• Title/Summary/Keyword: interactive analysis

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Analysis of Operating Efficiency for 50kW Utility Interactive Photovoltaic System in Chosun university (조선대학교 기숙사 50kW 계통연계형 태양광발전시스템 효율 분석)

  • Piao, Zheng-Guo;Park, Jong-Min;Lee, Kang-Yeon;Lim, Hong-Woo;Cho, Geum-Bae;Baek, Hyung-Lae
    • Proceedings of the KIEE Conference
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    • 2005.07b
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    • pp.1736-1738
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    • 2005
  • This paper presents experimental operation with utility interactive 50kw photovoltaic generation system. And that describe configuration of utility interactive photovoltaic system which power supply for dormitory. The status of photovoltaic generation system components and interconnection and safety equipment will be summarized. This paper discusses property operation state which system endure division of power for dormitory.

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Towards a Redundant Response Avoidance for Intelligent Chatbot

  • Gwon, Hyuck-Moo;Seo, Yeong-Seok
    • Journal of Information Processing Systems
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    • v.17 no.2
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    • pp.318-333
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    • 2021
  • Smartphones are one of the most widely used mobile devices allowing users to communicate with each other. With the development of mobile apps, many companies now provide various services for their customers by studying interactive systems in the form of mobile messengers for business marketing and commercial promotion. Such interactive systems are called "chatbots." In this paper, we propose a method of avoiding the redundant responses of chatbots, according to the utterances entered by the user. In addition, the redundant patterns of chatbot responses are classified into three categories for the first time. In order to verify the proposed method, a chatbot is implemented using Telegram, an open source messenger. By comparing the proposed method with an existent method for each pattern, it is confirmed that the proposed method significantly improves the redundancy avoidance rate. Furthermore, response performance and variation analysis of the proposed method are investigated in our experiment.

A Study of Factors Influencing Reading the Online Papers (인터넷 신문 이용의 영향 요인 연구)

  • Lee, Eun-Mee
    • Korean journal of communication and information
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    • v.21
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    • pp.177-201
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    • 2003
  • This study was designed to explore behaviors of readers of online papers. First, the factor analysis of the online paper motive statements yielded three interpretable factors : informativeness, convenience, economicalness. For online paper use habits, a similar factor analysis procedure resulted in three factors : active utilization, news seeking, information seeking. Informativeness motive and active utilization habit were strongly related, convenience motive and news seeking habit related. Online papers and newspapers were found to be in complementary relationship. Internet access and newspaper reading, active utilization and news seeking habits were significant predictors of online paper use. The result of this study showed online paper readers perceived interactive services online papers offered. and want to utilize those effectively. This study suggests that online papers need to develop various interactive services to attract readers.

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Identification of Contract Foodservice Management Companies' Push, Pull, and Interactive Push-Pull Factors for Internationalization by In-Depth Interview (심층면접을 활용한 위탁급식업체 국제화 추진, 유인 및 상호작용 요인 항목 선정)

  • Lee, Hyun-A;Han, Kyung-Soo
    • Journal of the Korean Society of Food Culture
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    • v.24 no.4
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    • pp.401-412
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    • 2009
  • The aims of study were to provide basic data for the internationalization of Contract Foodservice Management Companies (CFMC) and to gain a better understanding of internal push-and-pull factors through in-depth interviews. The interviewees were managers of four large CFMCs and one small-to-medium CFMC. The non-structured interview format employed an interview guide of open-ended questions. All interviews were digitally recorded and notes were taken simultaneously by an interview assistant. The narrative data analysis involved transcription, coding, classification by categories, and content analysis. Eighty-eight codes were generated from the interview analyses, and the subordinate variables uncovered included seven push factors, eight pull factors, one interactive factor, and 10 internal dynamics. These factors will be useful in further studies of the internal operations of specific CFMCs, and more generally, the practical condition of the industry.

A Study on the Brand-imprinting Effects of Utilizing Interactive Media Installation -Focusing on interactive marketing targeted at consumers in their 20s and 30s- (설치형 인터랙티브 미디어 활용을 통한 브랜드 각인효과에 관한 연구 -20~30대 소비자를 대상으로 한 인터랙티브 마케팅을 중심으로-)

  • Moon, Ha Na;Choe, Jong Hoon;Park, Seung Ho
    • Design Convergence Study
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    • v.14 no.1
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    • pp.47-61
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    • 2015
  • Along with the advent of the digital era, the media environment in which an informant would convey information one-sidedly has evolved more towards engaging customers to actively participate and produce contents themselves. This change in content consumption behavior has brought about the new marketing paradigm. The new communication strategy is interactive marketing, which enhances brand-imprinting Effects, and has been consistently proposed these days. This study aims to examine these brand-imprinting effects through an empirical study and to propose an application plan. Therefore, methods of approach for engaging customers' participation and the methods of experiences are categorized by types through the case analysis of various domestic as well as international interactive marketing techniques. In addition, in-depth interviews have been carried out in order to verify the influence of interactive marketing on brand-imprinting effects. Through the interview, potential needs of customers were found. Based on the findings, marketing strategies that utilize interactive media installation for brand-imprinting effects have been constructed. First, to utilize a space for a medium of communication between customers and advertising media. Second, using storytelling as a construct that focuses on the individual's situation. Third, to design interactions that are proper to the situation and context.

Empirical Data Analysis of a Social Network Name-Directory Service with Advertisements (광고를 동반한 소셜 네트워크 이름-디렉터리 서비스의 실험적 데이터 분석)

  • Kim, Yung Bok
    • Journal of Information Technology Services
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    • v.13 no.4
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    • pp.189-203
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    • 2014
  • With the evolution of Internet technologies and the increasing variety of Internet devices, advertisements in various web services have also expanded. Interactive web services often go hand in hand with effective advertisements for a business model. We estimated statistical parameters of the interactive web server for service monitoring and advertisement-effect. In the web pages, we integrated the plugins of social networking services (SNSs) (e.g. Facebook, Twitter) and an advertisement scheme (e.g. Google AdSense) that regards social name-directory contents. Empirical data analysis and statistical results are presented with the implementation of estimations of parameters (e.g. utilization-level and serviceability) and advertisements in a social networking name-directory service (http://ktrip.net or http://한국.net). We found that estimated parameters were applicable to service monitoring of web-server as well as to synthesis of advertisement-effect in our social-web name-directory service.

Construction of Visual Algorithms for the Visual System Analysis of Virtual Reality HMD Devices -Through Interactive Visual System Analysis that Appears in Media Art- (가상현실 HMD기기의 시각체계 분석을 위한 시각 알고리즘 구축 -미디어 아트에서 나타나는 인터렉티브형 시각체계 분석을 통해-)

  • Lim, Sang Guk
    • Journal of Korea Multimedia Society
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    • v.23 no.5
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    • pp.721-727
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    • 2020
  • The change in 21st century imaging media technology is changing our modern visual system. Virtual reality HMD devices, one of the core technologies of 5G, reproduce the new visual system. However, there is a lack of analysis and understanding of the visual operating system to understand the visual system of the fast-changing variety of imaging media. This study analyzed the three visual systems appearing in the recent imaging media art area and presented an engineering perspective algorithm for its procedures and methods. Through these results, we want to build algorithms that understand the visual system of virtual reality HMD devices.

An Analysis of Mobile Virtual Manipulatives Apps for the Teaching of Elementary School Mathematics (초등학교 수학의 교수를 위한 모바일 가상조작물 앱 분석)

  • Shin, Mikyung
    • Journal of Korea Multimedia Society
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    • v.20 no.6
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    • pp.935-949
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    • 2017
  • The purpose of this study was to analyze the characteristics of virtual manipulatives apps that can be used to teach students struggling to learn mathematics. To achieve this goal, ten general characteristics of 23 virtual manipulatives apps were evaluated. The instructional, interface, and interactive design features of apps were also evaluated on five-point scale ratings of 18 items. In addition, SPSS frequency analysis and the correlation between each feature was analyzed. Frequently presented instructional contents among 23 virtual manipulatives apps were geometry, arithmetic operation, number concept and measurement. The frequently presented level of instructional contents was lower grade elementary school and kindergarten age. The frequently presented instructional type was the simulation. Regarding the design features, instructional design was rated as the highest (mean = 3.7); interactive design (mean = 3.6) and interface design (mean = 3.3) were also rated higher than neural. In addition, as the learning strategy was appropriately presented, it was evaluated that there was less screen linkage and content error.