• Title/Summary/Keyword: 기술적 문제해결 성향

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Effects and Causality of Measures for Personal Information: Empirical Studies on Firm and Individual Behaviors and their Implications (개인정보보호 대책의 효과 및 인과관계: 기업 및 개인의 개인정보보호 행동에 대한 실증분석 및 그 시사점)

  • Shin, Ilsoon
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.26 no.2
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    • pp.523-531
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    • 2016
  • This paper studies the empirical relationship between various privacy protection measures and personal information invasion experience of firms and individuals using rich and heterogeneous survey data. By analyzing PSM models. we get the following results: first, the treatment group which have more technical measures and/or IS investment tends to experience more privacy invasion than the control group which have less of them. second, the reverse causality, that is firms and individuals with more experience of privacy invasion tends to take more measure for personal information protection, is found to exist. From these result, we discuss proper privacy policies implications in respects of attackers benefits and individual irrationality.

Image recommendation algorithm based on profile using user preference and visual descriptor (사용자 선호도와 시각적 기술자를 이용한 사용자 프로파일 기반 이미지 추천 알고리즘)

  • Kim, Deok-Hwan;Yang, Jun-Sik;Cho, Won-Hee
    • The KIPS Transactions:PartD
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    • v.15D no.4
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    • pp.463-474
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    • 2008
  • The advancement of information technology and the popularization of Internet has explosively increased the amount of multimedia contents. Therefore, the requirement of multimedia recommendation to satisfy a user's needs increases fastly. Up to now, CF is used to recommend general items and multimedia contents. However, general CF doesn't reflect visual characteristics of image contents so that it can't be adaptable to image recommendation. Besides, it has limitations in new item recommendation, the sparsity problem, and dynamic change of user preference. In this paper, we present new image recommendation method FBCF (Feature Based Collaborative Filtering) to resolve such problems. FBCF builds new user profile by clustering visual features in terms of user preference, and reflects user's current preference to recommendation by using preference feedback. Experimental result using real mobile images demonstrate that FBCF outperforms conventional CF by 400% in terms of recommendation ratio.

The Effect of Creative Education Program Based on AR/VR : Focusing on the Area of Astronomy (AR/VR을 활용한 창의교육 프로그램의 효과 분석 : 천문 영역을 중심으로)

  • Seo, Youngjun;Han, Doyoon;Son, Yunjeong;Heo, Younjeong;Kim, Hyoungbum
    • Journal of the Korean Society of Earth Science Education
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    • v.15 no.2
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    • pp.310-321
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    • 2022
  • This study aimed to find out how creative education programs using AR/VR affect student's creative problem-solving skills and class satisfaction. For this purpose, a total of 179 students in 7 classes of the first grade of J High school located in the chungbuk region were the subjects of this study. The data were analyzed by performing two-dependent samples (t-test) based on the difference between the pre- and post-scores of creative problem-solving ability test, and the value of class satisfaction was analyzed and interpret using descriptive statistics and interview. The results of this study are as follows. First, except for 'execution', 'problem discovery and analysis', 'idea generation', 'execution plan', 'conviction and communication', and 'innovation tendency' showed statistically significant results. Second, in terms of class satisfaction of the creative education program, it was an average of 3.75 and it was difficult for learners to derive creative ideas, outputs, and results through groups within a given time in regular class, but generally showed a positive response. Therefore, it was confirmed that the creative education program using AR/VR increased student's learning motivation and interest in the process of generation or expanding ideas to solve problems like educational effect of STEAM.

A Case Analysis on Preference of Lighting Design - Focused on Well-being Design - (조명디자인의 기호도에 의한 사례 분석 연구 - 웰빙 디자인을 중심으로 -)

  • Kim, Chae-Yeon
    • Journal of Science of Art and Design
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    • v.12
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    • pp.5-41
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    • 2007
  • As public attention on Well-being culture increases, it is now considered to be a new trend of modern society. The purpose of this study is to publicize the necessity of design products which are advanced in quality and encourage the use of it. The researcher judged that study on design of lighting product to adopt well-being trend is in preliminary level and aims to research on the tendency of well-bing trend and lighting design which the consumer of this age is demanding. As the result of changes in modern consumption trend, design is considered to be a factor of capricious cultural phenomenon. In addition to this, as high technology such as ubiquitous develops with the degitalisation and informatization, the consumer are paying attention to dynamic products rather than static products or products which respond to external stimulus. Products which adopt well-being trend pursuing nature friendly life are particularly preferred It means that not only the basic function of products but also design which satisfy the five sense is required. Modern consumers use products in various way. However, the pro-environmental and human-centered tendency is tried only in very limited area and general study on this matter is extremely rare. This study analyzes the factors which intercepts the adoption of well-being trend to lighting products and seeks for an alternative to solve the problem. Interaction design with well-being trend was adopted to lighting design and the result presented that there is a possibility to differentiate existing lighting design by adding interaction design to the existing lighting design. Therefore, the need for further study on this matter is presented.

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A study on the enhancement of emotion recognition through facial expression detection in user's tendency (사용자의 성향 기반의 얼굴 표정을 통한 감정 인식률 향상을 위한 연구)

  • Lee, Jong-Sik;Shin, Dong-Hee
    • Science of Emotion and Sensibility
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    • v.17 no.1
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    • pp.53-62
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    • 2014
  • Despite the huge potential of the practical application of emotion recognition technologies, the enhancement of the technologies still remains a challenge mainly due to the difficulty of recognizing emotion. Although not perfect, human emotions can be recognized through human images and sounds. Emotion recognition technologies have been researched by extensive studies that include image-based recognition studies, sound-based studies, and both image and sound-based studies. Studies on emotion recognition through facial expression detection are especially effective as emotions are primarily expressed in human face. However, differences in user environment and their familiarity with the technologies may cause significant disparities and errors. In order to enhance the accuracy of real-time emotion recognition, it is crucial to note a mechanism of understanding and analyzing users' personality traits that contribute to the improvement of emotion recognition. This study focuses on analyzing users' personality traits and its application in the emotion recognition system to reduce errors in emotion recognition through facial expression detection and improve the accuracy of the results. In particular, the study offers a practical solution to users with subtle facial expressions or low degree of emotion expression by providing an enhanced emotion recognition function.

Social function of game as a leisure activity (여가 문화 활동으로서 게임의 사회적 기능)

  • Ryu, Seuc-Ho;Lee, Wan-Bok
    • Journal of Digital Convergence
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    • v.10 no.7
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    • pp.245-251
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    • 2012
  • The significance of this study lies in the fact that it looks into the function of games as one of the important leisure activities at the moment when negative perception on overall game industry is becoming an obstacle in settlement of sound game culture. Game is one of the activities enjoyed in leisure time. The main positive effects of game were analyzed classifying them into 10 types including the stress relief and alleviation of tension, diverse identity experience and positive socialization experience, strengthening of self-respect and ideal self-realization, strengthening of independent thinking and problem-solving capacity, motivation for learning, enhancement in physical capacity, decrease in aggressive tendencies, cultivation of awareness on equality, increase in familiarity with the civilization of technology, and strengthening of individuality based on diversity.

A Study on the Relationships Between Demographic Characteristics of Entrepreneurial Candidates, their Developmental Level of Entrepreneurial Traits and Choice of Business Field (예비 창업자의 인구학적 특성과 창업성향 발달도 및 창업업종 선정에 관한 연구)

  • Choi, Joong Seog;Sung, Sang Hyeon
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.10 no.5
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    • pp.1-13
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    • 2015
  • The purpose of this research is to do exploratory analysis on the relationships between demographic characteristics of entrepreneurial candidates and their developmental level of entrepreneurial traits as well as the choice of business field. We analyzed gender, age, and educational level of the entrepreneurial candidates and their developmental level of entrepreneurial traits such as achievement tendencies, degree of awareness, planning skills, sincerity, interpersonal relationship, and problem-solving skills. Industry fields were classified into 4 types: restaurants, retail, services, internet business. Descriptive statistical analyses, logistic regressions, and variance analyses were performed about the sample data gathered from 1,441 persons since the year 2002 to 2014. Males and highly educated above university preferred service industry than restaurant, retail, and internet business. Females preferred internet business, retail, and restaurants than service industry field. The young persons under 20 showed higher probability to choose internet business. The college level and high school graduates preferred retail and restaurants than service industry. The developmental level of entrepreneurial traits were higher in male and highly educated. By this study, we could find the divide between groups with high and low probabilities of failure: restaurants and retail field showed higher failure probability than service industry in the business fields of self-employed. Furthermore, we could identify that entrepreneurial traits also had been developed differently depending on the groups. It is necessary to refrain from entering into the fields with high failure probabilities as well as to provide supporting policies to build the systems and environment to reduce the cases to begin new business without special knowledges and know-hows. The competency development training should be provided in the early stage of start-ups considering their entrepreneurial traits and aptitudes. Not only the assessment of the entrepreneurial traits but also professional counseling from initial stage are necessary.

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A Study on the User Experience of Online Concert -Focusing on the case of KPOP Online Concert- (온라인 콘서트의 사용자 경험 연구 -KPOP 온라인 콘서트 사례를 중심으로-)

  • Hong, Hyun-Ju;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.19 no.1
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    • pp.349-354
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    • 2021
  • The purpose of the project is to study the factors affecting the new user experience and satisfaction as the concert market of K-POP is moved to the online stage by the Corona 19. The study conducted a survey and in-depth interviews with men and women in their 20s and 30s who participated in the K-POP online concert, consisting of proposed by Stephen P. Anderson. The study found that participants' propensity, concert composition, platform-supported technology, and quality factors affect user experience satisfaction. It was also noticed that while the grafting of new technology did not have a significant effect on the part of Pleasurable, the satisfaction level was significantly reduced if the quality was poor. Hopefully, this study becomes a reference to the future direction of online concert development.

A Study on Planning Open Space between Civic Buildings as an Active Place (적극적 장소로서의 도심의 건물 외부 오픈 스페이스 환경 계획에 관한 연구)

  • 김혜원
    • Archives of design research
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    • v.14
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    • pp.141-150
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    • 1996
  • In recent years space planning for modern city has been accomplished through scientific high technique and computer supported collaborative work. Relatively human being is treated as a component of the space or whole building and according to the social structure people tend to prefer private space. The necessity of the open space as an active place is emphasized now because the interaction created between users of the space and the nature, surrounding environment can influence on improving quality of outdoor life and giving the place specific identity. In this paper three ways of analyses of components which compose the open space are studied. Especially through the process of analyses derived from differenet areas, the necessity of communication model in collaborative work is proposed.

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Study on the Overlapping Effect of Certification Policies: Focusing on the ICT Industry (벤처인증정책과 이노비즈인증정책의 중복효과에 대한 연구: ICT산업을 중심으로)

  • Oh, Seunghwan;Shim, Dongnyok;Kim, Kyunam
    • Journal of Korea Technology Innovation Society
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    • v.18 no.2
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    • pp.358-386
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    • 2015
  • The aim of this paper is to evaluate policy impact of Inno-biz verification and Venture verification, especially focusing on the complementarity effect according to the overlapped support in Korean ICT industry. Alongside the implementation of various government innovation policies, discussions regarding evaluations of such policies have been consistently undertaken in economics, because it is very important to evaluate whether public policies have played a proper role. However, one of the distinguished point of this research from previous studies is that this paper not only includes evaluations of a single policy, but also the discussion about interaction between different innovation policies. The main result of this paper is that, in the case of overlapping homogeneous policies such as Inno-biz and venture verification, the complementarity effect is negative. Compared with previous studies, the uniqueness of this research is as follows. First, deviating from the view of previous studies that focused on the evaluation of a single policy, this paper has considered interactions and the complementarity effect of innovation policy through "policy mix," an economic term. Second, based on this concept, the paper suggests an analysis framework for the evaluation of interactions and the complementarity effect of innovation policy.