• 제목/요약/키워드: Creative Users

검색결과 172건 처리시간 0.026초

학위논문정보의 전자적 접근 및 이용에 관한 연구 (A Study on the Electronic Access and Use of Thesis Information)

  • 김자영
    • 지식경영연구
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    • 제1권1호
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    • pp.109-126
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    • 2000
  • Thesis is very valuable primary and secondary infomation resource in that it contains systematic research methods, comprehensive and detailed data, and creative research results in specific areas. But thesis has been neglected in many libraries and information centers due to the problems of accessibility and obtainabiliy problems as one of a Grey Literature. As information technology and networks have been developing rapidly, the digitalization of thesis full-text and the possibility of online access arc also increasing. In this study, value and the characteristics of thesis is firstly reviewed. Secondly, by analyzing the current digitalization state of some domestic and foreign universities and institutions, some principles for the effective electronic transmission and effective management of thesis are suggested as one of knowledge management. Furthermore useful information is suggested for the users in terms of the online access and obtainability.

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기업의 관계적 성과로서 기업소셜네트워크 이용자의 자발행동에 관한 연구 (A Study on User's Voluntary Behavior in Company Social Networks(CSN))

  • 강인원;조은선
    • 한국IT서비스학회지
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    • 제13권2호
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    • pp.35-53
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    • 2014
  • Company Social Networks (CSN) has emerged as a commonly used marketing channel. One of the most important advantages in CSN is the user's voluntary behavior as a relational performance. We classified level of voluntary behavior, as 'consumption', 'active participation', and 'creative contribution' to comprehend different relational performance of CSN. Moreover, we proposed research model to compare positive attitude and negative attitude. This study aims to investigate 'the process of user's voluntary behavior in CSN' which is causal relationship between benefits of CSN, user's attitude and voluntary behavior. Empirical results with 175 valid questionnaire data revealed that CSN benefit factors played a significant role in trust and distrust. Based on these effects, trust and distrust have different influences as level of voluntary behavior, just as proposed. For practitioners, it is crucial finding that users are more active behavior based on strong trust.

사회적 컴퓨팅의 창조적 사용자 멘탈 모형에 대한 근거이론적 분석 (A grounded theory analysis of creative users' mental model in social computing)

  • 권희정;김진우
    • 한국HCI학회:학술대회논문집
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    • 한국HCI학회 2007년도 학술대회 2부
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    • pp.411-417
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    • 2007
  • 디지털 매체의 사용자들의 사용 모형이 변화하고 있다. RSS, 태그(tag), Ajax, Open API 등 사용자 참여를 향상시키는 Web 2.0 기술을 포함하여 정보 기기 및 인터페이스의 발전은 사용자들의 매체사용에 대한 범위와 역할을 크게 향상시키고 있다. 이제 사용자는 더 이상 정보수용자의 입장이 아닌 정보제공자의 입장에서 매체에 접근하고 있다. 이와 같은 현상은 우리에게 두 가지 중요한 연구문제를 제시한다, 첫째, 사용자들은 기술변화를 어떻게 인지하고 있으며, 어떤 학습의 과정을 거치고 있는가? 혹은 어떤 어려움을 겪고 있는가? 둘째, 변화하는 기술에 따른 사용자들의 요구변화의 양상은 디지털매체를 통한 정보제공을 통하여 수익을 발생시키는 기업의 사용자와의 상호작용을 어떻게 변화하게 하고 있는가? 이와 같은 연구문제를 해결하기 위하여 창조적 사용자의 인지적 모형을 점검하고, 차세대 기술변화에 따른 사회적 컴퓨팅의 진화를 근거이론을 통하여 분석해 보고자 한다.

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사용자제작콘텐츠 (UCC) 이용자의 수용 후 행동 모델 분석

  • 정철호;정영수
    • 한국데이타베이스학회:학술대회논문집
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    • 한국데이타베이스학회 2010년도 춘계국제학술대회
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    • pp.299-308
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    • 2010
  • The primary objective of this paper is to examine of post acceptance behavior model in VCC services. Based on the relevant literature reviews, this study posits six characteristics, that is, expectation confirmation, perceived usefulness, perceived enjoyment, satisfaction, and continuance intention as key variables to describe the post acceptance behavior model in VCC services. And then we constructed a research model and hypotheses about relationship between these variables. A total 286 usable survey responses of CCC service users have been employed in the analysis. The empirical results of this study are summarized as follows. Firstly, expectation confirmation has a positive effect on the perceived usefulness, perceived enjoyment, and satisfaction. Secondly. perceived enjoyment has a positive effect on the satisfaction. Lastly, perceived usefulness, perceived enjoyment, and satisfaction have a positive effect on the continuance intention. These results will be helpful for the UCC services sector to further develop a service delivery strategies for strengthening the ongoing relationship with customers. Finally, some possible limits of the present research and future directions for such research were discussed.

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게임산업 발전을 위한 개발방향 제안 (Development Direction for Game Industry Development)

  • 한상범;오현주
    • 한국컴퓨터정보학회:학술대회논문집
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    • 한국컴퓨터정보학회 2017년도 제56차 하계학술대회논문집 25권2호
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    • pp.89-92
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    • 2017
  • This study critically analyzes the present situation of the domestic game industry that infringes game nature or diversity, which is the essence of game contents such as copycat, auto play, excessive billing inducement, indiscriminate advertisement developed by focusing on commercial aspect, It suggests the necessity of creative and various game development environment. It suggests development direction for the development of domestic game industry through game case analysis which shows the possibility of game media out of existing success formula and does not concentrate only on commerciality and makes effort to give new fun to users.

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유니버설디자인 체험 강의 모듈의 교육적 효과 (Educational Effect of Universal Design Navigation Teaching Module)

  • 이연숙;장윤정;반자연;변혜령;서해양
    • 한국실내디자인학회:학술대회논문집
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    • 한국실내디자인학회 2001년도 춘계학술발표대회 논문집
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    • pp.140-143
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    • 2001
  • Since Universal Design emerged as a new design paradigm for future, the strategies of implementing UD in educational setting has been continuously pursued. Many university programs in North America especially explored the possibility and shared their experiences in the international conferences. In asia, however, no attempt was tried. This presentation will share the navigation teaching modules used in a undergraduate course “Interior Environment and Human Behavior” class, its methodology of experience and data analysis, and finally educational outcome. Since UD is a basic human oriented design, the modules surely provided affluent and realistic opportunity for students to feel emotional sympathy to understand a diverse range of users and to facilitate creative design solution for them.

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사용자제작콘텐츠(UCC) 이용자의 수용 후 행동 모델 분석 (Analysis on the Post Acceptance Behavior Model in User Created Contents(UCC))

  • 정철호;정영수
    • Journal of Information Technology Applications and Management
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    • 제17권2호
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    • pp.175-185
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    • 2010
  • The primary objective of this paper is to examine post acceptance behavior model in UCC services. Based on the relevant literature reviews, this study posits six characteristics, that is, expectation confirmation, perceived usefulness, perceived enjoyment, satisfaction, and continuance intention as key variables to describe the post acceptance behavior model in UCC services. Then we constructed a research model and hypotheses about relationship between these variables. A total 286 usable survey responses of UCC service users have been employed in the analysis. The empirical results of this study are summarized as follows. Firstly, expectation confirmation has a positive effect on the perceived usefulness, perceived enjoyment, and satisfaction. Secondly, perceived enjoyment has a positive effect on the satisfaction. Lastly, perceived usefulness, perceived enjoyment, and satisfaction have a positive effect on the continuance intention. These results will be helpful for the UCC services sector to further develop service delivery strategies for strengthening the ongoing relationship with customers. Finally, some possible limits of the present research and future directions for such research were discussed.

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유사홀로그램 가시화 기반 가상 휴먼의 제스쳐 상호작용 영향 분석 (Exploring the Effects of Gesture Interaction on Co-presence of a Virtual Human in a Hologram-like System)

  • Kim, Daewhan;Jo, Dongsik
    • 한국정보통신학회논문지
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    • 제24권10호
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    • pp.1390-1393
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    • 2020
  • Recently, a hologram-like system and a virtual human to provide a realistic experience has been serviced in various places such as musical performance and museum exhibition. Also, the realistically responded virtual human in the hologram-like system need to be expressed in a way that matches the users' interaction. In this paper, to improve the feeling of being in the same space with a virtual human in the hologram-like system, user's gesture based interactive contents were presented, and the effectiveness of interaction was evaluated. Our approach was found that the gesture based interaction was provided a higher sense of co-presence for immersion with the virtual human.

Behavior Tree-based Scenario Development Technology to Induce Various Experiences of VR content

  • Seo, Jinseok;Yang, Ungyeon
    • Journal of Multimedia Information System
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    • 제7권4호
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    • pp.263-268
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    • 2020
  • This paper introduces an event modeling and simulation system using behavior trees. The system aims to overcome the limitations of existing fixed, simple scenario-based training content, and to extend the behavior of objects to enable various experience deployments. To achieve this goal, we made specific tasks of behavior trees can change according to users' reaction and developed an adaptive simulation module that can analyze and execute behavior trees that changes at runtime. In order to validate our approach, we applied the adaptive behavior tree simulation to the scenarios in our virtual reality simulation-based fire training system we have been developing and demonstrated the implementation results.

Design and Implementation of Procedural Self-Instructional Contents and Application on Smart Glasses

  • Yoon, Hyoseok;Kim, Seong Beom;Kim, Nahyun
    • Journal of Multimedia Information System
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    • 제8권4호
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    • pp.243-250
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    • 2021
  • Instructional contents are used to demonstrate a technical process to teach and walkthrough certain procedures to carry out a task. This type of informational content is widely used for teaching and lectures in form of tutorial videos and training videos. Since there are questions and uncertainties for what could be the killer application for the novel wearables, we propose a self-instruction training application on a smart glass to utilize already-available instruction videos as well as public open data in creative ways. We design and implement a prototype application to help users train by wearing smart glasses specifically designed for two concrete and hand-constrained use cases where the user's hands need to be free to operate. To increase the efficiency and feasibility of the self-instruction training, we contribute to the development of a wearable killer application by integrating a voice-based user interface using speech recognizer, public open data APIs, and timestamp-based procedural content navigation structure into our proof-of-concept application.