• Title/Summary/Keyword: Knowledge-based platform

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Study on Justification of the Legislation of Multimedia -Literacy Education to Solve Side Effects of Improving Social Functions of SNS in the knowledge Information Society (Based on Ajzen's Theory of Planned Behavior) (지식정보화사회에서 SNS의 사회적 기능 향상에 따른 부작용 해결방안을 위한 멀티미디어 -리터러시 교육 법제화의 당위성에 관한 연구(Ajzen의 계획된 행위 이론을 기반으로))

  • Shin, Seungyong
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.3
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    • pp.89-94
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    • 2021
  • Recently, the boundaries between people who produce and consume digital contents disappears due to the massive developments in information and communications technology (ICT) and the rapidly increasing spread of smartphones unlike in the traditional mass media (e.g., newspapers, radios, and TVs). Through the open service platform, the problem perception for each individual remains the same, but the problem solving methods varies as the service types have been diversified. The creation of added value through the growth of the new media platform industry is expected to enrich our lives, but it can also cause severe social side effects. For example, communication problems between social classes due to the information gap have led to generational conflict, and if such problems persist, it can cause national and social losses. Therefore, this paper analyzes the policy efforts to resolve the information gap and the necessity of the legalization of multimedia literary education to maximize the synergy effect through psychological model.

The Development of Rule-based AI Engagement Model for Air-to-Air Combat Simulation (공대공 전투 모의를 위한 규칙기반 AI 교전 모델 개발)

  • Minseok, Lee;Jihyun, Oh;Cheonyoung, Kim;Jungho, Bae;Yongduk, Kim;Cheolkyu, Jee
    • Journal of the Korea Institute of Military Science and Technology
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    • v.25 no.6
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    • pp.637-647
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    • 2022
  • Since the concept of Manned-UnManned Teaming(MUM-T) and Unmanned Aircraft System(UAS) can efficiently respond to rapidly changing battle space, many studies are being conducted as key components of the mosaic warfare environment. In this paper, we propose a rule-based AI engagement model based on Basic Fighter Maneuver(BFM) capable of Within-Visual-Range(WVR) air-to-air combat and a simulation environment in which human pilots can participate. In order to develop a rule-based AI engagement model that can pilot a fighter with a 6-DOF dynamics model, tactical manuals and human pilot experience were configured as knowledge specifications and modeled as a behavior tree structure. Based on this, we improved the shortcomings of existing air combat models. The proposed model not only showed a 100 % winning rate in engagement with human pilots, but also visualized decision-making processes such as tactical situations and maneuvering behaviors in real time. We expect that the results of this research will serve as a basis for development of various AI-based engagement models and simulators for human pilot training and embedded software test platform for fighter.

The Introducing voice -based public services for strengthening the accessibility of the social vulnerables and open public communication (사회적 약자의 접근성 강화와 열린 공공소통을 위한 음성기반서비스 도입의 발전적 방안과 시사점)

  • Song, Jinsoon
    • Journal of Intelligence and Information Systems
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    • v.28 no.2
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    • pp.279-306
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    • 2022
  • Public institutions and governments develop discussions on the premise that they can facilitate smooth public communication with the socially vulnerable by promoting citizens' welfare by providing voice-based service chatbots to citizens. The purpose of the study is to propose a plan for intelligent governments to provide quick and efficient administrative services by efficiently managing knowledge and information within and outside government organizations based on ICT and facilitating access and use of information for citizens, especially vulnerable groups. This paper confirms that citizens' attitudes, perceptions, and expectations for public institutions ahead of voice-based service provision are positive through small surveys and interviews with experts with knowledge of artificial intelligence, discuss the technical aspects of voice-based services, the significance and necessity of public institutions. In addition, the government and public institutions are considering the implications of using and providing voice-based services. As a result, chatbot's voice-based service is of great significance in providing an opportunity and platform for wider citizens to participate in intelligent government, to strengthen information accessibility, guarantee and strengthen human rights and basic rights of the socially vulnerable.

Mobile Cloud Context-Awareness System based on Jess Inference and Semantic Web RL for Inference Cost Decline (추론 비용 감소를 위한 Jess 추론과 시멘틱 웹 RL기반의 모바일 클라우드 상황인식 시스템)

  • Jung, Se-Hoon;Sim, Chun-Bo
    • KIPS Transactions on Software and Data Engineering
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    • v.1 no.1
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    • pp.19-30
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    • 2012
  • The context aware service is the service to provide useful information to the users by recognizing surroundings around people who receive the service via computer based on computing and communication, and by conducting self-decision. But CAS(Context Awareness System) shows the weak point of small-scale context awareness processing capacity due to restricted mobile function under the current mobile environment, memory space, and inference cost increment. In this paper, we propose a mobile cloud context system with using Google App Engine based on PaaS(Platform as a Service) in order to get context service in various mobile devices without any subordination to any specific platform. Inference design method of the proposed system makes use of knowledge-based framework with semantic inference that is presented by SWRL rule and OWL ontology and Jess with rule-based inference engine. As well as, it is intended to shorten the context service reasoning time with mapping the regular reasoning of SWRL to Jess reasoning engine by connecting the values such as Class, Property and Individual which are regular information in the form of SWRL to Jess reasoning engine via JessTab plug-in in order to overcome the demerit of queries reasoning method of SparQL in semantic search which is a previous reasoning method.

Determinants of Hotel Customers' Use of the Contactless Service: Mixed-Method Approach (호텔 고객의 비대면 서비스 이용의도의 영향요인에 대한 연구)

  • Chung, Hee Chung;Koo, Chulmo;Chung, Namho
    • Knowledge Management Research
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    • v.22 no.3
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    • pp.235-252
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    • 2021
  • The development of information and communication technology and COVID-19 have caused an unusual change in the hotel industry, and the demand for the contactless services such as service robots from hotel customers has surged. Therefore, this study investigates the perception of hotel customers on contactless services by applying a mixed-method analysis. Specifically, this study identified the causal correlations between variables through the structural equation model, and further applied the fuzzy set qualitative comparison analysis to derive patterns of variables that form the intention to use the non-face-to-face services. As a result of the analysis, it was shown that service experience co-creation, palyfulness, personalization, and trust had a significant effect on intention to use through the contactless service use desire. On the other hand, in the results of fuzzy-set qualitative comparison analysis, playfulness was derived as a core factor in all patterns. Based on these analysis results, this study provides academic basis for in-depth understanding of hotel customers' perception of contactless service and specific guidelines for hotel managers on the contactless service strategies in the era of COVID-19 pandemic.

Examining Success Factors of Online P2P Lending Service Using Kano Model and Fuzzy-AHP (Kano 모형과 Fuzzy-AHP를 이용한 온라인 P2P 금융 서비스 성공요인 도출)

  • An, Kyung Min;Lee, Young-Chan
    • Knowledge Management Research
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    • v.19 no.2
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    • pp.109-132
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    • 2018
  • Recently, new financial services related to FinTech has gained attention more and more. Online P2P financial services transactions such as FinTech require careful examination of the constituents of information systems as an investment is made based on the information presented on the online platform without direct face-to-face contact. The purpose of this study is to find out the success factors of online P2P Lending service among FinTech. To serve the purpose, we build IS (information system) success model, and then use Kano model and fuzzy analytic hierarchy process (Fuzzy-AHP) to find out factors for the success of online P2P Lending service. In particular, this study uses Kano model to classify information system satisfaction factors and to calculate the satisfaction coefficient. The Kano model, however, has a drawback of evaluating single criterion. Therefore, we use multi-criteria decision-making technique such as Fuzzy-AHP to derive the relative importance of the factors. The analysis results show different results depending on the analysis technique. In the Kano model, most of the information system factors are a one-dimensional quality attribute. The satisfaction coefficient is highest for personalized service, followed by the responsiveness of service, ease of using a system, understanding of information, usefulness of information' reliability. The service reliability is the highest in dissatisfaction coefficient, followed by system security, service responsiveness, system stability, and personalized service. The results of the Fuzzy-AHP analysis shows that the usefulness of information quality, the personalization of service quality, and the security of system quality are the significant factors and the stability of system quality was a secondary factor.

A Study on Application of u-Learning System in Network Centric Warfare Environment (네트워크중심전 환경에서의 u-러닝 시스템 적용방안에 관한 연구)

  • Cha, Hyun-Jong;Yang, Ho-Kyung;Ryou, Hwang-Bin;Jo, Yong-Gun
    • Convergence Security Journal
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    • v.10 no.3
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    • pp.43-49
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    • 2010
  • With the development of information and communications technology(ICT), the concept of ubiquitous that we can communicate regardless of time and place appears. Due to the development of the technology delivering information, current society is called intellectualization society developed from informatization society. The intellectualization society is based on knowledge accumulated by processing information. The education methods are also developed into a concept of u-Learning applying the concept of ubiquitous from the concept of e-Learning using a computer. The military also points out education as a key policy. The aspect of war is changing to NCW(Network Centric Warfare) from platform centric warfare. Therefore, collecting and managing the war situations in real time is a key to controlling command. To this end, it needs to maximize individuals and groups' ability to cultivate the military with cutting-edge knowledge. Therefore, this study aims to look into methods to apply u-learning system in training and military actions according to changes in war environments and ICT.

GSTM1 Polymorphisms and Lung Cancer Risk in the Chinese Population: a Meta-Analysis Based on 47 Studies

  • Chen, Xin-Ping;Xu, Wei-Hua;Xu, Da-Feng;Xie, Xian-He;Yao, Jia;Fu, Sheng-Miao
    • Asian Pacific Journal of Cancer Prevention
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    • v.15 no.18
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    • pp.7741-7746
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    • 2014
  • Although a number of studies have been conducted on the association between GSTM1 polymorphisms and lung cancer in China, this association remains elusive and controversial. To clarify the effects of GSTM1 polymorphisms on the risk of lung cancer, a meta-analysis was performed in the Chinese population. Related studies were identified from PubMed, Springer Link, Ovid, Chinese Wanfang Data Knowledge Service Platform, Chinese National Knowledge Infrastructure (CNKI), and Chinese Biology Medicine (CBM) up to 5th April 2014. A total of 45 articles (47 studies) including 6,623 cases and 7,865 controls were involved in this meta-analysis. Overall, a significant association (OR = 1.45, 95%CI: 1.32-1.60) was found between the null GSTM1 and lung cancer risk when all studies in Chinese population pooled into the meta-analysis. In subgroup analyses stratified by quality score, geographic area and source of controls, the same results were observed under all the models. This meta-analysis showed that the null GSTM1 may be a potential biomarker for lung cancer risk in Chinese, but further studies with gene-gene and gene-environment interactions are required for definite conclusions.

User Value Analysis in Social Commerce Using Means-End Chain Theory (수단-목적사슬이론을 이용한 소셜커머스의 사용자 가치 분석)

  • Choi, Jeong-Ah;Lim, Yeong-Woo;Kwahk, Kee-Young
    • Knowledge Management Research
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    • v.23 no.1
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    • pp.1-26
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    • 2022
  • With the spread of social networks, platform-based social commerce has grown rapidly with the use of multiple smart devices. Given the rapid growth of social commerce sites such as Coupang and Ticket Monster, it is very important to understand the user's purchase decision-making process in a social commerce environment. The purpose of this study is to develop a richer understanding of the goals of users using social commerce. Second, a methodological alternative for analyzing the user's goals is introduced. In this study, laddering interview and means-end chain analysis were used. As a result of interview conducted on 40 users who have more than 6 months of purchasing experience using social commerce, a hierarchical goal map showing the user's goal structure was derived. This map contains 22 ultimate goals of social commerce, including warm relationships with others, fun and enjoyment of shopping, accomplishment, satisfaction, financial saving, and convenience. In addition, there are various paths from activities to ultimate goals, so investigating the goals pursued by users can give us insight into understanding user.

The Effect of Badges Gamification on Participation Behavior in StackOverflow (스택오버플로 배지 시스템의 게임화 효과에 관한 연구)

  • Nam, Jeongin;Baek, Hyunmi
    • Knowledge Management Research
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    • v.23 no.3
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    • pp.1-22
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    • 2022
  • This study aims to investigate the gamification effect of the badge awards, the most popular gamification process, on users participation behavior. This study also attempts to investigate the effect of tailored gamification, which designs the system of gamification differently based on users' characteristics, focusing on the level of online user information disclosure. For this, we collect and analyze data on 557 users and 1,048,020 answers from StackOverflow, an online Q&A community for developers. The results show that providing a badge is effective for increasing the amount of user participation, whereas providing a goal through the badge is partially effective for increasing the quality of participation. However, the moderating effect of whether users disclose their SNS information on the relationship between badge gaining and participation decrease is not statistically significant. For platform operators, our findings emphasize the importance of gamification design to enhance user engagement effectively.