• Title/Summary/Keyword: 스노우 서비스

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Snow Information Service System for IoT Snow Melting in the state of Snow Analysis (스노우 분석상황을 위한 IoT 스노우 정보서비스 시스템)

  • Oh, Ryum-Duck;Roh, Hyeon-Soo;Jamshid, Umarov;Amon, Olimov;Kim, Yong Seung
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2016.07a
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    • pp.111-112
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    • 2016
  • 본 논문에서는 기후 상황에 따라 노면에서 눈이 계속 쌓였을 때 발생하는 문제와 도로결빙 문제를 해결하기 위하여 스노우멜팅 시스템이 도입되었으나 급변하는 기상상황에 대응하지 못하였다. 본 논문에서는 분석시스템 기반의 스노우멜팅에 대해 설명하고 기존의 스노우멜팅 시스템의 문제점을 개선할 IoT기반의 스노우멜팅을 제안하여 지역별 기후편차를 이용한 기후상황을 예측하고 운영 및 제어 시스템 미들웨어를 제안한다.

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Analysis of Determinants Influencing User Satisfaction for Augmented Reality(AR) Camera Application: Focusing on Naver's Service (증강현실 기반 카메라 애플리케이션 서비스 만족도 영향 요인들에 대한 고찰: 네이버 <스노우> 서비스를 중심으로)

  • Lee, Sungjoon
    • The Journal of the Korea Contents Association
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    • v.20 no.7
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    • pp.417-428
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    • 2020
  • Augmented reality(AR) service as one of the representative technologies in the era of the 4th industrial revolution has gotten people's increasing attention. At this time, this study aimed to examine the determinants affecting service satisfaction of the AR-based camera application service by focusing on Naver's service. Several factors that might have influences on satisfaction of the AR-based camera application service were conceived based on the previous literature. And it was tested whether they had influences on satisfaction of the AR-based camera application service or not empirically. The responses of a sample of 312 people who had experienced using Naver's service were collected by means of an online survey and they were analyzed employing a hierarchical regression analysis. The results of this research indicated that gender as one of demographic variable, perceived interactivity, aesthetic value, trend following motivation as an extrinsic motivation and playfulness as an intrinsic motivation have significant influences on the service satisfaction of the AR-based camera application service. The results in this study have meanings since they can be used as references for AR service providers to develop more satisfactory AR services.

A Study on Management Strategies and Structural Relationships in the Restaurant Industry Using the Service Profit Chain (서비스이익사슬 모형을 적용한 외식업의 구조적 관계와 경영전략에 관한 연구: 직원과 고객을 중심으로)

  • Kim, Gi-Jin;Byun, Gwang-In
    • Culinary science and hospitality research
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    • v.18 no.5
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    • pp.63-79
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    • 2012
  • The purpose of this study is to empirically determine the structural relationship between employee constructs such as internal service quality, employee satisfaction, and organization commitment and customer constructs such as perceived value, customer satisfaction, and loyalty to suggest an effective business strategy for restaurant business. To do this, the study consulted with the Korea Restaurant Association, the representative of Korean food service and got the intention of participating in the research from the Daegu branch. As a result, 51 restaurants registered in the Daegu branch who showed their intention to participate were selected as an initial sample. Also, other restaurants were introduced through snow-ball sampling method by the owners of restaurants who finished responding to the survey, and total 100 restaurants were examined. A survey was conducted to external customers who visited restaurants and internal customers working there. For final analysis, 741 questionnaires of internal customers and 970 questionnaires of external customers were used. The result of analysis showed that team-work & communication in internal service quality has a significant effect on employee satisfaction, employee satisfaction on organization commitment, and organization commitment on value perceived by customers. Also, perceived value has a significant effect on customer satisfaction and loyalty, and customer satisfaction on loyalty.

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Explication and Rational Conceptualization of Metaverse (메타버스 해석과 합리적 개념화)

  • Song, Stephen W.;Chung, Dong-Hun
    • Informatization Policy
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    • v.28 no.3
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    • pp.3-22
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    • 2021
  • This article reviews previous literature on the metaverse and attempts to provide a refined definition for this phenomenon. Metaverse has recently been in the spotlight among discussions by the industry and the media while a consensus on the exact definition of metaverse is yet to be determined. Since Neal Stephenson first coined the term metaverse in his novel "Snow Crash" in 1992, the Acceleration Studies Foundation (ASF) was the first to analyze the concept of metaverse in 2007. While ASF's effort did not receive much spotlight it may have deserved, metaverse gained much attention in the fall of 2020 when NVIDIA announced its real-time simulation and collaboration platform for 3D production named "Omniverse" as a next-generation alternative for the Internet along with Roblox defining its service as metaverse during its IPO. Since then, metaverse has been commonly recognized as a world where we can cross over reality and virtuality. Based on the two axes and four scenarios proposed by the ASF, we review the literature across four realms as follows - virtual reality, mirror world, augmented reality, and lifelogging. Then, we examine the issues with the existing definition of metaverse and propose an alternative explanation by focusing on human behavior and user experience. Finally, we reassess the concept of metaverse and incorporate human communication, reality-based and virtual-based activities, and eXtended reality as elements to properly define metaverse.