• 제목/요약/키워드: concept usage

검색결과 446건 처리시간 0.102초

사용자 웹 사용 정보에 기반한 멀티 컨셉 네트워크의 생성 (Multi Concept Network based on User's Web Usage Data)

  • 윤광호;윤태복;이지형
    • 한국지능시스템학회:학술대회논문집
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    • 한국지능시스템학회 2008년도 춘계학술대회 학술발표회 논문집
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    • pp.179-182
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    • 2008
  • 웹의 방대한 데이터에서 사용자에게 유용한 정보를 제공하기 위하여 다양한 연구가 시도되고 있다. 웹 사용 마이닝은 웹 사용자의 로그 정보를 기반으로 웹페이지를 평가할 수 있는 유용한 방법이다. 하지만 웹 사용 마이닝을 이용한 웹 페이지 평가에는 사용자들의 다양한 성향 패턴을 무시한 일괄적인 모델을 생성하는데 주를 이루고 있다. 본 논문은 사용자 관심 키워드에 대한 웹 페이지 사용 정보를 수집하고 분석하여 멀티 컨셉 네트워크(Multi Concept Network : MC-Net)를 생성한다. MC-Net은 사용자 관심 키워드에 기반한 다양한 성향 정보에 따른 웹 페이지 연결망을 제공한다. 생성된 MC-Net은 웹 페이지 추천을 위하여 유용하게 사용할 수 있으며, 실험을 통하여 제안하는 방법의 유효함을 확인하였다.

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Emergence of the Metaverse and Psychiatric Concerns in Children and Adolescents

  • Soyeon Kim;Eunjoo Kim
    • Journal of the Korean Academy of Child and Adolescent Psychiatry
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    • 제34권4호
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    • pp.215-221
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    • 2023
  • Advancements in digital technology have led to increased usage of digital devices among teenagers. The coronavirus disease 2019 pandemic and the subsequent implementation of social distancing policies have further accelerated this change. Consequently, a new concept called the metaverse has emerged. The metaverse is a combination of a virtual reality universe that allows individuals to meet, socialize, work, play, entertain, and create. This review provides an overview of the concept and main features of the metaverse and examples of its utilization in the real world. It also explains the unique developmental characteristics of childhood and adolescence, as well as the possible negative influences of the metaverse on them, including addiction, antisocial behavior, cyberbullying, and identity confusion. This review summarizes several suggestions for future research because the metaverse is a relatively new concept.

전공특성에 따른 대학도서관 주제자료실의 이용태도 및 공간 계획에 관한 연구 (A Study on Usage and Space Planning in Subject Specialization of University Library for Major)

  • 장아리;황연숙
    • 한국실내디자인학회논문집
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    • 제24권4호
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    • pp.143-151
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    • 2015
  • This study was conducted under the premise that the university library's subject specialization room is in need of major modifications in order to accommodate the needs of various majors. The subject specialization room will be able to support university library users who are inclined to use the general reading room. Therefore, the study presents spatial planning for the average university library's subject specialization room by taking into account student majors. This could be a guideline for the construction and renovation of university libraries in the future. The summary of results for this study and the conclusions are as follows: 1)Natural sciences subject specialization room should be, partially connected with the humanities/social science subject specialization room in order to provide an open-concept reference room. In the shared area connecting the two subject specialization rooms needs to be installed a staff counter and subject specialist librarian service booth for users of both subject specialization rooms. 2)For humanities/social sciences subject specialization room, partially connect with the natural sciences subject specialization room. In the connecting area between the two rooms, plan an open-concept lounge for resting and reading. 3)It is best to plan subject specialization room for art/music/physical education majors separate from the subject specification room of other majors. Structurally separate art/music/physical education major subject specialization rooms from the building or plan a separate room in an art/music/physical education building. Users of art/music/physical education majors showed a high preference for a spatially separated and specialized library structure, which proves that an art/music/physical education library need to be planed based on the specialized library structure found in law school libraries or medical school libraries. Plan the center of the room with open-concept based reading room. Use wall-sides, partitions, or shelves to create reading space separate from the shelving area.

사용자 중심의 디자인 리서치를 위한 애쓰노그래피 적용방법에 관한 연구 -부엌에서의 식생활 문화와 전자레인지 사용 행태 관찰을 중심으로- (A Study on the Application Methods Ethnography for human-Centered Design Research with an Emphasis on Understanding Food Culture in the Kitchen and Observing Usage Patterns of Microwave Oven)

  • 김현정;이건표
    • 디자인학연구
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    • 제13권1호
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    • pp.187-197
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    • 2000
  • 본 논문은 최근 디자인계에 대두되고 있는 사용자 중심의 디자인을 위한 노력의 일환으로서 문화인류학의 대표적인 리서치 방법인 애쓰노그래피를 디자인 리서치에 어떻게 적용할 수 있는지에 대한 고찰과 그 구체적인 적용사례를 제시하는 논문이다. 논문은 크게 두 부분으로 구분된다. 먼저, 문헌 고찰을 통한 애쓰노그래피의 기본개념을 소개하고 제품 디자인 영역에서의 "문화"의 개념을 정의내림으로써 디자인 리서치의 내용적 프레임?을 설정하는데 필요한 지식 기반을 구축한다. 둘째로는 감성적 미래형 전자레인지 개발을 목적으로 진행한 프로젝트를 중심으로, 애쓰노그래피가 디자인 리서치에 적용된 구체적인 예를 보여준다. 이 과정은 먼저 애쓰노그래피 리서치를 실행하는 프로세스를 소개하고, 리서치를 통해 얻은 데이터를 분석결과, 그리고 이 결과의 종합을 통한 디자인 암시의 도출을 통해 애쓰노그래피 리서치의 효용성을 논의하는 것으로 구성되어 있다. 이는 구체적인 사례를 통해 향후 디자인 리서치에 애쓰노그래피의 개념을 어떻게 적용할 것인지에 대한 아이디어를 제시하고, 그 활성화를 꾀할 목적으로 진행되었다.적으로 진행되었다.

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언어기반 게임그래픽 디자인 발상의 창의적 인지에 관한 연구 (A Study on Creative Cognition of Language based concept Generation of Game Graphics)

  • 허윤정
    • 인터넷정보학회논문지
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    • 제12권5호
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    • pp.171-179
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    • 2011
  • 본 연구는 디자인발상 과정에서 구글의 연관 검색어를 언어 자극으로 제공했을 경우 디자인 결과에 어떠한 결과를 주는지 그리고 그러한 과정에서 창의적 인지 과정이 어떻게 사용되는 지를 분석하였다. 디자인 발상 과정에 구글의 연관 검색어를 자극제로 5단계에 걸쳐 제공하였다. 구글 검색어는 다수의 사용자의 참여와 공헌에 의해 새롭게 재창조된 지식과 정보를 제공하는 집단지성에 기반을 두고 있다. 실험을 위해 두 가지 과제를 연관 검색어들과 함께 제공하였다. 디자인 발상실험 후 연관검색어의 사용여부와 빈도수 그리고 핀케의 12가지 제네플로어 모델이라는 3가지 기준에 의해 분석하였다. 본 연구의 결과를 요약하면 다음과 같다. 여러 단계의 연관 검색어들을 사용했으나, 초기 연관 검색어와 연관성이 높은 상위 단계의 검색어가 하위 단계의 검색어보다 더 많이 사용되었다. 또한 상위 단계와 하위 단계의 검색어들을 함께 사용했을 때 더 창의적의 결과가 나타났다. 핀케의 제네플로어 모델의 12가지 인지 과정에 따라 실험결과물을 분석한 결과 창의적 결과물은 단순히 연관 검색어를 사용하기 보다는 여러 단어들을 연합하고 변형하였으며 또한 창의적인 결과에는 12가지 인지 과정 중 개념적 해석, 기능적 추론과 맥락적 전이와 같은 인지 과정이 사용되었다.

국내 뮤지엄 개념 사용현황 분석과 미래 발전방향 (Development Direction and Analysis on Current Usage of the Museum Concept in Korea)

  • 오정심
    • 한국콘텐츠학회논문지
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    • 제13권11호
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    • pp.644-654
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    • 2013
  • 본 글의 목적은 국내에서 뮤지엄이 문화시설 개념을 중심으로 이해되어 관련 제도와 사업이 운영되고 있는 문제점을 밝히고, 이러한 경향이 일제식민지시기, 조선총독부에 의해 추진된 제실박물관(帝室博物館)의 설립 때부터 생겨났음을 분석하는 데 있다. 나아가, 국내 뮤지엄의 발전을 위해 시설 개념보다 확장된 개념으로 확대되어야 하며, 그 방안 중 하나로 콘텐츠 개념을 활용하여 미래 발전방향을 제시하는 데 그 목적이 있다. 이러한 목적을 이루기 위해 제일 먼저, 뮤지엄 개념과 발전과정을 고찰해보았다. 다음으로, 제3장에서 국내에서 뮤지엄이 시설 개념 중심으로 사용되고 있는 현황을 국내 뮤지엄 정책 입안자와 실행자의 업무계획서를 통해 살펴보고, 이러한 경향이 일제의 식민지정책의 일환으로 추진된 제실박물관의 설립과정에서 생겨났음을 분석하였다. 마지막으로, 제4장에서 최근 선진국을 중심으로 등장하고 있는 새로운 뮤지엄의 특징이 콘텐츠의 속성과 유사하다는 점에 착안하여, 콘텐츠 개념을 활용한 뮤지엄의 미래 발전방향을 제시하였다.

Automated Assessment System for Train Simulators

  • Schmitz, Marcus;Maag, Christian
    • International Journal of Railway
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    • 제2권2호
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    • pp.50-59
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    • 2009
  • Numerous train operating companies provide training by means of driving simulators. A detailed analysis in the course of the rail research project 2TRAIN has shown that the simulation technology, the purposes of training and the overall concept of simulator-based training are rather diverse (Schmitz & Maag, 2008). A joint factor however are weak assessment capabilities and the fact that the simulator training is often not embedded into the overall competence management. This fact hinders an optimal use of the simulators. Therefore, 2TRAIN aims at the development of enhanced training and assessment tools. Taking into account that several simulators are already in use, the focus lays on the extension of existing simulation technology instead of developing entirely new systems. This extension comprises (1) a common data simulation interface (CDSI), (2) a rule-based expert system (ExSys), (3) a virtual instructor (VI), and (4) an _assessment database (AssDB). The foundation of this technical development is an assessment concept (PERMA concept) that is based on performance markers. The first part of the paper presents this assessment concept and a process model for the two major steps of driver performance assessment, i.e. (1) the specification of exercise and assessment and (2) the assessment algorithm and execution of the assessment. The second part describes the rationale and the functionalities of the simulator add-on tools. Finally, recommendations for further technical improvement and appropriate usage are given. based on the results of a pilot study.

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정보시스템 사용과 성과에 있어서 자발성의 조절효과에 관한 연구 (A Study on the Moderating Effect of Perceived Voluntariness in the Organizational Information System Usage and Performance)

  • 이승창;이호근;정창욱;정남호;서응교
    • Asia pacific journal of information systems
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    • 제19권2호
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    • pp.195-221
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    • 2009
  • According to an industry report, a large number of organizations have invested in Organizational Information System(OIS) in the past few years. Several research results indicate that successful investments in OIS lead to productivity enhancement, while failed ones result in undesirable consequences such as financial losses and dissatisfaction among employees. In spite of huge investments, however, many organizations have failed in achieving the hoped-for returns from OIS. Thus, understanding user acceptance, adoption, and usage of new IS(Information Systems) is an important issue for IS practitioners. Indeed, study of the user acceptance of new information system has been one of the most important research topics in the contemporary IS literature. Several theoretical models are tested to examine 'user acceptance' and 'usage behavior' in IS context. While many research models incorporate 'ease of use' or 'usefulness' as important factors in explaining user acceptance, Technology Acceptance Model(TAM) has been one of the most widely applied models in user acceptance and usage behavior. Even in recent IS studies that employ theories of innovation diffusion in the area of IS implementation, a major focus has been on the user's perception of information technologies. In this research, we study 'voluntariness' as an important factor in IS acceptance by users. Voluntariness is defined as "the degree to which the use of the innovation is perceived as being voluntary, or of free will" When examining the diffusion of accepting OIS, a thoughtful consideration should be given to 'perceived voluntariness.' Current article has following research questions: 1) What models are appropriate to explain the success of OIS? and 2) How does the 'voluntariness' affect the success of OIS? In order to answer these questions, a research model is proposed to describe the detailed nature of association among three independent variables (IT usage level, task interdependency, and organizational support), a mediating variable (IS usage), a dependent variable (perceived performance), and a moderating variable(perceived voluntariness). The central claim of this article is that organizations hardly realize expected returns from OIS investments unless perceived voluntariness is effectively managed after operating OIS. As an example of OIS in this study we have selected the Intranet of Republic of Korea Air Force (ROKAF). ROKAF has implemented the Intranet in an attempt to improve communication and coordination within the organization. To test our research model and hypotheses, survey questionnaires were first sent out to 400 Intranet users. With the assistance of ROKAF, Intranet users were initially identified among its members, and subjects were randomly drawn from the pool. 377 survey responses were finally returned. The unit of measurement and analysis in this research is a personal level. Path analysis based on structural equation modeling was used to test research hypotheses. Construct validity represents accordance between the theoretical base concept of constructs and its measurement items. Tests for the reliability and discriminant validity are accepted, thus verifying our survey instrument. In this research, we have proposed a conceptual framework to highlight the importance of perceived voluntariness after organization deploys OIS. The results of our analysis present several key finding. First, all three independent variables (IT usage level, task interdependency, and organizational support) have significant effects on IS usage, which will eventually improve performance. Thus, IS usage plays a mediating role between antecedent variables (IT usage level. task interdependency, and organizational support) and performance improvement. Second, the effect of the task dependency was the highest for IS usage among the three antecedent variables. This is highly plausible since one of the Intranet's major capabilities is to facilitate communication among members within an organization. Accordingly, we conclude that the higher the task dependency, the higher Intranet usage. The effect of user's IT usage level was the second, while the effect of the organizational support was the third. Finally, the perceived voluntariness plays a pivotal role in enhancing perceived performance in personal level after launching the Intranet. Relationships among investigated variables were significantly different between groups with a high level and a low level of voluntariness. The impact of the Intranet usage on the performance was greater in the higher level voluntariness group than in the lower one. For the lower level voluntariness group, the user's IT usage had the highest effect on the Intranet usage among the three antecedent variables. In short, our study suggests that the higher the perceived voluntariness is the more IS usage will be. Perceived voluntariness was found to have a moderating effect on the relationships among user IT usage level, task interdependency, IS usage, and perceived performance, supporting all the hypotheses on the moderating effect. Most of all, user IT usage level has the strongest influence on IS usage, indicating that users with superior IT usage are more likely to enjoy a high level of perceived performance.

Gender and Age Differences in Triple Media Usage Related to Outdoor Apparel Purchases

  • Yoon, Jae-ik;Kim, Hanna
    • 한국의류학회지
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    • 제39권5호
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    • pp.683-694
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    • 2015
  • This study defines the concept of triple media and examines various marketing media that influence a consumer's purchase of outdoor fashion brands. We explore the effects of gender and age on information searches related to outdoor fashion brands and purchase criteria related to outdoor clothing. A survey of consumers who visited stores was conducted. We targeted consumers between the ages of 15 and 50 and analyzed 764 questionnaires. The results show that triple media involve eight factors: five factors (printed ads or radio ads, campaign ads, Internet ads, TV ads, and store ads) in paid media, one factor (direct marketing) in owned media, and two factors (channels of social network services, channels of direct promotion) in earned media. Further, the evaluation/appraisal criteria of outdoor clothing consist of four attributes (practicality, promotional activities, product power, and customer service). The teenager group showed significantly low usage of campaign ads, direct marketing, and direct promotion, while the use of Internet ads is particularly high among teenagers compared to other age groups. Moreover, teenagers are least likely to rely on practicality when evaluating clothing and are most likely to value product power. Additionally, women show significantly high usage of direct marketing. In terms of the clothing appraisal criteria, women assign higher value to practicality and promotional factors than men. The theoretical and managerial implications of the findings are discussed.

Information Technology Usage to Improve the Perceived Quality of Healthcare Service

  • Vilivong, Chindavanh;Cho, Namjae
    • Journal of Information Technology Applications and Management
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    • 제21권2호
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    • pp.31-48
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    • 2014
  • The concept of Health Related Quality of Life and its determinants have evolved since the 1980s. Although many researchers have published articles of technology usage in hospitals and the installation of technology based healthcare system, the research about applying the information technology to improve the patients' perceived quality of healthcare services is still limited. In general, services are deeds, processes and performances that are essentially concerns of the consumer. The healthcare service quality depends on tangible factors, such as equipments, facilities, and the quality of hospital staff and also the intangible ones. The main purpose of this work is to establish new model and find out the contribution of information technology to enhance the patients' perceived quality of healthcare service. We attempted to examine the main information technology related factors in 3 aspects, namely quality of information, the technology accessibility and the community that can improve patients' perceived quality of healthcare services. Offline and online questionnaires were used to measure the patients' perceived quality and were distributed to 384 people in 2 countries, Laos and South Korea. A principle component analysis and multiple regressions were used to verify our model. Results show that the use of information technology has partial positive effect on patient-physician interaction in both countries. However, patient knowledge and patient autonomy which are the 2 dimensions of patient-physician interaction has significant positive effect on patients' perceived quality of healthcare service.