Park, Hyunah;Tae, Moonyoung;Huh, Youngjin;Lee, Joonhwan
Journal of the HCI Society of Korea
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v.14
no.1
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pp.15-22
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2019
The purpose of this study is to investigate the users' expectation and expectation gap about the attributes of smart speaker as an intelligent agent, ie autonomy, sociality, responsiveness, activeness, time continuity, goal orientation. To this end, semi-structured interviews were conducted for smart speaker users and analyzed based on ground theory. Result has shown that people have huge expectation gap about the sociality and human-likeness of smart speakers, due to limitations in technology. The responsiveness of smart speakers was found to have positive expectation gap. For the memory of time-sequential information, there was an ambivalent expectation gap depending on the degree of information sensitivity and presentation method. We also found that there was a low expectation level for autonomous aspects of smart speakers. In addition, proactive aspects were preferred only when appropriate for the context. This study presents implications for designing a way to interact with smart speakers and managing expectations.
ANJUM, Reham;KHAN, Hadi Hassan;BANO, Safia;NAZIR, Sidra;GULRAIZ, Hira;AHMED, Wahab
The Journal of Asian Finance, Economics and Business
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v.8
no.2
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pp.851-860
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2021
The Knowledge Transfer (KT) for higher education institutions (HEIs) is boundless. Still and all, the members of the staff affiliated with these institutions do recognize an array of hitches in relation to KT practices. The study in question underscores social interactions, training, and Information and Communication Technology (ICT) as the primary barriers and treats them as the independent variables of the study. The study posits that inadequate management of the above-mentioned barriers would impact effective KT unfavorably. Besides, putting forth some striking solutions needed to fix the obstructions that hamper the adequate management of the KT exercises is another aim of the study. For data collection purposes, the study picks out higher education institutions (public) of the Quetta district. The reckoned sample size is 317 subjects. The research type that has been used is cross-sectional research and, in this context, the cross-sectional explanatory sequential design has been used. Concerning the findings of the paper, the results of PLS-SEM show positive and significant relationships of social interaction and training with knowledge transfer, while ICT shows an insignificant positive relationship with the knowledge transfer. The most influencing factor for the knowledge transfer is social interaction as suggested by social interaction theory.
This study aims to investigate overall factors regarding participation process such as process to pro-environmental behavior, pro-environmental behavior, continuing factors and constraint factors of outdoor recreation participants, and to determine logical correlation between them in order to make a theory model. To this end, grounded theory approach is applied for interpretation. First, pro-environmental behavior of outdoor recreation participants was formed by sequential influence of causal conditions and situational context. Second, outdoor recreation participants who participated in pro-environmental behavior of central phenomenon experienced peculiar continuing factors and constraint factors but it was found they also experienced general continuing factors and constraint factors. Third, it was analyzed that resultant settlement of pro-environmental leisure activities was partially fed back to the participation continuing factors of mediating conditions and a club of interaction strategy. Result from this study will give a help to widely understand experience of participation in leisure and restraints on leisure of outdoor recreation participants, and to development of study through organic combination between subsequent researches.
Proceedings of the Korea Water Resources Association Conference
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2021.06a
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pp.131-131
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2021
Deep learning models, especially those based on long short-term memory (LSTM), have presented their superiority in addressing time series data issues recently. This study aims to comprehensively evaluate the performance of deep learning models that belong to the supervised learning category in streamflow prediction. Therefore, six deep learning models-standard LSTM, standard gated recurrent unit (GRU), stacked LSTM, bidirectional LSTM (BiLSTM), feed-forward neural network (FFNN), and convolutional neural network (CNN) models-were of interest in this study. The Red River system, one of the largest river basins in Vietnam, was adopted as a case study. In addition, deep learning models were designed to forecast flowrate for one- and two-day ahead at Son Tay hydrological station on the Red River using a series of observed flowrate data at seven hydrological stations on three major river branches of the Red River system-Thao River, Da River, and Lo River-as the input data for training, validation, and testing. The comparison results have indicated that the four LSTM-based models exhibit significantly better performance and maintain stability than the FFNN and CNN models. Moreover, LSTM-based models may reach impressive predictions even in the presence of upstream reservoirs and dams. In the case of the stacked LSTM and BiLSTM models, the complexity of these models is not accompanied by performance improvement because their respective performance is not higher than the two standard models (LSTM and GRU). As a result, we realized that in the context of hydrological forecasting problems, simple architectural models such as LSTM and GRU (with one hidden layer) are sufficient to produce highly reliable forecasts while minimizing computation time because of the sequential data nature.
According to recent technical advances on sensors and mobile devices, processing of data streams generated by the devices is becoming an important research issue. The data stream of real values obtained at continuous time points is called streaming time-series. Due to the unique features of streaming time-series that are different from those of traditional time-series, similarity matching problem on the streaming time-series should be solved in a new way. In this paper, we propose an efficient algorithm for streaming time- series matching problem that supports normalization transform. While the existing algorithms compare streaming time-series without any transform, the algorithm proposed in the paper compares them after they are normalization-transformed. The normalization transform is useful for finding time-series that have similar fluctuation trends even though they consist of distant element values. The major contributions of this paper are as follows. (1) By using a theorem presented in the context of subsequence matching that supports normalization transform[4], we propose a simple algorithm for solving the problem. (2) For improving search performance, we extend the simple algorithm to use $k\;({\geq}\;1)$ indexes. (3) For a given k, for achieving optimal search performance of the extended algorithm, we present an approximation method for choosing k window sizes to construct k indexes. (4) Based on the notion of continuity[8] on streaming time-series, we further extend our algorithm so that it can simultaneously obtain the search results for $m\;({\geq}\;1)$ time points from present $t_0$ to a time point $(t_0+m-1)$ in the near future by retrieving the index only once. (5) Through a series of experiments, we compare search performances of the algorithms proposed in this paper, and show their performance trends according to k and m values. To the best of our knowledge, since there has been no algorithm that solves the same problem presented in this paper, we compare search performances of our algorithms with the sequential scan algorithm. The experiment result showed that our algorithms outperformed the sequential scan algorithm by up to 13.2 times. The performances of our algorithms should be more improved, as k is increased.
The virtual reality (VR) cartoon is a format of VR contents that leverage the characteristics of webtoons that provides the simple story line and graphical storytelling tools to strategically surmount limitations of VR contents design. The VR cartoon enables people to experience the imaginary three-dimensional space in the webtoon as a real space by the transformation of webtoon contents through VR prototyping. The VR cartoon successfully presents focused environment where people can readily pay attention to the contents without notable motion sickness. People have been familiar with the storytelling strategy in the context of published cartoons and webtoons, likely we've understood the narrative of a movie through the continuous scenes projected in the screen. Indeed, it has been recognized as a popular toolset of communication, where visual images are sequentially delivered by replacing multiple planar spaces to tell a story narrative. While there are discrete panels with the time and space resolution in the graphical cartoons, people can distill a commit closure based on their past experiences. This is a typical "grammar" of the cartoon, which can be extrapolated to the VR cartoon that provides a seminal storytelling strategy. In this article, we review how the storytelling strategy in webtoons has been transformed into that in VR cartoons, and analyze the key components of VR cartoons. We envision that our research can potentially create keystones to produce variety of new VR contents by reflecting various narrative media including cartoon as a 'sequential art'.
Journal of the Korean Institute of Landscape Architecture
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v.43
no.1
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pp.96-107
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2015
Brownfield sites are beginning to be considered as potentially useful areas for landscape design and planning, with post-industrial areas such as water treatment facilities and military training bases being converted into useful landscapes such as parks and recreation areas. These redevelopments bring broad benefits through revitalizing communities and increasing property values, thus, increasing the demand for comprehensive management and planning policies. This study examines changes in U.S. brownfield policies and programs and, identifies their periodic characteristics over the thirty years since the Superfund program was introduced in 1980. A descriptive and interpretive approach was utilized, focusing specifically on a time sequential analysis of the data gathered from the overview of the Environmental Protection Agency's web-based documents and related literature. The primary changes in and characteristics of programs and policies were analyzed and divided into three periods : environmental protection, remediation and reuse, and comprehensive planning. Four major features were identified: relaxation and readjustment of regulation, diversification of support programs, a mix of top-down and bottom-up approaches, and database system building. The study examines how common brownfield problems such as site identification difficulties and assessment and remediation cost have been dealt with in the regulatory context and has implications for future policies and programs for effective brownfield planning and management in Korea.
Journal of Korean Classical Literature and Education
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no.38
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pp.103-138
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2018
This study examines the modern succession, transformation and significance of enjoyment methods of classical literature (art) with a focus on the characteristics of those methods that appeared when the performances of the traditional era began to be displayed on the stage of the theaters in modern Seoul. The clues to the reasons for this type of enjoyment can be found in newspapers, magazine articles, and advertisements from the early 20th century. The emergence of stage theaters at the beginning of the modern era caused a sweeping change in the performance environment, including the fact that it was possible for all kinds of people to enjoy art beyond the existing socioeconomic hierarchies or barriers of status, that the performers were given employment through the theater, and that the audience had the tendency of the general public of an unspecified number because the audience was able to see the performances only by paying the viewing fee. The way of enjoying traditional performances also changed based on these new adaptations: the performances were sequential, show-oriented, and re-contextualized as public performances. It is significant that in the traditional era, performers and audiences had been segregated according to their status and a strict hierarchy; now, such cultural norms were breaking down in favor of a kind of equality. In addition, it was possible for the audience to experience sensory enjoyment, and theater brought about a new kind of popular consumer enjoyment of an artistic product. Of course, though, it is possible to look back and find problems related to the contemporary context, but the traditional performances, which were the main performances for the lower class, took the first place on the modern theater stage, and as a result, no one can deny that it became possible to move forward in the first phase of an era of public performance.
Journal of Korean Library and Information Science Society
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v.52
no.3
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pp.21-48
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2021
Today, with countless health information being accessible through online and offline, the public has been able to explore health-related information in various ways. The current study focuses on the information-seeking behavior of the mothers who actively explore information related to the health of their healthy infants (aged between 0 and 3 years). The researcher had conducted in-depth interviews of 24 American, Korean, and Korean immigrant mothers living in the United States, and then analyzed the sequential order of the information sources that they have used to search for the health-related information about their children. The current research highlights that the mothers' information-seeking pathways and searched topics tended to differ in accordance with their child(ren)'s health conditions (e.g., ill vs. healthy). For instance, regarding the information sources used, more diverse health information sources (e.g., public libraries, government health agencies, daycare teachers) were used when their child(ren) was not ill. In addition, when a child was ill, mothers were likely to focus on information about specific diseases or symptoms first, whereas when the child was healthy, they used to explore information on various health topics such as growth and development, nutrition and diets, parenting, and so on. Based on the results, implications for the information professionals are discussed when designing and providing health-related information services to mothers of healthy infants and toddlers.
With the media's shift into the digital era in the 2000s, comic book publishers attempted a transition into the new medium by establishing a distribution structure using internet networks. But that effort shied from escaping the parallel-page reading structure of traditional comics. On the other hand, webtoons are showing divers changes by redesigning the structure of traditional sequential art media; they tend to separate and allot spaces according to the vertical scroll reading method of the internet browser and include animations, sound effects and background music. This trend is also in accordance with the preferences of modern readers. Modern society has complicated social structures with the development of various media; the public is therefore exposed to different stimuli and shows characteristics of differentiated perceptions. In other words, webtoons display more relevant and entertaining characteristics by inserting sounds and using moving texts and characters in specific frames, while traditional comics require an appreciation of withdrawal and immersion like other published media. Motions in webtoons are partially applied for dramatic tension or to create an effective expression of action. For example, hand-drawn animation is adopted to express motions by dividing motion images into many layers. Sounds are also utilized, such as background music with episode-related lyrics, melodies, ambient sounds and motion-related sound effects. In addition, webtoons provide readers with new amusement by giving tactile stimuli via the vibration of a smart phone. As stated above, the vertical direction, time-based nature of animation motions and tactile stimuli used in webtoons are differentiated from published comics. However, webtoons' utilization of innovative techniques hasn't yet reached its full potential. In addition to the fact that the software used for webtoon effects is operationally complex, this is a transitional phenomenon since there is still a lack of technical understanding of animation and sound application amongst the general public. For example, a sound might be programmed to play when a specific frame scrolls into view on the monitor, but the frame may be scrolled faster or slower than the author intended; in this case, sound can end before or after a reader sees the whole image. The motion of each frame is also programmed to start in a similar fashion. Therefore, a reader's scroll speed is related to the motion's speed. For this reason, motions might miss the intended timing and be unnatural because they are played out of context. Also, finished sound effects can disturb the concentration of readers. These problems come from a shortage of continuity; to solve these, naturally activated consecutive sounds or animations, like the simple rotation of joints when a character moves, is required.
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