• Title/Summary/Keyword: Information technology process

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The Effect of Results of Early Youth's Self-Esteem and Depression is Life Satisfaction : Aggression Behavior Media Effect (초기 청소년의 자아존중감과 우울감이 삶의 만족도에 미치는 영향 : 행동적 공격성의 매개효과)

  • Suh, In-Sun;Cho, Ouk-Sun;Um, Soon-Ok
    • Journal of Convergence for Information Technology
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    • v.9 no.6
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    • pp.153-163
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    • 2019
  • The purpose of this study is to research the effect of life satisfaction on young people at an early age and the impact of media on behavioral aggressiveness during this process. To this end, a group of primary schools located in Jiangnan and Jiangbei in the Seoul area and the Nanjing Road in the city were selected and 290 early youths from grades 4-6 of elementary school were chosen as specimens of structural equations. The results indicate that firstly, the personal causes of early youth have a positive (+) effect on the self-esteem life satisfaction and negative (-) impact on liquidity aggressiveness. Secondly, depression has a negative impact on life satisfaction, while action aggressiveness has no effect. Thirdly, the mobility aggression of early youth has a negative impact on life satisfaction (-), and there is a partial media relationship between self-esteem and life satisfaction. However, there is no media relationship between depression and life satisfaction. Based on the above research results, the project of improving youth early life satisfaction and reducing mobile aggression was proposed.

A Measure of Landscape Planning and Design Application through 3D Scan Analysis (3D 스캔 분석을 통한 전통조경 계획 및 설계 활용방안)

  • Shin, Hyun-Sil
    • Journal of the Korean Institute of Traditional Landscape Architecture
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    • v.36 no.4
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    • pp.105-112
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    • 2018
  • This study aims to apply 3D scanning technology to the field of landscape planning design. Through this, 3D scans were conducted on Soswaewon Garden and Seongrakwon Gardens to find directions for traditional landscape planning and designs. The results as follows. First, the actual measurement of the traditional garden through a 3D scan confirmed that a precise three-dimensional modeling of ${\pm}3-5mm$ error was constructed through the merging of coordinate values based on point data acquired at each observation point and postprocessing. Second, as a result of the 3D survey, the Soswaewon Garden obtained survey data on Jewoldang House, Gwangpunggak Pavilion, the surrounding wall, stone axis, and Aeyangdan wall, while the Seongnakwon Garden obtained survey data on the topography, rocks and waterways around the Yeongbyeokji pond area. The above data have the advantage of being able to monitor the changing appearance of the garden. Third, spatial information developed through 3D scans could be developed with a three-dimensional drawing preparation and inspection tool that included precise real-world data, and this process ensured the economic feasibility of time and manpower in the actual survey and investigation of landscaping space. In addition, modelling with a three-dimensional 1:1 scale is expected to be highly efficient in that reliable spatial data can be maintained and reprocessed to a specific size depending on the size of the design. In addition, from a long-term perspective, the deployment of 3D scan data is easy to predict and simulate changes in traditional landscaping space over time.

A Study on the Effect of Experience-specificity and Uncertainty on Choice in Experiential Products -From Transaction Cost Perspective- (경험재 거래의 경험특유성, 불확실성이 선택에 주는 영향에 관한 연구 -거래비용적 관점에서-)

  • Jeong, Yun-Hee;Park, JI-Yeon
    • Journal of Convergence for Information Technology
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    • v.9 no.4
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    • pp.152-159
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    • 2019
  • The purpose of this study is to investigate the effect of transaction characteristics on transaction cost and choice intention by applying transaction cost theory to experiential product. Experience-specificity, transaction uncertainty, and personal uncertainty are proposed to reflect the characteristics of experiential products, and the effects of these variables on transaction costs and transaction costs are assumed to have an influence on the choice intention. The results of this study are summarized as follows. First, experience-specificity(site, physical equipment, knowledge skill, temporal), transactional uncertainty(product-, process-), personal uncertainty (preference-, and situation-) have a significant positive effect on transaction cost. Second, transaction costs (search, comparison, examination, negotiation, payment, delivery) have a significant negative effect on the choice intention of the experiential product. The results of this study show that the increase of transaction costs can reduce the choice of experiential products and the strategic consideration of experience specificity, transaction uncertainty and individual uncertainty are required to reduce transaction costs. In addition, experiential products lacked access from a transactional and cost-based point of view, and this study contributes theoretically by compensating for the lack.

The Effect of Attitude toward Parent Brand on Trial Intention of Brand Extensions and the Moderating Role of Perceived Similarity and Consumption Experience of Parent (모브랜드 태도가 브랜드확장 제품의 시용의도에 미치는 영향과 지각된 유사성과 모브랜드 소비경험의 조절역할)

  • Park, JI-Yeon
    • Journal of Convergence for Information Technology
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    • v.9 no.4
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    • pp.59-67
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    • 2019
  • Most of the prior researches in brand extension evaluation have utilized purchase intention as a n effective variable to assess the effectiveness of brand extensions. In contrast, the author proposes that trial intention is to better predict consumers' behavioral response in the newly launched brand extension markets where relate to high risk and uncertainty. Furthermore, the study explores the effects of attitude toward parent brand and consumers' characteristics (perceived similarity and consumption experience) on trial intention of brand extensions. In order to achieve the purpose of the study, the data collection was conducted for actual consumers who had experience using parent brand products. This study employed experiment and questionnaire survey and collected data of 186 was analyzed using clustering analysis and regression analysis. The main results are as follows. First, attitude toward parent brand has a positive effect on trial intention of the extensions. Second, perceived similarity and consumption experience of parent brand have moderating effects on the relation of attitude toward parent brand and trial intention of brand extensions. The results provide that both industry and academic researchers with a guide to process trial intention of brand extension from a comprehensive perspective.

Social Big Data-based Co-occurrence Analysis of the Main Person's Characteristics and the Issues in the 2016 Rio Olympics Men's Soccer Games (소셜 빅데이터 기반 2016리우올림픽 축구 관련 이슈 및 인물에 대한 연관단어 분석)

  • Park, SungGeon;Lee, Soowon;Hwang, YoungChan
    • 한국체육학회지인문사회과학편
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    • v.56 no.2
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    • pp.303-320
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    • 2017
  • This paper seeks to better understand the focal issues and persons related to Rio Olympic soccer games through social data science and analytics. This study collected its data from online news articles and comments specific to KOR during the Olympic football games. In order to investigate the public interests for each game and target persons, this study performed the co-occurrence words analysis. Then after, the study applied the NodeXL software to perform its visualization of the results. Through this application and process, the study found several major issues during the Rio Olympic men's football game including the following: the match between KOR and PIJ, KOR player Heungmin Son, commentator Young-Pyo Lee, sportscaster Woo-Jong Jo. The study also showed the general public opinion expressed positive words towards the South Korean national football team during the Rio Olympics, though there existed negative words as well. Furthermore the study revealed positive attitude towards the commentators and casters. In conclusion, the way to increase the public's interest in big sporting events can be achieved by providing the following: contents that include various professional sports analysis, a capable domain expert with thorough preparation, a commentator and/or caster with artistic sense as well as well-spoken, explanatory power and so on. Multidisciplinary research combined with sports science, social science, information technology and media can contribute to a wide range of theoretical studies and practical developments within the sports industry.

A Noise-Tolerant Hierarchical Image Classification System based on Autoencoder Models (오토인코더 기반의 잡음에 강인한 계층적 이미지 분류 시스템)

  • Lee, Jong-kwan
    • Journal of Internet Computing and Services
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    • v.22 no.1
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    • pp.23-30
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    • 2021
  • This paper proposes a noise-tolerant image classification system using multiple autoencoders. The development of deep learning technology has dramatically improved the performance of image classifiers. However, if the images are contaminated by noise, the performance degrades rapidly. Noise added to the image is inevitably generated in the process of obtaining and transmitting the image. Therefore, in order to use the classifier in a real environment, we have to deal with the noise. On the other hand, the autoencoder is an artificial neural network model that is trained to have similar input and output values. If the input data is similar to the training data, the error between the input data and output data of the autoencoder will be small. However, if the input data is not similar to the training data, the error will be large. The proposed system uses the relationship between the input data and the output data of the autoencoder, and it has two phases to classify the images. In the first phase, the classes with the highest likelihood of classification are selected and subject to the procedure again in the second phase. For the performance analysis of the proposed system, classification accuracy was tested on a Gaussian noise-contaminated MNIST dataset. As a result of the experiment, it was confirmed that the proposed system in the noisy environment has higher accuracy than the CNN-based classification technique.

Correlation between Head Movement Data and Virtual Reality Content Immersion (헤드 무브먼트 데이터와 가상현실 콘텐츠 몰입도 상관관계)

  • Kim, Jungho;Yoo, Taekyung
    • Journal of Broadcast Engineering
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    • v.26 no.5
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    • pp.500-507
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    • 2021
  • The virtual reality industry has an opportunity to take another leap forward with the surge in demand for non-face-to-face content and interest in the metaverse after Covid-19. Therefore, in order to popularize virtual reality content along with this trend, high-quality content production and storytelling research suitable for the characteristics of virtual reality should be continuously conducted. In order for content to which virtual reality characteristics are applied to be effectively produced through user feedback, a quantitative index that can evaluate the content is needed. In this study, the process of viewing virtual reality contents was analyzed and head movement was set as a quantitative indicator. Afterwards, the experimenter watched five animations and analyzed the correlation between recorded head movement information and immersion. As a result of the analysis, high immersion was shown when the head movement speed was relatively slow, and it was found that the head movement speed can be used significantly as an index indicating the degree of content immersion. The result derived in this way can be used as a quantitative indicator that can verify the validity of the storytelling method applied after the prototype is produced when the creator creates virtual reality content. This method can improve the quality of content by quickly identifying the problems of the proposed storytelling method and suggesting a better method. This study aims to contribute to the production of high-quality virtual reality content and the popularization of virtual reality content as a basic research to analyze immersion based on the quantitative indicator of head movement speed.

Usability of CPR Training System based on Extended Reality (확장현실 기반의 심폐소생술 교육 시스템의 사용성 평가)

  • Lee, Youngho;Kim, Sun Kyung;Choi, Jongmyung;Park, Gun Woo;Go, Younghye
    • Journal of Internet of Things and Convergence
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    • v.8 no.6
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    • pp.115-122
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    • 2022
  • Recently, the importance of CPR training for the layperson has been emphasized to improve the survival rate of out-of-hospital cardiac arrest patients. An accurate and realistic training strategy is required for the CPR training effect for laypersons. In this study, we develop an extended reality (XR) based CPR training system and evaluate its usability. The XR based CPR training system consisted of three applications. First, a 3D heart anatomy image registered to the manikin is transmitted to the smart glasses to guide the chest compression point. The second application provides visual and auditory information about the CPR process through smart glasses. At the same time, the smartwatch sends a vibration notification to guide the compression rate. The 'Add-on-kit' is a device that detects the depth and speed of chest compression via sensors installed on the manikin and sends immediate feedback to the smartphone. One hundred laypersons who participated in this study agreed that the XR based CPR training system has realism and effectiveness. XR based registration technology will contribute to improving the efficiency of CPR training by enhancing realism, immersion, and self-directed learning.

Experience of Participation in Educational Community in Early Childhood Mathematics Education Using Storytelling and its Meaning (스토리텔링을 활용한 유아수학교육 교육공동체 참여경험과 그 의미)

  • Kim, Kyung-Eun
    • Journal of Convergence for Information Technology
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    • v.11 no.2
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    • pp.219-228
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    • 2021
  • The purpose of this study was to examine the experiences of participation in the educational community through cooperative relationships between early childhood teachers and researchers in early childhood mathematics education using storytelling, and to find out the meaning of those experiences. Reputable researchers began with the formation of the educational community on March 14, 2016, and continued until July 26, 2016, and collected transcripts of discussions of educational community meetings, reflective journal data of teachers and researchers, and transcript of individual interviews by teachers. As a result of the study, first, the experience of participating in the educational community in early childhood mathematics education using storytelling shared personal mathematics experiences and mathematical situations, understood and learned mathematics content knowledge through sharing, and communicated through the educational community. Second, looking at the meaning of the experience of participating in the early childhood mathematics education educational community using storytelling, learn together through mathematical errors and learn the direction of better instruction through sharing. Grown up as a teacher who enjoys the mathematics exploration process, and promoted joint practice through cooperation in early childhood mathematics education using storytelling.

Design and Implementation of Modbus Communications for Smart Factory PLC Data Collection (스마트팩토리 PLC 데이터 수집을 위한 Modbus 통신 설계 및 구현)

  • Han, Jin-Seok;Yoo, Jae-Soo
    • The Journal of the Korea Contents Association
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    • v.21 no.4
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    • pp.77-87
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    • 2021
  • Smart Factory refers to a factory that can be controlled by itself with an intelligent factory that improves productivity, quality and customer satisfaction by combining the entire process of manufacturing and production with digital automation solutions. The manufacturing industry around the world is rapidly changing, with Germany, Europe, and the United States at the center. In order to cope with such changes, the Korean government is also implementing a policy to spread the supply of smart factories for small and medium-sized companies, and related ministries and agencies such as the Ministry of Commerce, Industry and Energy, the Ministry of SMEs and Venture Business, the Korea Institute of Technology and Information Promotion, and local technoparks, as well as large companies such as Samsung, SK and LG are actively investing in smart manufacturing projects to support smart factories[1]. Factory Automation (FA) construction has many issues regarding the connection of heterogeneous equipment. The most difficult aspect of configuring various communications from various equipment is the reason. Although it may not be known if there are standards or products made up of the same company, it is not easy to build equipment that is old, up-to-date, and different use environments through a series of communications. To solve this problem, we would like to propose a method of communication using Modbus, one of FieldBus, which is one of the many industrial devices of PLC, a representative facility control system, and is used as a communication standard.