• 제목/요약/키워드: Interactive approach

검색결과 399건 처리시간 0.025초

Advanced Information Data-interactive Learning System Effect for Creative Design Project

  • Park, Sangwoo;Lee, Inseop;Lee, Junseok;Sul, Sanghun
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제16권8호
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    • pp.2831-2845
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    • 2022
  • Compared to the significant approach of project-based learning research, a data-driven design project-based learning has not reached a meaningful consensus regarding the most valid and reliable method for assessing design creativity. This article proposes an advanced information data-interactive learning system for creative design using a service design process that combines a design thinking. We propose a service framework to improve the convergence design process between students and advanced information data analysis, allowing students to participate actively in the data visualization and research using patent data. Solving a design problem by discovery and interpretation process, the Advanced information-interactive learning framework allows the students to verify the creative idea values or to ideate new factors and the associated various feasible solutions. The student can perform the patent data according to a business intelligence platform. Most of the new ideas for solving design projects are evaluated through complete patent data analysis and visualization in the beginning of the service design process. In this article, we propose to adapt advanced information data to educate the service design process, allowing the students to evaluate their own idea and define the problems iteratively until satisfaction. Quantitative evaluation results have shown that the advanced information data-driven learning system approach can improve the design project - based learning results in terms of design creativity. Our findings can contribute to data-driven project-based learning for advanced information data that play a crucial role in convergence design in related standards and other smart educational fields that are linked.

Analysis of the relationships between topographic factors and landslide occurrence and their application to landslide susceptibility mapping: a case study of Mingchukur, Uzbekistan

  • Kadirhodjaev, Azam;Kadavi, Prima Riza;Lee, Chang-Wook;Lee, Saro
    • Geosciences Journal
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    • 제22권6호
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    • pp.1053-1067
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    • 2018
  • This paper uses a probability-based approach to study the spatial relationships between landslides and their causative factors in the Mingchukur area, Bostanlik districts of Tashkent, Uzbekistan. The approach is based on digital databases and incorporates methods including probability analysis, spatial pattern analysis, and interactive mapping. First, an object-oriented conceptual model for describing landslide events is proposed, and a combined database of landslides and environmental factors is constructed by integrating various databases within a unifying conceptual framework. The frequency ratio probability model and landslide occurrence data are linked for interactive, spatial evaluation of the relationships between landslides and their causative factors. In total, 15 factors were analyzed, divided into topography, hydrology, and geology categories. All analyzed factors were also divided into numerical and categorical types. Numerical factors are continuous and were evaluated according to their $R^2$ values. A landslide susceptibility map was constructed based on conditioning factors and landslide occurrence data using the frequency ratio model. Finally, the map was validated and the accuracy showed the satisfactory value of 83.3%.

중국의 영향과 동남아의 대응: 상호적 접근시각 (Chinese Influence and Southeast Asian Response: An Interactive Approach)

  • 박사명
    • 동남아시아연구
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    • 제21권2호
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    • pp.217-261
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    • 2011
  • This study is an attempt to construct a basic framework of analysis about China's political and economic influence on Southeast Asia through traditional Sinocentrism, anti-colonial nationalism, Cold War socialism and post-Cold War capitalism. As to the historical status of Southeast Asia vis-a-vis external forces such as India, China and the West, the colonial discourse tends to put excessive emphasis upon its dependence, and the posy-colonial discourse upon its autonomy. However, this study elucidates the political and economic interactions between China and Southeast Asia in a dynamic perspective, focusing on their reciprocal interactions beyond the essentially static dichotomy of autonomy and dependence. Chinese influence on Southeast asia can be divided into active and reactive one, with the former referring to direct and intended consequences and the latter to indirect and unintended consequences. In the historical process of active and reactive influence, both China and Southeast Asia were fundamentally proactive actors. Thus, the autonomy or dependence of Southeast Asia is just a question of relative one, with its actual extent and degree varying with specific spatial and temporal conditions.

Linkage between Value of Digital Fashion Products and Purchase Behavior of Potential Consumers on the Metaverse Platform

  • Jae-Min LEE
    • 산경연구논집
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    • 제14권8호
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    • pp.1-8
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    • 2023
  • Purpose: This research aims to identify positive connections between digital fashion product value and consumer purchase behavior. The research tries to offer valuable insights and implications for fashion industry practitioners, enabling them to harness the power of the Metaverse to enhance customer engagement, drive sales, and stay ahead in this ever-evolving digital landscape. Research design, data and methodology: The research design for this study is a systematic literature review. A systematic and rigorous approach was adopted to ensure the reliability and validity of the research findings. By conducting this kind of approach to achieve the purpose of the study, this research aims to comprehensively analyze existing academic articles, peer-reviewed journals, and relevant publications related to the topic. Results: According to various academic search engines, the results revealed several dimensions of value associated with digital fashion products on the Metaverse platform, which significantly influence consumer perceptions. These dimensions of value extend beyond traditional tangible attributes and are uniquely shaped by the immersive and interactive nature of the virtual environment. Conclusions: All in all, the findings highlighted the significance of experiential value in driving purchase behavior. Creating immersive and interactive virtual shopping experiences emerged as a crucial strategy for fashion industry practitioners to engage potential consumers effectively.

체험적 커뮤니케이션의 상호작용을 기반으로 한 모바일 인터랙티브 미디어아트에 관한 고찰 (Study on Mobile Interactive Media Art based on The Interaction of Experiential Communications)

  • 정윤성
    • 만화애니메이션 연구
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    • 통권39호
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    • pp.297-320
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    • 2015
  • 현대 테크놀로지의 발달과 예술의 융합은 디지털 미디어를 적극적으로 수용한 '매체예술'인 미디어아트의 비약적 발전을 가지고 왔다. 이는 21세기 새로운 창의성의 근간인 커뮤니케이션 예술로서 그 영역과 한계를 확장해 가고 있으며, 현대 디지털 기술의 집결체인 모바일을 통하여 기존의 장르와 분야 간의 경계를 허물고 인터랙티브 즉, 상호작용적 커뮤니케이션을 기반으로 하는 새로운 대중예술로 진화하고 있다. 이러한 첨단기술과 예술의 융합인 모바일 인터랙티브 미디어아트는 시간과 물리적 공간의 한계를 극복하고, 상호작용과 참여의 능동적인 주체로서 체험적 커뮤니케이션의 범위를 확장시키고 있으며, 예술과 학문, 문화산업 등의 다양한 분야에서의 유동적인 플랫폼을 제공해 주고 있다. 본 연구에서는 새로운 커뮤니케이션의 확장된 패러다임을 제시하고 있는 인터랙티브 미디어아트에 대한 정의를 문헌 연구를 통하여 고찰해 보고, 모바일을 예술적 표현의 매개체로 활용하고 있는 모바일 인터랙티브 미디어아트의 사례 연구를 통하여 체험적 커뮤니케이션의 상호작용적 효과와 대중예술로서의 새로운 가능성을 분석하였다. 융합과 상호작용, 체험을 화두로 하는 모바일 인터랙티브 미디어아트는 첨단기술과 예술 그리고 새로운 감성이 만나 우리의 생활과 커뮤니케이션의 새로운 접근방법을 제시하고 있으며, 융합과 통섭의 시대적 트랜드에 걸맞는 무한한 가능성을 지닌 새로운 예술장르로서 진화와 발전을 거듭할 것으로 기대된다.

설치형 인터랙티브 미디어 활용을 통한 브랜드 각인효과에 관한 연구 -20~30대 소비자를 대상으로 한 인터랙티브 마케팅을 중심으로- (A Study on the Brand-imprinting Effects of Utilizing Interactive Media Installation -Focusing on interactive marketing targeted at consumers in their 20s and 30s-)

  • 문하나;최종훈;박승호
    • 디자인융복합연구
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    • 제14권1호
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    • pp.47-61
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    • 2015
  • 디지털 시대가 도래됨에 따라 미디어 환경이 변화하면서 일방적으로 정보를 전달받던 방식에서 이제는 소비자 스스로가 주체가 되어 콘텐츠를 제작하고 재생산할 수 있는 환경으로 변화했다. 소비자의 콘텐츠 소비행태 변화는 새로운 마케팅 패러다임을 등장시켰다. 이는 브랜드 각인효과를 높일 수 있는 새로운 커뮤니케이션 전략으로 인터랙티브 마케팅이 지속적으로 화두되고 있는 것을 일컫는다. 이에 본 연구는 설치형 인터랙티브 마케팅의 브랜드 각인효과를 실증적 연구를 통해 알아보고 그 활용방안을 제안하는데 목적이 있다. 따라서 국내외 다양한 인터랙티브 마케팅 사례분석을 통해 체험방식과 접근방식을 유형별로 분류하였다. 또한, 심층 인터뷰를 통해 인터랙티브 마케팅이 브랜드 각인효과에 미치는 효과를 살펴보고 소비자들의 잠재된 니즈를 파악하였다. 이를 토대로 브랜드 각인효과를 위한 설치형 인터랙티브 미디어 활용 전략 방안을 도출했다. 첫째, 소비자와 광고 미디어가 만나는 소통 매개체로써의 공간활용 전략, 둘째, 소비자가 처한 정황 중심의 디지털 스토리텔링 전략, 셋째, 정황과 컨텍스트에 합당한 인터랙션 전략을 제안한다.

데이터 그룹화를 이용한 상호진화연산 기반의 추천 시스템 (A Recommendation System Based-on Interactive Evolutionary Computation with Data Grouping)

  • 김현태;안창욱;안진웅
    • 제어로봇시스템학회논문지
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    • 제17권8호
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    • pp.739-746
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    • 2011
  • Recently, recommender systems have been widely applied in E-commerce websites to help their customers find the items what they want. A recommender system should be able to provide users with useful information regarding their interests. The ability to immediately respond to the changes in user's preference is a valuable asset of recommender systems. This paper proposes a novel recommender system which aims to effectively adapt and respond to the immediate changes in user's preference. The proposed system combines IEC (Interactive Evolutionary Computation) with a content-based filtering method and also employs data grouping in order to improve time efficiency. Experiments show that the proposed system makes acceptable recommendations while ensuring quality and speed. From a comparative experimental study with an existing recommender system which uses the content-based filtering, it is revealed that the proposed system produces more reliable recommendations and adaptively responds to the changes in any given condition. It denotes that the proposed approach can be an alternative to resolve limitations (e.g., over-specialization and sparse problems) of the existing methods.

Understanding Interactive and Explainable Feedback for Supporting Non-Experts with Data Preparation for Building a Deep Learning Model

  • Kim, Yeonji;Lee, Kyungyeon;Oh, Uran
    • International journal of advanced smart convergence
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    • 제9권2호
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    • pp.90-104
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    • 2020
  • It is difficult for non-experts to build machine learning (ML) models at the level that satisfies their needs. Deep learning models are even more challenging because it is unclear how to improve the model, and a trial-and-error approach is not feasible since training these models are time-consuming. To assist these novice users, we examined how interactive and explainable feedback while training a deep learning network can contribute to model performance and users' satisfaction, focusing on the data preparation process. We conducted a user study with 31 participants without expertise, where they were asked to improve the accuracy of a deep learning model, varying feedback conditions. While no significant performance gain was observed, we identified potential barriers during the process and found that interactive and explainable feedback provide complementary benefits for improving users' understanding of ML. We conclude with implications for designing an interface for building ML models for novice users.

성호종속을 허용하는 다속성 의사결정문제의 대화형 접근방법 (An Interactive Approach to Select Optimal Solution for MADM Problems with Preferential Dependence)

  • 이강인;조성구
    • 한국경영과학회지
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    • 제20권2호
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    • pp.61-76
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    • 1995
  • The "optimal" solution for a decision making problem should be the one that best reflects the decision-maker's preference. For MADM (Multi-Attribute Decision-Making) problems, however, finding an optimal solution is difficult, especially when the number of alternatives, or that of attributes is relatively large. Most of the existing mathematical approaches arrive at a final solution on the basis of many unrealistic assumptions, without reflecting the decision-maker's preference structure exactly. To remedy this, some interactive methods have been proposed, but most of them require a large amount of information growing exponentially as the number of alternatives, or that of attributes increases. Therefore it is difficult for the decision-maker to maintain consistency throughout the decision making process. In this paper, an interactive method which finds optimal solutions for deterministic MADM problems with many attributes and alternatives is proposed. Instead of considering all the attributes simultaneously, this method partitions all the attributes into several mutually independent subgroups and considers one of them at each of preordered steps, where the alternatives are eliminated until the optimal one is obtained. The efficiency of the method lies in the fact that the amount of neccessary information is reduced significantly, and even further if a suboptimal solution is acceptable to the decision-maker.ion-maker.

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대화식 증강현실 저작 도구 (Interactive Augmented-Reality Authoring Tool)

  • 김일진;서진석
    • 한국정보통신학회:학술대회논문집
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    • 한국해양정보통신학회 2009년도 추계학술대회
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    • pp.181-184
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    • 2009
  • 증강현실 기반의 콘텐츠를 제작하는 데에는 많은 시간과 비용이 필요할 뿐만 아니라 컴퓨터공학, 가상현실, 증강현실, 3차원 그래픽스, 컴퓨터 시각과 같은 여러 분야에 숙련된 기술자의 도움이 필요하다. 이에 본 논문에서는 전문적인 엔지니어가 아닌 콘텐츠 작가나 일반인도 쉽고 빠르게 증강현실 콘텐츠를 저작할 수 있는 도구의 형태를 제안하고 있다. 목표로 하는 저작도구가 갖추어야 할 기술적인 요구사항인 "쉽고 빠른 저작", "풍부한 표현력", "검증 및 확인의 용이성", "대화식 저작 및 디버깅" 등을 만족시키기 위해, 정형적이고 시각적인 명세기법을 활용하고 스크립트 언어 인터프리터를 내장한 대화식 프레임워크 기반의 저작도구를 제안하고자 한다.

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