• Title/Summary/Keyword: Face Model

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A Study on the Product Design Process in I-Business Environment Focusing on Development of the Internet-based Design Process - (e-비지니스환경에서의 제품디자인 프로세스에 관한 기초연구-인터넷기반의 디자인 프로세스 개발을 중심으로-)

  • 이수봉;이돈희
    • Archives of design research
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    • v.16 no.1
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    • pp.181-198
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    • 2003
  • The purpose of this study is to develop a on-line design tool for effectively coping with e-Business environment, or product design process into a Cyber model for traditional manufacturers which attempts new product development under such environment. It was finally developed as a model named $\ulcorner$Design Vortal Site; e-BVDS) that was based on the structure and style of internet web site. Results of the study can be described as follows ; \circled1 e-Business is based on the Internet. All processes in the context of e-Business require models whose structure and method of use are on-line styles. \circled2 In case that a traditional manufacturing business is converted into e-Business, it is better to first consider Hybrid Model that combines resources and advantages of both such traditional and digital businesses. \circled3 The product design process appropriate for e-Business environment has to have a structure and style that ensure utilization of the process as an Internet web site, active participation by product developers and interactive communication between participants in designing and designers. \circled4 $\ulcorner$e-BDVS) makes possible the use of designers around the wend like in-house designers, overcoming lack in creativity, ideas and human resources traditional business organizations face. However, the operation of $\ulcorner$e-BDVS$\lrcorner$ requires time and budget investments in securing related elements and conditions. \circled5 Cyber designers under $\ulcorner$e-BDVS$\lrcorner$ can easily perform all design projects in cyber space. But they have some limits in playing a role as designers and they have difficulty in getting rewards if such projects completed by them are not finally accepted. \circled6 $\ulcorner$e-BDVS) ensures the rapid use of a wide range of design information and data, reception of a variety of solutions and ideas and effective design development, all of which are not possible through traditional processes. However, this process may not be suitable to be used routine process or tool. \circled7 $\ulcorner$e-BDVS$\lrcorner$ makes it possible for out-sourcing or partners businesses to overcome restrictions in time and space and improve productivity and effectiveness. But such they may have to continue off-line works that can not be treated on-line.

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Development of a TBM Advance Rate Model and Its Field Application Based on Full-Scale Shield TBM Tunneling Tests in 70 MPa of Artificial Rock Mass (70 MPa급 인공암반 내 실대형 쉴드TBM 굴진실험을 통한 굴진율 모델 및 활용방안 제안)

  • Kim, Jungjoo;Kim, Kyoungyul;Ryu, Heehwan;Hwan, Jung Ju;Hong, Sungyun;Jo, Seonah;Bae, Dusan
    • KEPCO Journal on Electric Power and Energy
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    • v.6 no.3
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    • pp.305-313
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    • 2020
  • The use of cable tunnels for electric power transmission as well as their construction in difficult conditions such as in subsea terrains and large overburden areas has increased. So, in order to efficiently operate the small diameter shield TBM (Tunnel Boring Machine), the estimation of advance rate and development of a design model is necessary. However, due to limited scope of survey and face mapping, it is very difficult to match the rock mass characteristics and TBM operational data in order to achieve their mutual relationships and to develop an advance rate model. Also, the working mechanism of previously utilized linear cutting machine is slightly different than the real excavation mechanism owing to the penetration of a number of disc cutters taking place at the same time in the rock mass in conjunction with rotation of the cutterhead. So, in order to suggest the advance rate and machine design models for small diameter TBMs, an EPB (Earth Pressure Balance) shield TBM having 3.54 m diameter cutterhead was manufactured and 19 cases of full-scale tunneling tests were performed each in 87.5 ㎥ volume of artificial rock mass. The relationships between advance rate and machine data were effectively analyzed by performing the tests in homogeneous rock mass with 70 MPa uniaxial compressive strength according to the TBM operational parameters such as thrust force and RPM of cutterhead. The utilization of the recorded penetration depth and torque values in the development of models is more accurate and realistic since they were derived through real excavation mechanism. The relationships between normal force on single disc cutter and penetration depth as well as between normal force and rolling force were suggested in this study. The prediction of advance rate and design of TBM can be performed in rock mass having 70 MPa strength using these relationships. An effort was made to improve the application of the developed model by applying the FPI (Field Penetration Index) concept which can overcome the limitation of 100% RQD (Rock Quality Designation) in artificial rock mass.

Research on Generative AI for Korean Multi-Modal Montage App (한국형 멀티모달 몽타주 앱을 위한 생성형 AI 연구)

  • Lim, Jeounghyun;Cha, Kyung-Ae;Koh, Jaepil;Hong, Won-Kee
    • Journal of Service Research and Studies
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    • v.14 no.1
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    • pp.13-26
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    • 2024
  • Multi-modal generation is the process of generating results based on a variety of information, such as text, images, and audio. With the rapid development of AI technology, there is a growing number of multi-modal based systems that synthesize different types of data to produce results. In this paper, we present an AI system that uses speech and text recognition to describe a person and generate a montage image. While the existing montage generation technology is based on the appearance of Westerners, the montage generation system developed in this paper learns a model based on Korean facial features. Therefore, it is possible to create more accurate and effective Korean montage images based on multi-modal voice and text specific to Korean. Since the developed montage generation app can be utilized as a draft montage, it can dramatically reduce the manual labor of existing montage production personnel. For this purpose, we utilized persona-based virtual person montage data provided by the AI-Hub of the National Information Society Agency. AI-Hub is an AI integration platform aimed at providing a one-stop service by building artificial intelligence learning data necessary for the development of AI technology and services. The image generation system was implemented using VQGAN, a deep learning model used to generate high-resolution images, and the KoDALLE model, a Korean-based image generation model. It can be confirmed that the learned AI model creates a montage image of a face that is very similar to what was described using voice and text. To verify the practicality of the developed montage generation app, 10 testers used it and more than 70% responded that they were satisfied. The montage generator can be used in various fields, such as criminal detection, to describe and image facial features.

Mediating Roles of Attachment for Information Sharing in Social Media: Social Capital Theory Perspective (소셜 미디어에서 정보공유를 위한 애착의 매개역할: 사회적 자본이론 관점)

  • Chung, Namho;Han, Hee Jeong;Koo, Chulmo
    • Asia pacific journal of information systems
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    • v.22 no.4
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    • pp.101-123
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    • 2012
  • Currently, Social Media, it has widely a renown keyword and its related social trends and businesses have been fastly applied into various contexts. Social media has become an important research area for scholars interested in online technologies and cyber space and their social impacts. Social media is not only including web-based services but also mobile-based application services that allow people to share various style information and knowledge through online connection. Social media users have tendency to common identity- and bond-attachment through interactions such as 'thumbs up', 'reply note', 'forwarding', which may have driven from various factors and may result in delivering information, sharing knowledge, and specific experiences et al. Even further, almost of all social media sites provide and connect unknown strangers depending on shared interests, political views, or enjoyable activities, and other stuffs incorporating the creation of contents, which provides benefits to users. As fast developing digital devices including smartphone, tablet PC, internet based blogging, and photo and video clips, scholars desperately have began to study regarding diverse issues connecting human beings' motivations and the behavioral results which may be articulated by the format of antecedents as well as consequences related to contents that people create via social media. Social media such as Facebook, Twitter, or Cyworld users are more and more getting close each other and build up their relationships by a different style. In this sense, people use social media as tools for maintain pre-existing network, creating new people socially, and at the same time, explicitly find some business opportunities using personal and unlimited public networks. In terms of theory in explaining this phenomenon, social capital is a concept that describes the benefits one receives from one's relationship with others. Thereby, social media use is closely related to the form and connected of people, which is a bridge that can be able to achieve informational benefits of a heterogeneous network of people and common identity- and bonding-attachment which emphasizes emotional benefits from community members or friend group. Social capital would be resources accumulated through the relationships among people, which can be considered as an investment in social relations with expected returns and may achieve benefits from the greater access to and use of resources embedded in social networks. Social media using for their social capital has vastly been adopted in a cyber world, however, there has been little explaining the phenomenon theoretically how people may take advantages or opportunities through interaction among people, why people may interactively give willingness to help or their answers. The individual consciously express themselves in an online space, so called, common identity- or bonding-attachments. Common-identity attachment is the focus of the weak ties, which are loose connections between individuals who may provide useful information or new perspectives for one another but typically not emotional support, whereas common-bonding attachment is explained that between individuals in tightly-knit, emotionally close relationship such as family and close friends. The common identify- and bonding-attachment are mainly studying on-offline setting, which individual convey an impression to others that are expressed to own interest to others. Thus, individuals expect to meet other people and are trying to behave self-presentation engaging in opposite partners accordingly. As developing social media, individuals are motivated to disclose self-disclosures of open and honest using diverse cues such as verbal and nonverbal and pictorial and video files to their friends as well as passing strangers. Social media context, common identity- and bond-attachment for self-presentation seems different compared with face-to-face context. In the realm of social media, social users look for self-impression by posting text messages, pictures, video files. Under the digital environments, people interact to work, shop, learn, entertain, and be played. Social media provides increasingly the kinds of intention and behavior in online. Typically, identity and bond social capital through self-presentation is the intentional and tangible component of identity. At social media, people try to engage in others via a desired impression, which can maintain through performing coherent and complementary communications including displaying signs, symbols, brands made of digital stuffs(information, interest, pictures, etc,). In marketing area, consumers traditionally show common-identity as they select clothes, hairstyles, automobiles, logos, and so on, to impress others in any given context in a shopping mall or opera. To examine these social capital and attachment, we combined a social capital theory with an attachment theory into our research model. Our research model focuses on the common identity- and bond-attachment how they are formulated through social capitals: cognitive capital, structural capital, relational capital, and individual characteristics. Thus, we examined that individual online kindness, self-rated expertise, and social relation influence to build common identity- and bond-attachment, and the attachment effects make an impact on both the willingness to help, however, common bond seems not to show directly impact on information sharing. As a result, we discover that the social capital and attachment theories are mainly applicable to the context of social media and usage in the individual networks. We collected sample data of 256 who are using social media such as Facebook, Twitter, and Cyworld and analyzed the suggested hypotheses through the Structural Equation Model by AMOS. This study analyzes the direct and indirect relationship between the social network service usage and outcomes. Antecedents of kindness, confidence of knowledge, social relations are significantly affected to the mediators common identity-and bond attachments, however, interestingly, network externality does not impact, which we assumed that a size of network was a negative because group members would not significantly contribute if the members do not intend to actively interact with each other. The mediating variables had a positive effect on toward willingness to help. Further, common identity attachment has stronger significant on shared information.

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Attitude Confidence and User Resistance for Purchasing Wearable Devices on Virtual Reality: Based on Virtual Reality Headgears (가상현실 웨어러블 기기의 구매 촉진을 위한 태도 자신감과 사용자 저항 태도: 가상현실 헤드기어를 중심으로)

  • Sohn, Bong-Jin;Park, Da-Sul;Choi, Jaewon
    • Journal of Intelligence and Information Systems
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    • v.22 no.3
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    • pp.165-183
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    • 2016
  • Over the past decade, there has been a rapid diffusion of technological devices and a rising number of various devices, resulting in an escalation of virtual reality technology. Technological market has rapidly been changed from smartphone to wearable devices based on virtual reality. Virtual reality can make users feel real situation through sensing interaction, voice, motion capture and so on. Facebook.com, Google, Samsung, LG, Sony and so on have investigated developing platform of virtual reality. the pricing of virtual reality devices also had decreased into 30% from their launched period. Thus market infrastructure in virtual reality have rapidly been developed to crease marketplace. However, most consumers recognize that virtual reality is not ease to purchase or use. That could not lead consumers to positive attitude for devices and purchase the related devices in the early market. Through previous studies related to virtual reality, there are few studies focusing on why the devices for virtual reality stayed in early stage in adoption & diffusion context in the market. Almost previous studies considered the reasons of hard adoption for innovative products in the viewpoints of Typology of Innovation Resistance, MIR(Management of Innovation Resistant), UTAUT & UTAUT2. However, product-based antecedents also important to increase user intention to purchase and use products in the technological market. In this study, we focus on user acceptance and resistance for increasing purchase and usage promotions of wearable devices related to virtual reality based on headgear products like Galaxy Gear. Especially, we added a variables like attitude confidence as a dimension for user resistance. The research questions of this study are follows. First, how attitude confidence and innovativeness resistance affect user intention to use? Second, What factors related to content and brand contexts can affect user intention to use? This research collected data from the participants who have experiences using virtual rality headgears aged between 20s to 50s located in South Korea. In order to collect data, this study used a pilot test and through making face-to-face interviews on three specialists, face validity and content validity were evaluated for the questionnaire validity. Cleansing the data, we dropped some outliers and data of irrelevant papers. Totally, 156 responses were used for testing the suggested hypotheses. Through collecting data, demographics and the relationships among variables were analyzed through conducting structural equation modeling by PLS. The data showed that the sex of respondents who have experience using social commerce sites (male=86(55.1%), female=70(44.9%). The ages of respondents are mostly from 20s (74.4%) to 30s (16.7%). 126 respondents (80.8%) have used virtual reality devices. The results of our model estimation are as follows. With the exception of Hypothesis 1 and 7, which deals with the two relationships between brand awareness to attitude confidence, and quality of content to perceived enjoyment, all of our hypotheses were supported. In compliance with our hypotheses, perceived ease of use (H2) and use innovativeness (H3) were supported with its positively influence for the attitude confidence. This finding indicates that the more ease of use and innovativeness for devices increased, the more users' attitude confidence increased. Perceived price (H4), enjoyment (H5), Quantity of contents (H6) significantly increase user resistance. However, perceived price positively affect user innovativeness resistance meanwhile perceived enjoyment and quantity of contents negatively affect user innovativeness resistance. In addition, aesthetic exterior (H6) was also positively associated with perceived price (p<0.01). Also projection quality (H8) can increase perceived enjoyment (p<0.05). Finally, attitude confidence (H10) increased user intention to use virtual reality devices. however user resistance (H11) negatively affect user intention to use virtual reality devices. The findings of this study show that attitude confidence and user innovativeness resistance differently influence customer intention for using virtual reality devices. There are two distinct characteristic of attitude confidence: perceived ease of use and user innovativeness. This study identified the antecedents of different roles of perceived price (aesthetic exterior) and perceived enjoyment (quality of contents & projection quality). The findings indicated that brand awareness and quality of contents for virtual reality is not formed within virtual reality market yet. Therefore, firms should developed brand awareness for their product in the virtual market to increase market share.

Shear Strength Evaluation on Multiple High-Shear Ring Anchors Using Shear Strength Model of a Single High-Shear Ring Anchor (단일 고전단 링앵커의 전단강도 모델을 이용한 다수 고전단 링앵커의 전단강도 평가)

  • Kim, Mun-Gil;Chun, Sung-Chul;Kim, Young-Ho;Sim, Hye-Jung;Bae, Min-Seo
    • Journal of the Korea Concrete Institute
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    • v.28 no.4
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    • pp.463-471
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    • 2016
  • A shear strength model for the high-shear ring anchor consisting of a steel ring and a rod was developed based on the shear tests on single high-shear ring anchors. The shear strength was found to be proportional to $f_{ck}{^{0.75}}$ which is a similar characteristic to the strength of shear connectors used in composite structures. The effects of the compressive strength of concrete, edge distance, and embedment length of rod are included in the proposed model. Comparison with 22 tests shows that the average and the coefficient of variation of test-to-prediction ratios are 1.01 and 7.57%, respectively. Push tests on the specimens having four high-shear ring anchors at each face were conducted and the measured shear strengths were compared with the predictions by the proposed model. For the specimen with an edge distance of 100 mm, a splitting failure occurred and for the specimens with an edge distance of 150 mm, a failure mode mixed with splitting and bearing occurred, which were very similar to the failures of shear tests on single high-shear ring anchors. In case of a splitting failure, the overlap of failure surfaces could be prevented by providing the longitudinal spacing of 400 mm which is four times of the edge distance. In case of a bearing failure, the failure area is less than 150 mm from the center of the anchor and therefore the overlap of failure surfaces could be prevented by providing the longitudinal spacing of 200 mm. The average of the test-to-prediction ratios of Push tests is 98%, which means that the proposed mode can be applied to predict the shear strength of the multiple high-shear rings.

MDP(Markov Decision Process) Model for Prediction of Survivor Behavior based on Topographic Information (지형정보 기반 조난자 행동예측을 위한 마코프 의사결정과정 모형)

  • Jinho Son;Suhwan Kim
    • Journal of Intelligence and Information Systems
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    • v.29 no.2
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    • pp.101-114
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    • 2023
  • In the wartime, aircraft carrying out a mission to strike the enemy deep in the depth are exposed to the risk of being shoot down. As a key combat force in mordern warfare, it takes a lot of time, effot and national budget to train military flight personnel who operate high-tech weapon systems. Therefore, this study studied the path problem of predicting the route of emergency escape from enemy territory to the target point to avoid obstacles, and through this, the possibility of safe recovery of emergency escape military flight personnel was increased. based problem, transforming the problem into a TSP, VRP, and Dijkstra algorithm, and approaching it with an optimization technique. However, if this problem is approached in a network problem, it is difficult to reflect the dynamic factors and uncertainties of the battlefield environment that military flight personnel in distress will face. So, MDP suitable for modeling dynamic environments was applied and studied. In addition, GIS was used to obtain topographic information data, and in the process of designing the reward structure of MDP, topographic information was reflected in more detail so that the model could be more realistic than previous studies. In this study, value iteration algorithms and deterministic methods were used to derive a path that allows the military flight personnel in distress to move to the shortest distance while making the most of the topographical advantages. In addition, it was intended to add the reality of the model by adding actual topographic information and obstacles that the military flight personnel in distress can meet in the process of escape and escape. Through this, it was possible to predict through which route the military flight personnel would escape and escape in the actual situation. The model presented in this study can be applied to various operational situations through redesign of the reward structure. In actual situations, decision support based on scientific techniques that reflect various factors in predicting the escape route of the military flight personnel in distress and conducting combat search and rescue operations will be possible.

An Analysis of the Comparative Importance of Systematic Attributes for Developing an Intelligent Online News Recommendation System: Focusing on the PWYW Payment Model (지능형 온라인 뉴스 추천시스템 개발을 위한 체계적 속성간 상대적 중요성 분석: PWYW 지불모델을 중심으로)

  • Lee, Hyoung-Joo;Chung, Nuree;Yang, Sung-Byung
    • Journal of Intelligence and Information Systems
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    • v.24 no.1
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    • pp.75-100
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    • 2018
  • Mobile devices have become an important channel for news content usage in our daily life. However, online news content readers' resistance to online news monetization is more serious than other digital content businesses, such as webtoons, music sources, videos, and games. Since major portal sites distribute online news content free of charge to increase their traffics, customers have been accustomed to free news content; hence this makes online news providers more difficult to switch their policies on business models (i.e., monetization policy). As a result, most online news providers are highly dependent on the advertising business model, which can lead to increasing number of false, exaggerated, or sensational advertisements inside the news website to maximize their advertising revenue. To reduce this advertising dependencies, many online news providers had attempted to switch their 'free' readers to 'paid' users, but most of them failed. However, recently, some online news media have been successfully applying the Pay-What-You-Want (PWYW) payment model, which allows readers to voluntarily pay fees for their favorite news content. These successful cases shed some lights to the managers of online news content provider regarding that the PWYW model can serve as an alternative business model. In this study, therefore, we collected 379 online news articles from Ohmynews.com that has been successfully employing the PWYW model, and analyzed the comparative importance of systematic attributes of online news content on readers' voluntary payment. More specifically, we derived the six systematic attributes (i.e., Type of Article Title, Image Stimulation, Article Readability, Article Type, Dominant Emotion, and Article-Image Similarity) and three or four levels within each attribute based on previous studies. Then, we conducted content analysis to measure five attributes except Article Readability attribute, measured by Flesch readability score. Before conducting main content analysis, the face reliabilities of chosen attributes were measured by three doctoral level researchers with 37 sample articles, and inter-coder reliabilities of the three coders were verified. Then, the main content analysis was conducted for two months from March 2017 with 379 online news articles. All 379 articles were reviewed by the same three coders, and 65 articles that showed inconsistency among coders were excluded before employing conjoint analysis. Finally, we examined the comparative importance of those six systematic attributes (Study 1), and levels within each of the six attributes (Study 2) through conjoint analysis with 314 online news articles. From the results of conjoint analysis, we found that Article Readability, Article-Image Similarity, and Type of Article Title are the most significant factors affecting online news readers' voluntary payment. First, it can be interpreted that if the level of readability of an online news article is in line with the readers' level of readership, the readers will voluntarily pay more. Second, the similarity between the content of the article and the image within it enables the readers to increase the information acceptance and to transmit the message of the article more effectively. Third, readers expect that the article title would reveal the content of the article, and the expectation influences the understanding and satisfaction of the article. Therefore, it is necessary to write an article with an appropriate readability level, and use images and title well matched with the content to make readers voluntarily pay more. We also examined the comparative importance of levels within each attribute in more details. Based on findings of two studies, two major and nine minor propositions are suggested for future empirical research. This study has academic implications in that it is one of the first studies applying both content analysis and conjoint analysis together to examine readers' voluntary payment behavior, rather than their intention to pay. In addition, online news content creators, providers, and managers could find some practical insights from this research in terms of how they should produce news content to make readers voluntarily pay more for their online news content.

Development of Practical Problem-focused teaching plans for Teenagers' 'Preparation for Successful aging' in the 'Family life in old age' unit (고등학생의 '성공적인 노후생활 준비교육'을 위한 실천적 문제 중심 가정과 수업의 교수 설계와 개발)

  • Lee, Jong-Hui;Cho, Byung-Eun
    • Journal of Korean Home Economics Education Association
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    • v.23 no.3
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    • pp.161-183
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    • 2011
  • This study aims to design, develop the impact of a high school course in practical problem- focused teaching plan which will enable students to deal with an aging society, and prepare well for the aging by looking at issues the elderly face. This study set a target of analyzing the 2007 revised curriculum manual to develop instructor-led teaching and learning plans for 'Successful aging preparation'. Five common subjects were reframed on a practical problem basis through factor analysis of preliminary research regarding aging education for teenagers and the 2007 revised curriculum and textbooks of Technology Home Economics, and Human Development. The practical problem was 'What do we need to do to Successfully live an independent life in aging?', and the subjects studied to answer this question were the aging society and population changes. the nature of the elderly, aging preparation, care of the elderly, and welfare services for the elderly. These five subjects were grouped under the main categories of The Aging Society. Understanding the Elderly, and aging Preparation. The ultimate objective of the lessons was, through critical reasoning, to inquire into the causes of current problems the elderly face so that teenagers can understand aging societies and the elderly, and prepare for a Successful aging. Another objective was to seek reasonable alternatives for teenagers as they prepare for Successful and independent aging, and increase their problem-solving abilities in choosing the best course of action by considering the ripple effect of consequences of each of those alternatives. The practical problem-teaching lesson plans consisted of five classes on practical reasoning instruction. This study suggests that new high school curricula should include lessons on preparation for aging so that students can deal successfully with our aging society.

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Impact of Youth Entrepreneurial Competency on the Success and Satisfaction of Start-ups through Entrepreneurial Self-Efficiency (청년창업가역량이 창업자기효능감을 매개로 창업성공과 창업만족에 미치는 영향)

  • Choi, Su Heyong;Kang, Hee kyung;Lee, Dae Shik
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.15 no.5
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    • pp.245-259
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    • 2020
  • The development of technology and the advent of a non-face-to-face society are expected to have a direct impact on job problems. In line with this phenomenon, the government and education and training institutions are coping with job problems through the start-up support policy while at the same time inducing the creation of innovative companies. In particular, youth start-up support can be expected not only to compensate for market failures, but also to promote high-growth start-ups. Based on this background of research, this study examined the competency of young entrepreneurs to start their own businesses, their entrepreneurial self-efficacy, and their impact on success and satisfaction of start-ups. Based on the theoretical research, the research theory and research model were derived by setting entrepreneurial self-efficacy as a mediating variable after reviewing the relation between the main elements of start-up competency of young start-up entrepreneurs and start-up performance. The Youth Entrepreneurship Competency was divided into four categories: Entrepreneurial Competencies, Technical Competencies, Management Competencies, and Creative Competencies, and the hypothesis was that each had a significant impact on the start-up performance through the mediating effect of entrepreneurial self-efficacy. A survey was conducted on young entrepreneurs in their 20s and 30s in Korea for empirical research, and the analysis results were as follows. First of all, the competency of young entrepreneurs to start their own businesses affects the success of start-ups and the satisfaction of start-ups. There are differences in the competencies, and both technical and management competencies can be seen through the entrepreneurial self-efficacy to enhance the success of start-ups and the satisfaction of start-ups. Entrepreneurial competency was fully mediated to start-up success and partially mediated to start-up satisfaction. In the case of creative competency, there were only direct effects on successful start-ups, and the satisfaction of start-ups showed partial mediating effects. Thus, seven of the eight detailed hypotheses were supported and one was rejected. Based on the above findings, the implications were presented.