• Title/Summary/Keyword: User study

Search Result 12,953, Processing Time 0.046 seconds

A Comparative Study of Emotional Response to Korean Drama among Countries: With Drama 'Goblin' (한국 드라마 수용에 있어서 국가별 감정 반응 분석: 드라마 <도깨비>를 중심으로)

  • Lee, Yewon;Woo, Sungju
    • Science of Emotion and Sensibility
    • /
    • v.20 no.4
    • /
    • pp.31-40
    • /
    • 2017
  • This research aims to investigate 'Hallyu' contents consumption tendency of consumers from Korea, Japan, and the United States by analyzing their emotional responses. With the development of social media, research on emotion analysis by reviewing text materials has grown. Whereas environmental variables affect consumer demand towards 'Hallyu' contents, little comparative analyses have been conducted on the emotional responses of consumers from different countries. In this research, the emotional prototype model proposed by Russell(1980) used to extract and distinguish emotional words to clarify how people in the three countries differently perceive the Korean drama "Goblin". First of all, the SNS reviews were collected during a two-month period (February 12 to April 12). Second, significant factors were identified in the collected data according to Russell's emotion model. Third, random forest was applied to organize the selected variables in the order of variable importance. Fourth, the correlations among the emotional words were compared. Lastly, the accuracy of the trained model was measured using the test dataset. The results show that "Happy" was found to be the greatest factor in Korea and in the United States and "Pleased" in Japan. Emotional words correlations showed that when watching the drama "Goblin", "passive unpleasure" was the main factor associated with individual's interest in Korea whereas "passive pleasure" was associated with individual's interest in Japan and in the United States. Based on the results, this research suggests the possibility of developing evaluation guidelines for emotional responses of different countries towards 'Hallyu' contents.

Analysis of Synthetic Fragrances (SFs) in Water Using Stir Bar Sorptive Extraction (SBSE) and GC-MS/MS (교반막대 추출법과 GC-MS/MS를 이용한 수중의 합성 향물질류 분석)

  • Seo, Chang-Dong;Son, Hee-Jong;Yoom, Hoon-Sik;Choi, Jin-Taek;Ryu, Dong-Choon;Kwon, Ki-Won;Jang, Seung-Ho
    • Journal of Korean Society of Environmental Engineers
    • /
    • v.36 no.6
    • /
    • pp.387-395
    • /
    • 2014
  • A highly sensitive analytical method based on stir bar sorptive extraction (SBSE) technique and gas chromatography/tandem mass spectrometry (GC-MS/MS) has been developed, allowing the simultaneous multi-analyte determination of 11 synthetic fragrances (SFs) in water samples. The stir bar coated with polydimethylsiloxane (PDMS) was added to 40 mL of water sample at pH 3 and stirred at 1,100 rpm for 120 min. Other SBSE parameters (salt effect and presence of organic solvent) were optimised. The method shows good linearity (coefficients > 0.990) and reproducibility (RSD < 10.9%). The extraction efficiencies were above 83% for all the compounds. The limits of detections (LOD) and limits of quantification (LOQ) were 2.1~4.1 ng/L and 6.6~12.9 ng/L, respectively. The developed method offers the ability to detect 11 SFs at ultra-low concentration levels with only 40 mL of sample volume. Matrix effects in tap water, river water, wastewater treatment plant (WWTP) final effluent water and seawater were investigated and it was shown that the method is suitable for the analysis of trace level of 11 SFs. The method developed in the present study has the advantage of being rapid, simple, high-sensitive and both user and environmentally friendly.

A Study on the Structuring of Professional System for Design Business (전문적 체계정립을 위한 디자인비즈니스 유형구조화 연구)

  • 김보영
    • Archives of design research
    • /
    • v.17 no.3
    • /
    • pp.17-26
    • /
    • 2004
  • Those of the growth of e-business, the development of the cultural creative industry, the contents and knowledge industry have expanded and diversified the existing business models and created new ones. They are triggering new interpretations and discussions on business models. Such of changing business environment has paved the way for the expansion of design management within the design industry and opened new windows of opportunity for the traditionally small and non-specialized design business. Until now, the design business has not been distinguished from design industry or design service, and has not been viewed as an independent field. Rather, the design business has merely been part of a process. As such, the lack of dear definition and structured system had been a bottleneck for many design companies trying to achieve capital and social success and establish the foundation for growth and for companies striving to advance the design management in developing design business models or growth strategy in line with the changing environment. Against these sort of backdrops, this paper attempts to dearly define the design business. To this end, the paper tries to developed a design business model framework which classifies design business model into four types - customized, ready-made, provider and contract - according to the business activities between the producer and the end user, and business items into product, additional sonics, knowledge and promotion. The framework will expand the definition of design business and contribute to the expansion of design business activities and the development of diverse business models.

  • PDF

A Study on the Safety Grounding for Prevention of Electric Shock Hazard in Construction of Industrial Plant in Maritime Landfill Area (해상 매립 지역 산업 플랜트 건설 시 감전 재해 예방을 위한 안전 접지에 관한 연구)

  • Kim, Hong-Yong;Jang, Ung-Burm
    • Journal of the Society of Disaster Information
    • /
    • v.13 no.3
    • /
    • pp.305-312
    • /
    • 2017
  • In our society, the advanced, advanced, and information industries have continued to grow and now live in the era of the fourth industrial revolution. As the industry develops, the load of the users has also increased so much that it is deepened by the energy shortage phenomenon and the construction of additional energy facilities is required. Therefore, energy plant construction work is being actively carried out in the coastal area. In particular, it is common to build a plant in the ground by filling the coast with soil in other regions, reflecting the fact that Korea is lacking in the country when constructing power plants, gas and petrochemical plants. Current domestic grounding designs are designed or constructed to suit only the use of grounding resistors based on the electrical equipment design technical standards. However, in the case of a plant facility constructed in the untested buried soil, when the lightning current and the abnormal current are inputted, the facility operator or the user due to the elevation of the ground potential is seriously exposed to the risk of electric shock disaster. In this paper, we analyze the ground resistivity of the landfilled soil and use a computer program (CDEGS) based on KS C IEC 61936-1, We analyze the contact voltage and stratification voltage and propose a grounding design optimized for plant installation.

Chinese Elements in RPG Game of USA, JAPAN, and KOREA (中国元素在国外RPG游戏角色造型中的应用分析 )

  • Lee, Won-Jung;Shui, Lin-Lin
    • Cartoon and Animation Studies
    • /
    • s.39
    • /
    • pp.349-363
    • /
    • 2015
  • As the market sheare of the Chinese game market across the world has been largely expanded over a decade, big game exporters of USA, Japan, Korea have developed Chinese factors and promoted export strategies, that target China. The Purpose of this study is to analyze the popular game characters of USA, Japan and Korea in order to provide empirical analysis of traditional Chinese elements applied in existing games. The RPG games in USA, Japan and Korea were selected for the contents analysis of the Chinese elements to show how the existing game companies used Chinese elements. The main findings of the research from survey data are rather inconsistent with the content analysis. In particular, all the RPG game companies of USA, Japan and Korea showed a remarkable ratio of using Manzu clothes more than Hanzu clothes. But, the preference of real game users on the Manzu style were lower than Hanzu style. Moreover, Chinese users showed more preference of the game character background that users more deepen Chinese culture. We suggest that applying Chinese elements need to be more selective based on real user's demand.

A Large Scale Distributed Presence Service System by SIP Message Control Session (SIP 메시지 제어 세션에 의한 대용량 분산 프레즌스 서비스 시스템)

  • Jang, Choonseo
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
    • /
    • v.11 no.5
    • /
    • pp.514-520
    • /
    • 2018
  • Presence service provides various information about users such as locations, status of on/offline and network access methods, and number of presence resources required by each users increases largely in mobile environment. Therefore an effective method which can reduce load of presence servers is needed. In this paper, a large scale distributed presence service system which can distribute effectively total presence system load of presence servers using message control session has been presented. This large scale distributed presence service system provides various presence information for massive volumes of users. In this study, a new message control session architecture which can dynamically distribute loads of the presence servers to multiple servers has been presented, and a new presence information data architecture for controlling load of the presence servers has been designed. In this architecture, each presence server can exchange current load level in real time to get variance of the total system load change according to user numbers, and can distribute system load to maintain load level of each server evenly. The performance of the proposed large scale distributed presence service system has been analysed by experiments. The results has been showed that average presence resource subscription processing time reduced from 42.6% to 73.6%, and average presence notification processing time reduced from 37.6% to 64.8%.

A Study on Lambertian Color Segmentation and Canny Edge Detection Algorithms for Automatic Display Detection in CamCom (저속 카메라 통신용 자동 디스플레이 검출을 위한 Lambertian 색상 분할 및 Canny Edge Detection 알고리즘 연구)

  • Han, Jungdo;Said, Ngumanov;Vadim, Li;Cha, Jaesang
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
    • /
    • v.11 no.5
    • /
    • pp.615-622
    • /
    • 2018
  • Recent advancements in camera communication (CamCom) technology using visible light exploited to use display as an luminance source to modulate the data for visible light data communication. The existing display-CamCom techniques uses the selected region of interest based camera capturing approach to detect and decode the 2D color coded data on display screen. This is not effective way to do communicate when the user on mobility. This paper propose the automatic display detection using Lambertian color segmentation combined with canny edge detection algorithms for CamCom in order to avoid manual region of interest selection to establish communication link between display and camera. The automatic display detection methods fails using conventional edge detection algorithms when content changes dynamically in displays. In order to solve this problem lambertian color segmentation combined with canny edge detection algorithms are proposed to detect display automatically. This research analysed different algorithms on display edge recognition and measured the performance on rendering dynamically changing content with color code on display. The display detection rate is achieved around 96% using this proposed solutions.

Design and Implementation of Electronic Culture Atlas Based on Google Earth (구글어스 기반의 전자문화지도 설계 및 구현)

  • Kang, Ji-Hoon;Moon, Sang-Ho
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.18 no.2
    • /
    • pp.357-363
    • /
    • 2014
  • The development of information technology grows the society and allows the user to generate more information and the requirements. According to recent growing interest in digital convergence technologies, digital convergence can be utilized by a variety of methods as a new study. Electronic culture atlas would be digitized cultural information that represents a particular area on the map. In detail, spatial data like as point, line, and area can be used to represent the culture information. Using electronic culture atlas, also, it is possible to provide and utilize information which is associated with time, space(map) and subject(culture). Thus, electronic culture atlas could be used as a method for the humanities or area studies and spread research results by displaying on the culture atlas. In general, existing electronic culture atlas used bitmap image mostly as a base map. Using bitmap image, it is difficult to represent to provide three-dimensional information of specific area. Also, it happens problem such as breakage occurs during zoom-in operation. To solve this problems, we design and implement electronic culture atlas based on Google Earth which is three-dimensional map service.

A Java Distributed Batch-processing System using Network of Workstation (워크스테이션 네트워크를 이용한 자바 분산 배치 처리 시스템)

  • Jeon, Jin-Su;Kim, Jeong-Seon
    • Journal of KIISE:Computing Practices and Letters
    • /
    • v.5 no.5
    • /
    • pp.583-594
    • /
    • 1999
  • With the advance of VLSI and network technologies, it has now become a common practice to deploy a various forms of distributed computing environments. A study shows that a lot of network-aware computers are in an idle state for considerable amount of time depending on the types of users and time frames of the day. If we can take the full advantage of those idle computers, we can obtain the enormous combined processing power without further costly investment. In this paper, we present a distributed batch-processing system, called the Java Distributed Batch-processing System (JDBS), which allows us to execute CPU-intensive, independent jobs across a pool of idle workstations on top of extant distributed computing environments. Since JDBS is implemented using a Java programming language, it not only extends the scope of machine types that can be joined to the pool, but makes it a lot easier to build an entire system. Besides, JDBS is scalable and fault-tolerant due to its multi-cluster organization and intelligent strategies. A graphical user interface is also provided to facilitate the registration and unregistration, job submission, and job monitoring.

A Study to Improve Recovery Ratio of Deleted File Using the Parsing Algorithm of the HFS + Journal File (HFS+ 저널 파일 파싱 알고리즘을 이용한 삭제된 파일 복구 기법 향상 방안)

  • Bang, Seung Gyu;Jeon, Sang Jun;Kim, Do Hyun;Lee, Sang Jin
    • KIPS Transactions on Computer and Communication Systems
    • /
    • v.5 no.12
    • /
    • pp.463-470
    • /
    • 2016
  • With the growing demand for MAC-based system, the need for digital forensic techniques of these system has been increasing. In the digital forensic analysis process, sometimes analysts have recovered the deleted files when they prove the allegations if system user try to remove the evidence deliberately. Research and analysis that recover the deleted files from a file system constantly been made and HFS+ that is a file system of MAC-based system also has been researched. Carving techniques primarily has been used to recover the deleted file from HFS+ a file system because metadata of folder or file overwrite metadata of a deleted file when file is deleted from a file system on HFS+ characteristic. But if the file content is saved by separated state in a file system, Carving techniques also can't recover the whole or a part of the deleted file. In this paper we describe technique the deleted file recovery technique using HFS+ file system a journal. This technique that is suggested by existing research and analysis result is the technique that recover the deleted file by metadata that is maintained in a journal on HFS+ file system. but this technique excludes specific files and this problem needs to be reformed. In this paper we suggest algorithm that analysis a journal of HFS+ file system in detail. And we demonstrate that the deleted file cat be recovered from the extracted metadata by this algorithm without the excluded file.