• Title, Summary, Keyword: 경험적 가치

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인공지능 기술 기반 Hyper-Experience Art

  • Han, Jeong-Yeop;Lee, Yeon-Bin
    • Broadcasting and Media Magazine
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    • v.25 no.1
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    • pp.83-99
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    • 2020
  • 본 연구는 '인공지능이 그린 그림은 예술적 가치가 있는가?' '인공지능을 활용한 21세기의 현시대 예술은 무엇인가?' '어떻게 실현되는가?'라는 실천적 질문에서 출발하였다. 4차 산업혁명은 초실감(Hyper-Reality), 초지능(Hyper-Intellect), 초연결(Hyper-connect)로 '초(Hyper)의 시대'를 예고하고 있다. 이 혁명은 현시대 예술가에게 현실과 가상을 분간할 수 없는 혼합현실환경, 예술의 창작활동에 훌륭한 조수로서 역할을 할 수 있는 인공지능, 예술적 경험을 가상과 현실을 넘나들며, 언제 어디서나 즉각적으로 체험할 수 있는 기술을 제공한다. 실천적 질문에 대한 해답을 찾기 위하여 주관기관 홍익대학교, 참여기관 서울미디어대학원대학교, (주)브이알애드가 2018년 5월부터 2019년 12월까지 2년간 진행한 한국콘텐츠진흥원 문화기술 연구개발 지원사업 '인공지능 기반 창작 아틀리에 발굴 및 구축 기술 개발 프로젝트'를 통하여 인공지능 엔진(stNET, vidNET, hdtNET, omniNET)을 개발하였고 예술가와 4번의 전시를 통하여 성능 및 가치를 실증하였다. 인공지능은 그동안의 예술적 장르와는 차별화된 특이점을 가지고 있으며 응용 범위 또한 다양하다. 현시대 예술가에게 새로운 장르 개척의 훌륭한 조수로서 역할이 가능하다는 것이다. 그동안 현대 예술의 조형과 개념 미술에 한정적 메시지를 넘어, 인공지능기반 초 실감, 실 시간, 직관적 인터랙션을 통하여 직접적 예술 경험을 체험할 수 있다는 점에서, 현시대의 예술가에게 초 경험 예술(Hyper-Experience Art)의 시작인 동시에 새로운 장르 개척의 단초가 제공된다.

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발전 기술의 차이가 원자력 발전소 운전의 학습효과에 미치는 효과 분석

  • Lee, Man-Gi
    • Environmental and Resource Economics Review
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    • v.6 no.2
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    • pp.193-208
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    • 1997
  • 본 연구는 발전 기술이 다양한 우리나라 원자력 발전소들 사이의 운전 경험에 대한 정보가 원자력 발전소의 운전 성과에 미치는 효과를 실증적으로 분석하는 것을 목적으로 하였다. 기존의 원자력 발전의 학습 효과 분석은 주로 단일 발전소를 대상으로 수행되었다. 그러나 어떤 발전소의 운전 경험이 운전 성과에 미치는 효과는 그 발전소에만 국한되는 것이 아니고 다른 발전소에도 영향을 줄 수 있으므로 발전소들 사이의 운전 경험에 대한 정보의 공유에 대한 분석이 요구된다. 그런데 모든 발전소의 운전 경험이 동일한 가치를 가지고 있다고 볼 수는 없다. 동일 부지와 동질적 발전 기술을 가진 발전소들 사이에는 운전 경험의 운전학습효과가 클 것이지만 다른 부지와 이질적 발전 기술의 발전소들 사이에는 운전 경험에 관한 정보의 공유 비용이 높을 것으로 기대된다. 본 연구의 실증 분석 결과, 동질적 기술을 가지고 있는 발전소들 사이의 운전 정보의 공유가 대체적으로 더 활발한 것으로 분석되었으며 동일 부지에 있는 발전소들의 운전 경험이 운전 성과 향상에 미치는 효과가 큼을 알 수 있다. 이러한 실증 분석 결과는 예상과 일치하는 것으로 기존의 다양한 원자력 발전 기술의 도입이 발전소의 운전 성과 측면에서는 비효율적이었음을 지적하는 것이다.

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Internet Shopping Value, Store Image, Customer Satisfaction, and Re-Visit Intention - A Comparison by Product Types - (인터넷 쇼핑가치, 점포이미지와 고객만족 및 재방문의도 - 구매제품유형별 비교 -)

  • Kim, Kyung-Hee
    • The Journal of the Korea Contents Association
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    • v.8 no.3
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    • pp.173-181
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    • 2008
  • This study aims to prove the connection between satisfaction and re-visit intention of customers by examining shopping value and store image depending on product types purchased at Internet shopping malls. The finding of this study revealed that shopping value could be classified into hedonic and utilitarian value, while store image could be extracted into six dimensions such as reputation, product and information service, customer service after purchase, atmosphere, convenience, and safety. Both search goods and experience goods among store image factors were found to have stronger effect on utilitarian shopping value than hedonic shopping one. In addition, it was found that store image and shopping value had an effect on customer satisfaction and re-visit intention depending on product types, with a significant difference. These findings are expected to provide marketing complications for the understanding of differentiated market segments in the Internet shopping mall market, which is facing ever-growing market.

Searching the Meaning of Life Insurance Planner's Job Experiences (생명보험설계사의 직무경험 의미 탐색)

  • Kim, Yeon-Chul;Han, Sang-Kil
    • The Journal of the Korea Contents Association
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    • v.16 no.7
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    • pp.190-206
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    • 2016
  • This study explores the meaning of life insurance planner's job experiences achieving job security, high performance and high income. After 6 of life insurance planners working in the field were chosen as the study participants, we use narrative approach to studying the meaning of their job experiences. The study shows that perception about job competency of planners depends on the level of experience: candidates who had no experience at all feel that anyone can perform planner's job, new employees after introduction training program see planners can do with product knowledge and consulting competency, and experienced people admit they can perform successfully only when they have good attitude towards customers and do all their work in a conscientious manner. Also, the meaning of planner's job experiences is identified as awareness of work value and serving customers with their commitment. The anticipated factors that make planner's job performed successfully are playing a role as a teacher, doctor, and angel, being regarded as happiness preacher for economic stability of individuals and families, and displaying their performance as experts.

Factors Affecting the Continuous Use Intention of Smartphone Social Network Games : With a Focus on the Value Model (스마트폰 소셜 네트워크 게임의 지속 사용의도 영향 요인 : 가치모형을 중심으로)

  • Kim, Hyun-Chul;Huh, Searle;Choi, Jun-Ho
    • Journal of Korea Game Society
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    • v.12 no.3
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    • pp.11-24
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    • 2012
  • Primarily working on SNS(Social Network Service) platform, the SNG(Social Network Game) utilizes friends and neighbors for invitation and play. Based on the value model of HCI, this paper purports to discover how functional, hedonic, social and personal values predict the continuous usage intention and satisfaction of SNG in a smartphone. Hypothesis testing through structural equation modeling shows that hedonic and functional values affect satisfaction and intention to use of SNG while social and personal values do not. This result implies that fun and easy interface are more important to the success of SNG service than social networking motivation.

The Effects of Shopping Value, Ease of Use, and Usefulness on Mobile Purchase Intention (쇼핑가치, 사용용이성, 유용성이 모바일 구매의도에 미치는 영향)

  • Chae, Jin Mie
    • Science of Emotion and Sensibility
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    • v.20 no.2
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    • pp.73-86
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    • 2017
  • The purpose of this study was to investigate the influence of consumers' shopping value(SV), ease of use(EOU), and usefulness(U) on their purchase intention(PI) in mobile shopping mall. Path hypotheses in structural equation model which was constructed for this purpose were verified. In addition, the research model was analyzed according to the groups classified by the level of purchase experience in mobile shopping mall. The survey was limited to the respondents in their 20s and 30s living in Seoul and other metropolitan areas who had purchased fashion products in mobile shopping mall. 411 useful data collected from on-line survey were analyzed by descriptive statistics, exploratory factor analysis, confirmatory factor analysis, reliability analysis, and pearson's correlation analysis using SPSS 21 and AMOS 19. The results of verifying the hypotheses were as follows: First, SV was composed of two factors which included hedonic shopping value(HSV) and utilitarian shopping value(USV). Second, the research model was verified as an acceptable model in explaining the influence of consumers' SV, EOU, and U on PI. Third, seven hypotheses among nine hypotheses were accepted in high purchasers. HSV did not have a significant influence on PI, and EOU did not affect PI significantly. Fourth, five hypotheses were accepted in light purchasers. HSV affected U significantly while USV had a significant impact on EOU and PI. EOU affected U, and U affected PI significantly. In conclusion, USV was proven to be the factor affecting PI directly as well as indirectly. Eou and U also had a significant influnce on PI in mobile fashion shopping. These results will provide mobile marketers with the differentiated strategies to make consumers lead to mobile purchase.

A Study on the Effects of Choice Attributes of the Housing on the Loyalty (주거선택속성이 애호도에 미치는 영향력에 관한 연구: 서초구를 중심으로)

  • Seo, Hee Bong;Ha, Kyu Soo
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.10 no.5
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    • pp.93-103
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    • 2015
  • Residential environment is not only the physical aspects affected by the unique characteristics of the residents, social, economic, cultural, etc. are closely related to many environmental factors. This research is based on choice attribute theory that substantially explains how housing choice attributes affect loyalty via image, perceived value in Secho. This paper investigate empirically relationship between selection properties of residential environment and loyalty, moderating effect of image and perceived value. Results were computed using SPSS 20.0 statistical analysis programs. The results are summarized as follows. First, The elements of choice attribute are divided into six factor, such as regional reputation, green environment, convenience, property value, safety, housing status. In the results of the analyses, housing choice properties gives a positive influence to the loyalty. Second, testing its mediating role, I use the three regression equation models by Baron and Kenny. When the mediator effect of image, perceived value was represented, the effect of image and perceived value was statistically significant. Thus, the mediating role of image and perceived value was supported. It means the higher image and perceived value can enhance loyalty of Secho.

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A Study on User-Centered Vehicle Designs - Focusing on the Emotional Values - (자동차에 있어서 USER CENTERED DESIGN에 관한 연구 - 감성 가치를 중심으로 -)

  • 이명기
    • Archives of design research
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    • v.16 no.3
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    • pp.299-308
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    • 2003
  • The existing market patterns and social structures have been changed according to the trends of digital and informational society of the 21st century. The characteristics of the consumption market is that the balance of power moves from enterprises to consumers. As consumers’ demands are diversified according to life quality enhancement, many products are based on main aspects of human experiences, emotions and values. Standardized functions and services of products cannot capture consumers to a great extent any more. A notable aspect is that consumers want products or services that can oner movable experiences. Future products must appeal to emotion, not to reason of consumers. Now consumers purchase styles, experiences and stories contained in products, not products themselves. That is, the key to decision to purchase products is the satisfaction of emotional values. Users'emotions diversified due to the development of industrial designs demand the development of new designs that can represent new trends of users. User-centered values imply the change of people's purchasing trends. This indicates that there is a need to change physical aspects such as price or functions into individual emotions and characters. In addition, studies are required on design concepts to pursue new emotional values, apart from functional type designs. It is time for designers to suggest initiative and rational directions for this changing era.

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A Study on the Impact of Users' Place Attachment on the Value of Public Libraries (공공도서관에 대한 이용자의 장소애착이 장소가치인식에 미치는 영향에 관한 연구)

  • Lee, Jeong-Ho
    • Journal of the Korean Society for Library and Information Science
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    • v.45 no.4
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    • pp.209-234
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    • 2011
  • The purpose of this study is to verify effects between the place attachment and the place value in public libraries; and also to identify whether frequency and purpose of usage, length of residence, and website use play a moderating role in the influential relationship between users' place attachment and the perception of place value for public libraries. Users' place dependence affected the library's value positively(+) due to moderating effect of usage frequency of the library and the users' length of residence. In order to estimate the moderating effect by purpose of use, the groups were divided by purpose of library use and the relationship between place attachment and place value by groups were analyzed. However, website usage bore no effect on users' place attachment or perception of place value to their local library. This study showed that place attachment as an affective indicator on users is very useful variable to explain the value of libraries as a social and cultural place.

A Modified Real Options Valuation Model for Early Stage Start-Ups in the Game Industry (초기 게임개발사 특성을 고려한 가치평가 모형 연구)

  • Yoo, Changsok;Poe, Baek
    • Journal of Korea Game Society
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    • v.13 no.3
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    • pp.69-76
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    • 2013
  • The financial value of early stage start-up has a tendency to depend more on the non-financial factors, but these are not efficiently reflected in the traditional valuation models. Therefore, most of valuation practices for early stage start-ups heavily relied on the guts of experts. To remedy this, this study suggests a model to directly reflect the non-financial factors especially for the real options approach. Actual process of valuation and the adjustment way were developed considering the characteristics of early stage start-ups in the game industry.