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Mobbing Value Algorithm for Improvement Victims Management - based on Social Network in Military - (집단 따돌림 희생자 관리 개선을 위한 모빙 지수 알고리즘 - 소셜 네트워크 기반 군 조직을 중심으로 -)

  • Kim, Guk-Jin;Park, Gun-Woo;Lee, Sang-Hoon
    • Journal of the Korea Society of Computer and Information
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    • v.14 no.11
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    • pp.1-12
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    • 2009
  • Mobbing is going the rounds through a society rapidly and Military is not exception. Because mobbing of military is expressed not only psychology exclusion that is mobbing pattern of adult society but also sometimes psychologic and physical mobbing, is possible to join serious military discipline like a suicide and outrageous behavior. Specially military try to protect occurrence of victims that is public service through various rules and management plan but victims is going on happen. It means importance of grasp not only current mobbing victims but also potential mobbing victims better than preparation of various rules and management plans. Therefore this paper extracts seven factors and fifty attributes that are related to this matter mobbing. Next, by using Gunwoo's Social Network Service that is made for oneself and expressing extracting factors as '1' if they are related me or not '0'. And apply similarity function(Dice's coefficient) to attributes summation included in factors to calculate similarity between the users. Third, calculate optimizing weight choosing factors included attributes by applying neural network algorithm of SPSS Clementine and propose Mobbing Value(MV) Algorithm through this total summation. Finally through this algorithm which will contribute to efficient personnel management, we can grasp mobbing victims and tentative mobbing victims.

KHistory: A System for Automatic Generation of Multiple Choice Questions on the History of Korea (KHistory: 한국사 객관식 문제 자동 생성 시스템)

  • Kim, Seong-Won;Jung, Hae-Seong;Jin, Jae-Hwan;Lee, Myung-Joon
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.1
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    • pp.253-263
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    • 2017
  • As needs for knowledge on Korean history and the attention of the people are rapidly increasing, various smartphone applications for learning the history have appeared during recent years. These applications provide multiple choice questions to users through their own problem banks. But, since these questions are selected from the fixed set of problems that are stored previously, the learning efficiency of users is inevitably decreased when they use the applications repeatedly. In this paper, we present a question generation system named K-History which generates multiple choice questions in an automatic way using the database on the history of Korea. In addition, we also describe the development of the application Korean History Infinite Challenge as a learning application for Korean history. To develop K-History, we classify typical types of learning problems through various problems based on Korean history learning materials, proposing algorithms to generate problems according to the types found. Through the developed techniques, various learning systems can reduce the cost for creating questions, while increasing the learning efficiency of users.

A Generation and Matching Method of Normal-Transient Dictionary for Realtime Topic Detection (실시간 이슈 탐지를 위한 일반-급상승 단어사전 생성 및 매칭 기법)

  • Choi, Bongjun;Lee, Hanjoo;Yong, Wooseok;Lee, Wonsuk
    • The Journal of Korean Institute of Next Generation Computing
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    • v.13 no.5
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    • pp.7-18
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    • 2017
  • Recently, the number of SNS user has rapidly increased due to smart device industry development and also the amount of generated data is exponentially increasing. In the twitter, Text data generated by user is a key issue to research because it involves events, accidents, reputations of products, and brand images. Twitter has become a channel for users to receive and exchange information. An important characteristic of Twitter is its realtime. Earthquakes, floods and suicides event among the various events should be analyzed rapidly for immediately applying to events. It is necessary to collect tweets related to the event in order to analyze the events. But it is difficult to find all tweets related to the event using normal keywords. In order to solve such a mentioned above, this paper proposes A Generation and Matching Method of Normal-Transient Dictionary for realtime topic detection. Normal dictionaries consist of general keywords(event: suicide-death-loop, death, die, hang oneself, etc) related to events. Whereas transient dictionaries consist of transient keywords(event: suicide-names and information of celebrities, information of social issues) related to events. Experimental results show that matching method using two dictionary finds more tweets related to the event than a simple keyword search.

Movie Recommended System base on Analysis for the User Review utilizing Ontology Visualization (온톨로지 시각화를 활용한 사용자 리뷰 분석 기반 영화 추천 시스템)

  • Mun, Seong Min;Kim, Gi Nam;Choi, Gyeong cheol;Lee, Kyung Won
    • Design Convergence Study
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    • v.15 no.2
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    • pp.347-368
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    • 2016
  • Recently, researches for the word of mouth(WOM) imply that consumers use WOM informations of products in their purchase process. This study suggests methods using opinion mining and visualization to understand consumers' opinion of each goods and each markets. For this study we conduct research that includes developing domain ontology based on reviews confined to "movie" category because people who want to have watching movie refer other's movie reviews recently, and it is analyzed by opinion mining and visualization. It has differences comparing other researches as conducting attribution classification of evaluation factors and comprising verbal dictionary about evaluation factors when we conduct ontology process for analyzing. We want to prove through the result if research method will be valid. Results derived from this study can be largely divided into three. First, This research explains methods of developing domain ontology using keyword extraction and topic modeling. Second, We visualize reviews of each movie to understand overall audiences' opinion about specific movies. Third, We find clusters that consist of products which evaluated similar assessments in accordance with the evaluation results for the product. Case study of this research largely shows three clusters containing 130 movies that are used according to audiences'opinion.

A Study on Gamification Marketing based on Social Network Service (소셜네트워크 서비스 기반 게이미피케이션 마케팅 연구)

  • Moon, Ha Na;Park, Seung Ho
    • Design Convergence Study
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    • v.15 no.2
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    • pp.17-35
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    • 2016
  • Along with popularization of smart phone and routinization of social network service, enterprises are using several social network services as a marketing channel to raise brand awareness and conduct PR. Enterprises have been utilizing an element of 'Gamification' representing a functional aspect and emotional pleasure of a game in order to attract users' attention and increase their voluntary participation since the early social network service marketing. However, social network service system contains functional roles of Gamification components rather than they function separately. Hence, this research intends to examine Gamification elements of social network service and characteristics occurred when enterprise uses several social network services as a marketing channel. Besides, it aims at suggesting a marketing guideline for Gamification based on social network that may induce users' interest and increase an immersion effect. Firstly, this study examined concepts and characteristics of social network service and Gamification centered on literature research. Secondly, it summarized a game mechanics, dynamics and a fun type of Gamification components. Thirdly, based on theoretical research, it collected Gamification marketing cases of 5 enterprises including 'Coca Cola Korea', 'Lotte Mart', 'Canon Korea', "Kolon Sports' and 'Uniqlo Korea' that utilize more than 3 of 4 social network services including 'Kakao Story', 'Band', 'Facebook' and 'Instagram' used the most in our nation, analyzing characteristics of Gamification marketing and deriving a suggestion. Finally, it suggested a guideline for Gamification and social network service to build a foundation for a Gamification marketing plan through social network service.

A study on change of gamification marketing through social media -Focusing on the marketing of facebook fan page and instargram hashtag- (소셜미디어를 통한 게이미피케이션 마케팅의 변화 방향에 대한 연구 - 페이스북의 팬페이지와 인스타그램의 해시태그 마케팅을 중심으로 -)

  • Moon, Ha Na;Lee, Yoo Jin;Park, Seung Ho
    • Design Convergence Study
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    • v.14 no.4
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    • pp.209-221
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    • 2015
  • This study investigates in depth of the new marketing trend, in which social media, an effective marketing tool for promoting a new product, and gamification technic of engaging consumers in communication, are combined. Although gamification has been applied to various fields for a long time, conventional way of applying gamification is different from when it is combined with socialmedia. Therefore, this study examines the background and characteristics of the convergence phenomena between the social media and gamification based on the theoretical consideration of the social media and gamification. Then, the cases of social media marketing utilizing gamification are analyzed and classified into general participation, active participation, creative behavior, networking, and experiential type according to the user's different levels and ways of participation. As a result, when the social media and gamification are combined, the change of an aspect is found to be more meaningfully influential to today's consumers as in competition - achievement - relationship, compared to the conventional way of game mechanics. This study has significance in the way that it established a useful basis for the marketing strategy through the study of the new game mechanics that has been applied to social media marketing utilizing gamification.

Design and Implementation of Mediterranean Electronic Cultural Atlas(MECA) for Researchers (연구자 중심의 지중해전자문화지도(MECA) 설계 및 구현)

  • Kang, Ji-Hoon;Lee, Dong-Yul;Yu, Young-Jung;Moon, Sang-Ho
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.6 no.1
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    • pp.57-66
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    • 2016
  • Electronics cultural atlas is a typical methodology for the Digital Humanities. Since electronic cultural atlas could visualize various cultural information based on electronic atlas, that is an information visualization, users are able to make intuitive understanding on specific areas. Therefore, it can be effectively utilized in Area Studies and also helps users to understand comprehensively information on historic event in particular area with time information, because electronic cultural atlas represents a particular subject and time information with geographical information based on map. In other words, electronic cultural atlas may be considered as a specialized system of Digital Humanities for studying the Humanities and Area Studies. In this paper, we design and implement mediterranean electronic cultural atlas(MECA) for researchers of the Mediterranean area that has cultural hybridity formed the exchange of various aspects such as civilization, religion, race and language. In detail, a 'Digital Humanities Research Support System' is constructed to visualize research outcomes related to the Mediterranean area on Electronic Cultural Atlas and to use for researches.

Enhancement of Penetration by Using Mechenical Micro Needle in Textile Strain Sensor (텍스타일 스트레인 센서에 마이크로 니들을 이용한 전도성입자 침투력 향상)

  • Hayeong Yun;Wonjin Kim;Jooyong Kim
    • Science of Emotion and Sensibility
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    • v.25 no.4
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    • pp.45-52
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    • 2022
  • Recently, interest in and demand for sensors that recognize physical activity and their products are increasing. In particular, the development of wearable materials that are flexible, stretchable, and able to detect the user's biological signals is drawing attention. In this study, an experiment was conducted to improve the dip-coating efficiency of a single-walled carbon nanotube dispersion solution after fine holes were made in a hydrophobic material with a micro needle. In this study, dip-coating was performed with a material that was not penetrated, and comparative analysis was performed. The electrical conductivity of the sensor was measured when the sensor was stretched using a strain universal testing machine (Dacell Co. Ltd., Seoul, Korea) and a multimeter (Keysight Technologies, Santa Rosa, CA, USA) was used to measure resistance. It was found that the electrical conductivity of a sensor that was subjected to needling was at least 16 times better than that of a sensor that was not. In addition, the gauge factor was excellent, relative to the initial resistance of the sensor, so good performance as a sensor could be confirmed. Here, the dip-coating efficiency of hydrophobic materials, which have superior physical properties to hydrophilic materials but are not suitable due to their high surface tension, can be adopted to more effectively detect body movements and manufacture sensors with excellent durability and usability.

Performance analysis of tunnel scanning system based on Japanese performance evaluation system (일본 성능평가 제도기반 터널 스캐닝 시스템 성능 분석)

  • Chulhee Lee;Jaemo Kang;Donggyou Kim
    • Journal of Korean Tunnelling and Underground Space Association
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    • v.25 no.4
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    • pp.331-344
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    • 2023
  • The performance of the existing tunnel scanning system was analyzed through the post-evaluation of NETIS (New Technology Information System) and Inspection Support Technology Performance Catalog. Suggestions for improvement and development direction of the tunnel scanning system were deduced. As new technology of Japan gave priority to providing user-centered information, it was possible to objectively compare and analyze the characteristics of various tunnel scan systems through post-evaluation of NETIS and standard test methods in the Inspection Support Technology Performance Catalog. Construction New Technology of Korea was centered on suppliers of technology certification, making it impossible to objectively compare the performance of tunnel scanning systems. The performance was compared and evaluated indirectly by comparing the specifications of the camera, which is a core device of Japan's tunnel scanning system. For the future development of tunnel scanning systems, high-resolution and fast exposure performance of cameras and corresponding high-intensity lighting devices are required. For this purpose, it is necessary to make an experimental environment in which the performance of the camera and lighting can be analyzed indoors.

Study on Security Policy Distribute Methodology for Zero Trust Environment (제로 트러스트 환경을 위한 보안 정책 배포 방법에 대한 연구)

  • Sung-Hwa Han;Hoo-Ki Lee
    • Convergence Security Journal
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    • v.22 no.1
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    • pp.93-98
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    • 2022
  • Information service technology continues to develop, and information service continues to expand based on the IT convergence trend. The premeter-based security model chosen by many organizations can increase the effectiveness of security technologies. However, in the premeter-based security model, it is very difficult to deny security threats that occur from within. To solve this problem, a zero trust model has been proposed. The zero trust model requires authentication for user and terminal environments, device security environment verification, and real-time monitoring and control functions. The operating environment of the information service may vary. Information security management should be able to response effectively when security threats occur in various systems at the same time. In this study, we proposed a security policy distribution system in the object reference method that can effectively distribute security policies to many systems. It was confirmed that the object reference type security policy distribution system proposed in this study can support all of the operating environments of the system constituting the information service. Since the policy distribution performance was confirmed to be similar to that of other security systems, it was verified that it was sufficiently effective. However, since this study assumed that the security threat target was predefined, additional research is needed on the identification method of the breach target for each security threat.