• Title/Summary/Keyword: Knowledge-based platform

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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.

A Study on Distributed Collective Energy Policy Changes: Focusing on the National Heat Map Project Based on Energy Data (분산형 집단에너지 정책변동 연구: 에너지 데이터 기반의 국가 열지도 사업을 중심으로)

  • Park Eunsook;Park Yongsung
    • Knowledge Management Research
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    • v.24 no.1
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    • pp.195-221
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    • 2023
  • As the global energy and climate crisis has complicated interests of each country, the agenda that requires a global response has recently been revived. In particular, Korea is highly dependent on energy imports and continues to have high energy consumption, low efficiency of energy consumption, and high greenhouse gas emissions, so innovative and effective energy policies are urgently needed to achieve energy efficiency and carbon neutrality. In this study, among the changes in distributed district energy policy after the integrated energy method was introduced in Korea in the mid-1980's, the case of the "National Heat Map Project" policy implementation is analyzed with a modified multi-flow model. The 10 years of the Lee Myung-bak and Park Geun-hye administrations, the period of study, was a period in which the main paradigm of energy policy shifted to a "distributed energy platform" and policy transitions such as policy agenda setting, policy drift, and policy revision were made. A study on the process would be meaningful.

An Exploratory Study of Psychological Characteristics of Metaverse Users (메타버스 이용자의 심리 특성 탐색 연구)

  • Hyeonjeong Kim;HyunJung Kim;Beomsoo Kim;Hwan-Ho Noh
    • Knowledge Management Research
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    • v.24 no.4
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    • pp.63-85
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    • 2023
  • This study aims to identify the primary user group in the growing metaverse space based on the increased interest during the COVID-19 era. It also aims to explore the predictive factors for metaverse adoption. To predict online activities, the study examined user purposes, motivations, and relevant demographic factors as predictive variables through model analysis. The data from the Korean Media Panel Survey were used, and a two-stage analysis with the Heckman two-stage sample selection model was conducted to predict metaverse users. The analysis revealed that the key factors influencing metaverse adoption were offline activities, openness, OTT usage, and purchasing of paid content. Moreover, in the second stage model, openness, gender, and paid content purchases were identified as significant variables for increasing metaverse usage time. These results indicate that understanding metaverse users is essential in the context of the rising interest in online activities during the COVID-19 era and can provide valuable insights for metaverse platform-related companies and developers.

Dynamic manufacturing scheduling using multi-agent-system in FMS (유연생산 시스템에서의 에이전트를 이용한 동적 작업배정규칙 할당에 관한 연구)

  • Kim, Seung-Ho;Choi, Hoe-Ryeon;Lee, Hong-Chul
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.11 no.9
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    • pp.3232-3238
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    • 2010
  • As flexible manufacturing systems (FMSs) are highly automated and required flexibility to satisfy market need, dispatching rules are constrained by specific environments of manufacturing systems such as mechanical failures, absence of employees, and lack of spare parts. In this paper, an ontology-based knowledge approach is proposed to improve efficiency of system through adapting suitable dispatching rules, considering context in a FMS shop floor, which consists multiple manufacturing cells. the multi-agents monitor manufacturing system status and job so that it figures out a dispatching rule considering context. To demonstrate the proposed approach, a proof-of-concept prototype system has been implemented in the $JADE^{TM}$ platform and Protege to make OWL DL ontology.