• Title/Summary/Keyword: 연구 트렌드 분석

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Improvement on Psychological Stability of the Elderly by Using Companion Robot (반려동물형 로봇을 이용한 고령자 심리 안정의 향상 방안)

  • Lee, Jong-Sik;Lee, Kang-Nyeon
    • Journal of the Korea Knowledge Information Technology Society
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    • v.13 no.3
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    • pp.327-339
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    • 2018
  • This study is on the elderly people's use and experience of pet robots (companion robots). Applying companion robots for the elderly's daily lives can enhance their quality of life. Leisure is main activity of the elderly who are out of work. Therefore, the quality and diversity of leisure can affect the quality of their life. Companion Robots could provide them with more advanced and interesting experiences. Around the world, population aging becomes one of the most important trends in each country. The social and economic burden of aging is serious challenge on sustainability of the world, including S. Korea. The authors examine use of Companion Robots for elderly (from 50 years old to 90 years old). In this experiment, the authors study and measure many factors including system quality, interface quality, displeasure, enjoyment, willingness to reuse, perception on new technology. In regression analysis, intimacy(t=-2.006, p<.05) is significant factor on displeasure of Companion Robot. In another regression, displeasure of Companion Robot (independent variable) is significant factor on enjoyment(t=-3.327, p<.01) and willingness to reuse(t=-2.636, p<.01). Therefore, when elderly one feels less displeasure of Companion Robot, he/she feels more enjoyment and willingness to reuse. As a result, the elderly who don't familiar to new technology could improve quality of life and leisure activity by using companion robot.

The Impact of Attracting University Campuses on the Local Economies of Small and Medium-Sized Cities - Focusing on Changes in Neighborhood Commercial Areas - (지방 중소도시 내 대학캠퍼스 유치가 지역경제에 미치는 영향 -근린상권 변화를 중심으로-)

  • Lee, Dong Yun;Jeong, Seok
    • Journal of the Korean Regional Science Association
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    • v.40 no.2
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    • pp.3-19
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    • 2024
  • The purpose of this study is to analyze the impact of attracting a university campus on the local economies of small and medium-sized cities, focusing on changes in local commercial neighborhoods(such as the number of startups, closures, and stores counts). For this study, a Difference-in-Difference(DID) analysis was used to compare the period before and after the attraction of university campuses in four local small and medium-sized cities. These include the Yangsan Campus of Pusan National University, the Jincheon Campus of Woosuk University, the Taean Campus of Hanseo University, and the Dangjin Campus of Hoseo University. The comparison was based on the number of startups, closures, and store counts, using local data provided by the Ministry of the Interior and Safety. The main findings of the study are as follows. First, attracting a university campus has a positive impact on the number of startups, both spatially and temporally. The spatial factors for the number of closures and stores showed a decrease, while the interaction terms representing the period before and after attracting the university campus all indicated an increase. Second, the number of startups in cultural and food-related sectors increase, reflecting the new demand created by attracting the university campus. However, there was also an increase in the number of closures, indicating rapidly changing consumption trends among university students. Third, physical environmental factors such as the number of building floors, land use zoning, and officially assessed land prices have a significant impact on the number of startups, closures, and stores. This supports the assertion that attracting university campus have a positive impact on the revitalization of local commercial neighborhoods.

Embedded System Reliability Measurement Use Markov Chain Model (마르코프 체인 모델을 이용한 임베디드 시스템 신뢰도 측정)

  • Kawk Dong-Gyu;Cho Yong-Yoon;Park Ho-Byung;Yoo Chea-Woo
    • Proceedings of the Korean Information Science Society Conference
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    • 2005.07b
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    • pp.433-435
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    • 2005
  • 임베디드 시스템은 다수의 디바이스를 컨트롤하여 시스템의 목적을 수행한다. 최근 임베디드 시스템의 요구사항이 증가함에 따라 하나의 임베디드 소프트웨어가 컨트롤하는 디바이스의 종류가 다양해지고 수도 증가하는 추세이다. 다수의 디바이스를 가지고 있는 임베디드 시스템에서 시스템의 신뢰도는 각 디바이스의 신뢰도에 많은 영향을 받는다. 본 논문은 임베디드 시스템의 신뢰도를 측정하기 위해서 통계적 신뢰도 측정 방법 중 한 가지인 마르코프 체인을 이용한 방법을 제안한다. 마르코프 체인은 여러 분야에서 복잡한 시스템을 단순화하여 모델링하고 과거의 변화를 토대로 미래를 예측할 수 있는 방법을 제공한다. 또한 전체 시스템의 확률을 행렬로 계측할 수 있는 방법을 가지고 있어 특정 부분의 확률이 전체 시스템의 확률에 미치는 영향을 산술적으로 계산할 수 있는 장점을 가지고 있다. 본 논문에서 제안하는 임베디드 소프트웨어 마르코프 체인은 테스트 대상 소스를 분석하여 디바이스를 컨트롤하는 루틴과 에러를 핸들링하는 루틴, 일반적인 루틴으로 나누어 각각을 상태로 정의한다. 정의한 각 상태간의 전이는 통계적으로 측정한 디바이스 신뢰도를 확률로 표현한다. 마르코프 체인을 이용하여 임베디드 시스템의 신뢰도를 측정하기 위한 시스템은 소스 분석기와 신뢰도 측정기로 나누어 설계한다. 소스 분석기는 테스트 대상이 되는 소스와 디바이스 드라이버 라이블러리 테이블을 입력으로 하고 소프트웨어의 마르코프 체인을 출력으로 한다 마르코프 체인은 행렬로 표현하고 연산하여 시스템의 신뢰도를 측정한다. 제안하는 시스템의 신뢰도 측정 방법은 부분이 가지고 있는 신뢰도가 전체 신뢰도에 미치는 영향을 산술적으로 측정할 수 있어 시스템이 요구하는 신뢰도에 접근할 수 있는 방법과 근거를 제공하는 장점이 있다.소시키는 장점을 갖는다.것으로 조사되었으며 40대 이상의 연령층은 점심비용으로 더 많은 지출을 하고 있는 것으로 나타났다. 4) 끼니별 한식에 대한 선호도는 아침식사의 경우가 가장 높았으며, 이는 40대와 50대에서 높게 나타났다. 점심 식사로 가장 선호되는 음식은 중식, 일식이었으며 저녁 식사에서 가장 선호되는 메뉴는 전 연령층에서 일식, 분식류 이었으며, 한식에 대한 선택 정도는 전 연령층에서 매우 낮게 나타났다. 5) 각 연령층에서 선호하는 한식에 대한 조사에서는 된장찌개가 전 연령층에서 가장 높은 선호도를 나타내었고, 김치는 40대 이상의 선호도가 30대보다 높게 나타났으며, 흥미롭게도 30세 이하의 선호도는 30대보다 높게 나타났다. 그 외에도 떡과 죽에 대한 선호도는 전 연령층에서 낮게 조사되었다. 장아찌류의 선호도는 전 연령대에서 낮았으며 특히 30세 이하에서 매우 낮게 조사되었다. 한식의 맛에 대한 만족도 조사에서는 연령이 올라갈수록 한식의 맛에 대한 만족도는 낮아지고 있었으나, 한식의 맛에 대한 만족도가 높을수록 양과 가격에 대한 만족도는 높은 경향을 나타내었다. 전반적으로 한식에 대한 선호도는 식사 때와 식사 목적에 따라 연령대 별로 다르게 나타나고 있으나, 선호도는 성별이나 세대에 관계없이 폭 넓은 선호도를 반영하고 있으며, 이는 대학생들을 대상으로 하는 연구 등에서도 나타난바 같다. 주 5일 근무제의 확산과 초 중 고생들의 토요일 휴무와 더불어 여행과 엔터테인먼트산업은 더욱 더 발전을 거듭하고 있으며, 외식은 여행과 여가 활동의 필수적인 요소로써 그 역할을 일조하고 있다. 이와 같은 여가시간의 증가는 독신자들에게는 좀더 많은 여유시간을 가족을 이루고 있는 가족구성원들에게는 가족과의 유대를 강화하는 휴식과 오락의 소비 트렌드를 창출시켰

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Status of Brain-based Artistic Education Fusion Study - Basic Study for Animation Drawing Education (뇌기반 예술교육 융합연구의 현황 - 애니메이션 드로잉 교육을 위한 기초연구)

  • Lee, Sun Ju;Park, Sung Won
    • Cartoon and Animation Studies
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    • s.36
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    • pp.237-257
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    • 2014
  • This study is the process of performing the interdisciplinary fusion study between multiple fields by identifying the status on the previous artistic education considering the brain scientific mechanism of image creativity and brain-based learning principles. In recent years, producing the educational methods of each field as the fusion study activities are emerging as the trend and thanks to such, the results of brain-based educational fusion studies are being presented for each field. It includes artistic fields such as music, art and dance. In other words, the perspective is that by understanding the operating principles of the brain while creativity and learning is taking place, when applying various principles that can develop the corresponding functions as a teaching method, it can effectively increase the artistic performance ability and creativity. Since the animation drawing should be able to intuitively recognize the elements of movement and produce the communication with the target beyond the delineative perspective of simply drawing the objects to look the same, it requires the development of systematic educational method including the methods of communication, elements of higher cognitive senses as well as the cognitive perspective of form implementation. Therefore, this study proposes a literature study results on the artistic education applied with brain-based principles in order to design the educational model considering the professional characteristics of animation drawing. Therefore, the overseas and domestic trends of the cases of brain-based artistic education were extracted and analyzed. In addition, the cases of artistic education studies applied with brain-based principles and study results from cases of drawing related education were analyzed. According to the analyzed results, the brain-based learning related to the drawing has shown a common effect of promoting the creativity and changes of positive emotion related to the observation, concentration and image expression through the training of the right brain. In addition, there was a case of overseas educational application through the brain wave training where the timing ability and artistic expression have shown an enhancement effect through the HRV training, SMR, Beta 1 and neuro feedback training that strengthens the alpha/seta wave and it was proposing that slow brain wave neuro feedback training contributes significantly in overcoming the stress and enhancing the creative artistic performance ability. The meaning of this study result is significant in the fact that it was the case that have shown the successful application of neuro feedback training in the environment of artistic live education beyond the range of laboratory but the use of the machine was shown to have limitations for being applied to the teaching methods so its significance can be found in providing the analytical foundation for applying and designing the brain-based learning principles for future animation drawing teaching methods.

Features of Korean Webtoons through the Statistical Analysis (웹툰 통계 분석을 통한 한국 웹툰의 특징)

  • Yoon, Ki-Heon;Jung, Kiu-Ha;Choi, In-Soo;Choi, Hae-Sol
    • Cartoon and Animation Studies
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    • s.38
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    • pp.177-194
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    • 2015
  • This study that had been conducted two months by a research team of Pusan National University at the request of Korea Manwha Contents Agency in Dec. 2013 is about the statistical analysis on 'Korean Webtoon DB and its Flow Report' which resulted from the complete survey of Korean webtoons which had been published with payment in official media from early 2000 to 2013. Webtoon which means the cartoons published on web has become a typical type of Korean cartoons and has developed into a main industry since 2000s when traditional published cartoons had declined and social environments had changed. Today, it represents cultural contents in Korea. This study collected the webtoons officially published in media with payment, among Korean webtoons having been published from the early 2000s to Jan. Based on the collected data, it analyzed the general characteristics of webtoons, including cartoonists, the number of cartoons, distribution chart of each media, genre, and publication cycle. According to the data analysis and statistics, a great deal of Korean webtoons are still published in main portal websites, but their platform is being diversified and a webtoon's publication cycle tends to be shortened. In terms of genre, traditional popular genres, such as drama, comic, fantasy, and action, are still popular, and the genres of history, sports, and food are on the rise along with a social trend. Regarding webtoon application, such events as relay webtoon and brand webtoon, and a new type of webtoon featuring PPL commercialism appear. Such phenomena can realize the common profits of cartoonists, media, and ordering bodies, and are various trials to test the possibility of webtoons. In addition, what needs to pay attention on in the expansion of webtoons is increasing webtoons for adults. The study subjects are the webtoons published with payment, excluding free webtoons. However, this study failed to collect the webtoons published on the online websites already closed, and the lost information on cartoonists and their lost webtoons, and it is necessary to conduct a complete survey on all webtoons including free ones. Despite the limitations, this study is meaningful in the points that it categorized and analyzed Korean webtoons accoridng to official media, webtoons, cartoonists, and genres and that it provided a fundamental material to understand the current conditions of webtoons. It is expected that this study will be able to contribute to activating more research on webtoons and producing more supplementary data which will be used for the Korean cartoon industry and academia.

Reliability of self-reported data for prevalence and health life expectancy studies: comparison with sample cohort DB of National Health Insurance Services (자가 응답식 자료에 근거한 유병률 및 건강기대수명 연구의 신뢰도 분석: 건강보험 표본코호트 DB와의 비교)

  • Kwon, Tae Yeon;Park, Yousung
    • The Korean Journal of Applied Statistics
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    • v.29 no.7
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    • pp.1329-1346
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    • 2016
  • Korea Health Panel (KHP) data and Korea National Health and Nutrition Examination Survey (KNHANES) data are collected by self-assess and self-report for individual's health status and medical use. Previous studies have claimed that the reliability for prevalence rates and health life expectancies obtained from these data should be validated. National Health Insurance Services in Korea recently released a sample cohort DB that contain all data related to the use of medical facilities for all entire Korea citizens. It has been shown that disease-specific prevalence rates calculated from these data are representative and reliable for the entire population. In this paper, we evaluate the reliability of prevalence rates derived from self-reported data such as KHP and KNHANES by comparing to the prevalence rates from the sample cohort DB. We found that both KHP and KNHANES underestimate prevalence rates and in turn overestimate health life expectancies. Moreover, the general trends of health life expectancies might be distorted (except for the sample cohort DB) because of sampling and non-sampling errors.

Identification of On-site Environmental Management Factors and Analysis of Responsible Parties in Public Housing Construction Sites (공공 주택건설사업의 현장환경관리 업무요소 도출 및 수행주체 분석)

  • Sohn, Jeong-Rak;Song, Sang-Hoon;Jun, Myoung-Hoon;Park, Seong-Sik
    • Land and Housing Review
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    • v.4 no.4
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    • pp.383-393
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    • 2013
  • The trends of green growth and eco-friendliness came to be the core development indicator for the sustainable global environment. Korean government reflected these trends in the main flows of the national development index, and suggested diverse directions for green construction technologies and high quality construction environment through Third master plan for construction environment. However, the efforts to follow these trends during the construction process as a step for production phrase are not being considered enough yet. In this study, we identified the basic environmental management factors in order to enhance the eco-friendliness of public housing construction sites, and suggested the reasonable conducting parties and process for those respective factors. The results of this study are expected to be the valuable reference in defining the required activities and participants' responsibilities, and improving the work process for systematic on-site environmental management. In applying those results, the discussion should be followed on the executing party of each unit activity and the responsibility assignment for each process. At the same time, the legislation and standard related to environment need to be essentially amended. In the future, the method of evaluating the environmental management activities, and the technical solution to environmental problems are to be reviewed as a further research for successful environmental management.

Study on Character Licensing in connection with Animation Gamification - Focus on (애니메이션의 게이미피케이션과 캐릭터 라이선싱 연계 연구 - <터닝메카드>를 중심으로)

  • Lee, Seon-Young;Lee, Seung-Jin
    • Cartoon and Animation Studies
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    • s.41
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    • pp.357-378
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    • 2015
  • The recent domestic toy market is filled with the fever of 'Turning Mecard' produced as a character product of units showing in . The toy market of the domestic character licensing industry has shown such rapidly changing trends during the period of broadcasting contents like animation or special films targeting children. Through these contents, the characters are cognized, and also the immersion and loyalty can be increased depending on the progress of the story, on top of marketing effect while the animation is broadcasted. This effect is called gamification meaning that consumers voluntarily participate in the contents after receiving fun. Through the purchase of character products, the immersion and loyalty participate in the animation. Thus, this study analyzed the gamification elements by examining the animation and toy products of currently gaining popularity in the toy market. In the results of the study, the story structure of has the sustainment just like game, which is connected to its character product. Therefore, the users who have watched build up the relationship with each other, and the competition and reward can be done through the game using the character products, which is connected to such high immersion and loyalty.

An Identification of Determinants to Ambivalent Purchase Intention of Fashion Luxury Brand Expanded Cosmetic for MZ Generation (패션 명품 확장 브랜드의 코스메틱에 대한 MZ세대의 양면적 소비 의도에 미치는 영향 변인에 관한 연구)

  • Song, Ji-Ahn;Jang, Seong-Ho
    • The Journal of the Korea Contents Association
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    • v.21 no.3
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    • pp.47-67
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    • 2021
  • The purpose of this study is to identify antecedent factors influencing the two-sided consumption intention tendencies observed in MZ generation from the viewpoint of consumption value in the cosmetic consumption scene of fashion houses. In order to verify the research model and hypotheses proposed in this study at the level of statistical significance. a survey was conducted for MZ generation, and data collected from a total of 286 samples were analyzed through a structural equation model. As a result. emotional and social consumption value was identified as a variable that had a great influence on the consumption intention of MZ generation. First, self-esteem had an effect on the emotion consumption value at the statistical significance level. Second, materialism had a significant influence on emotional and social consumption values. Third, public self-consciousness was found to have an effect on social consumption value. That is, MZ generation pursues the beauty trend presented by the fashion house's beauty brand and perceives it as a high consumption value. In addition, it was confirmed that MZ generation exhibited a conspicuous consumption tendency that they could be socially differentiated by using fashion house cosmetics.

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.