• Title/Summary/Keyword: user modeling

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Ethics-Literacy Curriculum Modeling for Ethical Practice of 5G Information Professionals (5G 정보환경 정보전문가를 위한 윤리 리터러시 교육과정 모형연구)

  • Yoo, Sarah
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.33 no.1
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    • pp.139-166
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    • 2022
  • Ethical Issues increase when people engage in smart technological systems such as 5G, IoT, Cloud computing services and AI applications. Range of this research is comparison of various literacy concepts and its ethical issues in considering of 5G features and UX. 86 research papers and reports which have been published within the recent 5 years (2017-2022), relating the research subject, are investigated and analyzed. Two results show that various literacies can be grouped into four areas and that some of common issues among those areas as well as unique issues of each area are identified. Based on the literature analysis, an Operational Definition of Ethics-Literacy is presented and the model of ethics-literacy curriculum supporting ethical behavior of 5G information professionals is developed and suggested.

A system on using GIS data to support architectural design (건축설계 지원을 위한 GIS 데이터 활용 시스템)

  • Kim, Eon Yong
    • Design Convergence Study
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    • v.15 no.2
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    • pp.169-184
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    • 2016
  • Using geospatial information in the early design phase is crucial because it requires considerable time, money, and effort. We use VWorld, part of the National Spatial Information Distribution system provided by the Korean Ministry of Land, Infrastructure and Transportation, for providing geospatial information to building designers. We provide methods to adopt VWorld geospatial information to building design and develop plugins for a BIM authoring tool to transform and construct necessary BIM data in a user-friendly format. BIM users are benefitted from extra design information supplied from sibling disciplines such as urban design. GIS users are benefited by feedback building information continuously supplied from building projects based upon standard GIS coordinates. It is clear that an architectural designer with BIM tool can save time and efforts to obtain the geospatial information related a project using the developed system as result of this research.

Mental Healthcare Digital Twin Technology for Risk Prediction and Management (정신건강 위험 예측 및 관리를 위한 멘탈 헬스케어 디지털 트윈 기술 연구)

  • SeMo Yang;KangYoon Lee
    • The Journal of Bigdata
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    • v.7 no.1
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    • pp.29-36
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    • 2022
  • The prevalence of stress and depression among emotional workers is increasing due to the rapid increase in emotional labor and service workers. However, the current mental health management of emotional workers is difficult to consider the emotional response at the time of stress situations, and the existing mental health management is limited because the individual's base state is not reflected. In this study, we present mental healthcare digital twin solution technology, a personalized stress risk management solution. For mental health risk management due to emotional labor, a solution simulation is performed to accurately predict stress risk through synchronization/modeling of dynamic objects in virtual space by extracting individual stress risk factors such as emotional/physical response and environment into various modalities. It provides a mental healthcare digital twin solution for predicting personalized mental health risks that can be configured with modalities and objects tailored to the environment of emotional workers and improved according to user feedback.

The development of training platform for CiADS using cave automatic virtual environment

  • Jin-Yang Li ;Jun-Liang Du ;Long Gu ;You-Peng Zhang;Xin Sheng ;Cong Lin ;Yongquan Wang
    • Nuclear Engineering and Technology
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    • v.55 no.7
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    • pp.2656-2661
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    • 2023
  • The project of China initiative Accelerator Driven Subcritical (CiADS) system has been started to construct in southeast China's Guangdong province since 2019, which is expected to be checked and accepted in the year 2025. In order to make the students in University of Chinese Academy of Sciences (UCAS) better understand the main characteristic and the operation condition in the subcritical nuclear facility, the training platform for CiADS has been developed based on the Cave Automatic Virtual Environment (CAVE) in the Institute of Modern Physics Chinese Academy of Sciences (IMPCAS). The CAVE platform is a kind of non-head mounted virtual reality display system, which can provide the immersive experience and the alternative training platform to substitute the dangerous operation experiments with strong radioactivity. In this paper, the CAVE platform for the training scenarios in CiADS system has been presented with real-time simulation feature, where the required devices to generate the auditory and visual senses with the interactive mode have been detailed. Moreover, the three dimensional modeling database has been created for the different operation conditions, which can bring more freedom for the teachers to generate the appropriate training courses for the students. All the user-friendly features will offer a deep realistic impression to the students for the purpose of getting the required knowledge and experience without the large costs in the traditional experimental nuclear reactor.

Attributes for Developing a Database for Construction Information Interface

  • Moon, Sungwoo;Cho, Kyeongsu
    • International conference on construction engineering and project management
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    • 2015.10a
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    • pp.673-673
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    • 2015
  • Earthwork is an operation that provides space for structures, and it takes up a large portion of the construction costs in a construction project. In large-scale earthwork, numerous types of construction equipment are used in the operation. The types of equipment should be selected based on the field conditions and the construction methods. These construction vehicles are constantly changing positions during the earthwork operation. Therefore, the equipment operators require effective communication to ensure the efficiency of the earthwork operation. All equipment operators should exchange information with the other equipment operators. Information should be exchanged continuously to support decision making and increase productivity during the earthwork operation at the construction site. This paper investigates the attributes required for an information interface between construction vehicles during an earthwork operation. This paper 1) discusses the importance of an information interface for construction vehicles in order to increase productivity during an earthwork operation, 2) analyses the types of attributes that need to be communicated between construction vehicles, and 3) provides a database that has been built for attribute control. The database built for the information interface between construction vehicles will enhance communication between vehicle operators. Table I shows the typical attributes that should be shared between the excavator operator and the dump truck operator. This information needs to be shared among the operators, as it helps them to plan the earthwork operation in a more efficient manner. A database has been developed to store this information in an entity relation diagram. A user-interface display environment is also developed to provide this information to the operators in the construction vehicles. The proposed interface can help exchange information effectively and facilitate a common understanding during the earthwork operation. For example, the vehicle operators will be aware of the planned volume, excavated volume, transportation time, and transportation numbers. As a part of this study, mobile devices, such as mobile phones and google glasses, will be used as hands-on communication tools.

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Optimize KNN Algorithm for Cerebrospinal Fluid Cell Diseases

  • Soobia Saeed;Afnizanfaizal Abdullah;NZ Jhanjhi
    • International Journal of Computer Science & Network Security
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    • v.24 no.2
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    • pp.43-52
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    • 2024
  • Medical imaginings assume a important part in the analysis of tumors and cerebrospinal fluid (CSF) leak. Magnetic resonance imaging (MRI) is an image segmentation technology, which shows an angular sectional perspective of the body which provides convenience to medical specialists to examine the patients. The images generated by MRI are detailed, which enable medical specialists to identify affected areas to help them diagnose disease. MRI imaging is usually a basic part of diagnostic and treatment. In this research, we propose new techniques using the 4D-MRI image segmentation process to detect the brain tumor in the skull. We identify the issues related to the quality of cerebrum disease images or CSF leakage (discover fluid inside the brain). The aim of this research is to construct a framework that can identify cancer-damaged areas to be isolated from non-tumor. We use 4D image light field segmentation, which is followed by MATLAB modeling techniques, and measure the size of brain-damaged cells deep inside CSF. Data is usually collected from the support vector machine (SVM) tool using MATLAB's included K-Nearest Neighbor (KNN) algorithm. We propose a 4D light field tool (LFT) modulation method that can be used for the light editing field application. Depending on the input of the user, an objective evaluation of each ray is evaluated using the KNN to maintain the 4D frequency (redundancy). These light fields' approaches can help increase the efficiency of device segmentation and light field composite pipeline editing, as they minimize boundary artefacts.

Analysis of Research Trends on Archival Information Services Using Text Mining (텍스트마이닝을 활용한 국내외 기록서비스 연구동향 분석)

  • Seohee Park;Hye-Eun Lee
    • Journal of Korean Society of Archives and Records Management
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    • v.24 no.1
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    • pp.89-109
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    • 2024
  • The study analyzed the research trends of domestic and international record information services from 2003 to 2022. A total of 136 academic papers registered in the Korea Citation Index (KCI) and 74 from the Library, Information Science & Technology Abstracts (LISTA) were examined by quantitative and qualitative content analysis to understand the research status of 20 years from various angles, such as publication year, research type, researcher type, subject, and purpose. Frequency analysis, co-occurrence frequency analysis, centrality analysis, and topic modeling were performed by applying text mining techniques. Results showed that domestic papers demonstrated a research flow focused on specific institutions or records, and user-centered satisfaction surveys and content-centered studies were conducted. Moreover, foreign papers confirmed various evaluation-oriented and information provision studies, such as data, resources, and collections, along with the research trend focusing on the relationship between archivists and users. The management of information resources was identified as a common topic in both domestic and foreign papers, but it is possible to identify that domestic research focuses on maintaining the quality of domestic information resources, while foreign research focuses on the storage and retrieval of information.

An Analysis of the Effect of Platform Information Quality and Customer Information Quality on Customer Loyalty to Online to Offline Platforms (O2O 플랫폼 충성도에 플랫폼 정보 품질과 고객 정보품질이 미치는 영향 분석)

  • Park, Jun Sung;Park, Heejun
    • Journal of Korean Society for Quality Management
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    • v.52 no.1
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    • pp.23-42
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    • 2024
  • Purpose: This study aims to investigate the impact of two types of information quality, which are platform-oriented information quality and customer-oriented information quality, on customers' decision-making processes in the Online to offline (O2O) platform environment. Grounded in the product brokering efficiency model, which encompasses screening cost, evaluation cost, and decision quality, a model framework was developed. Furthermore, this study explores how these decision-making processes affect customer loyalty. Methods: Given that food delivery apps are the most widely used O2O service in Korea, this study targeted users of these apps for data analysis. We conducted hypothesis testing through a purposive sampling methodology focusing on food delivery app users. A Partial Least Squares Structural Equation Modeling analysis was conducted to analyze the data. The data collection occurred via an online survey from October to December 2021, with a total of 212 respondents participating. Results: The results of this study revealed the significant role of information quality in helping customers' decision processes while using food delivery apps. Specifically, it was found that platform-oriented information positively influences decision quality, while customer-oriented information significantly affects both the reduction of evaluation cost and the enhancement of decision quality. Additionally, the study indicated that lower evaluation costs and higher decision quality lead to increased platform loyalty. However, a reduction in screening cost did not have a significant impact on platform loyalty. Conclusion: While previous studies have overlooked the existence of two sides, service provider and user, in a platform, this research holds significance in its analysis of how information quality impacts loyalty by utilizing the two kinds of information quality. Practitioners can enhance customer loyalty to the platform by enriching customer-oriented information, thereby reducing customers' evaluation costs and encouraging more loyal usage of the platform.

Implementation of Markerless Augmented Reality with Deformable Object Simulation (변형물체 시뮬레이션을 활용한 비 마커기반 증강현실 시스템 구현)

  • Sung, Nak-Jun;Choi, Yoo-Joo;Hong, Min
    • Journal of Internet Computing and Services
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    • v.17 no.4
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    • pp.35-42
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    • 2016
  • Recently many researches have been focused on the use of the markerless augmented reality system using face, foot, and hand of user's body to alleviate many disadvantages of the marker based augmented reality system. In addition, most existing augmented reality systems have been utilized rigid objects since they just desire to insert and to basic interaction with virtual object in the augmented reality system. In this paper, unlike restricted marker based augmented reality system with rigid objects that is based in display, we designed and implemented the markerless augmented reality system using deformable objects to apply various fields for interactive situations with a user. Generally, deformable objects can be implemented with mass-spring modeling and the finite element modeling. Mass-spring model can provide a real time simulation and finite element model can achieve more accurate simulation result in physical and mathematical view. In this paper, the proposed markerless augmented reality system utilize the mass-spring model using tetraheadron structure to provide real-time simulation result. To provide plausible simulated interaction result with deformable objects, the proposed method detects and tracks users hand with Kinect SDK and calculates the external force which is applied to the object on hand based on the position change of hand. Based on these force, 4th order Runge-Kutta Integration is applied to compute the next position of the deformable object. In addition, to prevent the generation of excessive external force by hand movement that can provide the natural behavior of deformable object, we set up the threshold value and applied this value when the hand movement is over this threshold. Each experimental test has been repeated 5 times and we analyzed the experimental result based on the computational cost of simulation. We believe that the proposed markerless augmented reality system with deformable objects can overcome the weakness of traditional marker based augmented reality system with rigid object that are not suitable to apply to other various fields including healthcare and education area.

An Empirical Study on Motivation Factors and Reward Structure for User's Createve Contents Generation: Focusing on the Mediating Effect of Commitment (창의적인 UCC 제작에 영향을 미치는 동기 및 보상 체계에 대한 연구: 몰입에 매개 효과를 중심으로)

  • Kim, Jin-Woo;Yang, Seung-Hwa;Lim, Seong-Taek;Lee, In-Seong
    • Asia pacific journal of information systems
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    • v.20 no.1
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    • pp.141-170
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    • 2010
  • User created content (UCC) is created and shared by common users on line. From the user's perspective, the increase of UCCs has led to an expansion of alternative means of communications, while from the business perspective UCCs have formed an environment in which an abundant amount of new contents can be produced. Despite outward quantitative growth, however, many aspects of UCCs do not meet the expectations of general users in terms of quality, and this can be observed through pirated contents and user-copied contents. The purpose of this research is to investigate effective methods for fostering production of creative user-generated content. This study proposes two core elements, namely, reward and motivation, which are believed to enhance content creativity as well as the mediating factor and users' committement, which will be effective for bridging the increasing motivation and content creativity. Based on this perspective, this research takes an in-depth look at issues related to constructing the dimensions of reward and motivation in UCC services for creative content product, which are identified in three phases. First, three dimensions of rewards have been proposed: task dimension, social dimension, and organizational dimention. The task dimension rewards are related to the inherent characteristics of a task such as writing blog articles and pasting photos. Four concrete ways of providing task-related rewards in UCC environments are suggested in this study, which include skill variety, task significance, task identity, and autonomy. The social dimensioni rewards are related to the connected relationships among users. The organizational dimension consists of monetary payoff and recognition from others. Second, the two types of motivations are suggested to be affected by the diverse rewards schemes: intrinsic motivation and extrinsic motivation. Intrinsic motivation occurs when people create new UCC contents for its' own sake, whereas extrinsic motivation occurs when people create new contents for other purposes such as fame and money. Third, commitments are suggested to work as important mediating variables between motivation and content creativity. We believe commitments are especially important in online environments because they have been found to exert stronger impacts on the Internet users than other relevant factors do. Two types of commitments are suggested in this study: emotional commitment and continuity commitment. Finally, content creativity is proposed as the final dependent variable in this study. We provide a systematic method to measure the creativity of UCC content based on the prior studies in creativity measurement. The method includes expert evaluation of blog pages posted by the Internet users. In order to test the theoretical model of our study, 133 active blog users were recruited to participate in a group discussion as well as a survey. They were asked to fill out a questionnaire on their commitment, motivation and rewards of creating UCC contents. At the same time, their creativity was measured by independent experts using Torrance Tests of Creative Thinking. Finally, two independent users visited the study participants' blog pages and evaluated their content creativity using the Creative Products Semantic Scale. All the data were compiled and analyzed through structural equation modeling. We first conducted a confirmatory factor analysis to validate the measurement model of our research. It was found that measures used in our study satisfied the requirement of reliability, convergent validity as well as discriminant validity. Given the fact that our measurement model is valid and reliable, we proceeded to conduct a structural model analysis. The results indicated that all the variables in our model had higher than necessary explanatory powers in terms of R-square values. The study results identified several important reward shemes. First of all, skill variety, task importance, task identity, and automony were all found to have significant influences on the intrinsic motivation of creating UCC contents. Also, the relationship with other users was found to have strong influences upon both intrinsic and extrinsic motivation. Finally, the opportunity to get recognition for their UCC work was found to have a significant impact on the extrinsic motivation of UCC users. However, different from our expectation, monetary compensation was found not to have a significant impact on the extrinsic motivation. It was also found that commitment was an important mediating factor in UCC environment between motivation and content creativity. A more fully mediating model was found to have the highest explanation power compared to no-mediation or partially mediated models. This paper ends with implications of the study results. First, from the theoretical perspective this study proposes and empirically validates the commitment as an important mediating factor between motivation and content creativity. This result reflects the characteristics of online environment in which the UCC creation activities occur voluntarily. Second, from the practical perspective this study proposes several concrete reward factors that are germane to the UCC environment, and their effectiveness to the content creativity is estimated. In addition to the quantitive results of relative importance of the reward factrs, this study also proposes concrete ways to provide the rewards in the UCC environment based on the FGI data that are collected after our participants finish asnwering survey questions. Finally, from the methodological perspective, this study suggests and implements a way to measure the UCC content creativity independently from the content generators' creativity, which can be used later by future research on UCC creativity. In sum, this study proposes and validates important reward features and their relations to the motivation, commitment, and the content creativity in UCC environment, which is believed to be one of the most important factors for the success of UCC and Web 2.0. As such, this study can provide significant theoretical as well as practical bases for fostering creativity in UCC contents.