• Title/Summary/Keyword: 심미분석

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A Study on intent to use AI-enhanced development tools (AI 증강 개발 도구 사용의도에 관한 연구)

  • Hyun Ji Eun;Lee Seung Hwan;Gim Gwang Yong
    • Convergence Security Journal
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    • v.24 no.2
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    • pp.89-104
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    • 2024
  • This study is an empirical study to examine the factors that influence the intention to use artificial intelligence (AI) technology for SW engineering-related tasks, and the purpose of the study is to understand the key factors that influence the use in terms of AI augmentation characteristics and interactive UI/UX characteristics. For this purpose, a survey was conducted among information and communication workers who have experience in using AI-related technologies and the collected data was analyzed. The results of the empirical analysis showed that perceived usefulness was positively influenced by the factors of expertise, interestingness, realism, aesthetics, efficiency, and flexibility, and perceived ease of use was positively influenced by the factors of expertise, interestingness, realism, aesthetics, and flexibility. Variety had no effect on both perceived ease of use and perceived usefulness. Perceived ease of use had a significant effect on perceived immersion, which positively influenced intention to use. These findings are significant in that they provide an academic understanding of the factors that influence the use of AI-enhanced tools in SW engineering-related tasks such as application design, development, testing, and process automation, as well as practical directions for the creators of tools that provide AI-enhanced development services to develop user acquisition strategies.

Effects of the Perceived Value of IP-based Game Character Skins and Purchase Intention on Game Loyalty: Focusing on the MOBA Game Pokemon Unite (IP 기반 게임 캐릭터 스킨의 지각된 가치와 구매의도가 게임 충성도에 미치는 영향 - MOBA 게임 포켓몬 유나이트를 중심으로)

  • Zhang, Yin;Jang, Yu Jin;Limb, Seong-Joon
    • Journal of Service Research and Studies
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    • v.14 no.3
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    • pp.131-152
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    • 2024
  • Recent trends in the gaming industry have highlighted a significant rise in games based on intellectual properties (IP), such as animations and webtoons. This study addresses a critical aspect of revenue generation for game companies: item sales. Specifically, it explores how the perceived value of character skins in IP-based games influences purchase intentions and, subsequently, how these intentions affect game loyalty. Utilizing 'Pokemon Unite'-a game that integrates the prominent IP Pokemon with the dynamic MOBA genre-this research investigates these relationships within a sample of Chinese users. The perceived value of character skins was delineated into six categories: aesthetic value, hedonic value, social value, personal value, economic value, and IP value. Findings indicate that, of these six value dimensions, five-hedonic, social, personal, economic, and IP values-significantly impact purchase intentions, with aesthetic value showing no significant effect. Furthermore, the study demonstrates that purchase intentions have a positive effect on game loyalty, with character loyalty partially mediating this relationship. These results underscore that players of IP-based games weigh a multifaceted array of values when deciding on character skin purchases and highlight the critical role these skins play in not only generating item sales but also enhancing game loyalty.

A Study of Comparison Analysis on Online Visual Merchandising Practices between Korea and China (한국과 중국의 온라인 비주얼 머천다이징 실행에 관한 비교분석 연구)

  • Park, Hyun-Hee;Li, Qin;Jeon, Jung-Ok
    • Journal of the Korean Society of Clothing and Textiles
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    • v.33 no.6
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    • pp.916-928
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    • 2009
  • The objective of this study is to investigate the differences in online visual merchandising practices of online apparel retailers between Korea and China. The 40 websites based on the sales were selected with 5 retail stores per website. Totally, 200 online retail stores were analyzed by content analysis and chi-square test. As a result, 8 online visual merchandising factors were extracted: convenience, product presence, product information, service, interest, participation, aesthetics, and fitness. There were significant differences in all 8 factors of online visual merchandising practices of apparel retail stores between Korea and China. The contribution of this study is to supply for understanding of what are the online visual merchandising composition items and factors and how they were used differently between Korea and China in a real situation of online visual merchandising.

Analysis of Distinction according to Athletics Class Teaching of Sport Activities Participation by Primary School Female Teachers (초등학교 여교사의 스포츠활동 참여 여부에 따른 체육수업의 차이분석)

  • Kim, Seong-Yong;Kim, Kyoung-Sik;Kim, Chae-Woon
    • The Journal of the Korea Contents Association
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    • v.10 no.7
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    • pp.366-376
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    • 2010
  • The purpose of this research is to analysis of distinction according to athletics class teaching of sport activities participation by primary school female teachers. The result showed that primary school female teachers who had participated in sports activities had higher average in athletic class recognition and athletic class teaching than those who had not participated in sports activities. The difference was statistically significant. Among participators to sports activities, teachers who participated in "indirect competition type sports" had higher average in athletic class teaching than those who had participated in "performance record type sports" or "aesthetic sports". The difference was statistically significant. Regarding degree of participation in sports activities, teachers who had participated in twice and more than twice a week had higher average in athletic class teaching than those who had participated in once or less than once a week. The difference was statistically significant. There was no significant difference among groups regarding participating time or participating period in sports activities. In conclusion, our research suggests that sports activities participation by primary school female teachers gives positive impact to athletic class teaching.

Investigating the Trends of Research for the Age of Youth at 20s (20대 청년세대에 관한 연구 동향 분석)

  • Bang, Mi-Hyun;Lee, Young-Min
    • The Journal of the Korea Contents Association
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    • v.20 no.7
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    • pp.223-232
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    • 2020
  • This study aims to examine the trend of research articles for the age of youth at 20s during 10 years through topic modeling and keyword network analysis. In results, 'incomes', 'program', 'business start-up', and 'culture' were selected as main keywords, and the research articles were classified into six topics, which were employment support services, values, unstable life, government support policies, religious views, and business start-up support services. Additionally, we found the youth at 20s had higher rate of efficacy for digital technology, pursued efficient consumption of digital information, showed meaningful and athetical patterns of consumption, tried to search for their identity, and showed realistic action in daily. Finally, we raised some questions for value gap among aging groups, inbalance of regional development, and income inequality and suggested long-term youth policies to solve fundamental problems of youth at 20s.

Examining the Influence of Leisure Involvement and Experience Quality on Behavioral Intentions (여가 관여도, 체험의 질이 행동의도에 미치는 영향에 관한 연구)

  • Park, Keun-Soo;Zhao, Li;Kim, Sunyoung
    • The Journal of the Korea Contents Association
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    • v.18 no.10
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    • pp.644-656
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    • 2018
  • This study focused on relationships among leisure involvement, experience quality and behavioral intention in the urban parks. A total of 335 were collected, and during the data refinement process, 39 questionnaires were eliminated from the study due to partial and inconsistent responses. thus leading to 296 usable questionnaires out of 335. In the final result, 296 questionnaires were coded for the analysis purpose. The hypothesized conceptual model was used to analyze the Descriptive Analysis and Frequency Analysis, Exploratory Factor Analysis, and Multiple Regression Analysis using SPSS 24.0. The result indicated this: residents' experience quality in urban parks depends on more attraction and centrality of leisure involvement than on the self-experience quality of leisure involvement. The results of this study also indicate that not all experience dimensions are important for resulting in positive behavioral intentions to urban parks. The quality of education, esthetic, and escape experience showed a significant predictor of behavioral intentions, while the quality of entertainment experience did not show a significant positive relationship with behavioral intentions.

A Study of AI-based Monitoring Techniques for Land-based Debris in Stream (AI기반 하천 부유쓰레기 모니터링 기술 연구)

  • Kyungsu Lee;Haein Yoon;Jonghwa Won;Sang Hwa Jung
    • Proceedings of the Korea Water Resources Association Conference
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    • 2023.05a
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    • pp.137-137
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    • 2023
  • 해양쓰레기는 해안의 심미적 가치 저하뿐만 아니라 생태계 파괴, 유령 어업에 따른 수산업 피해 등의 사회적·환경적 문제를 발생시키며, 그중 70% 이상은 육상 기인으로 플라스틱 및 기타 쓰레기가 주를 이루는 해외와 달리 국내의 경우 다량의 초목류를 포함하고 있다. 다양한 부유쓰레기에 대한 기존의 해양쓰레기량 추정의 한계와 하천·하구 쓰레기 수거의 효율화를 위해 해양으로 유입되는 부유쓰레기 방지를 위한 실효성 있는 대책 수립이 필요한 실정이다. 본 연구는 해양 유입 전 하천의 차단시설에 차집된 부유쓰레기의 수거 효율화 및 지속가능한 해양쓰레기 데이터 구축을 위해 AI기반의 기술을 통해 부유쓰레기 성상 분석 기법(Object Detection)과 차집량 분석 기법(Semantic Segmentation)을 활용하였다. 실제와 유사한 데이터 수집을 위해 다양한 하천 환경(정수조, 소하천, 급경사수로)에 대해 탁도(녹조, 유사), 광량, 쓰레기형상, 초목류 함량, 날씨(소하천), 유속(급경사수로) 등의 실험조건에 대하여 해양쓰레기 분류 기준 및 통계를 바탕으로 부유쓰레기 종류 선정하여 학습을 위한 데이터를 수집하였다. 학습 목적에 따라 구분하여 라벨링(Bounding box, Polygon)을 수행하고, 각 분석 기법별 전이학습을 통해 Phase 1(정수조), Phase 2(소하천), Phase 3(급경사수로) 순서로 모델을 고도화하였다. 성상 분석을 위해 YOLO v4를 활용하여 Train, Test DataSet(9:1)을 구성하고 학습 및 평가는 Iteration마다의 mAP, loss 값을 통해 비교하였으며, 학습 Phase에 따라 모델 고도화로 Test Set의 mAP 값이 성상별로 높아짐을 확인하였으며, 차집량 분석을 위해 Unet을 활용하여 Train, Test, Validation DataSet(8.5:1:0.5)을 구성하고 epoch별 IoU(intersection over Union), F1-score, loss 값을 비교하여 정성적, 정량적 평가 모두 Phase 3에서 가장 높은 성능을 확인하였다. 향후 하천 환경에서의 다양한 영양인자별 분석을 통해 주요 영향인자 도출 및 Hyper Parameter 최적화를 통한 모델 고도화로 인해 활용성이 높아질 것으로 판단된다.

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A Study on the Characteristics of the Media Facade Buildings (미디어 파사드 건축물의 야간조명 특성분석)

  • Jung, Joo-Hee;Kim, Jeong-Tai
    • Journal of the Korean Institute of Illuminating and Electrical Installation Engineers
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    • v.24 no.1
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    • pp.45-55
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    • 2010
  • Recently a number of media facade buildings making beautiful cityscape landmark has been increased in Seoul. However, indiscreet adaptation of media facade cause problems such as light pollution and poor city image. This paper was to investigate luminous characteristics of media facade building. Five representative media facade buildings in Seoul have been selected. The CS-100 and ProMetric-1400 were used to measure the luminance and color temperature of the facades. The measurement points were located at the opposite spot of the building. The results showed that maximum media facade luminance of such buildings exceed Seoul design guideline. Also, color temperature with over 5,500[K] that exceed the design guideline were mostly used in all the facades.

Consumer Resistance to Smartwatches: Gender and Age Differences (스마트 워치 소비자 저항에 영향을 미치는 요인: 수용 보류 집단의 성별, 연령별 집단 차이 비교)

  • Kim, Hyo-Jung;Rha, Jong-Youn
    • The Journal of the Korea Contents Association
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    • v.17 no.12
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    • pp.447-460
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    • 2017
  • The purpose of this study is to investigate the factors affecting consumer resistance of smart watches, focusing on consumer groups. SPSS 19.0 was used to conduct a descriptive analysis and multi regression analysis of the data. This study is based on the questionnaire data of 407 consumers. The results of this study are as follows. First, the relative advantage was identified as a factor in reducing consumer resistance across all gender and age groups. Second, complexity has been identified as a factor that increases the consumer resistance of female consumers, and consumer groups in their 20s and 40s. Third, esthetics was found to reduce consumer resistance in men, women, and the consumer group in their 20s. Fourth, subjective norms were identified as a factor reducing consumer resistance in women and in consumer groups in their 20s and 30s. Fifth, the risk of privacy was identified as a factor in increasing consumer resistance in men and the consumer group in their 40s. The results of this study can be helpful to understand consumer resistance to smartwatches.

Usability Evaluation of ICloud Calendar and Naver Calendar -Focused on Mobile Application- (iCloud 캘린더와 네이버 캘린더의 사용성 평가 -모바일 애플리케이션을 중심으로-)

  • Yoon, Kahee;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.15 no.4
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    • pp.443-449
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    • 2017
  • Since usage of smartphone becomes popular, Ecology of smart media based on smartphone is creating new ecological system of information. This research is for evaluating usability and sustainability of application due to development of smartphone usage in these days. For the research, precedent researches were analyzed and hypothesis were set up based on those researches. Then, iCloud Calendar and Never Calendar, which are two major calendar applications, were evaluated by in-depth interview and measuring task performance time of interviewees, and used these results to verify hypothesis. Then verify hypothesis through the research and analyze which type of users focus on aesthetic impression, and which users focus on usability and practicality. This research is to analyze success and failure points of Calendar Applications' user experience design, and suggests guideline for future transformation of offline to online.