• Title/Summary/Keyword: technical interview

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Research on Emotional Factors and Voice Trend by Country to be considered in Designing AI's Voice - An analysis of interview with experts in Finland and Norway (AI의 음성 디자인에서 고려해야 할 감성적 요소 및 국가별 음성 트랜드에 관한 연구 - 핀란드와 노르웨이의 전문가 인뎁스 인터뷰를 중심으로)

  • Namkung, Kiechan
    • Journal of the Korea Convergence Society
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    • v.11 no.9
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    • pp.91-97
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    • 2020
  • Use of voice-based interfaces that can interact with users is increasing as AI technology develops. To date, however, most of the research on voice-based interfaces has been technical in nature, focused on areas such as improving the accuracy of speech recognition. Thus, the voice of most voice-based interfaces is uniform and does not provide users with differentiated sensibilities. The purpose of this study is to add a emotional factor suitable for the AI interface. To this end, we have derived emotional factors that should be considered in designing voice interface. In addition, we looked at voice trends that differed from country to country. For this study, we conducted interviews with voice industry experts from Finland and Norway, countries that use their own independent languages.

A Study on the Determination System of Process Conditions for Moldability by Using Fuzzy Logic (퍼지논리에 의한 최적 성형조건 결정 시스템에 관한 연구)

  • 강성남;허용정
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.3 no.1
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    • pp.1-4
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    • 2002
  • A short shot is a molded part that is incomplete because insufficient material was injected into the mold. Any factors that increase the resistance of polymer melt to flow or prohibit delivery of sufficient material into the cavity can cause a short shot. Inappropriate injection pressure is one of the most common factors which cause a short shot. Conventionally, domain experts in injection molding decide and modify the pressure based on their experience. It is difficult for a non-expert to decide the pressure properly with the considerations such as a part dimension, shape, and other processing variables. In this study, fuzzy algorithm is proposed to standardize the empirical determination of the pressure so that not only the experts but also non-experts can find the appropriate injection pressure easily. To acquire the more accurate results. domain experts should be interviewed and then technical documents which are collected from the experts should be restored in the fuzzy rule base. But in this study, simulations have been done by using C-MOLD to settle the rule base because it takes much time and also it's difficult to meet and interview the experts.

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Measures for the Job Creation in the Convergence Content Industry : Focused on the VR/AR Game Industry (융합 콘텐츠 산업의 일자리 창출방안:VR/AR 게임 산업을 중심으로)

  • Kim, Ji-Soo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.23 no.9
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    • pp.1110-1116
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    • 2019
  • With the rapid development of scientific technologies and the appearance of new industrial areas, the 4th industrial revolution is rapidly progressed while new values are created and realized by the conversion between industries. The researcher wrote the main questions through the preceding research on domestic and overseas major new technology convergence products and services. The researcher planned the in-depth interview, which is one of the qualitative research methodologies, and conducted the Kano method questionnaire that can embody multidimensional and strategic judgment rather than grasp fragmentary preference trends. According to the results, In addition to strengthening the technical capabilities of the VR/AR game industry, policy needs to raise professional manpower have been raised. Practical workforce development through close collaboration between industry and educational institutions, and continuous supply of human resources through retraining of existing game contents personnel. It gave direction to the creation of new jobs in the VR/AR game industry.

Analysis of Architectural Characteristics to Utilize Senior Centers as an Community Anchor Space in Apartment Complex (공동주택 경로당의 건축적 특성과 커뮤니티 거점공간으로서의 활용방안 연구)

  • Eun, Nan-Soon;Park, Hae-sun
    • Journal of The Korea Institute of Healthcare Architecture
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    • v.25 no.2
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    • pp.37-50
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    • 2019
  • Purpose: The purpose of this study was to analyze the space planning of the Senior Center which was supplied recently in apartment complex, to activate the spaces suitable for the changes and needs of the elderly and to explore the complex functions as a community space where intergenerational exchanges are possible. In other words, we sought implications for the physical plan of the district as a community base space and searched for improvement plan. Methods: The survey was conducted by five large private sectors of construction, and 10 of them were built after 2010 in an urban area(Seoul). Literature review, data analysis, field survey and interview were used for the research method. Results: As a result, it was difficult to meet the demands of various elderly people in the space planning, program and operation mode at the current level. In particular, the Baby Boomer generation as an active silver generation will not use the Senior Center. Therefore, based on the results of the survey, we propose some of the following about the Senior Center in apartment complex. First, it is necessary to change the term "the Senior Center" as defined in Article 55-2 of the "Regulations on Housing Construction Standards, etc.". Second, the criteria for setting up the elderly complex space should be presented specifically. Third, it is necessary to secure financial resources in operation and management. Finally, it is necessary to support the residents' organization for community revitalization. Implication: Through the amendment of the laws, it will be possible for various generations to have opportunities to interact by activating the existing community spaces for seniors. It will also contribute to improving the community of apartment complexes.

Development and feasibility test of sit-to-stand transfer assistive device

  • Ha, SinHo;Jeong, SeYeon;Hong, SoungKyun;Choi, Wonjae;Lee, Kwangkook;Park, Donghwan;Son, SangJun;Shin, HyeonHui;Lee, GyuChang
    • Journal of Korean Physical Therapy Science
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    • v.29 no.1
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    • pp.41-46
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    • 2022
  • Background: The purpose of this study was to develop a sit-to-stand transfer assistive device, and to conduct a feasibility test. Design: A technical note. Methods and results: In this study, we developed a sit-to-stand transfer assistive device for the elderly and the disabled who have difficulty standing up independently from sitting positions. The sit-to-stand transfer assistive device allows the user to transfer the weight from a sitting position to a standing position while shifting the weight forward by grabbing and pulling a support stand. Ten healthy adults participated in the feasibility test of the device. Each participant used the developed sit-to-stand transfer assistive device and investigated supplementation through a brief interview. As a result of the feasibility test, the opinion was that the device could assist the sit-to-stand transfer to some extent. There were opinions that it needed a function to adjust the height of the knee protective plate in the sitting position according to the user's physical characteristics. Because of the inconvenience of operating the lock device for fixing the position and adjusting inclination, there was an opinion that the improvement for a locking device is needed. There were opinions that it would be better to reduce the size of the device due to its inconvenience of portability. Conclusion: In this study, we developed the sit-to-stand transfer assistive device for the elderly and the disabled who have difficulty standing up independently from sitting positions. In addition, it is considered that the upgrade of the device is necessary for the future since there are supplementary opinions on some points.

Potential Risks Associated with eSportsmen Activities: an Empirical Study

  • Bonkalo, Tatyana I.;Stepanova, Olga N.;Latushkina, Elena N.;Kozlyatnikov, Oleg A.;Kumancova, Elizaveta S.
    • International Journal of Computer Science & Network Security
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    • v.22 no.8
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    • pp.280-284
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    • 2022
  • The purpose of the study was to identify the level of development of gaming disorder among e-sportsmen as a potential risk of their activity. Three groups were formed for the study. The first group consisted of 102 e-sportsmen aged between 18 and 32; the second group consisted of boys of the same age who, according to preliminary questionnaires, played computer games fairly frequently - at least once a week (n = 102); the third group consisted of individuals of the same gender and age, but who did not share a passion for computer games (n = 102). The study was performed using semi-structured interview during which the respondents filled out the Computer gaming disorder questionnaire developed and tested by O.M. Vidova under our supervision. Our study showed that among 102 e-sportsmen, 82,3% did not have any computer gaming disorder, only some tendency thereto. While 17,6% of e-sportsmen were characterized by a pronounced gaming disorder. E-sportsmen who prefer strategies, less than all other e-sportsmen, tend to escape from reality and accept the game role, to express their emotions through the game, and in general have the lowest level of dependence on games. Additionally, strategic e-sportsmen are most likely to study the game thoroughly and to develop themselves with it. Many Starcraft e-sportsmen tend to explore the possibilities of the game in detail and, at the same time, protect themselves from escaping into virtual reality. The risk of computer gaming disorder among e-sportsmen is largely determined by their sports achievements, the type of sports activity (individual or team), and genre of the preferred computer game.

Study on the Evaluation System of Environmental Design for an Age-Friendly Community from the Perspective of a Healing Environment: Focus on the Elderly in China (치유적 환경의 관점에서 고령친화 커뮤니티 환경디자인의 평가체계 연구: 중국 고령자 중심으로)

  • Shi, Lin;Jung, Jung-Ho
    • The Journal of the Korea Contents Association
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    • v.22 no.3
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    • pp.296-308
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    • 2022
  • In the COVID-19 crisis, the elderly over 60 have various psychological health problems such as depression, anxiety, and fear, and the community has become the only space for senior activities. To this end, this study presented a therapeutic aging-friendly community environmental design evaluation system using theoretical review, FGI interview, and hierarchical analysis AHP. The evaluation system is a three-dimensional space, with 10 upper layers and 68 lower layers. In addition, the weight of each index of the evaluation system was distributed through expert survey and SPSS program analysis. First, the material space environment design must satisfy the comfort and health of the elderly when they are active in a common space for their daily life. Second, the design of social space environment is designed to promote exchange and social connection among the elderly. Third, the operating space environment design considers the operating system of the community operating company as important. Through this, it is expected to improve the psychological health of the elderly by providing systematic technical basis and action guidelines for the development of the residential environment of the elderly.

Exploring Learning Effects of Elementary School Students Engaging in the Development of Geological Virtual Field Trips (가상 야외지질답사 모듈 개발에 참여한 초등학생들의 학습 효과 탐색)

  • Choi, Yoon-Sung;Kim, Jong-Uk
    • Journal of the Korean Society of Earth Science Education
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    • v.15 no.2
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    • pp.171-191
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    • 2022
  • The purpose of this study is to explore inductively learning effects of virtual field trips(VFTs) programs developed by elementary school students under the theme of minerals and rocks, focusing on learning in virtual geological components. Ten students attending 'H' elementary school in the metropolitan area voluntarily participated. In order to develop a virtual field trips programs, pre-actual outdoor geological field trips were conducted and virtual field trips programs were developed. In this process, written data of students observing, all video recording and voice recording materials of the course in which students participated, VR development data, and post-interview data were collected. Data were inductively analyzed focusing on four areas(cognitive, psychological, geography, and technical components) of learning in virtual geological field trips. As a result, there were positive learning effects for students in four areas. This study revealed that the study participants were not just participants in virtual learning, but rather developed classes for virtual field trips programs, which had significant results in terms of authentic inquiry.

A Study on the Visualization of Geospatial Big Data using Sentiment Analysis of Collective Civil Complaints (집단민원의 감성분석을 이용한 공간빅데이터 시각화 방안)

  • Yong-Jin JOO
    • Journal of the Korean Association of Geographic Information Studies
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    • v.26 no.1
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    • pp.11-20
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    • 2023
  • Traditionally, surveys or interview studies have been used to measure satisfaction factors for public services. This method focuses on the simple frequency of civil complaints and does not consider the aggravation of emotions implied in civil complaints. As a result, it is difficult to judge the urgency of civil complaints and the severity of grievances experienced by civil petitioners. This study aims to calculate the negative emotional value of collective complaints by using the happiness score for each word on the Hedonometer. The Anti-Corruption and Civil Rights Commission applied a Hedonometer to the top civil complaint topics and related keyword data by region in 2021 to calculate negative sentiment values by subject of civil complaints, and visualize the distribution by region. Using the negative emotional values derived from the results of this study, the severity of emotions contained in civil complaints can be considered. It is also expected to be helpful in determining the urgency of civil complaints and the severity of grievances experienced by civil petitioners.

Life and leisure of healthcare major adult student (헬스케어전공 만학도의 삶과 여가에 대한 소고)

  • Do-Jin Kim
    • Journal of Advanced Technology Convergence
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    • v.2 no.1
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    • pp.41-47
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    • 2023
  • This study was aimed at adult students majoring in the healthcare field to hear stories about life and leisure following work and study at the same time. To this end, four adult students were asked to describe their current life and leisure, positive and negative aspects of their leisure, and future life and leisure, along with interviews, focusing on the daily content they felt during the course of work and study. Afterwards, the technical contents were mutually reinforced with the interview contents and described in the form of self-recording. The decrease in leisure time in adult students' work and study balance inevitably reduces the quality of life. However, each of them was making an effort not to lose the balance between the purpose of their studies and their leisure time. A student's work-study balance is a choice and process for balancing life and leisure, and the joys and sorrows in the process are thought to be the value and hope of life.