• Title/Summary/Keyword: 구조 및 행위분석

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The Study on the Genealogy and Impact Factor of Papers by Citation Analysis (인용문헌 분석을 통한 학술 논문의 수명 및 계보에 관한 연구)

  • Chung, Jun-Min
    • Journal of the Korean Society for Library and Information Science
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    • v.44 no.2
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    • pp.357-379
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    • 2010
  • The citation analysis is not applied to group measurements but to individual papers finding their impact factors among citation chains which are created by tracing citing-cited relationship between any two papers in data set. The individual impact factor is measured by adding each value derived from citation chain. Each paper's impact factor index is calculated by adding the values of each index by direct citing-cited relationship, and the values of each impact factor made by indirectly influencing to the papers in the citation chain. The research introduces a grace period, in which the system holds the papers not cited by other papers yet, but are expected to be cited within this period. Eventually not cited papers after the grace period would be eliminated by the system. The experiment suggests a reasonable database in which the highly influenced papers are gathered, and could be serviced in stead of buying databases filled with worthless not-cited-papers.

The Method for Real-Time Systems Modeling Based On the Object and Temporal Logic (객체 및 시제논리에 기반한 실시간 시스템 모형화 방법)

  • Kim, Jung-Sool;Kang, Byung-Wook
    • The Transactions of the Korea Information Processing Society
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    • v.5 no.6
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    • pp.1522-1536
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    • 1998
  • In this paper, we present a modeling method for the real-time systems. This method is based on the DARTS (Design Approach for Real-Time Systems) and widely extended to analysis phase. The DARTS method provides a good guideline for the real -time software design, but it uses structured analysis and does not provide a specification language. So. this paper provides extended DARTS modeling techniques to the analysis area based on the objects. Internal behavior of system showed by means of a NPN (Numerical Petri Net) for analysis, and the specification language is provided based on the temporal logic for transition synchronization sequence control. By the example, we identified the proposed method was applied well. And through the reachability graph, we verified whether the deadlocks may occur or not in the analysis phase before the design phase. Thus. it gives easy way to analysis, so that it will lead to the design phase naturally.

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A Study on the Motivation of Public Welfare Game Users to Participate in Game Based on UTAUT Model (UTAUT모델을 기반한 공익성게임 유저의 게임 참여 동기 유발에 관한 연구)

  • Wanxin, Qian;Kyung, Byung-Pyo
    • Journal of Korea Game Society
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    • v.21 no.3
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    • pp.67-78
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    • 2021
  • The subjects of this study are Chinese players who have participated in public welfare games. SPSS24.0 and AMOS24.0 were used to analyze the data, including reliability analysis, validity analysis, correlation analysis, structural equation model verification and so on. The hypothesis results show that Trust-Aware is the most important motivation dimension that affects players' participation in public welfare games. Under the dimension of Performance Expectancy, the main influencing factors are players' needs for self-realization and concern for vulnerable groups. Perceived Risk and Social Influence are the motivational factors that influence players' participation in public welfare games.

Notes on Methods for Realization and Analysis for Implementation of Traditional Aesthetic Value (전통 조형정신의 구현체계의 분석 방법과 실현 방안에 관한 고찰)

  • 민경우
    • Archives of design research
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    • v.17 no.3
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    • pp.335-342
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    • 2004
  • Recently there have been various research activities regarding Korean traditional aesthetics. However, those researches were mainly conducted individually, partially, and periodically, which resulted in unsystematic and incomprehensive works. Therefore, it is required to orginze all the precedent research works with more systematic and objective framework. Generally speaking, all the human activities including aesthetic activity have ends, procedure and means. In other words, human being needs three key elements for realizing any thought and those three elements include contents, formal, and practical element. Element of contents is ultimate goal to accomplish as value, concept, and meaning of thought with their aims. Formal element includes methods, principles, norms, procedure, formality and style comprising of thought in order to accomplish the goal. Finally, practical element refers to specific means, tool, media, material and techniques to concretize the contents through form. Almost all of thoughts and meaning which human being tries to express consist of language. Major elements in sentence include 'subject (omissible)' , 'objects (aim)', 'predicate (formality)', 'complement (means)' and they are composed systematically and hierarchically with rules in sentence. The study compared human activity model with language structure and analyzed their implication with design (aesthetics), which made it possible to propose analytic frameworks for traditional aesthetics. In addition, the study also systematically organized the way to realize traditional aesthetic value in the present context based on the methods developed in this study.

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Story Value Analysis of Sharing between Mutual Media with the Cases Oriented in Films and Games (매체 상호간 공유 가능한 Story Value 분석 - 영화와 게임의 사례를 중심으로 -)

  • Lee, Ja-Hye;Kim, Mi-Jin
    • The Journal of the Korea Contents Association
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    • v.8 no.12
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    • pp.72-80
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    • 2008
  • The movie and game are on the center of entertainment industry. The OSMU(One Source Multi Use) method of two media is the most conspicuous in sharing stories. Particularly, the storytelling of a game emphasizes a harmonization between the elements that can be used for a game on narrative point of view(the traditional plot like novel, film and etc.) and the elements reflecting the interactivity, the characteristic of a game. In the gaming made with a film and filming made with a game, the main element of successful storytelling is the story value. In this paper, we describe through the case analysis of the gaming made with a film and filing made with a game in three aspects based on hero's journey steps of Joseph Campbell and $Gr\acute{e}mas's$ actant model theory, which they are the story event, the type and relation of characters, and the complication type between the characters. we, consequently, believe that the compatible storytelling between two media (film and game) and the setting way of characters could be made with the successful diversification in OSMU.

A Mobile Multimedia Auction System (모바일 멀티미디어 경매 시스템)

  • Ahn, Hoo-Young;Ryu, Ki-Young;Park, Young-Ho;Ha, Sun-Tae
    • Journal of KIISE:Computing Practices and Letters
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    • v.13 no.5
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    • pp.320-332
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    • 2007
  • Recently, new interests on digital contents and UCC(User Created Content)s are growing fast through the development of internet. However, there have been many side-effects on those interests. The representative problems are perversing illegal copies and the distributions for personal valuable digital contents to unauthorized anonymous users. These decrease creation of good digital contents by interfering with the growth of information technology industry and the content provider#s creative will. To resolve these problems, in the paper, we propose a novel auction system for multimedia contents and bidding processes. The system applies the concept of used goods onto digital contents. Especially, the auction system is based on mobile environment. Finally, the performance evaluation shows that those main auction process algorithms indicate the time complexity of logarithm scale for insertions and searches. Therefore, the performance of the system is not significantly influenced by the amount of contents even though the volume of contents in the system is increasing.

Multiple Perspective Business System Modeling Using Unified Modeling Language (Unified Modeling Language를 활용한 다관점 업무 시스템 모형화)

  • Kim, Jong-U;Kim, Jin-Sam;Jo, Jin-Hui;Jeon, Jin-Ok
    • The Transactions of the Korea Information Processing Society
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    • v.6 no.9
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    • pp.2373-2383
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    • 1999
  • Recently, due to the popularity of object-oriented programming languages, object-oriented modeling and development methodologies become widely applied to information system development. When object-oriented methodology is adopted, using object-oriented modeling languages for business analysis and redesign has the advantages such that business modeling results can be easily understood and referred by information system developers. In this paper, UML-B, Unified Modeling Language extension for Business modeling is proposed, which uses UML notation for modeling organization structure, actors, use cases, business processes, and entities in business systems. It also utilizes extension mechanisms of UML to facilitate business modeling activities, and supports business process reengineering with object-oriented modeling.

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Interdependence and Check in East Sea Rim: Focused on Border Trade n Transitional Nations (환동해권 지역사회의 상호의존과 견제: 제이행국가 접경지역의 대외경제교류 중심으로)

  • Choi, Youngjin
    • International Area Studies Review
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    • v.16 no.3
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    • pp.293-321
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    • 2012
  • This study aims to examine how institutions has been formed to deepen interdependence and to keep check in trade on the border regions of East Sea Rim between the macro structure and micro behaviors. The transitional nations such as China, Russia, and North Korea adjacent to the East Sea Rim exhibits unique characteristics in terms of transaction governance structure. While the regional economy in northeast China is still overwhelmed by the stated-owned enterprises(SOEs), it strongly encourages the private economic trade to form institutional economy through the border trade port and peddler trade market. Thus trade is shaped by the mixed governance. In far east Russia, whereas the SOEs are in charge of exporting oil, gas etc., private firms and small scale traders are importing household items, so that it can also be called as the mixed governance, while informal social networks simultaneously work. In North Korea, for the trade, since the firms are mainly required to have the permits from the different levels of government, it is regarded as the hierarchical governance. The institutional economics seems to well explain the changing agencies and their influence on the trade among the regions in the East Sea Rim.

The Team Structure Design, Team-Coaching, Team Development, and Team Performance of Cross-Functional Project Team (다기능프로젝트팀의 설계, 팀 코칭, 팀 개발과 성과)

  • Park, Jong-Hyuk
    • The Journal of the Korea Contents Association
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    • v.11 no.8
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    • pp.260-273
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    • 2011
  • Utilizing cross-functional project teams is an attractive organizing option, particularly in solving complex and innovative problems that require diverse sources of information, knowledge, and expertise brought by individuals from different functional backgrounds. This study is aiming at finding the group dynamics surrounding and inside the teams for the better understand what makes cross-functional project teams effective. Adopting variables from small group research and organizational context research, I extract critical antecedents, mediator, and team-coaching that lead to team performance. Data from 32 cross-functional project teams consisting of 214 individual respondents are analyzed through regression analyses for hypotheses testing. Results of the analyses demonstrate that the team process and team performance are significantly affected by the composition of competence in team and team compensation. Also I find that team-coaching as a leadership behavior has influence on team process and team performance. Some implications, future research directions, and limitations are discussed.

A Study on Automatic Classification Technique of Malware Packing Type (악성코드 패킹유형 자동분류 기술 연구)

  • Kim, Su-jeong;Ha, Ji-hee;Lee, Tae-jin
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.28 no.5
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    • pp.1119-1127
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    • 2018
  • Most of the cyber attacks are caused by malicious codes. The damage caused by cyber attacks are gradually expanded to IoT and CPS, which is not limited to cyberspace but a serious threat to real life. Accordingly, various malicious code analysis techniques have been appeared. Dynamic analysis have been widely used to easily identify the resulting malicious behavior, but are struggling with an increase in Anti-VM malware that is not working in VM environment detection. On the other hand, static analysis has difficulties in analysis due to various packing techniques. In this paper, we proposed malware classification techniques regardless of known packers or unknown packers through the proposed model. To do this, we designed a model of supervised learning and unsupervised learning for the features that can be used in the PE structure, and conducted the results verification through 98,000 samples. It is expected that accurate analysis will be possible through customized analysis technology for each class.