• Title/Summary/Keyword: Personalized system

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A Study on Personalized Recommendation Method Based on Contents Using Activity and Location Information (이용자 이용행위 및 콘텐츠 위치정보에 기반한 개인화 추천방법에 관한 연구)

  • Kim, Yong;Kim, Mun-Seok;Kim, Yoon-Beom;Park, Jae-Hong
    • Journal of the Korean Society for information Management
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    • v.26 no.1
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    • pp.81-105
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    • 2009
  • In this paper, we propose user contents using behavior and location information on contents on various channels, such as web, IPTV, for contents distribution. With methods to build user and contents profiles, contents using behavior as an implicit user feedback was applied into machine learning procedure for updating user profiles and contents preference. In machine learning procedure, contents-based and collaborative filtering methods were used to analyze user's contents preference. This study proposes contents location information on web sites for final recommendation contents as well. Finally, we refer to a generalized recommender system for personalization. With those methods, more effective and accurate recommendation service can be possible.

Traffic Information Service Model Considering Personal Driving Trajectories

  • Han, Homin;Park, Soyoung
    • Journal of Information Processing Systems
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    • v.13 no.4
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    • pp.951-969
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    • 2017
  • In this paper, we newly propose a traffic information service model that collects traffic information sensed by an individual vehicle in real time by using a smart device, and which enables drivers to share traffic information on all roads in real time using an application installed on a smart device. In particular, when the driver requests traffic information for a specific area, the proposed driver-personalized service model provides him/her with traffic information on the driving directions in advance by predicting the driving directions of the vehicle based on the learning of the driving records of each driver. To do this, we propose a traffic information management model to process and manage in real time a large amount of online-generated traffic information and traffic information requests generated by each vehicle. We also propose a road node-based indexing technique to efficiently store and manage location-based traffic information provided by each vehicle. Finally, we propose a driving learning and prediction model based on the hidden Markov model to predict the driving directions of each driver based on the driver's driving records. We analyze the traffic information processing performance of the proposed model and the accuracy of the driving prediction model using traffic information collected from actual driving vehicles for the entire area of Seoul, as well as driving records and experimental data.

A Study on Mobile Personalized One-Stop Service System Development (모바일 환경 맞춤형 원스탑 정보 시스템에 대한 연구)

  • Chung, Eui-Sok;Wang, Ji-Hyun;Lim, Myung-Eun;Lim, Soo-Jong;Hwang, Yi-Gyu;Yun, Bo-Hyun
    • Proceedings of the Korea Information Processing Society Conference
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    • 2002.04b
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    • pp.1199-1202
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    • 2002
  • 본 논문은 모바일 환경의 특성을 고려한 사용자 맞춤형 원스탑 정보 서비스 시스템에 대하여 기술한다. 모바일 환경은 그 이름대로 휴대성을 가장 큰 장점으로 한다. 그러나 아직까지 정보 입력 및 표현의 한계성은 극복되지 못하고 있다. 따라서 복잡하고 방대한 인터넷 서비스를 모바일 환경상에 구현하기 위하여는 사용자에 최적화된 서비스만이 구성되어 제공되어야 한다. 본 논문은 이러한 문제점들을 극복하기 위해 "사용자 맞춤형 원스탑 정보 서비스(One-Stop Service: OSS) 시스템" 을 제시한다. OSS 시스템은 사용자 맞춤형 정보 제공을 위해 개인화 기술을 이용한다. 여기서 OSS 란 다양한 서비스들의 집합으로 사용자 취향에 적합하게 동적으로 생성된 서비스의 묶음을 말하는 것이다. 본 논문에서 제안하는 시스템은 향후 모바일 환경 어플리케이션이 나아가야 할 방향을 제시하고 있다는데 그 의미가 있다.

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Review on Teaching the Traditional Korean Medical Students with Article Writing Program (한의과대학(韓醫科大學) 학부생을 대상으로 한 원전학(原典學) 논문작성 교수법의 효과 고찰)

  • Chae, Han;Shin, Sang-Woo;Jang, Woo-Chang;Baik, You-Sang
    • Journal of Korean Medical classics
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    • v.21 no.1
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    • pp.285-294
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    • 2008
  • This study investigated the effectiveness of article writing as a mean to teaching the traditional medical classics. We used questionnaire to evaluate the usefulness of the curriculum, reason for difficulty and measures for improvement. The creative and reasonable thinking was the major reason for difficulty, and this article writing program could be a proper methods to tackle this. We also found that the educational system was not satisfactory since other educative programs were not focusing on this issue. This study showed that this article writing program can be a useful teaching tool for achieving the purpose of traditional medical classics curriculum after several improvements such as more personalized guidance and understanding of anatomy of an article, lesser time burden and easier database access.

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E-learning System using Learner Created Contents based on Social Network (소셜 네트워크 기반 학습자 생성 콘텐츠를 이용한 이러닝 시스템)

  • Jang, Jae-Kyung;Kim, Ho-Sung
    • The Journal of the Korea Contents Association
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    • v.9 no.6
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    • pp.17-24
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    • 2009
  • This paper proposes a new e-learning model which introduces a participant method based on concepts of open source as well as UCC of web2.0 and achieves learner-centered learning. It is possible for learner to participate actively in creation of micro-contents and reorganize contents using various micro-content with one's learning strategies in consideration of one's own intellectual power, learning objectives and propensity to learn. The learner can achieve the learner-oriented learning through this procedure and select micro-contents in order to reorganize the personalized learning contents to take advantage of social network among learners. The higher effectiveness of learning would be expected by forming connectedness among learners using social network.

The Influence of Organizational Culture on Job Satisfaction of Fire Officials (소방공무원의 조직문화가 직무만족도에 미치는 영향)

  • Choi, Eun-Sook;Yi, In-Soo;Jeong, Wan-Taek
    • The Korean Journal of Emergency Medical Services
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    • v.13 no.3
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    • pp.107-120
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    • 2009
  • Purpose : The purpose of this study was to investigate the influence of organizational culture on job satisfaction of fire officials. Method : The subjects of this study were 251 fire officials in Gongju and Choengju province and Daejeon City. Data were collected using self-administering questionnaire from February 20 to March 20 in 2006. Collected data were analyzed using SPSS 14.0 program. Real number, percentage, mean and standard deviation were calculated, and t-test, ANOVA, Pearson correlation coefficient, multiple regression were analyzed. Result : The results of this study were as follows : 1. The job satisfaction was found to be significant positive correlations with full organizational culture(r = .595, p = .000). 2. The job satisfaction was found to be in significant positive with rational goal culture, open system culture and human relation culture. 3. How organizational culture affects the job satisfactions was as follows; 25.2% of core values of manpower, 6.3% of rational goal culture, and 4.9% of job initiative. Conclusion : Enhancing the job satisfaction of fire officials would improve personalized factors and changes rational goal culture.

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Exploratory research on the moderating effect of Smart Work environment between cognition and performance of work for SM employe (중소기업 근로자의 업무인지와 업무수행간 스마트워크 환경의 조절효과 탐색연구)

  • Jang, Doc-S.
    • Journal of the Korea Society of Computer and Information
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    • v.17 no.2
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    • pp.225-230
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    • 2012
  • With a wide spread of smart phone, Smart society has been progressed through nationwide that changed way of personal daily life rapidly. As smart work has been introduced and utilized at the office, it is possible that the person in charge can handle remote transaction without restriction of time and place. Smartlization throughout the society has been progressed, member of work and system related can be linked mutually and took personalized services. This study identifies explorative moderating effect of smart environment at performance of work with employee cognition. As a result, found that smart work environment with complexity of work has increased moderating effect over collaborative work.

Optimization Research of 3D Printer Associated with Properties of Photocurable Resins for Ocular Prosthesis Producing (의안 제작을 위한 광경화 방식 3D 프린터에 적용 가능한 소재 선정 및 장비 최적화를 위한 실험적 연구)

  • Kim, So Hyun;Yoon, Jin Sook;Yoo, Sun Kook
    • Journal of Biomedical Engineering Research
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    • v.40 no.2
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    • pp.55-61
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    • 2019
  • Recently, various researches on materials and equipment have been actively conducted to overcome the limitations of conventional output methods due to the increase of diversity of 3D printing materials and to adopt an output method suitable for the characteristics of each material. As the range applicable to outputable materials is expanded, manufacturing of medical devices applied to patients is in a more rapid growth trend than other fields. In this study, we investigated the suitable materials for fabricating 3D printer using photocurable resin. As a result, one suitable material was selected through biological safety experiment and thermal stability experiment. Next, to optimize the output of the selected materials, we have developed a system that optimizes the equipment according to the characteristics of the material. The results of this study enabled the implementation of personalized medical implants that could not be made from 3D printer dependent materials, thereby overcoming the limitations of existing 3D printer output conditions and dedicated materials.

Gerontological Nursing in the Era of the Fourth Industrial Revolution (4차 산업혁명시대 노인 간호)

  • Tak, Sunghee H
    • Journal of Korean Gerontological Nursing
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    • v.20 no.sup1
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    • pp.160-165
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    • 2018
  • Purpose: There is a need to examine changes in the health care environment and the impact on gerontological nursing care in the era of the Fourth Industrial Revolution. In this article recent healthcare paradigm changes, gerontechnology, high tech and high touch, person-centered approaches are discussed. Methods: A narrative review was used. Results: Cyber physical system, artificial intelligence, advance and convergence of bioengineering, and information communication technology are changing the health care paradigm to "precision", "prediction" and "personalization". Entry into the global aging society and the surge in the elderly population worldwide has led to searches for a new means to prepare for projected demands of this growing population. Thus, efforts such as gerontechnology have been made to apply and utilize recent innovative science and technology in order to promote the health and life of elders. There is a great emphasis on the convergence of high tech and high touch, in which humanistic and artistic approach are critical in order to assure that technology is beneficial to human beings rather than harmful. Conclusion: Positive healthcare experiences among patients and their families are emphasized by utilizing new technology and employing high touch while providing personalized care with a person-centered approach.

Museum Gamification Design using Story Elements

  • Jeon, Se-Won;Ryu, Gihwan;Moon, Seok-Jae
    • International Journal of Advanced Culture Technology
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    • v.8 no.4
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    • pp.25-32
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    • 2020
  • Currently, Korean museums use gamification in addition to various viewing methods, such as video and VR/AR. However, museums using museum gamification are still progressing to a special program level. The purpose of this paper is to make the contents of the museum easy to understand and to give the viewers fun. This paper goes beyond the existing museum gamification and proposes a museum story gamification that combines story elements with gamification. This proposal system collects information from each museum in cooperation with museums, art galleries, and exhibition halls and proceeds with related story games. Museum Story Gamification provides related stories according to the theme of the museum and allows viewers to select their own stories. Also, based on the story, you can directly select the difficulty level that suits you and play a personalized game. Unlike the general museum program, the methodology proposed in this paper allows visitors to experience the museum with various story contents. In addition, it will contribute to the development and implementation of programs with gamification in other tourism fields as well as museums.