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Designation of Logical Bicycle Accident Dangerous Zone by Digital Map-Based Accident Characteristics Analysis (디지털 맵 기반 사고특성 분석을 통한 자전거 사고 논리 위험존 설정 연구)

  • Sung, Kwang-mo;Kim, Ki-cheol;Lee, Choul-ki;Kim, Sung-jin;Lee, Jung-uck
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.16 no.1
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    • pp.117-130
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    • 2017
  • Bicycles are leading to serious accidents in the event of a side collision, and it is very important to prevent accidents in advance because it is difficult to actively deal with them in a dangerous situation. As a part of the bicycle safety driving support technology, this study establishes bicycle accidents dangerous zone based on bicycle accident data and road property information of digital map nationwide and provides timely safety information to cyclists. The point selected by using actual accident data was called 'dangerous zone', and the potential accident occurrence point generated by modeling based on this 'dangerous zone' was called 'logical dangerous zone'. As a result of the research on the Designation of Logical Bicycle Accident Dangerous Zone, the regional specificity of the bicycle accident points across the nation was generalized to the form of the logical dangerous zone through the network data.

The Effect of Publicness on the Service Quality in Long-Term Care Facilities (공공성이 노인장기요양시설의 서비스 질에 미치는 효과)

  • Kwon, Hyunjung;Hong, Kyungzoon
    • Korean Journal of Social Welfare
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    • v.67 no.3
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    • pp.253-280
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    • 2015
  • This study reconsiders the concept of publicness by raising a question about the problems which the recent marketization of social services in South Korea. The existing perspective on publicness, however, is insufficient to account for the entire Long-term care market because only public organizations have publicness. Accordingly, this study presents 'integrated publicness', particularly 'dimensional publicness' and 'normative publicness'. A disproportional stratified sampling procedure was used to consider ownership. A merged dataset combining surveys from 248 Long-term Care facilities and on-line resources was used and analyzed by multiple regression, negative binomial regression and multiple imputation analysis. The analysis results suggest as follows. First, ownership publicness appeared more effective in the overall. Second, the regulations on the government funding did not show effective, and the regulation on evaluation system showed the effect. Third, professionalization of normative publicness showed a negative effect on service structure and showed a positive effect on service process. Lastly, user of free services whose public accountability was identified to be effective on service structure and outcome. These findings suggest that not only existing ownership but also dimensional publicness and normative publicness showed an effect on service quality. In this respect, this is important as the performance produced by empirical models of integrated publicness, in this situation that the outcome of marketization is insignificant.

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Ontology Based Semantic Information System for Grid Computing (그리드 컴퓨팅을 위한 온톨로지 기반의 시맨틱 정보 시스템)

  • Han, Byong-John;Kim, Hyung-Lae;Jeong, Chang-Sung
    • Journal of Internet Computing and Services
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    • v.10 no.4
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    • pp.87-103
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    • 2009
  • Grid computing is an expanded technology of distributed computing technology to use low-cost and high-performance computing power in various fields. Although the purpose of Grid computing focuses on large-scale resource sharing, innovative applications, and in some case, high-performance orientation, it has been used as conventional distributed computing environment like clustered computer until now because Grid middleware does not have common sharable information system. In order to use Grid computing environment efficiently which consists of various Grid middlewares, it is necessary to have application-independent information system which can share information description and services, and expand them easily. Thus, in this paper, we propose a semantic information system framework based on web services and ontology for Grid computing environment, called WebSIS. It makes application and middleware developer easy to build sharable and extensible information system which is easy to share information description and can provide ontology based platform-independent information services. We present efficient ontology based information system architecture through WebSIS. Discovering appropriate resource for task execution on Grid needs more high-level information processing because Grid computing environment is more complex than other traditional distributed computing environments and has various considerations which are needed for Grid task execution. Thus, we design and implement resource information system and services by using WebSIS which enables high-level information processing by ontology reasoning and semantic-matching, for automation of task execution on Grid.

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Comparative Analysis of Calculation Methods on Willingness to Pay for Introduction of Emergency-call System (교통사고 긴급통보시스템 도입을 위한 지불의사액 산정방안 비교분석)

  • Lee, Yoonjung;Do, Myungsik;Jang, Taek young;Han, Daeseok
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.14 no.6
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    • pp.50-59
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    • 2015
  • This study aimed at suggesting Willingness To Pay (WTP) for introduction of the Traffic Accident emergency Call (TAC) system by using Contingent Valuation Method (CVM) which is a general valuation method. As the method, this study suggested a WTP estimation method of the TAC system with the double-bound dichotomous choice model. In previous studies, the data are processed differently according to the type of questions and analysis models used for the calculation of willingness to pay. Therefore, we re-organized the model by the cases using the truncated data sets, and showed the difference in WTPs. The dataset was developed by more than 500 questionnaire obtained from online and offline survey with the consideration of composition ratio by age group referring housing census in 2010 to mitigate regional bias of samples. At last, this study applied various statistical methods, survival analysis, multiple regression, and Tobit model for better interpretation of the questionnaires.

Proposal for the Model of mobile RPG lobby layoutfrom Viewpoint of UX (UX관점에서의 모바일 RPG 로비 layout 모델 제시)

  • Kim, Seong-gon;Kim, Tae-Gyu
    • Journal of Digital Convergence
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    • v.17 no.12
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    • pp.467-472
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    • 2019
  • Growing smartphone usage in South Korea has also accelerated the pace of development of mobile games, but competition is intensifying as the market grows. As one of the factors for the success of the game in this mobile game market, UI has been presented, suggesting that the design of such mobile game UI should be approached in terms of designing the user's experience, along with its function, aesthetic expression, function-oriented design and information delivery before. In this paper, we propose an effective lobby layout of mobile RPG using experience among UX factors. Through the layout classification of Ernest Adams and Andrew Rollings, we selected 9 mobile RPGs in the 20th place of google play cumulative sales rankings and analyzed the layout of the lobby. As a result, the lobby layout of the game, which led the first market success of the mobile RPG genre, The result was that it became the standard of the boxed game. It can be interpreted that the lobby layout, which is similar to the game used previously by the user, is effective because low entry barriers and learning are unnecessary due to the experience of using the existing RPG. Future studies may produce a common layout of a broad genre if studies are conducted to measure the optimum UX for other genres than RPG.

Exploratory Study of Characterizing Scholarly Communication Patterns in Humanities for Facilitating Consilience in Cyberscholarship Environment: Based on Historians' Research Activities (사이버스칼러쉽 환경에서의 융복합 연구 촉진을 위한 인문학 분야 학술 커뮤니케이션 특성 파악에 관한 연구 - 역사학 분야를 중심으로 -)

  • Yu, So-Young
    • Journal of the Korean Society for Library and Information Science
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    • v.50 no.1
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    • pp.331-351
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    • 2016
  • Digitalized data and literature in scholarly community has developed the concept of digital humanities and cyberscholarship which indicate the characteristics of a new aspect and approach in scholarly activities with digitalized resources or new media. This study was performed in order to identify the changes in national research activities of art and humanities by using a multi-modal approach. The combined methodology of in-depth interview and content analysis on publishing and citing behaviors in literature was executed. The steps of research process is identified as a non-linear combination of 3 parts: developing research idea, developing the research idea to write, and submitting manuscript to publish. Prominent implementations of cyberscholarship were found in the 2nd step for accessing and using research data and literatures. Understanding the characteristics of scholar communication using cyberscholarhip factors in humanities for interdisciplinarity, sophisticating the environment of cyberscholarhip for data sharing, investing and developing archivist and archives, and providing a various platform for accelerating scholarly communication were derived by the panel discussion for developing interdisciplinary research for humanities.

Deep learning-based Multilingual Sentimental Analysis using English Review Data (영어 리뷰데이터를 이용한 딥러닝 기반 다국어 감성분석)

  • Sung, Jae-Kyung;Kim, Yung Bok;Kim, Yong-Guk
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.19 no.3
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    • pp.9-15
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    • 2019
  • Large global online shopping malls, such as Amazon, offer services in English or in the language of a country when their products are sold. Since many customers purchase products based on the product reviews, the shopping malls actively utilize the sentimental analysis technique in judging preference of each product using the large amount of review data that the customer has written. And the result of such analysis can be used for the marketing to look the potential shoppers. However, it is difficult to apply this English-based semantic analysis system to different languages used around the world. In this study, more than 500,000 data from Amazon fine food reviews was used for training a deep learning based system. First, sentiment analysis evaluation experiments were carried out with three models of English test data. Secondly, the same data was translated into seven languages (Korean, Japanese, Chinese, Vietnamese, French, German and English) and then the similar experiments were done. The result suggests that although the accuracy of the sentimental analysis was 2.77% lower than the average of the seven countries (91.59%) compared to the English (94.35%), it is believed that the results of the experiment can be used for practical applications.

Framework for Car Safety Education Virtual Reality Simulation (자동차 안전교육 VR 시뮬레이션 제작을 위한 프레임워크)

  • Xie, Qiao;Ding, Xiu Hui;Jang, Young-Jick;Yun, Tae-Soo
    • Journal of the Korea Convergence Society
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    • v.10 no.9
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    • pp.37-45
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    • 2019
  • In recent years, the emergence of virtual reality (VR Virtual Reality) technology has provided a new model of safety education, enabling users to learn and respond to disasters in a virtual safety education environment. However, the related VR products related to domestic and foreign R & D are relatively simple, there is no practical training on specific accident, and it is not practical enough to play a sufficient role in safety education. In this paper, the problems and disadvantages of VR technology applied in the field of automobile safety education as an example of automobile accident among the types of disasters are examined, and a system framework of automotive safety education based on VR technology is proposed. The vehicle safety education system proposed in this paper will help users to improve driving safety consciousness, to acquire safety knowledge in driving, and to acquire driving safety skill which is very important for automobile safety education. In addition, the design and production methods of safety education based on VR technology are considered to have important reference implications for the application of modern teaching and teaching theory by integrating with VR technology and developing related teaching materials products and finally introducing education.

Simulation Analysis of Multi-group Competitive Relationships between Platforms in Social Network Service (SNS) Market (SNS 시장 내 플랫폼 간 다집단 경쟁관계 시뮬레이션 분석)

  • Choi, Jong You;Jung, Gisun;Kim, Young;Kim, Yun Bae
    • Journal of the Korea Society for Simulation
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    • v.29 no.4
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    • pp.9-19
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    • 2020
  • The number of customers on Social Network Services(SNS) is rapidly increasing with the spread of smartphones. As of 2018, about 2.7 billion people of the world population (about 7.1 billion people) and more than 31.2 million people of the total population of South Korea (about 50.1 million) use SNS. There are several studies have been conducted on increasing SNS market. Most of them, however, were not quantitative but qualitative studies. This study is conducted on domestic SNS market to identify the competitive relationship among SNS platforms with great proportion in South Korea, such as Facebook, Instagram and Twitter. The objective is to suggest some hypotheses of the competitive relations, test them, and finally verify the trend of domestic SNS market. Competitive Lotka-Volterra (LV) model is used to find out the competitive relationships and Moving Window is also used to show the changes of them over time. In order to test the hypotheses on the relationships, some experiments are performed with Moving Window technique. Thus, the relations among the platforms and the changes of them over time are identified.

The Play World Structure of EBS Character "Pengsu" (EBS 캐릭터 '펭수'의 놀이세계 구조)

  • Kim, Jeong-Seob
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.3
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    • pp.267-275
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    • 2020
  • Even ordinary-looking plays can have a profound meaning. Based on this assumption, Eugene Pink (1960) has established an analytical model of play with five elements, namely "delight", "meaning", "community", "rules" and "tools." It was an effort to reflect on the true meaning of play beyond the cortical entertaining nature of play. In this study, it was carried out that all the texts containing images and performance from the EBS character "Pengsu" were selected, since he emerged as a new star in 2019. And also his play structure was analyzed by applying the Pink's model. As a result, Pengsu's play structure was confirmed to be systematic and complete as a play prototype because it was well-organized with five elements of play. It was regarded as a successful character that skillfully attracts participants to the play world. Among the components of the play, "fun" was found to be his funny appearance, sudden and unconventional behavior, "meaning" was the elimination of authoritarianism, self-esteeming and energizing, "community" was a multi-platform media user who crossed off-on-line, analog-digital-line, "rules" was to set his concept fixed as a young stranger with an ego to unreveal his identity, and "tools" was shown as his character itself and continual discourse. It shows that until now, Pengsu has a social net function of quite spreading the positive meaning of encouragement and comfort, advice and guide, consideration and forgiveness, introspection and nirvana to all members of our society, including the youth who are struggling with uncertainty and anxiety by showing rather exaggerated and stimulating performance that precisely combines these play elements.