• Title/Summary/Keyword: User interaction

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An Exploratory Study on the Advertising Display and Regulation Method of Native Advertising - Focus on Expert research by production practitioners - (네이티브 광고의 광고 표시 및 규제 방법에 대한 탐색적 연구 - 제작 실무자들의 전문가 조사를 중심으로 -)

  • Yu, Hyun Joong;Chung, Hae Won
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.6
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    • pp.455-462
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    • 2022
  • This study attempted to examine the problems of the expression and format of native advertisements appearing on various platforms and to prepare a plan to regulate them. To this end, in-depth interviews were conducted to those in charge of advertising practice and examined. First, as a problem with the expression and format of native advertisements, it was considered that the congestion and deception of indiscriminate native advertisements appearing on various platforms could bring negative perceptions to consumers. For the second user's interaction, it was considered that customized advertising expressions through targeting by platform should be produced. Third, regarding the regulation of native advertisements, it was suggested that regulatory measures for consumer protection should be prepared and that market autonomy should be left to it. A strategic operation plan for native advertising according to various platforms should be prepared.

The Role of Digital Literacy and IS Success Factors Influencing on Distance Learners' Satisfaction and Continuance (디지털 리터러시와 정보시스템 성공요인이 원격학습자의 만족도와 지속 사용 의도에 미치는 영향)

  • Kim, Yong-Young;Joo, Yeon-Woo;Park, Hye-Jin
    • Journal of Digital Convergence
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    • v.19 no.11
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    • pp.53-62
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    • 2021
  • Distance learning (DL) has become a major issue in the educational field with the spread of COVID-19. In order to enhance the satisfaction of DL learners, efforts to cultivate learners' competencies, as well as investment to build IT infrastructure, and activities to support high-quality content provision should be comprehensively considered. Based on a survey of 221 college students, this study verified that digital literacy (knowledge, skill, and mind) and information systems success factors (system, information, and service quality) all positively affect DL satisfaction, in turn, which positively influences on DL continuance. This study is meaningful in that it comprehensively considered learner's ability and IT infrastructure and analyzed the effect on the satisfaction and intention of continuous use of DL. In the future, it is necessary to expand the target of not only college students but also elementary and secondary students and instructors, and to further consider interaction, which is a major factor in the distance learning process.

A New Methodology for Advanced Gas Turbine Engine Simulation

  • M.S. Chae;Y.C. Shon;Lee, B.S.;J.S. Eom;Lee, J.H.;Kim, Y.R.;Lee, H.J.
    • Proceedings of the Korean Society of Propulsion Engineers Conference
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    • 2004.03a
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    • pp.369-375
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    • 2004
  • Gas turbine engine simulation in terms of transient, steady state performance and operational characteristics is complex work at the various engineering functions of aero engine manufacturers. Especially, efficiency of control system design and development in terms of cost, development period and technical relevance implies controlling diverse simulation and identification activities. The previous engine simulation has been accomplished within a limited analysis area such as fan, compressor, combustor, turbine, controller, etc. and this has resulted in improper engine performance and control characteristics because of limited interaction between analysis areas. In this paper, we propose a new simulation methodology for gas turbine engine performance analysis as well as its digital controller to solve difficulties as mentioned above. The novel method has particularities of (ⅰ) resulting in the integrated control simulation using almost every component/module analysis, (ⅱ) providing automated math model generation process of engine itself, various engine subsystems and control compensators/regulators, (ⅲ) presenting total sophisticated output results and easy understandable graphic display for a final user. We call this simulation system GT3GS (Gas Turbine 3D Graphic Simulator). GT3GS was built on both software and hardware technology for total simulation capable of high calculation flexibility as well as interface with real engine controller. All components in the simulator were implemented using COTS (Commercial Off the Shelf) modules. In addition, described here includes GT3GS main features and future works for better gas turbine engine simulation.

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A Study on the Implementation of Serious Game Learning Multiplication Table using Back Propagation Neural Network on Divided Interconnection Weights Table (분할 가중치 테이블 역전파 신경망을 이용한 구구단 학습 기능성 게임 제작에 관한 연구)

  • Lee, Kyong-Ho
    • Journal of the Korea Society of Computer and Information
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    • v.14 no.10
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    • pp.233-240
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    • 2009
  • In this paper we made the serious game learning multiplication table to be evolved. The serious game is to induce the interest of the learner. This program has an interaction form which reflects the intention of the user and using this program a learner to learn the multiplication table as teacher's location are training a program that are seen as the abata and came to be that learner is smart. A study ability to be evolved used an back propagation neural networks. But we improved a study speed using divided weight table concept. The engine is studied perfectly in 60~80 times training. The learning rate increase to various non-monotonic functional form not to do a mechanical rise. And the learning rate is similar with the study ability of the human.

Considerable Factors According to Classification of Social Robot Services (소셜 로봇 서비스의 유형화에 따른 유형별 고려 요소)

  • Lee, Ki-Lim;Jeong, Min-Ji;Choi, Seungyeon;Park, Jae Wan
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.8 no.8
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    • pp.883-892
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    • 2018
  • Recently, as interest in social robots to support physical convenience and emotional sympathy has increased, and social internet has developed, a social robot has evolved as various services simply beyond robot function. Therefore, to develop a social robot service effectively, it is required to study the functional application and methods of interaction between user and social robot service. The purpose of this study is to classify social robot services and to suggest the types of elements that need to be considered in service development. To do this, we conducted in-depth case studies and analysis based on the theoretical definitions and characteristics of social robots. Then, based on the sympathy and functions, we classified social robot services into 1) emotional support type, 2) companion type, 3) guide type, and 4) life support type. In addition, in this study, we derive the considerable factors according to the classified types for the development of effective social robot services. This study will contribute to the understanding and development of various services using a social robot.

Interactive Cultural Content Using Finger Motion and HMD VR (Finger Motion과 HMD VR을 이용한 인터렉티브 문화재 콘텐츠)

  • Lee, Byungseok;Jung, Jonghee;Back, Chanyeol;Son, Youngro;Chin, Seongah
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.6 no.11
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    • pp.519-528
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    • 2016
  • Most cultural contents currently we face are not suitable for associating with state of arts and high technology as simply providing one-sided learning. Pictures and movies of cultural contents also sees to utilize for efficacy of cultural education. There are still some limitations to draw interest from users when providing one-sided learning for cultural study, which aims to only deliver knowledge itself. In this paper, we propose interactive HMD VR cultural contents that can support more experience to get rid of aforementioned limitations. To this end, we first select quite interesting and wellknown cultural contents from world wide to draw more attention and effect. To increase immersion, presence and interactivity we have used HMD VR and Leapmotion, which intentionally draws more attention to increase interest. The cultural contents also facilitate augmented information as well as puzzle gaming components. To verify, we have carried out a user study as well.

A Study on Measuring the Publicness of Public Libraries: Based on the Perception of Local Residents (공공도서관 공공성 측정 연구 - 지역 주민의 인식을 기반으로 -)

  • Hyeyoung Kim;Giyeong Kim
    • Journal of the Korean Society for Library and Information Science
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    • v.57 no.2
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    • pp.241-269
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    • 2023
  • This study developed a scale for measuring publicness and examined the differences in perception of publicness according to library usage experience, personal characteristics of local residents, and types of library services. The survey was conducted on 15 local public libraries in 5 districts of Seoul, targeting library users and local residents. As a result, it was found that the publicness of libraries is composed of three factors: participatory responsiveness, procedural fairness, and situational equality, which demonstrate different aspects formed through the interaction between library users and local residents in the local community. The study derived ways to enhance publicness and presented in detail which aspect of publicness needs to be enhanced according to library usage experience and service period, local residents' occupational environment and experience of local activities, and types of library services. The study suggests that when service experiences that enhance publicness are effectively provided, more local residents can benefit from them, and the value of the library's existence can be demonstrated.

Systematic Literature Review of Smart Trade Contract Research (스마트 무역계약 연구의 체계적 문헌고찰)

  • Ho-Hyung Lee
    • Korea Trade Review
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    • v.48 no.3
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    • pp.243-262
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    • 2023
  • This study provides a systematic review of smart trade contracts, examining the research trends and theoretical background of utilizing smart contracts and blockchain technology for the digitalization and automation of trade contracts. Smart trade contracts are a concept that applies the automated contract system based on blockchain to trade-related transactions. The study analyzes the technical and legal challenges and proposes solutions. The technical aspect covers the development of smart contract platforms, scalability and performance improvements of blockchain networks, and security and privacy concerns. The legal aspect addresses the legal enforceability of smart contracts, automatic execution of contract conditions, and the responsibilities and obligations of contract parties. Smart trade contracts have been found to have applications in various industries such as international trade, supply chain management, finance, insurance, and energy, contributing to the ease of trade finance, efficiency of supply chains, and business model innovation. However, challenges remain in terms of legal regulations, interaction with existing legal frameworks, and technological aspects. Further research is needed, including empirical studies, business model innovation, resolution of legal issues, security and privacy considerations, standardization and collaboration, and user experience studies to address these challenges and explore additional aspects of smart trade contracts.

A Study on Non-Contact Care Robot System through Deep Learning

  • Hyun-Sik Ham;Sae Jun Ko
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.12
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    • pp.33-40
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    • 2023
  • As South Korea enters the realm of an super-aging society, the demand for elderly welfare services has been steadily rising. However, the current shortage of welfare personnel has emerged as a social issue. To address this challenge, there is active research underway on elderly care robots designed to mitigate the social isolation of the elderly and provide emergency contact capabilities in critical situations. Nonetheless, these functionalities require direct user contact, which represents a limitation of conventional elderly care robots. In this paper, we propose a solution to overcome these challenges by introducing a care robot system capable of interacting with users without the need for direct physical contact. This system leverages commercialized elderly care robots and cameras. We have equipped the care robot with an edge device that incorporates facial expression recognition and action recognition models. The models were trained and validated using public available data. Experimental results demonstrate high accuracy rates, with facial expression recognition achieving 96.5% accuracy and action recognition reaching 90.9%. Furthermore, the inference times for these processes are 50ms and 350ms, respectively. These findings affirm that our proposed system offers efficient and accurate facial and action recognition, enabling seamless interaction even in non-contact situations.

A Study on the Satisfaction and Dissatisfaction in AI Chatbot (인공지능 챗봇 서비스의 만족과 불만족에 관한 연구)

  • Yang, Chang-Gyu
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.17 no.2
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    • pp.167-177
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    • 2022
  • Unlike previous studies on AI chatbot preference that focused mostly on satisfaction, this study considered both satisfaction and dissatisfaction. This study established that (1) AI chatbot preference is driven by attractive, must-be, and one-dimensional qualities, (2) AI chatbot need to develop service strategies by taking into account users' satisfaction and dissatisfaction in accordance with preference drivers, and (3) users view interaction as a requisite and thus, if they are not satisfied with services of a AI chatbot, they don't tend to appeal their opinion and leave the service with AI chatbot. This study emphasizes that a AI chatbot that desires to be a dominant market player must provide differentiated services according to the preference drivers and must continuously encourage user participation in order to improve service quality.