• Title/Summary/Keyword: data reuse behavior

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An Investigation on Intellectual Structure of Social Sciences Research by Analysing the Publications of ICPSR Data Reuse (ICPSR 데이터 재이용 저작물 분석을 통한 사회과학 분야의 지적구조 분석)

  • Chung, EunKyung
    • Journal of the Korean Society for Library and Information Science
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    • v.52 no.1
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    • pp.341-357
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    • 2018
  • Due to the paradigm of open science and advanced digital information technology, data sharing and re-use have been actively conducted and considered data-intensive in a wide variety of disciplines. This study aims to investigate the intellectual structure portrayed by the research products re-using the data sets from ICPSR. For the purpose of this study, a total of 570 research products published in 2017 from the ICPSR site were collected and analyzed in two folds. First, the authors and publications of those research products were analyzed in order to show the trends of research using ICPSR data. Authors tend to be affiliated with university or research institute in the United States. The subject areas of journals are recognized into Social Sciences, Health, and Psychology. In addition, a network with clustering analysis was conducted with using co-word occurrence from the titles of the research products. The results show that there are 12 clusters, mental health, tabocco effect, disorder in school, childhood, and adolescence, sexual risk, child injuries, physical activity, violent behavior, survey, family role, women, problem behavior, gender differences in research areas. The structure portrayed by ICPSR data re-uses demonstrates that substantial number of studies in Medicine have been conducted with a perspective of social sciences.

Mechanical Properties of Lean-mixed Cement-treated Soil for Effective Reuse of Dredged Clay (준설점토의 친환경 재활용을 위한 시멘트계 처리토의 장단기 역학거동)

  • Kwon, Youngcheul;Lee, Bongjik
    • Journal of the Korean GEO-environmental Society
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    • v.12 no.9
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    • pp.71-78
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    • 2011
  • Cement treating technique, such as deep mixing method, has been used widely to stabilize the dredged clayey soil for many years. Despite of its effectiveness in treating soil by cement, several efforts have also been made to try to reduce the side effect of the cement that used to stabilize the dredged clay. However, authors considered that more detailed study on the physical and mechanical properties of lean-mixed soil-cement has been required to establish the design procedure to apply the practical problems. Therefore, in this study, the curing time and mixing ratio was used as key parameters to estimate the physical and mechanical properties including long-term behavior. The unconfined strength of lean-mixed soil-cement increase continuously during curing period, 270 days, while increasing rate becomes low in ordinary cement-treated dredged clay. We also concluded that cement-treated dredging clay shows apparent quasi overconsolidation behavior even in low cement proportion. By this study, fundamental approach was carried out for effective reuse of very soft dredged clayey soil both in mechanical and environmental aspect. It can be also expected that this study can propose a basic design data to use the lean-mixed soil cement.

Release of Organic Matter and Behavior of Nitrogen in the Degradation of Sewage Sludge Using Ultrasound (초음파를 이용한 하수 슬러지 분해에서 유기물 방출과 질소 거동)

  • Yoon, Yong-Soo;Kang, Gwang-Nam;Choi, Suk-Soon
    • Journal of the Korea Organic Resources Recycling Association
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    • v.10 no.4
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    • pp.75-80
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    • 2002
  • The sewage sludge with concentrated MLSS, ranging from 5967 to 8400mg/L was degraded by ultrasound. In this study, ultrasound treatment was used to investigate the behavior characterization of SBOD, sludge biodegradation, C/N ratio, TN, turbidity and sludge morphology. From the experimental results of C/N ratio change and TN removal, the optimal irradiation time was found to be 10 minutes. The results showed the relative index of sludge biodegradation(SBOD/TCOD) was enhanced to 0.76 from the initial value of 0.013 at the 5967mg/L MLSS, during the 60minutes treatment. Throughout this research, the results provide useful engineering reference data for reuse of sewage sludge using ultrasound.

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Climate change messages in the fashion industry discussed at COP28

  • Yeong-Hyeon Choi;Sangyung Lee
    • The Research Journal of the Costume Culture
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    • v.32 no.4
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    • pp.517-546
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    • 2024
  • The aim of this study is to investigate the fashion industry's response to climate change and how these discussions unfolded at the 28th Conference of the Parties (COP28) to the United Nations Framework Convention on Climate Change (UNFCCC). Climate change response projects by B Corp-certified fashion companies are examined, focusing on stakeholder efforts and reviewing online media reports. Text data were collected from web documents, interviews, and op-eds relating to COP28 from December 2018 to April 2024 and analyzed using text mining and semantic network analysis to identify critical keywords and contexts. The analysis revealed that the fashion industry is fulfilling its environmental responsibilities through various strategies, prompting changes in consumer behavior by advocating sustainable consumption, including carbon removal, energy transition, and recycling promotion. Stakeholders in online media and those present at COP28 discussed issues relating to climate change in the fashion industry, focusing on environmental protection, energy, greenhouse gas emissions, sustainable material usage, and social responsibility. Key issues at COP28 included policy and regulation, climate change response, energy transition, carbon emissions management, and environmental, social, and governance (ESG) standards. Additionally, by examining the main collections exhibited at the fashion show during COP28, the study analyzed how messages about climate change were conveyed. Fashion companies communicated the industry's response through exhibitions and fashion shows, suggesting a move toward balancing environmental protection and economic growth through the development of sustainable materials, the expansion of recycling and reuse practices, and the modern reinterpretation of cultural heritage.

A Technique of Applying Ontology for Service Customization of Android (안드로이드 서비스 커스터마이제이션을 위한 온톨로지 적용 기법)

  • Cho, Eun-Sook;Kim, Chul-Jin
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.13 no.6
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    • pp.2707-2712
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    • 2012
  • Desktop-based computing environment is changed into mobile computing using smart phone and cloud computing providing common behavior and big data by network. Because of this transformation software development and operating environment is changed into heterogeneous distributed environment. As a result, dynamic service composition or changement is required. However, there is few research of techniques supporting service composition or changement dynamically in this situation. This paper suggests a technique for customizing services dynamically of mobile applications based on android platform. Especially we propose a customization technique of service by applying ontology technique to improve sharing and reuse of service. We applied proposed technique into meeting notification system, and obtain that it can be customized into various services such as email, sms, twitter service, and so on.

A Study on the Effect of Booth Recommendation System on Exhibition Visitors Unplanned Visit Behavior (전시장 참관객의 계획되지 않은 방문행동에 있어서 부스추천시스템의 영향에 대한 연구)

  • Chung, Nam-Ho;Kim, Jae-Kyung
    • Journal of Intelligence and Information Systems
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    • v.17 no.4
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    • pp.175-191
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    • 2011
  • With the MICE(Meeting, Incentive travel, Convention, Exhibition) industry coming into the spotlight, there has been a growing interest in the domestic exhibition industry. Accordingly, in Korea, various studies of the industry are being conducted to enhance exhibition performance as in the United States or Europe. Some studies are focusing particularly on analyzing visiting patterns of exhibition visitors using intelligent information technology in consideration of the variations in effects of watching exhibitions according to the exhibitory environment or technique, thereby understanding visitors and, furthermore, drawing the correlations between exhibiting businesses and improving exhibition performance. However, previous studies related to booth recommendation systems only discussed the accuracy of recommendation in the aspect of a system rather than determining changes in visitors' behavior or perception by recommendation. A booth recommendation system enables visitors to visit unplanned exhibition booths by recommending visitors suitable ones based on information about visitors' visits. Meanwhile, some visitors may be satisfied with their unplanned visits, while others may consider the recommending process to be cumbersome or obstructive to their free observation. In the latter case, the exhibition is likely to produce worse results compared to when visitors are allowed to freely observe the exhibition. Thus, in order to apply a booth recommendation system to exhibition halls, the factors affecting the performance of the system should be generally examined, and the effects of the system on visitors' unplanned visiting behavior should be carefully studied. As such, this study aims to determine the factors that affect the performance of a booth recommendation system by reviewing theories and literature and to examine the effects of visitors' perceived performance of the system on their satisfaction of unplanned behavior and intention to reuse the system. Toward this end, the unplanned behavior theory was adopted as the theoretical framework. Unplanned behavior can be defined as "behavior that is done by consumers without any prearranged plan". Thus far, consumers' unplanned behavior has been studied in various fields. The field of marketing, in particular, has focused on unplanned purchasing among various types of unplanned behavior, which has been often confused with impulsive purchasing. Nevertheless, the two are different from each other; while impulsive purchasing means strong, continuous urges to purchase things, unplanned purchasing is behavior with purchasing decisions that are made inside a store, not before going into one. In other words, all impulsive purchases are unplanned, but not all unplanned purchases are impulsive. Then why do consumers engage in unplanned behavior? Regarding this question, many scholars have made many suggestions, but there has been a consensus that it is because consumers have enough flexibility to change their plans in the middle instead of developing plans thoroughly. In other words, if unplanned behavior costs much, it will be difficult for consumers to change their prearranged plans. In the case of the exhibition hall examined in this study, visitors learn the programs of the hall and plan which booth to visit in advance. This is because it is practically impossible for visitors to visit all of the various booths that an exhibition operates due to their limited time. Therefore, if the booth recommendation system proposed in this study recommends visitors booths that they may like, they can change their plans and visit the recommended booths. Such visiting behavior can be regarded similarly to consumers' visit to a store or tourists' unplanned behavior in a tourist spot and can be understand in the same context as the recent increase in tourism consumers' unplanned behavior influenced by information devices. Thus, the following research model was established. This research model uses visitors' perceived performance of a booth recommendation system as the parameter, and the factors affecting the performance include trust in the system, exhibition visitors' knowledge levels, expected personalization of the system, and the system's threat to freedom. In addition, the causal relation between visitors' satisfaction of their perceived performance of the system and unplanned behavior and their intention to reuse the system was determined. While doing so, trust in the booth recommendation system consisted of 2nd order factors such as competence, benevolence, and integrity, while the other factors consisted of 1st order factors. In order to verify this model, a booth recommendation system was developed to be tested in 2011 DMC Culture Open, and 101 visitors were empirically studied and analyzed. The results are as follows. First, visitors' trust was the most important factor in the booth recommendation system, and the visitors who used the system perceived its performance as a success based on their trust. Second, visitors' knowledge levels also had significant effects on the performance of the system, which indicates that the performance of a recommendation system requires an advance understanding. In other words, visitors with higher levels of understanding of the exhibition hall learned better the usefulness of the booth recommendation system. Third, expected personalization did not have significant effects, which is a different result from previous studies' results. This is presumably because the booth recommendation system used in this study did not provide enough personalized services. Fourth, the recommendation information provided by the booth recommendation system was not considered to threaten or restrict one's freedom, which means it is valuable in terms of usefulness. Lastly, high performance of the booth recommendation system led to visitors' high satisfaction levels of unplanned behavior and intention to reuse the system. To sum up, in order to analyze the effects of a booth recommendation system on visitors' unplanned visits to a booth, empirical data were examined based on the unplanned behavior theory and, accordingly, useful suggestions for the establishment and design of future booth recommendation systems were made. In the future, further examination should be conducted through elaborate survey questions and survey objects.

A Policy-Based Meta-Planning for General Task Management for Multi-Domain Services (다중 도메인 서비스를 위한 정책 모델 주도 메타-플래닝 기반 범용적 작업관리)

  • Choi, Byunggi;Yu, Insik;Lee, Jaeho
    • KIPS Transactions on Software and Data Engineering
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    • v.8 no.12
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    • pp.499-506
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    • 2019
  • An intelligent robot should decide its behavior accordingly to the dynamic changes in the environment and user's requirements by evaluating options to choose the best one for the current situation. Many intelligent robot systems that use the Procedural Reasoning System (PRS) accomplishes such task management functions by defining the priority functions in the task model and evaluating the priority functions of the applicable tasks in the current situation. The priority functions, however, are defined locally inside of the plan, which exhibits limitation for the tasks for multi-domain services because global contexts for overall prioritization are hard to be expressed in the local priority functions. Furthermore, since the prioritization functions are not defined as an explicit module, reuse or extension of the them for general context is limited. In order to remove such limitations, we propose a policy-based meta-planning for general task management for multi-domain services, which provides the ability to explicitly define the utility of a task in the meta-planning process and thus the ability to evaluate task priorities for general context combining the modular priority functions. The ontological specification of the model also enhances the scalability of the policy model. In the experiments, adaptive behavior of a robot according to the policy model are confirmed by observing the appropriate tasks are selected in dynamic service environments.

A Qualitative Study on Coping strategies of Older adults with Depression: Focused on the Experience of Coping with Depression in Older Adults Living in Seoul (노인의 우울 대처 전략에 관한 질적 연구: 서울시 거주 도시 노인의 우울 대처 경험을 중심으로)

  • Eo, Yugyeong;Ko, Jung Eun;Kim, Soon Eun
    • 한국노년학
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    • v.37 no.3
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    • pp.583-600
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    • 2017
  • The purpose of this study is to explore qualitatively what kind of coping strategy the Korean older adults use when they are depressed and why. Participants were users, older than 60, of an elderly welfare center in Seoul, and answers of 34 respondents who experienced depression were included in the analysis. The collected data were analyzed through content analysis. The results of the analysis showed that strategies to cope with depression used by participants were composed of 6 domains and 11 sub-domains: health behavior (medical approach / exercise and diet), family and social contact (social interaction / going out and going on a trip / communication with family), Religious activities (Religious activities), lifelong education (hobbies / educational activities), productive activities (labor), health risk behaviors (drinking and gambling / resignation). The depression coping strategies of the older adults and their characteristics are as follows. First, older adults used diverse problem-focused coping strategies to cope with depression. Second, older adults considered various coping strategies together and used them simultaneously. Third, the facility space for older adults functions as a shelter. Fourth, although there were cases where medical approach was used, the intention to reuse was very low. Through this study, the following suggestions were made to help older adults cope with depression more successfully. First, access to various coping strategies should be promoted. Second, more places where older adults can spend their time comfortably need to be provided. Third, resistance to mental health care should be resolved.

The Impacts of Social Support and Psychological Factors on Guild Members' Flow and Loyalty in MMORPG (MMORPG에서 길드 구성원들의 사회적 지지와 심리적 요인들이 플로우 및 충성도에 미치는 영향)

  • Kang, Ju-Seon;Ko, Yoon-Jung;Ko, Il-Sang
    • Asia pacific journal of information systems
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    • v.19 no.3
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    • pp.69-98
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    • 2009
  • We investigated what factors motivate gamers to participate in a guild and why they continue to be engaged as members of the guild. We find that, based on the result of focus group interviews with MMORPG gamers, social support and self-esteem factors play important roles. Considering both prior research and the focus group interviews we have conducted, we define social support and character control as independent variables. Character identity, guild identity, and self-esteem are proposed as mediating variables while guild flow and game loyalty as dependent variables. Accordingly, we develop the research model and hypotheses, and verify them empirically. Based on our experiences of playing the WoW game, we proposed a research model and conducted focus-group interviews (FGIs). FGIs involve formulating a hypothesis and then collecting some relevant data. FGIs were conducted face-to-face with students of C University in Korea. We formulated structured interview schedules, and the questions were based on our research variables and personal experiences. The questions for the interviews encompassed the following areas: (a) the demographic characteristics of the focus group; (b) the number of years for which respondents had played online games; (c) the motive for starting a game; (d) the number of game-characters assumed by each gamer; (e) the type of game played; and (f) other issues such as the reasons for involvement in the play, the willingness to reuse the game in case new versions were released, etc. On average, it took two hours to interview each of three groups. A primary set of FGIs was conducted with three groups on the premise that there would be some differences caused by character race (Horde vs. Alliance) or by playable server (Normal vs. Combat). With respect to the manner of playing, we found that guild members shared information, felt a sense of belonging, and played computer games for quite a long time through the guild; however, they did not undergo these experiences when playing alone. Gamers who belonged to a specific guild helped other players without expecting compensation for that, freely shared information about the game, gave away items for free, and more generous with other members who made mistakes. The guild members were aware of the existence other members and experienced a sense of belonging through interactions with, and evaluations from, other players. It was clear that social support was shown within the guild and that it played an important role as a major research variable. Based on the results of the first FGIs, a second set of in-depth FGIs was carried out with a focus on the psychology of the individual within the guild and the social community of the guild. The second set of FGIs also focused on the guild's offline meetings. Gamers, over all, recognize the necessity of joining a community, not only off-line but also online world of the guild. They admit that the guild is important for them to easily and conveniently enjoy playing online computer games. The active behavior and positive attitudes of existing guild members can motivate new members of the guild to adapt themselves to the guild environment. They then adopt the same behaviors and attitudes of established guild members. In this manner, the new members of the guild strengthen the bonds with other gamers while feeling a sense of belonging, and developing social identity, thereby. It was discovered that the interaction among guild members and the social support encouraged new gamers to quickly develop a sense of social identity and increase their self-esteem. The guild seemed to play the role of socializing gamers. Sometimes, even in the real world, the guild members helped one another; therefore, the features of the guild also spilled over to the offline environment. We intend to use self-esteem, which was found through the second set of FGIs, as an important research variable. To collect data, an online survey was designed with a questionnaire to be completed by WoW gamers, who belong to a guild. The survey was registered on the best three domestic game-sites: 'WoW playforum,' 'WoW gamemeca,' and 'Wow invent.' The selected items to be measured in the questionnaire were decided based on prior research and data from FGIs. To verify the content of the questionnaire, we carried out a pilot test with the same participants to point out ambiguous questions as a way to ensure maximum accuracy of the survey result. A total of 244 responses were analyzed from the 250 completed questionnaires. The SEM analysis was used to test goodness-of-fit of the model. As a result, we found important results as follows: First, according to the statistics, social support had statistically significant impacts on character control, character identity, guild identity and self-esteem. Second, character control had significant effects on character identity, guild identity and self-esteem. Third, character identity shows its clear impact on self-esteem and game loyalty. Fourth, guild identity affected self-esteem, guild flow and game loyalty. Fifth, self-esteem had a positive influence on the guild flow. These days, the number of virtual community is rising along with its significance largely because of the nature of the online games. Accordingly, this study is designed to clarify the psychological relationship between gamers within the guild that has been generally established by gamers to play online games together. This study focuses on the relationships in which social support influences guild flow or game loyalty through character control, character identity, guild identity, and self-esteem, which are present within a guild in the MMORPG game environment. The study results are as follows. First, the effects of social support on character control, character identity, guild identity and self-esteem are proven to be statistically significant. It was found that character control improves character identity, guild identity and self-esteem. Among the seven variables, social support, which is derived from FGIs, plays an important role in this study. With the active support of other guild members, gamers can improve their ability to develop good characters and to control them. Second, character identity has a positive effect on self-esteem and game loyalty, while guild identity has a significant effect on self-esteem, guild flow and game loyalty. Self-esteem affects guild flow. It was found that the higher the character and guild identities become, the greater the self-esteem is established. Contrary to the findings of prior research, our study results indicate that the relationship between character identity and guild flow is not significant. Rather, it was found that character identity directly affects game players' loyalty. Even though the character identity had no direct effect on increasing guild flow, it has indirectly affected guild flow through self-esteem. The significant relationship between self-esteem and guild flow indicates that gamers achieve flow, i.e., a feeling of pleasure and excitement through social support. Several important implications of this study should be noted. First, both qualitative and quantitative methods were used to conduct this study. Through FGIs, it was observed that both social support and self-esteem are important variables. Second, because guilds had been rarely studied, this research is expected to play an important role in the online community. Third, according to the result, six hypotheses (H1, H5, H6, H7, H8, and H11) setup based on FGIs, were statistically significant; thus, we can suggest the corresponding relationships among the variables as a guideline for follow-up research. Our research is significant as it has following implications: first, the social support of the guild members is important when establishing character control, character identity, guildidentity and self-esteem. It is also a major variable that affects guild flow and game loyalty. Second, character control when improved by social support shows notable influence on the development of character identity, guild identity and self-esteem. Third, character identity and guild identity are major factors to help establish gamers' own self-esteem. Fourth, character identity affects guild flow through self-esteem and game loyalty. The gamers usually express themselves through characters; the higher character identity is, the more loyalty a gamer has. Fifth, guild identity, established within the guild, has clear effects on self-esteem, guild flow and game loyalty. Sixth, qualitative and quantitative methods are employed to conduct this study. Based on the results of focus group interviews and SEM analysis, we find that the social support by guild members and psychological factors are significant in strengthening the flow of guild and loyalty to the game. As such, game developers should provide some extra functions for guild community, through which gamers can play online games in collaboration with one another. Also, we suggest that positive self-esteem which is built up through social support can help gamers achieve higher level of flow and satisfaction, which will consequently contribute to minimizing the possibility for the players to develop negative attitude toward the guild they belong to.