• Title/Summary/Keyword: 온라인 정보탐색

Search Result 351, Processing Time 0.027 seconds

Verification of Graphemes Using Neural Networks in HMM Based On-line Koran Handwriting Recognition (인공신경망을 이용한 HMM 기반 온라인 한글인식 시스템의 자모 검증)

  • Cho, Sung-Jung;Kim, Ja-Hwan;Kim, Jin-Hyung
    • Proceedings of the Korea Information Processing Society Conference
    • /
    • 2000.04a
    • /
    • pp.890-895
    • /
    • 2000
  • 본 논문에서는 인공신경망을 이용한 자모 검증을 HMM 기반 온라인 한글인식 시스템에 적용하는 방법론을 제시한다. 본 시스템에서 각각의 자모는 한 개의 HMM 모델과 한 개의 인공신경망 검증기를 갖는다. 자모 검증기는 HMM 네트웍이 생성한 자모 후보 가정을 입력으로 받은 후, 이 가정의 타당성에 대한 사후 확률을 출력한다. 이 사후 확률은 Viterbi 탐색시 탐색 경로에 반영된다. 기존 HMM 시스템의 국소적 특징의 한계를 보완하기 위하여, 한글 자모의 기본획 분석에서 얻어진 구조적, 전역적 특징이 자모 검증기에 사용되었다. 한글 낱자인식에 대한 실험 결과 HMM 기반 인식기에 자모 검증기를 도입함으로서 38.5%의 인식 오류를 줄일 수 있었다.

  • PDF

Online Collaborative Learning according to Learning Task Types (학습과제 유형에 따른 온라인 협력학습)

  • Lee, Sung-Ju;Kwon, Jae-Hwan
    • Journal of Internet Computing and Services
    • /
    • v.11 no.5
    • /
    • pp.95-104
    • /
    • 2010
  • As the computer and the communication technology are an unity, the collaborative learning based on constructivism is emphasized more than learning by forming external representation. Especially, online has characteristics not only to facilitate collaborative activities but to make students collaborators. In online collaborative learning, learning task is an integrated element in course design and an important portion deciding learning design, learning environment and learning process. Thus this study explored collaborative learning model according to the learning task type.

A Study on the Object Search in 3D FPS Games Using Modified Frustum Culling (변형된 절두체 컬링을 이용한 3차원 FPS 게임에서의 오브젝트 탐색 연구)

  • Choi, Won-Tae;Park, Chang-Min
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2007.06a
    • /
    • pp.105-108
    • /
    • 2007
  • A 3D game plays in fast screen conversion and the objects a partner with camera visual field. Shall recognize a threat of the opponent objects that there is not to a visual field of a player in on-line games. In this paper, we proposed a method to efficiently search for the object in 3D game as used modified frustum culling. For the objects which a player cannot perceive, we accord the player and camera position and used a distance of the player and objects for count of the threatening objects. The method that proposed will play an important role in development of a 3D FPS games.

  • PDF

The Impact of Online Information Source on Consumer Satisfaction in the Internet Shopping Mall (온라인 정보원천이 인터넷 쇼핑몰 소비자만족에 미치는 영향)

  • Park, Kyung-Ja;Jang, Hee-Young;Rho, Hee-Ock
    • The Journal of Information Systems
    • /
    • v.20 no.1
    • /
    • pp.21-40
    • /
    • 2011
  • 웹이라는 환경은 다양한 정보원천을 생성해냈고, 온라인 소비자는 시간과 노력의 비용을 줄여 보다 합리적인 의사결정을 하기 위하여 웹 정보탐색을 한다. 특히 인터넷 환경은 정보를 획득하는 비용을 낮춤으로써 유용한 정보원천의 역할을 수행하고 있다(Bakos, 1997; Bar-Ilan, 2001). 그러나 너무 많은 정보는 오히려 소비자들의 의사결정을 방해할 수 있는데, 이때 소비자들은 정보원천에 대한 인지경향, 즉 신념수준을 가지고 자신에게 필요한 정보를 취사선택하게 된다(Schuman and Johnson, 1976). 이러한 관점에서 온라인상에서의 구매의사결정과 관련해서 주요하게 참조되는 정보원천을 파악하는 것은 의미있는 일이라 할 수 있다. 이에 본 연구에서는 사전조사를 통해 온라인 주요 정보원천으로 온라인 구매경험, 온라인 구전정보, 판매자 정보를 도출하였다. 그리고 이러한 정보원천이 제품만족, 정보만족에 미치는 영향관계를 알아보고, 이어서 정보만족과 제품만족이 인터넷 쇼핑몰에 대한 소비자의 전반적인 만족에 미치는 영향을 살펴보았다. 분석결과, 온라인 정보원천의 모든 변수들이 정보만족에 유의한 영향관계를 갖는 것으로 나타났으며, 제품만족과의 관계에서는 판매자 제공정보가 유의하지 않게 나타났다. 또한 정보만족과 제품만족 모두 소비자의 전반적인 만족에 유의한 영향을 미치는 것으로 나타났다. 이와 같은 결과는 온라인상에서의 정보의 중요성을 입증하는 것으로, 온라인 소비자의 정보원천에 대한 이용과 평가를 이해하는데 새로운 시각을 제공해주고, 정보원천에 대한 관리와 활용에 관한 실무적 시사점을 제시해 줄 것으로 기대된다.

Effect of Participant Activity of SNS Based Online Event on the Diffusion

  • Hong, Jae-Won;Kwak, Jun-Sik
    • Journal of the Korea Society of Computer and Information
    • /
    • v.26 no.2
    • /
    • pp.221-227
    • /
    • 2021
  • In this paper, we tried to explore factors influencing the diffusion of online events through SNS by analyzing the online footprint of consumers. To this end, log data of online events conducted by "C" beer brands were collected and analyzed. The analysis unit of log data was set for each one hour, and the analyzing method used descriptive and regression analysis. Results are as follows. First, factors influencing the diffusion of the view of SNS-based online events were like, friend used coupon, and friend size. In particular, the size of friends had the greatest impact on the diffusion, which again suggests the importance of social hubs in online events. Second, factors influencing the diffusion of the number of inflows were also like, friend used coupon, and size of friends. Third, it was found that the number of reply did not affect the diffusion of views and inflows. This study is meaningful that it suggested an alternative plan to increase the effect of online events by using real data.

Research on usability of an OPAC(Online Public Access Catalog) (온라인 목록 시스템의 사용성에 관한 연구 : 화면 설계를 중심으로)

  • 김미현
    • Journal of the Korean Society for information Management
    • /
    • v.15 no.1
    • /
    • pp.43-62
    • /
    • 1998
  • this study is to determine whether color, icon, sorting methods of brief description about materials, and postioning methods of final records affect the usability of the OPAC(Online Public Access Catalog) screen designs in terms of success rate, search time, and users' preferences. The findings suggest that OPAC systems can be optimized to enhance user's performances conflict with each other, designers should give more weight to performance because of the library's mission of meeting users' information needs.

  • PDF

A Study on the Design of Hypertext-Based Linear Displays for an Online Thesaurus (하이퍼텍스트를 이용한 온라인 시소러스의 선형배열 설계에 관한 연구)

  • Choi Jae-Hwang
    • Journal of the Korean Society for Library and Information Science
    • /
    • v.33 no.3
    • /
    • pp.109-126
    • /
    • 1999
  • The purpose of this study is to design hypertext-based linear displays for an online thesaurus in librarianship and information science with the aid of ISO and ANSI/NISO thesaurus standards. This study starts with the assumptions that hypertext-based online thesauri would provide a convenient and useful subject retrieval tool to both indexers and searchers of information and become starting point for the study of thesauri searching patterns, which were difficult with printed thesauri. For this study, thesaurus of librarianship and information science was stored in MS ACCESS 97 as a relational database and, for the conjunction of a relational database with World Wide Web, technics of ASP(Active Server Pages) were applied under Windows NT operation.

  • PDF

The Research Regarding the Effect of Consumers' Motives on Perceived Usefulness of Word-of-Mouth Marketing in Online Shopping Mall Contents (온라인쇼핑몰 콘텐츠에서 소비자 동인이 구전마케팅의 지각된 유용성에 미치는 영향에 관한 연구)

  • Chun Myung-Hwan
    • The Journal of the Korea Contents Association
    • /
    • v.5 no.3
    • /
    • pp.19-28
    • /
    • 2005
  • It is true that internet provides consumers with an efficient way to search information with minimal effort and cost, which facilitates better decision making. Especially, previous studies revealed that the online word-of-mouth marketing is widely used as a source of consumers' information seeking and purchase decision making. Even with this importance of the online word-of-mouth communication on internet few researches have systematically addressed the issue. This study investigates the effect of consumers' motives on perceived usefulness of word-of-mouth marketing in online shopping mall contents. The results are as follows: First, choice uncertainty, perceived sacrifice, and social pressure play an important role for perceived usefulness of word-of-mouth marketing. Second, perceived usefulness has directly affected consumers' quality perception. Thus, it is essential for internet companies to find ways to encourage their customers to engage in word-of-mouth communication on their websites.

  • PDF

Online Purchase Intentions for Product Categories -The Functions of Internet Motivations and Online Buying Tendencies- (상품 범주별 온라인 구매도 -인터넷 동기와 온라인 구매성향 기능-)

  • Kim, Eun-Young
    • Journal of the Korean Society of Clothing and Textiles
    • /
    • v.32 no.6
    • /
    • pp.890-901
    • /
    • 2008
  • This study explores an initial framework for online product categorization by examining the relationships among Internet motivations, buying tendencies, and online purchase intentions for product categories. A total of 217 usable questionnaires were obtained from respondents in a southwestern state in the United States. A path model using a correlation matrix with maximum likelihood was estimated using LISREL 8.53. Findings indicated that Internet motivations consisted of four factors: Diversion, Economic, Information, and Social motivations. In addition, online products were classified into three categories based on purchase intentions: Sensory, Cognitive, and Search products. Estimated path model showed that diversion and economic motivations affected impulse buying tendency, whereas economic, information and social motivations influenced planned buying tendency in the online context. Also, the buying tendencies were significantly related to online purchase intentions for the product categories. Purchase intentions for sensory products were more strongly affected by impulse buying tendency, whereas purchase intentions for cognitive and search products were more strongly affected by planned buying tendency. Theoretical and managerial implications were discussed for devising an appropriate e-market strategy for specific product categories.

Do Leisure Activities Reduce the Level of Depressive Symptoms after Social Distancing Restrictions to be Lifted?: Focused on Offline Leisure Activities and Online Leisure Activities

  • Lee, Jong Man
    • Journal of the Korea Society of Computer and Information
    • /
    • v.27 no.8
    • /
    • pp.225-232
    • /
    • 2022
  • The purpose of this study was to analyze the effect of offline leisure activities and online leisure activities on depressive symptoms in the COVID-19 endemic. To do this, this study proposed a theoretical model consisting of demographic characteristics such as gender, age, academic background, and monthly income, offline leisure activity types such as socially-oriented activities, online leisure activity types such as information searching activities, entertainment activities, and the level of depressive symptoms. A survey was conducted to confirm research hypotheses, and a total of 99 questionnaires were used for statistical analysis. The major results of analysis reveal that first, monthly income is an important factor in predicting the level of depressive symptoms. Second, both offline socially-oriented activities and online entertainment activities have a negative effect on the level of depressive symptoms. This study has implications in that it identified the characteristics of leisure activities that can reduce the level of depressive symptoms.