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A Study on the Development of Aerobic Exercise Equipment Design for User-Centered -Focusing on Elliptical Cross Trainer- (사용자 중심의 유산소 운동기구 디자인 개발에 관한 연구 -Elliptical Cross Trainer를 중심으로-)

  • Chung, Kyung-Ryul;Song, Bok-Hee;Yoon, Se-Kyun;Park, Il-Woo
    • Archives of design research
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    • v.19 no.5 s.67
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    • pp.129-138
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    • 2006
  • It is expected that the typical lifestyle of the future will be transformed into an opulent and comfortable existence as the quality of life improves due to the increase in household income and reduction in working hours. In the meantime, as the standard of living becomes increasingly more comfortable and plentiful, the toll on physical health becomes magnified as a result of obesity and insufficient exercise caused by super nutrition and change in labor conditions (from physical labor to mental labor). This has instigated a deep awareness in fitness on the part of many people, forcing them to recognize the significance of daily exercise and physical activity. The high annual growth rate in the fitness and athletic apparatus market, which is more than 20%, is attributed to this phenomenon. The Elliptical Cross Trainer(ECT), which has drawn wide attention recently, is a non-impact athletic apparatus that not only promotes exercise of the upper body parts in such sports as skiing but also the exercise of lower parts of the body on a treadmill. It is a type of cross training athletic gear that has been developed for aerobic exercise throughout the entire body. It has already formed a market as big as that of the treadmill in Europe, America, etc. Recently, its demand is growing sharply in the Korean markets as well as those in Northeast Asian countries, Despite such demand increase and expansion, since most of the expensive ECTs are exclusively supplied by suppliers in only a few advanced countries, localization of the ECT is urgently required in order to enhance competitiveness of Korean manufacturers and to expand the market. This paper introduces the process and results of a design-engineering cooperative study that was peformed for the development of the ECT.

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Collaborative B2B architecture design using Web services (웹서비스를 이용한 Collaborative B2B 아키텍처 설계)

  • 김태운;김승완;한용호
    • Journal of Intelligence and Information Systems
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    • v.9 no.1
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    • pp.211-225
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    • 2003
  • This paper aims at the design of collaborative architecture for business to business (B2B) applications based on Web service protocol. As different business processes should be interfaced in the B2B environment collaboration is important fur the success of B2B implementation. For the development tools, XML, Web services and ASP.NET were adopted Web services are emerging to provide a systematic and extensible framework for application-to-application interaction. The Web services framework is divided into three areas; communication protocols, service descriptions and Web discovery. Web services such as SOAP, WSDL and UDDI correspond to the three areas respectively. ASP.NET is utilized which corresponds to the component and service set located in the top layer of .NET. For the service of product category and product details, Web service architecture was implemented based upon the SQL server database.

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A Framework for Visualizing Social Network Influence (사회연결망 영향력 시각화를 위한 프레임워크)

  • Jang, Sun-Hee;Jang, Seok-Hyun
    • Journal of Korea Multimedia Society
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    • v.12 no.1
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    • pp.139-146
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    • 2009
  • This paper deals with visualization that can appropriately show the characteristics deduced from relationships between pieces of information. The visualization of influence, which is used as an important index in deducing the characteristics of relationships in social network analysis, was selected as research topic, and first, the elements that show relationships within the network and the index that show influence were classified and organized. Second, the links between relational elements that show influence in social network were examined, and an influence visualization network was created. Third, an influence visualization framework was proposed which explains the interaction between social network analysis and visualization process. The influence visualization network and framework being proposed in this paper can be used not only to understand and analyze the elements that influence social network but also to make it possible to have a rational and efficient approach to network visualization. Hopefully, they will become a new methodological approach to information design.

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Developing a Centralized Websites Authoring and Managing Platform(CWAMP) : a case of educational websites (중앙관리형 웹사이트군 저작 및 관리 플랫폼(CWAMP) 개발에 관한 연구: 교육기관 사례를 중심으로)

  • Park, Soo-Suk;Kim, Il-Cheol;Lee, Jung-Woo
    • Journal of The Korean Association of Information Education
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    • v.15 no.4
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    • pp.589-601
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    • 2011
  • Recent increase in the number of websites as one of the most used communication channels beyond just for promotion has led to the increased need for integrated management for member websites, as well as brand sharing among websites. Studies on how to deal with website authorship issues more efficiently has been ongoing since early 2000. However, these studies have mostly dealt with single website management and were not applicable to authoring and management related issues for centralized platform for multiple websites. This study intends to design a management platform for authoring and managing of centralized websites in the education field, utilizing various designs while building websites.

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Co-Evolutionary Model for Solving the GA-Hard Problems (GA-Hard 문제를 풀기 위한 공진화 모델)

  • Lee Dong-Wook;Sim Kwee-Bo
    • Journal of the Korean Institute of Intelligent Systems
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    • v.15 no.3
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    • pp.375-381
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    • 2005
  • Usually genetic algorithms are used to design optimal system. However the performance of the algorithm is determined by the fitness function and the system environment. It is expected that a co-evolutionary algorithm, two populations are constantly interact and co-evolve, is one of the solution to overcome these problems. In this paper we propose three types of co-evolutionary algorithm to solve GA-Hard problem. The first model is a competitive co-evolutionary algorithm that solution and environment are competitively co-evolve. This model can prevent the solution from falling in local optima because the environment are also evolve according to the evolution of the solution. The second algorithm is schema co-evolutionary algorithm that has host population and parasite (schema) population. Schema population supply good schema to host population in this algorithm. The third is game model-based co-evolutionary algorithm that two populations are co-evolve through game. Each algorithm is applied to visual servoing, robot navigation, and multi-objective optimization problem to verify the effectiveness of the proposed algorithms.

A Study on Viewers' Subjective Perception of Food TV Program -Focus on Program Planning Intentions- (음식 TV 프로그램에 대한 시청자들의 주관성 연구 -프로그램 기획의도를 중심으로-)

  • Yoon, Sun-Min;Hong, Jang-Sun;Kim, Myung-Hee
    • The Journal of the Korea Contents Association
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    • v.18 no.1
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    • pp.651-664
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    • 2018
  • With the rising popularity of food shows driven by the development of information and communication technologies, food-incorporated broadcasting programs based on various materials are produced in large numbers. This situation has raised a need for each program to examine viewers' preference factors for planning intentions in order to produce competitive programs. This study thus examined viewers' preference factors for food programs and planning intentions and discovered total three factors. The first factor places importance on practicality and entertainment and enjoys food and food programs as a means of resting. The second factor searches for specialized information and focuses on the essential meanings of food and the delivery of the right information. Finally, The third factor gets satisfaction from interactions with food programs and finds joy in storytelling and communication provided by broadcasting programs. These factors have different tendencies from one another, and the present study proposed a concept design for food broadcasting programs based on them.

Development of an Information-oriented Content on the Endangered Species of Banana based on Storytelling Method (스토리텔링 기법을 활용한 멸종위기의 바나나 정보 콘텐츠 개발)

  • Na, In Young;You, Si Cheon
    • Smart Media Journal
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    • v.7 no.3
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    • pp.51-56
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    • 2018
  • Banana is the eighth most important crop in the world designated by the United Nations Food and Agriculture Organization (FAO). In terms of production, it is the fourth most harvested crop following wheat, rice, and corn, considered to be a promising food source for mankind as it is not only scrumptious but also rich in nutrients. However, abnormal cultivation methods that mankind has invented to breed bananas is currently pushing them to the state of extinction. The aim of this study is to develop information-rich digital contents that can easily and intriguingly convey information about steadily but certainly increasing risk of banana extinction. The end-users are middle and high school students who are assumed to be aware of the agricultural revolution through their school curriculum. The linear storytelling method was meant to encourage the end-users to be interested in the causes and processes in which banana has become endangered. For generating a natural interaction between the content and the end-users, a parallel, upper-lower structure was used, in which the relationship between the stories comprising several stages and the information graphic supporting each story is represented. This paper can support an information campaign about the endangered species.

Design and Implementation of Library Chatbot for Non-face-to-face Reference Services (비대면 참고정보서비스를 위한 도서관 챗봇 설계 및 구현 연구)

  • Yoo, Jiyoon
    • Journal of the Korean Society for information Management
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    • v.37 no.4
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    • pp.151-179
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    • 2020
  • This study explores the potential of using a library chatbot to improve the non-face-to-face digital reference services for academic library users by designing and implementing a library chatbot. Through data analysis, user needs and library services were analyzed, and a scenario was designed by selecting an appropriate development method. For user-friendly interaction, the personality of the chatbot and user interface was designed to evaluate its usability. In addition, the accuracy was verified through the response accuracy evaluation and performance evaluation of the chatbot, and the effectiveness of the chatbot was evaluated through a user satisfaction survey. In order to manage the operation and maintain service quality, the chatbot is improved by monitoring user-chatbot conversations and reflecting user feedback. Based on these findings, recommendations for designing and implementing a library chatbot were made to help improve library reference services.

Consumer Acceptance Intention of AI Fashion Chatbot Service -Focusing on Characteristics of Chatbot's Para-social Presence- (AI 기반 패션 챗봇 서비스에 대한 소비자 수용의도 -챗봇의 준사회적 실재감 특성을 중심으로-)

  • Hur, Hee Jin;Kim, Woo Bin
    • Journal of the Korean Society of Clothing and Textiles
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    • v.46 no.3
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    • pp.464-480
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    • 2022
  • With the steady development of Artificial Intelligence (AI), online stores are adopting chatbot services as virtual shopping assistants. This study proposes the concept of para-social presence to explore the undiscovered role of fashion chatbots' emotional and relational characteristics on service acceptance. Based on the Technology Acceptance Model (TAM), this study investigates the effect of a chatbot's para-social presence on service acceptance intention through consumers' beliefs. The web-based experiment was conducted on adult consumers who experienced chatbot services in an online shopping situation. A total of 247 responses were analyzed using confirmatory factor analysis, structural equation modeling, and multi-group SEM by AMOS 21.0 and SPSS 23.0. The findings illustrate that the chatbot's intimacy positively influenced consumers' perceived enjoyment, while the chatbot's understanding had a significant effect on perceived usefulness and ease of use. The chatbot's involvement had a positive effect on all consumer beliefs. Moreover, perceived ease of use had a positive influence on usefulness. A greater level of perceived usefulness and enjoyment positively heightened consumers' service acceptance intention. This study also verifies the moderating role of a need for human interaction. Consumers with a high need for human interaction have a relatively low tendency to perceive chatbot services as useful.

The Effect of Electronic Trade's Web Site Usability on the User Satisfaction and Customer Royalty (전자무역 사이트의 웹사용성 요인이 고객만족과 고객충성도에 미치는 영향)

  • Jung, Lee-Sang
    • Management & Information Systems Review
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    • v.31 no.3
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    • pp.75-95
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    • 2012
  • The purpose of this study is to examine the effect of electronic trade's web site usability on the user satisfaction and customer royalty. In order to accomplish the purpose of this study, a research model was established and obtained the results as follows, First, navigation, information structure characteristic, communication has statistically significant effect on user satisfaction. It means users think more important the convenience, approachableness than web site design, visually menu to the information. Also, it represent communication with user is important factor to use web site. Second, user satisfaction has significant influence on customer royalty. This result signifies the user satisfaction of e-trade site is enhanced by support for convenience, reliability, smoothly communication and eventually affect thr revisiting intention of web site

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