• Title/Summary/Keyword: 메타 지식

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Metaverse App Market and Leisure: Analysis on Oculus Apps (메타버스 앱 시장과 여가: 오큘러스 앱 분석)

  • Kim, Taekyung;Kim, Seongsu
    • Knowledge Management Research
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    • v.23 no.2
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    • pp.37-60
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    • 2022
  • The growth of virtual reality games and the popularization of blockchain technology are bringing significant changes to the formation of the metaverse industry ecosystem. Especially, after Meta acquired Oculus, a VR device and application company, the growth of VR-based metaverse services is accelerating. In this study, the concept that supports leisure activities in the metaverse environment is explored realting to game-like features in VR apps, which differentiates traditional mobile apps based on a smart phone device. Using exploratory text mining methods and network analysis approches, 241 apps registed in the Oculus Quest 2 App Store were analyzed. Analysis results from a quasi-network show that a leisure concept is closely related to various genre features including a game and tourism. Additionally, the anlaysis results of G & F model indicate that the leisure concept is distictive in the view of gateway brokerage role. Those results were also confirmed in LDA topic modeling analysis.

An Approach to Constructing Knowledge Graph for Recommender Systems based on Object Relations (객체 간 관계 정보를 포함하는 지식 그래프 구축 기법 및 추천 시스템에서의 활용 방안)

  • Park, Sung-Jun;Bae, Hong-Kyun;Chae, Dong-Kyu;Kim, Sang-Wook
    • Proceedings of the Korea Information Processing Society Conference
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    • 2020.11a
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    • pp.759-760
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    • 2020
  • 최근 사용자, 상품, 그리고 상품의 메타 정보 사이의 관계를 표현한 지식 그래프 (knowledge graph) 가 추천 시스템 분야에서 많은 관심을 받고 있으며 활발히 이용되고 있다. 하지만 기존의 지식 그래프는 각 노드 (사용자, 상품, 메타 정보 등) 사이의 단순한 사실 관계만을 표현하고 있으며, 이는 사용자의 선호도를 정확히 파악하는 데 한계가 있다. 본 논문에서는 지식 그래프의 정보 부족 문제를 보완하기 위해 각 상품에 남겨진 텍스트 리뷰를 감정 분석 (sentiment analysis) 하고, 이를 각 노드 간의 선호도 정보로 활용하여 지식 그래프를 구축하는 방법을 제안한다.

Metadata Formatting Scheme on Data in Wiki-System for Reusability (메타데이터 정의를 통한 위키 시스템의 데이터 재사용 방안)

  • Park, Jae-Hui;Gong, Gi-Hyun;Myung, Jae-Seok;Lee, Dong-Joo;Lee, Sang-Goo
    • Proceedings of the Korean Information Science Society Conference
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    • 2007.06c
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    • pp.49-52
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    • 2007
  • 위키는 사용자 누구나 문서를 생성하고 수정이 가능하여 지식관리 도구로 활용이 되고 있다. 하지만 컴퓨터가 위키 시스템에 축적된 지식을 재사용하기 위해서는 문서의 구조를 인식하고 처리하는 과정을 거쳐야 한다. 본 연구에서는 문서의 메타데이터를 정의하여 문서를 구성하고 해당 메타데이터에 따른 입력 방식을 제안하여 데이터에 대한 유효성을 검증할 수 있게 하였다. 그리고 문서를 메타데이터에 따라 분해하여 저장하는 방식을 통하여 타 응용에서 의미 있는 데이터의 재사용이 가능하도록 하였다. 제안된 방식은 음악을 주제로 한 위키 시스템인 WikiMusic을 통해 구현하고 관련 연구와 비교하여 평가하였다.

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The Effects of Metacognitive Training in Math Problem Solving Using Smart Learning System (스마트 러닝 시스템을 활용한 수학 문제 풀이 맥락에서 메타인지 훈련의 효과)

  • Kim, Sungtae;Kang, Hyunmin
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.1
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    • pp.441-452
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    • 2022
  • Training using metacognition in a learning environment is one of the topics that have been continuously studied since the 1990s. Metacognition can be broadly divided into declarative metacognitive knowledge and procedural metacognitive knowledge (metacognitive skills). Accordingly, metacognitive training has also been studied focusing on one of the two metacognitive knowledge. The purpose of this study was to examine the role of metacognitive skills training in the context of mathematical problem solving. Specifically, the learner performed the prediction of problem difficulty, estimation of problem solving time, and prediction of accuracy in the context of a test in which problems of various difficulty levels were mixed within a set, and this was repeated 5 times over a total of 5 weeks. As a result of the analysis, we found that there was a significant difference in all three predictive indicators after training than before training, and we revealed that training can help learners in problem-solving strategies. In addition, we analyzed whether there was a difference between the experiment group and control group in the degree of test anxiety and math achievement. As a result, we found that learners in the experiment group showed less emotional and relationship anxiety at 5 weeks. This effect through metacognitive skill training is expected to help learners improve learning strategies needed for test situations.

A Study on the Forms of Graphical User Interface Metaphor in Multimedia Design (멀티미디어 디자인에서 사용자 인터페이스 그래픽 메타포 유형에 관한 연구)

  • 류시천
    • Archives of design research
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    • v.13 no.4
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    • pp.105-114
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    • 2000
  • Since the apple company adopted the desktop-office metaphor in Macintosh, the metaphoric interface has been used generally in multimedia products or services, on which user-friendly knowledge, conception, and images are represented metaphorically. Although the metaphor can be employed as one of ways to identify the essence or pattern of information, a theoretical framework on its relation with the user interface is not fully established. In this study, the user interface considered as a core of multimedia design was discussed, and the form of the graphic metaphor was investigated. The seven forms of the graphical metaphor presented herein would be applied as one of approaches to the user interface in relevant researches.

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Analysis of the Cognitive Level of Meta-modeling Knowledge Components of Science Gifted Students Through Modeling Practice (모델링 실천을 통한 과학 영재학생들의 메타모델링 지식 구성요소별 인식수준 분석)

  • Kihyang, Kim;Seoung-Hey, Paik
    • Journal of the Korean Chemical Society
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    • v.67 no.1
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    • pp.42-53
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    • 2023
  • The purpose of this study is to obtain basic data for constructing a modeling practice program integrated with meta-modeling knowledge by analyzing the cognition level for each meta-modeling knowledge components through modeling practice in the context of the chemistry discipline content. A chemistry teacher conducted inquiry-based modeling practice including anomalous phenomena for 16 students in the second year of a science gifted school, and in order to analyze the cognition level for each of the three meta-modeling knowledge components such as model variability, model multiplicity, and modeling process, the inquiry notes recorded by the students and observation note recorded by the researcher were used for analysis. The recognition level was classified from 0 to 3 levels. As a result of the analysis, it was found that the cognition level of the modeling process was the highest and the cognition level of the multiplicity of the model was the lowest. The cause of the low recognitive level of model variability is closely related to students' perception of conceptual models as objective facts. The cause of the low cognitive level of model multiplicity has to do with the belief that there can only be one correct model for a given phenomenon. Students elaborated conceptual models using symbolic models such as chemical symbols, but lacked recognition of the importance of data interpretation affecting the entire modeling process. It is necessary to introduce preliminary activities that can explicitly guide the nature of the model, and guide the importance of data interpretation through specific examples. Training to consider and verify the acceptability of the proposed model from a different point of view than mine should be done through a modeling practice program.

Knowledge Representation and Reasoning using Metalogic in a Cooperative Multiagent Environment

  • Kim, Koono
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.7
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    • pp.35-48
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    • 2022
  • In this study, it propose a proof theory method for expressing and reasoning knowledge in a multiagent environment. Since this method determines logical results in a mechanical way, it has developed as a core field from early AI research. However, since the proposition cannot always be proved in any set of closed sentences, in order for the logical result to be determinable, the range of expression is limited to the sentence in the form of a clause. In addition, the resolution principle, a simple and strong reasoning rule applicable only to clause-type sentences, is applied. Also, since the proof theory can be expressed as a meta predicate, it can be extended to the metalogic of the proof theory. Metalogic can be superior in terms of practicality and efficiency based on improved expressive power over epistemic logic of model theory. To prove this, the semantic method of epistemic logic and the metalogic method of proof theory are applied to the Muddy Children problem, respectively. As a result, it prove that the method of expressing and reasoning knowledge and common knowledge using metalogic in a cooperative multiagent environment is more efficient.

Thesis of the Metaverse Concept and Proposing Research Direction (메타버스 개념 및 현황에 대한 논의와 향후 연구 방향 제안)

  • Ryu, Sunghan;Yun, Haejung;Park, Jaehyun;Chang, Younghoon
    • Knowledge Management Research
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    • v.23 no.2
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    • pp.1-13
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    • 2022
  • Metaverse has been encountering in our daily lives, and it has dynamically changed people's way of working, educating, and entertaining. During the Covid-19, people has been more immersed with virtual world. For example, the virtual environments have created new form and features of our remote work, online education, entertainment, and so on. Also, some people make a strong tie with their avatar to live in a virtual world. Indeed, it became a new normal life now. With this radical social and technological change, the metaverse has become a core issue for the communities of researchers and practitioners as well, and a variety of meaningful research and products have been conducted so far. Nevertheless, it still is lack of diverse theoretical, empirical, and practical studies, dealing with this huge socio-technical shift with the metaverse. Therefore, in this special issue commentary, we suggest potential metaverse research issues and topics, which highlight how management, organization, and information systems researchers could dance with the ongoing metaverse ecosystem for creating more productive research performances.