• Title/Summary/Keyword: System/Business Interface

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Development of Land Management Information System(LMIS) (토지관리정보체계 시스템구축방안 -시스템개발을 중심으로-)

  • 서창완;문은호;최병남;김대종
    • Spatial Information Research
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    • v.9 no.1
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    • pp.73-89
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    • 2001
  • In the recent rapidly changing technology environment the computerization of administration business using GIS is driven or will be driven to give improved information services for the people by local government or central government with huge budget. Development of GIS for local governments is investigated with huge budge. Development of GIS for local governments is investigated to prevent local government from investing redundant money and to reuse the existing investment at this time. The purpose of this study is finding the development method of Land Management Information System (LMIS) to give service and share data in various computing environment of local governments. To do this, we have to develop LMIS as open system with interoperability and we explain it with a focus to framework of Open LMIS. According to recent trend of technology we developed Open LMIS for convenient maintenance with nationwide LMIS expansion at hand. This system was developed at the $\ulcorner$Land Management Information System Development$\lrcorner$project which was managed by Ministry of Construction and Transportation (MOCT). GIS application was based on OpenGIS CORBA specification for development of standard interface and RUP(Rational Unified Process) for development method and LML(Unified Modeling Language) for system design. Developed systems were land administration system for local government, spatial planning support system for regional government, and land policy support system for MOCT.

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A Study on The Evaluation for Quality Factors of SNS and SNS Media by Using AHP (AHP 기법을 적용한 SNS 품질요인 및 SNS 매체 평가에 관한 연구)

  • Li, Nan;Park, Deuk
    • Journal of the Korea Society of Computer and Information
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    • v.19 no.12
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    • pp.299-307
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    • 2014
  • Nowadays, SNS media has become one of the most common and economic communication methods in the modern word. With the rapid development of communication technology, a variety of SNS media makes easier for us to reach other people everywhere and people are getting more and more reliant on them. The surge in SNS media users and SNS media diversity gets more important every day, but academic research on SNS media evaluation program is scanty. In order to present an evaluation program on the SNS media, this study selected some applicable measurement factors based on reference research, and then evaluate major SNS medias by using AHP analysis method. With these purposes, Kakaotalk, Twitter and Facebook, are the three major SNS medias that were chosen for the analysis. Through collections and analysis of usability evaluation factors about SNS quality from related literature, some factors were concluded: system quality, information quality, interface quality and service quality, to build an AHP frame. And to achieve these purposes, this study applied comprehend mutual questionnaire survey for experts and users to gather research date. Empirical studies about the results were performed using AHP method with Microsoft Office Excel 2010. In this study, the final SNS media evaluation result is that Kakaotalk ranks first of the three SNS media, Facebook is in the second place, and Twitter as least. When SNS media are evaluated, system quality, information quality, interface quality and service quality should be considered. Among all factors, service quality is the most important.

Constraint Relaxation using User Interaction in Reactive Scheduling Environment (동적 스케줄링 문제에서 사용자 상호작용을 이용한 제약조건 완화)

  • Lee, Hoon;Jung, Jong Jin;Jo, Geun Sik
    • Journal of Advanced Navigation Technology
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    • v.2 no.2
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    • pp.132-142
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    • 1998
  • In optical scanning holography, 3-D holographic information of an object is generated by 2-D active optical scanning. The optical scanning beam can be a time-dependent Gaussian apodized Fresnel zone plate. In this technique, the holographic information manifests itself as an electrical signal which can be sent to an electron-beam-addressed spatial light modulator for coherent image reconstruction. This technique can be applied to 3-D optical remote sensing especially for identifying flying objects. In this paper, we first briefly review optical scanning holography and analyze the resolution achievable with the system. We then present mathematical expression of real and virtual image which are responsible for holographic image reconstruction by using Gaussian beam profile.

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User-friendly Web-based ezSIM Platform Development for SMBs (중소·중견기업을 위한 사용자 친화형 웹 기반 ezSIM 플랫폼 개발)

  • Yoon, Tae Ho;Park, Hyungwook;Sohn, Ilyoup;Hwang, Jae Soon;Seo, Dongwoo
    • Korean Journal of Computational Design and Engineering
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    • v.20 no.1
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    • pp.65-74
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    • 2015
  • Structure and/or fluid analysis is gradually increased by an essential design process in the small and medium-sized businesses (SMBs) because of the needs for a rapid design process and the certification about the supplement of the parts by the large business (LB). In this paper, we developed the web-based ezSIM platform installed in the resources integrated system server. The ezSIM platform is based on the heterogeneous linux and windows operating system for the user-friendly connection with the part of the analysis for the SMBs. The procedure of the structure/fluid analysis service module using the public software and the license-free open code in the ezSIM platform was explained. The convenience of the ezSIM platform service was presented by the reaction rate of the graphic motion compared with that of a local PC and the solving and pre-post processing interface compared with that of the KISTI supercomputer. The web-based ezSIM platform service was identified as a useful and essential platform to the SMBs for the usage of the structure and/or fluid analysis procedure.

Decision Making Support Tool for Master Architect in Design Development Phase of Mega-Project (메가프로젝트 기본설계단계의 Master Architect 의사결정지원 도구)

  • Cho, Dong-Hyun;Koo, Kyo-Jin;Park, Sung-Chul;Kim, Jong-Il
    • Proceedings of the Korean Institute Of Construction Engineering and Management
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    • 2008.11a
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    • pp.202-206
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    • 2008
  • Recently, as high level of interest for the city regeneration, large-scale projects are planned or being performed such as reconstruction project. These mesa-projects have different characteristics from a single project in the design phase. It is a number of companies involved in design phase of mega-project and principal decision-making entity manage the project from the initial stage of an ongoing business by coordinating an opinions between design companies. The absence of a decision making support system reflected those characteristic causes a variety of problems such as a loss of cost and schedule. Therefore the final object of this paper is to propose a decision making support tool and system interface.

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A Study on the User Experience for Airline ticket Reservation Service -Focusing on Skyscanner App- (항공권 예매 서비스 사용자 경험 연구 -스카이스캐너 앱을 중심으로-)

  • Park, Seojin;Kim, Seung-In
    • Journal of the Korea Convergence Society
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    • v.10 no.2
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    • pp.195-200
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    • 2019
  • The purpose of this study is to investigate the phenomenon of user's use of services, focusing on Skyscanner apps, and to suggest improvements to provide better user experience. The service described in this paper is complicated in booking ticket and deficient its usability at a certain age. As a result, three point of improvement is derived. Provide clear information and countermeasures. And make operating procedure be convenient to learn. It is significant that this study suggested ways to improve ticket reservation services through Skyscanner, a major online ticket reservation service. In the follow-up study, I expected that this study will help the various business models improve its system such as UI design, improvement of information structure, and Skyscanner for silver generation.

Virtual Go to School (VG2S): University Support Course System with Physical Time and Space Restrictions in a Distance Learning Environment

  • Fujita, Koji
    • International Journal of Computer Science & Network Security
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    • v.21 no.12
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    • pp.137-142
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    • 2021
  • Distance learning universities provide online course content. The main methods of providing class contents are on-demand and live-streaming. This means that students are not restricted by time or space. The advantage is that students can take the course anytime and anywhere. Therefore, unlike commuting students, there is no commuting time to the campus, and there is no natural process required to take classes. However, despite this convenient situation, the attendance rate and graduation rate of distance learning universities tend to be lower than that of commuting universities. Although the course environment is not the only factor, students cannot obtain a bachelor's degree unless they fulfill the graduation requirements. In both commuter and distance learning universities, taking classes is an important factor in earning credits. There are fewer time and space constraints for distance learning students than for commuting students. It is also easy for distance learning students to take classes at their own timing. There should be more ease of learning than for students who commute to school with restrictions. However, it is easier to take a course at a commuter university that conducts face-to-face classes. I thought that the reason for this was that commuting to school was a part of the process of taking classes for commuting students. Commuting to school was thought to increase the willingness and motivation to take classes. Therefore, I thought that the inconvenient constraints might encourage students to take the course. In this research, I focused on the act of commuting to school by students. These situations are also applied to the distance learning environment. The students have physical time constraints. To achieve this goal, I will implement a course restriction method that aims to promote the willingness and attitude of students. Therefore, in this paper, I have implemented a virtual school system called "virtual go to school (VG2S)" that reflects the actual route to school.

Visualizing the Results of Opinion Mining from Social Media Contents: Case Study of a Noodle Company (소셜미디어 콘텐츠의 오피니언 마이닝결과 시각화: N라면 사례 분석 연구)

  • Kim, Yoosin;Kwon, Do Young;Jeong, Seung Ryul
    • Journal of Intelligence and Information Systems
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    • v.20 no.4
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    • pp.89-105
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    • 2014
  • After emergence of Internet, social media with highly interactive Web 2.0 applications has provided very user friendly means for consumers and companies to communicate with each other. Users have routinely published contents involving their opinions and interests in social media such as blogs, forums, chatting rooms, and discussion boards, and the contents are released real-time in the Internet. For that reason, many researchers and marketers regard social media contents as the source of information for business analytics to develop business insights, and many studies have reported results on mining business intelligence from Social media content. In particular, opinion mining and sentiment analysis, as a technique to extract, classify, understand, and assess the opinions implicit in text contents, are frequently applied into social media content analysis because it emphasizes determining sentiment polarity and extracting authors' opinions. A number of frameworks, methods, techniques and tools have been presented by these researchers. However, we have found some weaknesses from their methods which are often technically complicated and are not sufficiently user-friendly for helping business decisions and planning. In this study, we attempted to formulate a more comprehensive and practical approach to conduct opinion mining with visual deliverables. First, we described the entire cycle of practical opinion mining using Social media content from the initial data gathering stage to the final presentation session. Our proposed approach to opinion mining consists of four phases: collecting, qualifying, analyzing, and visualizing. In the first phase, analysts have to choose target social media. Each target media requires different ways for analysts to gain access. There are open-API, searching tools, DB2DB interface, purchasing contents, and so son. Second phase is pre-processing to generate useful materials for meaningful analysis. If we do not remove garbage data, results of social media analysis will not provide meaningful and useful business insights. To clean social media data, natural language processing techniques should be applied. The next step is the opinion mining phase where the cleansed social media content set is to be analyzed. The qualified data set includes not only user-generated contents but also content identification information such as creation date, author name, user id, content id, hit counts, review or reply, favorite, etc. Depending on the purpose of the analysis, researchers or data analysts can select a suitable mining tool. Topic extraction and buzz analysis are usually related to market trends analysis, while sentiment analysis is utilized to conduct reputation analysis. There are also various applications, such as stock prediction, product recommendation, sales forecasting, and so on. The last phase is visualization and presentation of analysis results. The major focus and purpose of this phase are to explain results of analysis and help users to comprehend its meaning. Therefore, to the extent possible, deliverables from this phase should be made simple, clear and easy to understand, rather than complex and flashy. To illustrate our approach, we conducted a case study on a leading Korean instant noodle company. We targeted the leading company, NS Food, with 66.5% of market share; the firm has kept No. 1 position in the Korean "Ramen" business for several decades. We collected a total of 11,869 pieces of contents including blogs, forum contents and news articles. After collecting social media content data, we generated instant noodle business specific language resources for data manipulation and analysis using natural language processing. In addition, we tried to classify contents in more detail categories such as marketing features, environment, reputation, etc. In those phase, we used free ware software programs such as TM, KoNLP, ggplot2 and plyr packages in R project. As the result, we presented several useful visualization outputs like domain specific lexicons, volume and sentiment graphs, topic word cloud, heat maps, valence tree map, and other visualized images to provide vivid, full-colored examples using open library software packages of the R project. Business actors can quickly detect areas by a swift glance that are weak, strong, positive, negative, quiet or loud. Heat map is able to explain movement of sentiment or volume in categories and time matrix which shows density of color on time periods. Valence tree map, one of the most comprehensive and holistic visualization models, should be very helpful for analysts and decision makers to quickly understand the "big picture" business situation with a hierarchical structure since tree-map can present buzz volume and sentiment with a visualized result in a certain period. This case study offers real-world business insights from market sensing which would demonstrate to practical-minded business users how they can use these types of results for timely decision making in response to on-going changes in the market. We believe our approach can provide practical and reliable guide to opinion mining with visualized results that are immediately useful, not just in food industry but in other industries as well.

Design of Serendipity Service Based on Near Field Communication Technology (NFC 기반 세렌디피티 시스템 설계)

  • Lee, Kyoung-Jun;Hong, Sung-Woo
    • Journal of Intelligence and Information Systems
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    • v.17 no.4
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    • pp.293-304
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    • 2011
  • The world of ubiquitous computing is one in which we will be surrounded by an ever-richer set of networked devices and services. Especially, mobile phone now becomes one of the key issues in ubiquitous computing environments. Mobile phones have been infecting our normal lives more thoroughly, and are the fastest technology in human history that has been adapted to people. In Korea, the number of mobile phones registered to the telecom company, is more than the population of the country. Last year, the numbers of mobile phone sold are many times more than the number of personal computer sold. The new advanced technology of mobile phone is now becoming the most concern on every field of technologies. The mix of wireless communication technology (wifi) and mobile phone (smart phone) has made a new world of ubiquitous computing and people can always access to the network anywhere, in high speed, and easily. In such a world, people cannot expect to have available to us specific applications that allow them to accomplish every conceivable combination of information that they might wish. They are willing to have information they want at easy way, and fast way, compared to the world we had before, where we had to have a desktop, cable connection, limited application, and limited speed to achieve what they want. Instead, now people can believe that many of their interactions will be through highly generic tools that allow end-user discovery, configuration, interconnection, and control of the devices around them. Serendipity is an application of the architecture that will help people to solve a concern of achieving their information. The word 'serendipity', introduced to scientific fields in eighteenth century, is the meaning of making new discoveries by accidents and sagacity. By combining to the field of ubiquitous computing and smart phone, it will change the way of achieving the information. Serendipity may enable professional practitioners to function more effectively in the unpredictable, dynamic environment that informs the reality of information seeking. This paper designs the Serendipity Service based on NFC (Near Field Communication) technology. When users of NFC smart phone get information and services by touching the NFC tags, serendipity service will be core services which will give an unexpected but valuable finding. This paper proposes the architecture, scenario and the interface of serendipity service using tag touch data, serendipity cases, serendipity rule base and user profile.

The Present Status and Vision of Virtual Construction System Development (가상 건설 시스템 개발 현황과 비전)

  • Kim, Jae-Jun;Choi, Cul-Ho;Shin, Hyun-Mok;Jin, Sang-Yoon;Lee, Kwang-Myung
    • Proceedings of the Korean Institute Of Construction Engineering and Management
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    • 2008.11a
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    • pp.170-175
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    • 2008
  • The research team for the virtual construction development was established with the support of Korea Ministry of Construction and Transportation, and KICTEP (Korea Institute of Construction and Transportation Technology Evaluation and Planning). Its aims are to develop system that is to improve productivity & quality, to create a higher value-added business, and to cultivate international competitiveness in the construction industry. The virtual construction system is a design, engineering, and construction management information system that allows the project participants to effectively share the information throughout the construction life cycle with the support of 3D and design information. To achieve this, the research team focuses on developing several systems. First, the team focuses on developing for the pre-planning, the structural engineering, MEP, and the 3D based estimation system. Second, they focus on developing a simulation system for the construction process planning and feasibility study with help of the virtual reality technologies. Third, they focus on developing the CPLM (Construction Project Life-cycle Management) system for managing construction project data, and the decision support system that makes the collaboration among the project participants based on 3D technologies and information. We also focus on developing the SDAI (Standard Data Access Interface), the localized guideline for 3D design, and a training program. In addition, we focus on developing the undeveloped area of the commercial system and building an environment that can support the communication and collaboration in the construction life-cycle rather than developing the existing and commercialized system.

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