyalty and consumer affect toward the online community site didn't directly influence to purchase loyalty. This implies that there may be a little different situations here in online community site compared to online shopping mall studies that shows close relations between revisit intention and purchase intention. There are so many alternative sites on web, consumers do not want to spend money to buy content and etc. In this sense, marketers of community websites must know consumers' affect toward online community site is not a last goal and important factor to influnece consumers' purchase. Third, building good content environment can be a really important marketing tool to create a competitive advantage in cyberspace. For example, Cyworld, Korea's number one community site shows distinctive superiority in the consumer evaluations of content characteristics such as content superiority, site vividness, and customerization. Particularly, comsumer evaluation about customerization was remarkably higher than the other sites. In this point, we can conclude that providing comsumers with good, unique and highly customized content will be urgent and important task directly and indirectly impacting to self congruency, consumer experience, c-to-c interactivity, and various loyalty factors of online community. By creating enjoyable, useful, and unique online community environments, online community portals such as Daum, Naver, and Cyworld are able to build customer loyalty to a degree that many of today's online marketer can only dream of these loyalty, in turn, generates strong economic returns. Another way to build good online community site is to provide consumers with an interactive, fun, experience-oriented or experiential Web site. Elements that can make a dot.com's Web site experiential include graphics, 3-D images, animation, video and audio capabilities. In addition, chat rooms and real-time customer service applications (which link site visitors directly to other visitors, or with company support personnel, respectively) are also being used to make web sites more interactive. Researchers note that online communities are increasingly incorporating such applications in their Web sites, in order to make consumers' online shopping experience more similar to that of an offline store. That is, if consumers are able to experience sensory stimulation (e.g. via 3-D images and audio sound), interact with other consumers (e.g., via chat rooms), and interact with sales or support people (e.g. via a real-time chat interface or e-mail), then they are likely to have a more positive dot.com experience, and develop a more positive image toward the online company itself). Analysts caution, however, that, while high quality graphics, animation and the like may create a fun experience for consumers, when heavily used, they can slow site navigation, resulting in frustrated consumers, who may never return to a site. Consequently, some analysts suggest that, at least with current technology, the rule-of-thumb is that less is more. That is, while graphics etc. can draw consumers to a site, they should be kept to a minimum, so as not to impact negatively on consumers' overall site experience.

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