• 제목/요약/키워드: 기술경험

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이동통신 보안의 현재와 미래

  • Kim, Yongdae
    • Review of KIISC
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    • v.29 no.5
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    • pp.45-50
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    • 2019
  • 본 고는 필자가 지난 8년 간 다양한 이동통신 취약점 연구를 했던 경험을 바탕으로 5G 이동통신 보안의 미래에 대하여 예측하는 것을 목적으로 한다. 이를 위하여 기존 네트워크 보안과 다른 이동통신 기술의 특수성, 이동통신 보안의 기술적 어려움에 대하여 분석을 하고, 실제로 취약점 분석을 했던 경험을 바탕으로 5G 이동통신 보안의 미래에 대하여 예측하고자한다.

항로표지 시뮬레이터를 이용한 항로표지 배치의 정량적 평가에 관한 연구

  • Park, Tae-Geun;Yu, Yong-Su;Han, Ju-Seop;Kim, Jong-Uk
    • Proceedings of the Korean Institute of Navigation and Port Research Conference
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    • 2019.05a
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    • pp.69-71
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    • 2019
  • 현재까지 주요 항만의 운항경로에 설치되는 항로표지의 선택과 배치는 전문가의 경험에 의지하여 결정하여 왔다. 이에 따라 기존 항로표지 설치에 대한 객관적인 근거와 타당성을 확보하기 어려웠다. 그러나 최근 빠른 연산 능력을 지닌 컴퓨터와 이를 이용한 시뮬레이터를 활용하여 보다 빠르고 정확한 프로그램을 운용할 수 있어 전문가의 경험에 의존하는 전통적 방법을 대체하고 있다. 이에 본 연구는 국제 규격과 경험식을 기준으로, 항로표지를 배치하여 산출되는 수치를 비교 분석하여 정량적인 평가를 통한 최적의 항로표지 배치를 도출하는데 그 목적을 가진다. 본 논문에서는 국내 특정 항만을 대상으로 적용한 시뮬레이션 결과를 통하여 항로표지 시뮬레이터의 추후 사용 가치와 발전방향에 대하여 논한다.

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Artificial intelligence Artworks and Media Perception (인공지능 미술작품과 매체 지각)

  • Huh, Yoon Jung
    • Journal of Digital Convergence
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    • v.20 no.5
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    • pp.741-749
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    • 2022
  • The purpose of this study is to find out what kind of media perception can be experienced by the audience when artificial intelligence technology meets art, where new technologies are invented one after another. Among the artificial intelligence works, I selected works that stand out in relation to perception and investigated what kind of media perception the audience experiences when artificial intelligence technology meets art. By examining the characteristics of machine hallucinations, uncanny, and artificial empathy with the media perception of artificial intelligence art, these perceptions were ultimately identified as aura perception within family resemblance. In the future, artificial intelligence technology will develop further and artists will not stop experimenting with them. It is expected that the works created by artists will expand the audience's perceptual experience while providing new experiences to the audience.

Analysis of smoking experience and their smoking attitude among elementary schoolers (초등학교 학생들의 흡연 경험과 흡연에 대한 태도 분석)

  • Kim, Jungae
    • The Journal of the Convergence on Culture Technology
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    • v.1 no.2
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    • pp.53-64
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    • 2015
  • The purpose of this study was to analyze the smoking experience and attitude including affect factors to smoking for elementary schoolers. The cross-sectional descriptive study design was used. We selected 810 students from 14 elementary school located in Chungchung-do and Gangwon-do by convenience random sampling and received IRB from Y Univ. 810 students were included in the final analysis using generalized linear model. Among 810 students, 7.3% of students reported to have smoking experience. The result of analyzing the smoking affect factors for smoking students who were having friends who had smoking experience, unable to smoking suggestion and those who were male, had significantly more smoking experience. According to the results of this study, there should be an intensive tailed smoking related program development for male elementary students, especially for smokers who have smoking friend and including smoking refusing program. And the school system services of elementary school should be strengthened to protect the elementary students from further the critical situation caused by smoking experience.

Effect of the Affordance Characteristics of VR Game UI on the User Experience (VR 게임 UI의 어포던스 특성이 사용자 경험에 미치는 영향)

  • Park, Jun-Hong;Lee, Junsang
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.24 no.2
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    • pp.252-258
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    • 2020
  • Advances in IT technologies are developing VR content technologies that provide five senses information to users and interact with them. These VR content technologies are widely used by users not only for time and space limitations but also for providing immersion experiences. VR contents are contents that allow users to experience images that are played on the screen through five senses such as augmented reality, virtual reality, and holograms as well as visuals. VR games are also becoming more diverse in interfaces for the interaction of users with VR games. This study recognized the importance of the interface and analyzed the impact of the application characteristics of VR game UI on user experience and satisfaction from the user perspective. Research shows that VR game UI interacts with user experience and satisfaction. This appears to affect user experience based on how well people using VR game UI can understand and utilize the characteristics and functions of UI.

A Study on the Narratives of Single Person Experience based on Visual Transference: Focusing on the Isolated Factors of COVID-19 (시각적 전이에 기초한 1인 경험 내러티브에 관한 연구: COVID-19의 고립 요인을 중심으로)

  • Lee, You-Jin
    • Journal of Digital Convergence
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    • v.20 no.4
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    • pp.519-528
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    • 2022
  • The purpose of the study was to further investigate the direction for one-person experience design based on visual shift due to the isolation one has experienced after the COVID-19 and the factors regarding it. The study involves eight female participants who are in their twenties via digital platform. The participants were instructed to choose digital image similar to COVID-19 and to write down facts based upon the image and the researcher will look into the result microscopically. The researchers found that the isolation factors include decreased face-to-face communication, reliance on social media, heavy usage of OTT platform, limited outdoor occasion and activity, limitation of untact technology and education program, fear over the pandemic and so on. The study has shown that the one-person experience design should be heading in a direction where it adopts space design that can crossover online and offline world, digital complex design to embody realness as well as the communication design to regain the relationships with others.

The Effects of Willingness to use Technology, Digital Alienation and Assistant Experiences on the Life Satisfaction of Elderly Consumers (기술 활용의지, 디지털 소외감, 조력자 경험이 고령소비자의 삶의 만족도에 미치는 영향)

  • Jang, Eun-Gyo;Lee, Jin-Myong
    • Journal of Digital Convergence
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    • v.19 no.10
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    • pp.133-141
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    • 2021
  • Recently, the elderly who actively use the Internet and digital devices are increasing. This study aims to investigate the effect of the willingness to use technology, digital alienation and experience of assistant who help technology use on life satisfactions of elderly consumers who are considered to be the vulnerable in the use of information technology. A total of 311 elderly consumers over 60 who can utilize information technology were selected as a research sample and data were collected through an online survey. As a result, it was found that elderly consumers have a strong will to utilize information technology independently, perceive a low sense of digital alienation, and receive help from others when using technology. In addition, the lower the perceived digital alienation, the greater the experience of help from others in the use of technology, the higher the elderly consumers' life satisfaction significantly increased. This study is valuable in that it reveals the factors affecting the improvement of life satisfaction of elderly consumers in the high-tech environment and suggests political and practical implications.

A Basic Study on User Experience Evaluation Based on User Experience Hierarchy Using ChatGPT 4.0 (챗지피티 4.0을 활용한 사용자 경험 계층 기반 사용자 경험 평가에 관한 기초적 연구)

  • Soomin Han;Jae Wan Park
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.2
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    • pp.493-498
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    • 2024
  • With the rapid advancement of generative artificial intelligence technology, there is growing interest in how to utilize it in practical applications. Additionally, the importance of prompt engineering to generate results that meet user demands is being newly highlighted. Exploring the new possibilities of generative AI can hold significant value. This study aims to utilize ChatGPT 4.0, a leading generative AI, to propose an effective method for evaluating user experience through the analysis of online customer review data. The user experience evaluation method was based on the six-layer elements of user experience: 'functionality', 'reliability', 'usability', 'convenience', 'emotion', and 'significance'. For this study, a literature review was conducted to enhance the understanding of prompt engineering and to grasp the clear concept of the user experience hierarchy. Based on this, prompts were crafted, and experiments for the user experience evaluation method were carried out using the analysis of collected online customer review data. In this study, we reveal that when provided with accurate definitions and descriptions of the classification processes for user experience factors, ChatGPT demonstrated excellent performance in evaluating user experience. However, it was also found that due to time constraints, there were limitations in analyzing large volumes of data. By introducing and proposing a method to utilize ChatGPT 4.0 for user experience evaluation, we expect to contribute to the advancement of the UX field.

Ethical perception from practice of ethics education (윤리 교육경험에 따른 윤리 지식수준에 관한 연구)

  • Kim, Yun-Jeong;Kwag, Jung-Suk
    • Journal of Korean society of Dental Hygiene
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    • v.7 no.2
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    • pp.115-122
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    • 2007
  • 이 연구는 보건계열 학과에 재학 중인 학생들의 윤리교육 경험과 윤리교육 필요성인지에 따른 윤리지식수준의 차이를 살펴보고자, 보건계열 학과에 재학 중인 596명을 대상으로 자기기입법에 의한 설문조사법으로 2005년 4월 한달 동안 실시하였다. 연구에 사용된 연구도구로 독립변수는 의료 윤리 교육경험, 전문윤리 교육경험, 직업윤리 교육경험, 임상실습 경험, 전문윤리 교육 필요성 인지, 의료윤리 교육 필요성 인지이었고, 종속변수는 면허관련법규 지식수준, 전문윤리 지식수준, 의사결정판단 지식수준, 팀웍 지식수준이었다. 수집된 자료를 SPSS 12.0을 사용하여 기술통계와 t-test를 실시한 결과, 임상실습경험 직업윤리 교육경험 의료윤리 교육경험, 전문윤리 교육경험, 전문윤리 교육 필요성 인지에 따라 유의한 차이가 있었으며, 이 중 직업윤리 교육경험에 따라서는 4가지 윤리지식수준에서 유의한 차이가 있는 것으로 나타났다. 따라서 정상적으로 학교에서의 윤리교육이 이루어져야 하고, 일반 윤리교육에 비해서 직업 윤리교육이 강화되어야 한다고 사료되었다.

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