• Title/Summary/Keyword: create

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The effect of Virtual CSR Co-Create on Users' Gameful Pleasure

  • Fei Zhou;Songling Xu;Yuanxi Ding
    • Journal of East Asia Management
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    • v.4 no.2
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    • pp.19-38
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    • 2023
  • With the progress of information technology and the rapid development of the gamification marketing, corporate marketing through virtual CSR co-create as customer acquisition, customer retention strategy has become the hot topic, but the reality results show that the effect of virtual CSR co-create fails to reach an enterprise's marketing purposes. Based on the success model of D&M information system, from the perspective of customer engagement, this study analyzes how enterprises achieve customer engagement and bring gameful experience to customers through gamification marketing in the context of virtual CSR co-create. The empirical results show that the quality of game information -- social interaction and sense of achievement in the context of virtual CSR co-create have a significant positive impact on consumers' gameful experience, and customer engagement plays a partial mediating role between social interaction, sense of achievement and consumers' gameful experience.

Development of a Hole Cup Recognition Model on Golf Green Using Object Detection Technology (물체 탐지 기술을 사용하여 골프 그린에서 홀 컵 인지 모델 개발)

  • Jae-Moon, Lee;Kitae, Hwang;Inhwan, Jung
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.1
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    • pp.15-21
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    • 2023
  • This paper is a study on the development of an artificial intelligence model that recognizes a hole cup on a golf green. A CNN-based object detection algorithm was used to recognize the hole cup on the green. Also, Apple's CreateML was used to create a model of the object detection algorithm. This paper created a JSON file with 120 training images and annotations to meet the needs of CreateML. In addition, for more accurate learning, data amplification algorithm was used for learning data and 288 learning data were used for learning. By changing the Iterations, Batch size, and Grid size required by CreateML, we found parameter values that improve the performance of the model. A prototype app was developed by applying the developed model, and performance was measured on an actual golf course green using the prototype app. As a result of the measurement, it was found that the hole cup was accurately recognized within 10m, which is the typical golfer's putting distance.

Web Server Cluster's Load Balancing for Security Session

  • Kim Seok-Soo
    • Journal of information and communication convergence engineering
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    • v.3 no.2
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    • pp.93-95
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    • 2005
  • In order to create security session, security keys are preconfigured between communication objects. For this purpose, Handshake Protocol exists. The pre-master secret key that is used in this process needs to interpreted by a server to create master secret key, whose process requires a big calculation, resulting in deteriorating system's transmission performance. Therefore, it is helpful in increasing transmission speed to reuse secret keys rather than to create them at every connection.

Design and Implementation of an Integrated Multimedia Editor for Effective Link Creation (효율적인 링크 형성을 지원하는 멀티미디어 통합편집기의 설계 및 구현)

  • 김정현;고영곤;최윤철
    • Journal of the Korean Institute of Telematics and Electronics B
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    • v.33B no.3
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    • pp.28-37
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    • 1996
  • To reduce an authors burden in hypermedia system that allows non-sequential information the process of creating links must be easy. However, most of the conventional hypermedia systems possess two difficulties. First, the author must go through several troublesome process to create a single link. Secondly, it is not easy to create an anchor in text or other multimedia data. Therefore, in order to support effective construction of hypermedia system the editing environment must provide an easy method to create links. In this paper, to resolve the weaknesses of conventional hypermedia system as mentioned above, an editing tool is developed and implemented to easily create the links of multimedia data. There are three methods in creating links and a user can select a convenient method in given circumstances. And for teh efficient production of nodes composed of multimedia information, we provide an authoring environment to integrate and process those informations.

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A PROPOSAL OF SEMI-AUTOMATIC INDEXING ALGORITHM FOR MULTI-MEDIA DATABASE WITH USERS' SENSIBILITY

  • Mitsuishi, Takashi;Sasaki, Jun;Funyu, Yutaka
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2000.04a
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    • pp.120-125
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    • 2000
  • We propose a semi-automatic and dynamic indexing algorithm for multi-media database(e.g. movie files, audio files), which are difficult to create indexes expressing their emotional or abstract contents, according to user's sensitivity by using user's histories of access to database. In this algorithm, we simply categorize data at first, create a vector space of each user's interest(user model) from the history of which categories the data belong to, and create vector space of each data(title model) from the history of which users the data had been accessed from. By continuing the above method, we could create suitable indexes, which show emotional content of each data. In this paper, we define the recurrence formulas based on the proposed algorithm. We also show the effectiveness of the algorithm by simulation result.

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Development of Automated Modeling System for Air-Ventilation Holes (열 배출구 형상 모델링 자동화 시스템 개발)

  • Park, Hyun-Pung
    • Korean Journal of Computational Design and Engineering
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    • v.14 no.5
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    • pp.330-337
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    • 2009
  • Nowadays a lot of high-tech electronic products such as TVs, monitors and camcorders are being developed. The more functions the electronic devices have, the more heat problems occur. Therefore, most of electronic products have air-ventilation holes to eliminate heat that is generated inside the products. The shapes of ventilation holes are usually complicated since aesthetic appearance of the products is important these days. In order to create those complicated shapes, designers should do time-consuming jobs because most of commercial CAD systems do not provide the functions that create patterns of lofted parts along freeform surfaces. In this research, an automated air-ventilation hole modeling system was proposed. The system generates patterns of lofted objects on freeform surfaces. Standard process to create air-ventilation holes manually was established, and vent-hole types and pattern types were classified into several categories. Designers can create many kinds of vent-holes by combining vent-hole types and pattern types. Users can also utilize user-defined pattern which can give users more flexibility. Developed system was applied to several design examples and the results are presented.

An Approach for Generating Story-Plot Using Association Analysis of Narrative Patterns (서사 패턴의 연관분석을 통한 이야기 장면 생성 방법)

  • Kim, Jung-Il;Lee, Eun-Joo
    • Journal of Information Technology Services
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    • v.12 no.1
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    • pp.247-257
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    • 2013
  • A narrative structure is essential for a story generator to create a story plot. In digital storytelling system, a narrative structure can be generally designed as a tree or a graph, and the story generator in the digital storytelling system creates continuous story plots based on the narrative structure. When a narrative structure is designed with a tree or a graph, it is hard for the story generator to create various kinds of story-plots due to the inflexible nature of a tree or graph structure. It may result in degrading the quality of story-plots to provide similar story-plot to various kind of user. In this paper, we proposed an approach to create a story-plot based on association analysis of data mining to overcome the disadvantage. In detail, we defined a narrative structure which consists of narrative patterns, and then implemented a story generator which creates a story-plot using the proposed narrative structure. As a result, we confirmed that implemented story generator was able to create a story-plot according to understanding level of user in case study.

Development of UMC Teaching and Learning Strategy for Computational Thinking (컴퓨팅 사고 향상을 위한 UMC 수업전략의 개발과 적용)

  • Jeon, Soojin;Han, Seonkwan
    • Journal of The Korean Association of Information Education
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    • v.20 no.2
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    • pp.131-138
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    • 2016
  • We have developed a UMC (Use-Modify-Create) strategy for the improvement of computational thinking in SW education. UMC model is an instructional strategy that students analyze examples of algorithms, modify-expand it and to develop new SW. First, we applied the UMC classes during 1 semester targeting pre-service teachers. To explore the effectiveness of the proposed model, we conducted a t-test for improving students' self-CT. Through a result, we found that is the UMC teaching-learning strategy helped the CT concepts and practice skills. In addition, we could see the Use and Create steps help to improve the ability of students' CT than directly teaching and Modify steps.

Use of 3D Printing Technology to Create Personal Fashion: UTAUT and Need for Uniqueness

  • Popov, Darinka;Koo, Sumin
    • Journal of Fashion Business
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    • v.24 no.6
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    • pp.1-17
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    • 2020
  • This study investigated the perceptions, attitudes, and behaviors of potential consumers toward using 3D printers to create their personal clothes. An online survey and a series of Welch's t-tests and ANOVA were conducted to investigate the differences in demographic characteristics, prior experiences in 3D printing, and levels of need for uniqueness among the sub-groups. A multiple linear regression analysis was performed to test the relationships among variables of the modified Unified Theory of Acceptance and Use of Technology (UTAUT). There were significant differences in gender and prior experiences regarding the UTAUT of personal 3D printing. The need for uniqueness has a positive effect on consumers' intention to use 3D printing technology for designing personal clothes and perception of the price of the 3D printer used to create individual clothes is important. Positive relationships were found between UTAUT variables as well as the use and purchase intentions. This study analyzed the potential for popularization of 3D printing technology to create fashion items and explore consumer willingness to embrace and use personal fashion designs. The results of this study are expected to assist consumers, designers, retailers and marketers, and experts in 3D printing technology by providing insight into consumer awareness and acceptance of personalized 3D-printed fashion and products.