• Title/Summary/Keyword: User Studies

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ESG Management Strategy and Performance Management Plan Suitable for Social Welfare Institutions : Centered on Cheonan City Social Welfare Foundation (사회복지기관에 적합한 ESG경영 전략도출 및 성과관리방안 : 천안시사회복지재단을 중심으로)

  • Hwang, Kyoo-il
    • Journal of Venture Innovation
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    • v.6 no.3
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    • pp.165-184
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    • 2023
  • Since municipal welfare institutions operate for different purposes from general companies or public enterprises, ESG practice items and model construction should be conducted through various and comprehensive social welfare studies. Since there are not many studies available in domestic welfare institutions yet and there are no suitable ESG management utilization indicators, the Cheonan Welfare Foundation's strategy and management strategy system were established to spread the model to other welfare institutions and become a leading foundation through education and training. The foundation and front-line welfare institutions selected issues identification and key issues through the foundation's empirical analysis and criticality analysis, focusing on understanding ESG management and ways to establish a practice model that positively affects institutional image and business performance. Based on this, the promotion system was examined by establishing a performance management plan after deriving appropriate strategies and establishing a strategic system for social welfare institutions. Environmental and social responsibility, transparent management, safety management system establishment, emergency and prevention, user (customer) satisfaction system establishment, anti-corruption prevention and integrity ethics monitoring and evaluation, responsible supply chains, and community contribution programs. This study attempted to specifically present efforts to settle ESG management through the consideration of the Cheonan Welfare Foundation. Therefore, it is considered to be useful data for developing ESG management by referring to the systematic development process of the Cheonan City Restoration Foundation to develop ESG measurement indicators.

A Study of the Beauty Commerce Customer Segment Classification and Application based on Machine Learning: Focusing on Untact Service (머신러닝 기반의 뷰티 커머스 고객 세그먼트 분류 및 활용 방안: 언택트 서비스 중심으로)

  • Sang-Hyeak Yoon;Yoon-Jin Choi;So-Hyun Lee;Hee-Woong Kim
    • Information Systems Review
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    • v.22 no.4
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    • pp.75-92
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    • 2020
  • As population and generation structures change, more and more customers tend to avoid facing relation due to the development of information technology and spread of smart phones. This phenomenon consists with efficiency and immediacy, which are the consumption patterns of modern customers who are used to information technology, so offline network-oriented distribution companies actively try to switch their sales and services to untact patterns. Recently, untact services are boosted in various fields, but beauty products are not easy to be recommended through untact services due to many options depending on skin types and conditions. There have been many studies on recommendations and development of recommendation systems in the online beauty field, but most of them are the ones that develop recommendation algorithm using survey or social data. In other words, there were not enough studies that classify segments based on user information such as skin types and product preference. Therefore, this study classifies customer segments using machine learning technique K-prototypesalgorithm based on customer information and search log data of mobile application, which is one of untact services in the beauty field, based on which, untact marketing strategy is suggested. This study expands the scope of the previous literature by classifying customer segments using the machine learning technique. This study is practically meaningful in that it classifies customer segments by reflecting new consumption trend of untact service, and based on this, it suggests a specific plan that can be used in untact services of the beauty field.

A Study on Multi-Object Data Split Technique for Deep Learning Model Efficiency (딥러닝 효율화를 위한 다중 객체 데이터 분할 학습 기법)

  • Jong-Ho Na;Jun-Ho Gong;Hyu-Soung Shin;Il-Dong Yun
    • Tunnel and Underground Space
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    • v.34 no.3
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    • pp.218-230
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    • 2024
  • Recently, many studies have been conducted for safety management in construction sites by incorporating computer vision. Anchor box parameters are used in state-of-the-art deep learning-based object detection and segmentation, and the optimized parameters are critical in the training process to ensure consistent accuracy. Those parameters are generally tuned by fixing the shape and size by the user's heuristic method, and a single parameter controls the training rate in the model. However, the anchor box parameters are sensitive depending on the type of object and the size of the object, and as the number of training data increases. There is a limit to reflecting all the characteristics of the training data with a single parameter. Therefore, this paper suggests a method of applying multiple parameters optimized through data split to solve the above-mentioned problem. Criteria for efficiently segmenting integrated training data according to object size, number of objects, and shape of objects were established, and the effectiveness of the proposed data split method was verified through a comparative study of conventional scheme and proposed methods.

A Study on the Golf Course Selection Attributes, Revisit and Recommendation Intention of Chinese Golfer by IPA (IPA기법을 이용한 중국인 골프장 이용객의 골프장 선택속성과 재방문 및 추천의도에 관한 연구)

  • Sang Lim;Sang-Woo Cho
    • Journal of the Korean Applied Science and Technology
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    • v.40 no.4
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    • pp.710-723
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    • 2023
  • The purpose of this study is to investigate the effect on the revisit intention and recommendation intention on the golf course selection attribute factors of Chinese golf course users using IPA. In order to carry out this study, a survey was conducted on 388 Chinese golfers, data processing and IPA analysis were conducted, and the following conclusions were obtained. First, the importance of the selection attribute was the highest in employee etiquette, and the price of restaurants and food and beverage was the highest in satisfaction. Second, as a result of the IPA matrix analysis, there were 8 selection attributes for continuous maintenance, 14 for concentration improvement, 5 for low priority, and 3 for excessive effort avoidance. Third, cost, accessibility, course facilities, auxiliary facilities, caddy expertise, and satisfaction with user management were found to affect both revisit and recommendation intentions. Since this study was limited to Chinese golfers, there may be differences in comparing the results with previous studies conducted in other countries on golf culture. Therefore, studies considering cultural diversity should be conducted in the future.

An Analysis on the Impact of the Mobile Digital Divide on the Cognitive Value of the Mobile Internet (개인의 모바일 정보격차가 모바일 인터넷의 인지적 가치 차이에 미치는 영향 분석)

  • Tae-Hwan Kim;Sang-Yong Tom Lee
    • Information Systems Review
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    • v.19 no.2
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    • pp.159-183
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    • 2017
  • Despite the rapid increase in the use of mobile Internet, only a few studies examined digital divide issues in the mobile internet environment. Prior studies on digital divide mainly focused on the usage environments of consumers. The present study analyzes mobile digital divide by considering user environments and the cognitive values of users. Therefore, we estimated the cognitive value of users in mobile Internet environments through contingent valuation method (CVM). We also analyzed the digital divide factors that cause this value difference. We found that domestic users perceive mobile Internet value up to 51,723 Korean Won per month. We analyzed the value differences of digital divide factors, such as "accessibility," "competency," and "usability." Based on this analysis, we found that a difference of 31,878 Korean Won was generated due to accessibility. Competitiveness resulted in a difference of 7,736 Korean Won, whereas that of usability resulted in 6,463 Korean Won. Accessibility is the most important digital divide factor that maximizes the difference of cognitive value of users in a domestic mobile Internet environment.

Usability Evaluation Criteria Development and Application for Map-Based Data Visualization (지도 기반 데이터 시각화 플랫폼 사용성 평가 기준 개발 및 적용 연구)

  • Sungha Moon;Hyunsoo Yoon;Seungwon Yang;Sanghee Oh
    • Journal of the Korean Society for Library and Information Science
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    • v.58 no.2
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    • pp.225-249
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    • 2024
  • The purpose of this study is to develop an evaluation tool for map-based data visualization platforms and to conduct heuristic usability evaluations on existing platforms representing inter-regional information. We compared and analyzed the usability evaluation criteria of map-based platforms from the previous studies along with Nielsen's (1994) 10 usability evaluation principles. We proposed nine evaluation criteria, including (1) visibility, (2) representation of the real world, (3) consistency and standards, (4) user control and friendliness, (5) flexibility, (6) design, (7) compatibility, (8) error prevention and handling, and (9) help provision and documentation. Additionally, to confirm the effectiveness of the proposed criteria, four experts was invited to evaluate five domestic and international map-based data visualization platforms. As a result, the experts were able to rank the usability of the five platforms using the proposed map-based data visualization usability evaluation criteria, which included quantified scores and subjective opinions. The results of this study are expected to serve as foundational material for the future development and evaluation of map-based visualization platforms.

Development of Sentiment Analysis Model for the hot topic detection of online stock forums (온라인 주식 포럼의 핫토픽 탐지를 위한 감성분석 모형의 개발)

  • Hong, Taeho;Lee, Taewon;Li, Jingjing
    • Journal of Intelligence and Information Systems
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    • v.22 no.1
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    • pp.187-204
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    • 2016
  • Document classification based on emotional polarity has become a welcomed emerging task owing to the great explosion of data on the Web. In the big data age, there are too many information sources to refer to when making decisions. For example, when considering travel to a city, a person may search reviews from a search engine such as Google or social networking services (SNSs) such as blogs, Twitter, and Facebook. The emotional polarity of positive and negative reviews helps a user decide on whether or not to make a trip. Sentiment analysis of customer reviews has become an important research topic as datamining technology is widely accepted for text mining of the Web. Sentiment analysis has been used to classify documents through machine learning techniques, such as the decision tree, neural networks, and support vector machines (SVMs). is used to determine the attitude, position, and sensibility of people who write articles about various topics that are published on the Web. Regardless of the polarity of customer reviews, emotional reviews are very helpful materials for analyzing the opinions of customers through their reviews. Sentiment analysis helps with understanding what customers really want instantly through the help of automated text mining techniques. Sensitivity analysis utilizes text mining techniques on text on the Web to extract subjective information in the text for text analysis. Sensitivity analysis is utilized to determine the attitudes or positions of the person who wrote the article and presented their opinion about a particular topic. In this study, we developed a model that selects a hot topic from user posts at China's online stock forum by using the k-means algorithm and self-organizing map (SOM). In addition, we developed a detecting model to predict a hot topic by using machine learning techniques such as logit, the decision tree, and SVM. We employed sensitivity analysis to develop our model for the selection and detection of hot topics from China's online stock forum. The sensitivity analysis calculates a sentimental value from a document based on contrast and classification according to the polarity sentimental dictionary (positive or negative). The online stock forum was an attractive site because of its information about stock investment. Users post numerous texts about stock movement by analyzing the market according to government policy announcements, market reports, reports from research institutes on the economy, and even rumors. We divided the online forum's topics into 21 categories to utilize sentiment analysis. One hundred forty-four topics were selected among 21 categories at online forums about stock. The posts were crawled to build a positive and negative text database. We ultimately obtained 21,141 posts on 88 topics by preprocessing the text from March 2013 to February 2015. The interest index was defined to select the hot topics, and the k-means algorithm and SOM presented equivalent results with this data. We developed a decision tree model to detect hot topics with three algorithms: CHAID, CART, and C4.5. The results of CHAID were subpar compared to the others. We also employed SVM to detect the hot topics from negative data. The SVM models were trained with the radial basis function (RBF) kernel function by a grid search to detect the hot topics. The detection of hot topics by using sentiment analysis provides the latest trends and hot topics in the stock forum for investors so that they no longer need to search the vast amounts of information on the Web. Our proposed model is also helpful to rapidly determine customers' signals or attitudes towards government policy and firms' products and services.

Big Five Personality in Discriminating the Groups by the Level of Social Sims (심리학적 도구 '5요인 성격 특성'에 의한 소셜 게임 연구: <심즈 소셜> 게임의 분석사례를 중심으로)

  • Lee, Dong-Yeop
    • Cartoon and Animation Studies
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    • s.29
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    • pp.129-149
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    • 2012
  • The purpose of this study was to investigate the clustering and Big Five Personality domains in discriminating groups by level of school-related adjustment, as experienced by Social Sims game users. Social Games are based on web that has simple rules to play in fictional time and space background. This paper is to analyze the relationships between social networks and user behaviors through the social games . In general, characteristics of social games are simple, fun and easy to play, popular to the public, and based on personal connections in reality. These features of social games make themselves different from video games with one player or MMORPG with many unspecific players. Especially Social Game show a noticeable characteristic related to social learning. The object of this research is to provide a possibility that game that its social perspective can be strengthened in social game environment and analyze whether it actually influences on problem solving of real life problems, therefore suggesting its direction of alternative play means and positive simulation game. Data was collected by administering 4 questionnaires (the short version of BFI, Satisfaction with life, Career Decision-.Making Self-.Efficacy, Depression) to the participants who were 20 people in Seoul and Daejeon. For the purposes of the data analysis, both Stepwise Discriminant analysis and Cluster analysis was employed. Neuroticism, Openness, Conscientiousness within the Big Five Personality domains were seen to be significant variables when it came to discriminating the groups. These findings indicated that the short version of the BFI may be useful in understanding for game user behaviors When it comes to cultural research, digital game takes up a significant role. We can see that from the fact that game, which has only been considered as a leisure activity or commercial means, is being actively research for its methodological, social role and function. Among digital game's several meanings, one of the most noticeable ones is the research on its critical, social participating function. According to Jame Paul gee, the most important merit of game is 'projected identity'. This means that experiences from various perspectives is possible.[1] In his recent autobiography , he described gamer as an active problem solver. In addition, Gonzalo Francesca also suggested an alternative game developing method through 'game that conveys critical messages by strengthening critical reasons'. [2] They all provided evidences showing game can be a strong academic tool. Not only does a genre called social game exist in the field of media and Social Network Game, but there are also some efforts to positively evaluate its value Through these kinds of researches, we can study how game can give positive influence along with the change in its general perception, which would eventually lead to spreading healthy game culture and enabling fresh life experience. This would better bring out the educative side of the game and become a social communicative tool. The object of this game is to provide a possibility that the social aspect can be strengthened within the game environment and analyze whether it actually influences the problem solving of real life problems. Therefore suggesting it's direction of alternative play means positive game simulation.

A Case Study On Digital Education Design In Foreign Countries By Analysis Education Condition (선진학교 교육현황 분석을 통한 디지털 교육매체 디자인 국외 사례 연구)

  • Kim, Jung-Hee
    • Cartoon and Animation Studies
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    • s.30
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    • pp.201-219
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    • 2013
  • Development of digital media in education field at America, UK, Japan etc bring big progress on digital device if education. Japan bring huge progress on digital education by nationally. UK use huge a national budget at digital education development and Sweden which is advanced country of education and a welfare state. Especially UK and Sweden's digital education markets are full now aspect more high quality design. Korea which is advanced country of IT adopted digital text book 2007 with mathematics, through science and English digital text book through the state. Korea's digital text book is in a transition period. that needs case study of advanced country of education for setting design guide and educational effect to digital education media and device plan. All researches are based on LG europe design center at London. Analysis by using KJ method, survey of questionnaire, heuristic method at 4 schools in UK and Sweden. Through analytical researches want to more reality simulation at digital education, and high quality contents with digital socialization. co-work with analog, can get any where, anytime user want without any difficulty. Also interactive GUI design of digital education device to easy to access for user. When plan Digital text book content and design needs methodical design guide for target who students and environment an in-depth study of the appraisal and method. The results of the research are introduce the design plan as a basic research and giving useful design plan to make digital educational media in Korea industrial aspect.

A Study on effective directive technique of 3D animation in Virtual Reality -Focus on Interactive short using 3D Animation making of Unreal Engine- (가상현실에서 효과적인 3차원 영상 연출을 위한 연구 -언리얼 엔진의 영상 제작을 이용한 인터렉티브 쇼트 중심으로-)

  • Lee, Jun-soo
    • Cartoon and Animation Studies
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    • s.47
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    • pp.1-29
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    • 2017
  • 360-degree virtual reality has been a technology that has been available for a long time and has been actively promoted worldwide in recent years due to development of devices such as HMD (Head Mounted Display) and development of hardware for controlling and executing images of virtual reality. The production of the 360 degree VR requires a different mode of production than the traditional video production, and the matters to be considered for the user have begun to appear. Since the virtual reality image is aimed at a platform that requires enthusiasm, presence and interaction, it is necessary to have a suitable cinematography. In VR, users can freely enjoy the world created by the director and have the advantage of being able to concentrate on his interests during playing the image. However, the director had to develope and install the device what the observer could concentrate on the narrative progression and images to be delivered. Among the various methods of transmitting images, the director can use the composition of the short. In this paper, we will study how to effectively apply the technique of directing through the composition of this shot to 360 degrees virtual reality. Currently, there are no killer contents that are still dominant in the world, including inside and outside the country. In this situation, the potential of virtual reality is recognized and various images are produced. So the way of production follows the traditional image production method, and the shot composition is the same. However, in the 360 degree virtual reality, the use of the long take or blocking technique of the conventional third person view point is used as the main production configuration, and the limit of the short configuration is felt. In addition, while the viewer can interactively view the 360-degree screen using the HMD tracking, the configuration of the shot and the connection of the shot are absolutely dependent on the director like the existing cinematography. In this study, I tried to study whether the viewer can freely change the cinematography such as the composition of the shot at a user's desired time using the feature of interaction of the VR image. To do this, 3D animation was created using a game tool called Unreal Engine to construct an interactive image. Using visual scripting of Unreal Engine called blueprint, we create a device that distinguishes the true and false condition of a condition with a trigger node, which makes a variety of shorts. Through this, various direction techniques are developed and related research is expected, and it is expected to help the development of 360 degree VR image.