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The Effect of the Characteristics of the Influencer of Public Officials and Internet Live Broadcasting in China on Local Agricultural Products' Brand Image, Purchase Intention, and Word-of-Mouth Intention (공무원 인플루언서의 특성, 라이브커머스의 방송 특성이 지역 농산물의 브랜드 이미지와 구매의도, 구전의도에 미치는 영향: 중국의 인터넷 라이브커머스 방송을 중심으로)

  • JiaShuang, Ma;Eun Hee, Lee
    • Human Ecology Research
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    • v.60 no.4
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    • pp.645-665
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    • 2022
  • This study aimed to understand the effect of the characteristics of the influencer of public officials and the characteristics of internet live broadcasting in China on the brand image of local agricultural products, purchase intention, and word-of-mouth intention. A survey was administered to Chinese consumers who had purchased local agricultural products after watching live broadcasts on the internet by influencers of government officials. A total of 317 questionnaires were collected and the data were analyzed using SPSS 26.0 and AMOS 28.0. The key results were as follows. First, regarding the characteristics of the influencer of public officials, reliability, attractiveness, and expertise had a positive effect on the brand image of local agricultural products. Second, among the characteristics of internet live broadcasting, interaction and information had a positive effect on the brand image of local agricultural products, but entertainment did not. Third, the brand image of local agricultural products had a positive effect on purchase intention and word-of-mouth intention. Finally, the mediating effect of local agricultural brand image was evident in the reliability, attractiveness, and expertise characteristics of the influencer of public officials and purchase intention and word-of-mouth intention. Finally, the mediating effect of local agricultural brand image was evident in the interaction and information characteristics of internet live broadcasting and purchase intention and word-of-mouth intention.

A Study on Blockchain-Based Mass NFT Content Minting

  • Byong-Kwon Lee
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.5
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    • pp.49-56
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    • 2023
  • Currently, e-commerce is changing from a digital twin to a metaverse world. The metaverse world is an intermediate form between virtual and real worlds and is operated as a coin-based meta-commerce. In this meta-commerce world, blockchain-based NFT coins are used when trading items (contents). In this study, we studied how to issue a large number of NFT coins (certification) rather than issuing a single type of NFT. The research method was designed to produce content layer-based and automatically create the desired quantity using a mass NFT index and automatic generation method. In this study, a layer overlap method (background, body, etc.) was used with a Phyton-based program for mass minting. As a result, it can be used as a blockchain-based certificate that can prove a group of many people. In addition, the content created with the NFT index was registered on the NFT sales site to confirm its utilization and value.

Hierarchical IoT Edge Resource Allocation and Management Techniques based on Synthetic Neural Networks in Distributed AIoT Environments (분산 AIoT 환경에서 합성곱신경망 기반 계층적 IoT Edge 자원 할당 및 관리 기법)

  • Yoon-Su Jeong
    • Advanced Industrial SCIence
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    • v.2 no.3
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    • pp.8-14
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    • 2023
  • The majority of IoT devices already employ AIoT, however there are still numerous issues that need to be resolved before AI applications can be deployed. In order to more effectively distribute IoT edge resources, this paper propose a machine learning-based approach to managing IoT edge resources. The suggested method constantly improves the allocation of IoT resources by identifying IoT edge resource trends using machine learning. IoT resources that have been optimized make use of machine learning convolution to reliably sustain IoT edge resources that are always changing. By storing each machine learning-based IoT edge resource as a hash value alongside the resource of the previous pattern, the suggested approach effectively verifies the resource as an attack pattern in a distributed AIoT context. Experimental results evaluate energy efficiency in three different test scenarios to verify the integrity of IoT Edge resources to see if they work well in complex environments with heterogeneous computational hardware.

Privacy-preserving Proptech using Domain Adaptation in Metaverse (메타버스 내 원격 부동산 중계 시스템을 위한 부동산 매물 영상 내 민감정보 삭제 기술)

  • Junho Kim;Jinhong Kim;Byeongjun Kang;Jaewon Choi;Jihoon Kim;Dongwoo Kang
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2022.11a
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    • pp.187-190
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    • 2022
  • 본 논문은 메타버스 등 인공지능 연계 증강/가상현실 부동 중계 플랫폼에서 부동산 영상 기반 매물 소개 시스템 구축에서 사생활 및 개인정보가 영상에 담기게 될 수 있는 위험이 존재하기에 부동산 영상 내의 개인정보 및 민감 정보를 인공지능 기술을 기반으로 검출하여 삭제해주고 복원해주는 인공지능 기술 연구개발을 목표로 하였다. 한국형 부동산 내 민감 object 를 정의하고, 최신 인공지능 딥러닝 기술 기반 민감 object detection 알고리즘을 연구 개발하며, 영상에서 삭제된 부분은 인공지능 기술을 기반으로 물체가 없는 실제 공간영상으로 복원해주는 영상복원 기술도 연구 개발하였다. 한국형 부동산 환경 (영상 촬영 조도, 디스플레이 스타일, 주변 가구 배치 등)에 맞는 인공지능 모델 구축을 위하여, 자체적으로 한국 영상 database 구축 및 Transfer learning for target domain adaptation 을 진행하였다. 제안된 알고리즘은 일반적인 환경에서 98%의 정확도와 challenge 환경에서 (occlusion 빛 반사, 저조도 등) 81%의 정확도를 보였다. 본 기술은 Proptech 분야에서 주목받고 있는 메타버스 기반 온라인 중계 서비스 기술을 활성화하기 위하여 기획되었으며, 특히 메타버스 부동산 중계 플랫폼의 활성화를 위하여 사생활 보호 측면에서 필요한 중요 기술을 인공지능 기술을 활용하여 연구 개발하였다.

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Development and applicability of water balance analysis model for agricultural watershed (농업용수 유역 물수지 분석 모델 개발 및 적용성 평가)

  • Dong-Hyun Yoon;Won-Ho Nam;Ji-Hyeon Shin;Kyung-Mo Kim;Sang-Woo Kim;Jin-Hyeon Park
    • Proceedings of the Korea Water Resources Association Conference
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    • 2023.05a
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    • pp.71-71
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    • 2023
  • 국가물관리기본법에 의거하여 통합물관리 정책에 부합하는 농어촌용수 계획 및 관리를 위해 유역 및 용수구역 단위의 농업용수 공급 및 수요 분석이 요구되고 있다. 현재 농업용수는 개수로 방식 용수공급체계 및 수문 직접조작에 의한 용수배분체계로 공급량 대비 사용량의 비율이 48%에 불과하다. 또한, 농경지 상류와 하류의 공급량 차이가 크게 발생하며, 경지면적 감소가 공급 필요량 감소로 연결되지 않는다. 농업용수의 경우 기존 국가유역수자원 모델 (K-WEAP, MODISM)을 통한 물수지 분석시 순물소모량 개념의 회귀수량 산정으로 공급량과 회귀량의 왜곡이 발생하고 있으며, 이에 따른 공급량 왜곡, 유역내 복잡하고 다양한 농업용수 공급체계를 하나의 가상저수지로 단순화함으로서 유역내 들녘별 농업용수 과부족 분석 불가능, 하천과 저수지 공급 우선순위 현장과 불일치 등 농어촌용수구역의 특성 및 실제 현장을 반영하는데 한계가 있다. 본 연구에서는 기존 물수지 분석 모델을 개선하기 위한 농업용수 유역 물수지 분석 모델의 방법론을 제시하고 시범지역 적용을 통한 검증 및 적용성을 평가하고자 한다. 경기 안서 농촌용수구역을 대상으로 농어촌공사 및 지자체 관리 저수지, 양수장, 취입보, 관정 등 총 106개 개별 시설물 자료를 구축하였으며, 39개 지구로 세분화하였다. 한국농어촌공사의 계측 공급량 기반 수요량 및 개별 시설물에 대한 물수지 분석 후 지구 단위, 소유역 단위, 표준유역 단위의 상하류 및 시설물을 연계한 유역 물수지 모델을 제시하고자 한다.

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Development of Dynamic Manpower Supply and Demand Model in Software Industry (소프트웨어 산업 동태적 인력수급 모델 개발)

  • Jaerim Jung
    • Journal of Advanced Technology Convergence
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    • v.2 no.3
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    • pp.59-66
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    • 2023
  • The most important thing in digital transformation is SW technology. However, many companies are having difficulty securing SW technology and manpower. In particular, it is reported that the shortage of SW manpower will increase further. The government is carrying out manpower training policies and many support projects to resolve SW manpower supply and demand policies, but accurate predictions of demand and supply of the software industry are essential for these policies to be effectively established. Therefore, this study developed a simulation using a system dynamics methodology that can perform dynamic structural analysis to resolve the supply and demand imbalance in the software industry. System dynamics is appropriate to find the cause and policy alternatives from a dynamic perspective on the imbalance in manpower supply and demand in the software industry. In detail, the U.S. Bureau of Labor Statistics (BLS) methodology was used to develop a prediction model for manpower demand and supply in the software industry, and scenario analysis was performed to derive policy implications.

Data Fusion and Pursuit-Evasion Simulations for Position Evaluation of Tactical Objects (전술객체 위치 모의를 위한 데이터 융합 및 추적 회피 시뮬레이션)

  • Jin, Seung-Ri;Kim, Seok-Kwon;Son, Jae-Won;Park, Dong-Jo
    • Journal of the Korea Society for Simulation
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    • v.19 no.4
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    • pp.209-218
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    • 2010
  • The aim of the study on the tactical object representation techniques in synthetic environment is on acquiring fundamental techniques for detection and tracking of tactical objects, and evaluating the strategic situation in the virtual ground. In order to acquire these techniques, there need the tactical objects' position tracking and evaluation, and an inter-sharing technique between tactical models. In this paper, we study the algorithms on the sensor data fusion and coordinate conversion, proportional navigation guidance(PNG), and pursuit-evasion technique for engineering and higher level models. Additionally, we simulate the position evaluation of tractical objects using the pursuit and evasion maneuvers between a submarine and a torpedo.

A Study on the Battle Management Language Application for the C4I and M&S Interoperation in ROK Forces (한국군에서의 C4I체계와 M&S 상호운용을 위한 BML 적용에 관한 연구)

  • Jung, Whan-Sik;Lee, Jae-Yeong
    • Journal of the Korea Society for Simulation
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    • v.19 no.1
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    • pp.91-101
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    • 2010
  • Battle Management Language (BML) is defined as an unambiguous language intended to provide for command and control of simulated and live forces in U.S. It has been developed to connect between command and control system and Modeling & Simulation in the U.S., including NATO M&S Working Group. Its goal is to provide situational awareness and offer a path forward for interoperation of C2 systems and simulations. This study deals with BML development in U.S. that begins from army and is being expanded in multinational environment. It also proposes the BML application for C4I and M&S interoperation in the Korean forces. Recent developments of BML in U.S. have shown the potential for interoperation between C2 systems and simulations in a coalition environment. Finally, this study proposes a general BML application method and shows the example of its application to the Korea Joint Command Control System (KJCCS). It provides an architecture and a milestone for BML application in the Korean forces.

A Study of PLC Simulation for Automobile Panel AS/RS (자동차 패널 자동창고 시스템의 PLC 시뮬레이션 적용 연구)

  • Ko, Min-Suk;Koo, Lock-Jo;Kwak, Jong-Geun;Hong, Sang-Hyun;Wang, Gi-Nam;Park, Sang-Chul
    • Journal of the Korea Society for Simulation
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    • v.18 no.3
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    • pp.1-11
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    • 2009
  • This paper illustrates a case study of PLC logic simulation in a car manufacturing system. It was developed to simulate and verify PLC control program for automobile panel AS/RS. Because car models become varied, the complexity of supply problem is increasing in the car manufacturing system. To cope with this problem, companies use the AS (automated storage) and RS (retrieval system) but it has logical complexity. Industrial automated process uses PLC code to control the AS/RS, however control information and control codes (PLC code) are difficult to understand. This paper suggests a PLC simulation environment, using 3D models and PLC code with realistic data. Data used in this simulation is based on realistic 3D model and I/O model, using actual size and PLC signals, respectively. The environment is similar to a real factory; users can verify and test the PLC code using this simulation before the implementation of AS/RS. Proposed simulation environment can be used for test run of AS/RS to reduce implementation time and cost.

Network Traffic Control for War-game Simulation in Distributed Computing Environment (분산 컴퓨팅 환경에서의 워게임 시뮬레이션을 위한 네트워크 트래픽 제어)

  • Jang, Sung-Ho;Kim, Tae-Young;Lee, Jong-Sik
    • Journal of the Korea Society for Simulation
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    • v.18 no.4
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    • pp.1-8
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    • 2009
  • The distributed war-game simulation system has been used to represent the virtual battlefield environment. In order to produce a simulation result, simulators connected from a network transfer messages with location information of simulated objects to a central simulation server. This network traffic is an immediate cause of system performance degradation. Therefore, the paper proposes a system to manage and control network traffic generated from distributed war-game simulation. The proposed system determines the moving distance of simulated objects and filters location messages by a distance threshold which is controlled according to system conditions like network traffic and location error. And, the system predicts the next location of simulated objects to minimize location error caused by message filtering. Experimental results demonstrate that the proposed system is effective to control the network traffic of distributed war-game simulation systems and reduce the location error of simulated objects.