• Title/Summary/Keyword: 인간-인공지능관계

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Influence Factors of Use Intention of Chatbot by Applying Components of Experience-based Communication and Context-based Communication (체험 기반 커뮤니케이션 및 상황 기반 커뮤니케이션 구성요소를 적용한 챗봇 이용의도 영향요인)

  • Park, You-Young
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.3
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    • pp.149-162
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    • 2020
  • This paper applied components of experience-based communication in terms of experience theory of Burnd H. Schmitt and context-based communication in the messenger platform environment through the scenario-based survey method, in order to study the influence of individual experiences, shared experiences, ubiquitous connectivity, and contextual usefulness on the perceived value and use intention of chatbot. Through this, the study is to provide companies in various service industries with practical approaches to further promote the use of chatbot. The implications of this study are as follows. First, as most chatbots still do not exceed the human planning level of designing them, it is necessary to consider how to design individual experience elements functionally according to the customer's intention to speak when developing the chatbot. Second, the chatbot should be designed not only from the perspective of completing specific tasks at any real time in anywhere, but also from the overall perspective of enhancing the quality of interaction, including the situation to which the customer belongs. Third, since the chatbot is likely to be anthropomorphized by users, it is important to be cautious about determining the chatbot's 'persona' and 'tone and manner' when developing the chatbot. Customer satisfaction is the most important criterion for the success of chatbot development. In other words, the quality of planning and data rather than the quality of artificial intelligence algorithms determines the utilization of chatbot. This is why companies are trying to make interactions with chatbot as close as possible to human interactions.

A Servicism Model for A New Democracy (서비스주의 민주주의 모델 연구)

  • Hyunsoo Kim
    • Journal of Service Research and Studies
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    • v.12 no.1
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    • pp.1-24
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    • 2022
  • This study was conducted to derive a new model for popular democracy in the modern society. The problem is exacerbated as the original model of democracy, isonomia, has faded and modern democracy is operated as a democracy in which the masses rule. Democracy is exposing a bigger problem due to the economic inequality caused by the majority rule and the capitalist economic system. Popular democracy, in which all the masses are equally qualified as sovereigns, is a structure in which cunning politicians can easily seize power if the voters are not wise. Isonomia is a system in which free people who solve economic problems on their own and have honesty, courage, dedication, sacrifice and sincerity set laws with the same qualifications, and keep the laws themselves, is a system that depends heavily on the conscience and virtue of free people. Modern popular democracy embodies the absolute equality of the sovereign regardless of economic power, but without the spirit of sacrifice and dedication to the community, those who can win popularity by wrapping themselves up as if they are sacrificial and capable people may seize power. This study presents a service-oriented democracy as a system that can maintain the merits of modern popular democracy while embodying the essence of isonomia. The system was implemented focusing on the qualifications for virtue, such as honesty, courage, sacrifice, integrity, etc., fair to all regardless of wealth. Human imperfections have been supplemented by the use of artificial intelligence. The assumption about the nature of the sovereign and public officials' agents was newly established, and the winner-take-allism problem was solved. This study proved that both the philosophy of Isonomia and the merits of Democracy can be realized through service-oriented democracy based on the common principle of humanity and the philosophy of service. Service-oriented democracy can be called revision democracy.

Simulation and Post-representation: a study of Algorithmic Art (시뮬라시옹과 포스트-재현 - 알고리즘 아트를 중심으로)

  • Lee, Soojin
    • 기호학연구
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    • no.56
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    • pp.45-70
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    • 2018
  • Criticism of the postmodern philosophy of the system of representation, which has continued since the Renaissance, is based on a critique of the dichotomy that separates the subjects and objects and the environment from the human being. Interactivity, highlighted in a series of works emerging as postmodern trends in the 1960s, was transmitted to an interactive aspect of digital art in the late 1990s. The key feature of digital art is the possibility of infinite variations reflecting unpredictable changes based on public participation on the spot. In this process, the importance of computer programs is highlighted. Instead of using the existing program as it is, more and more artists are creating and programming their own algorithms or creating unique algorithms through collaborations with programmers. We live in an era of paradigm shift in which programming itself must be considered as a creative act. Simulation technology and VR technology draw attention as a technique to represent the meaning of reality. Simulation technology helps artists create experimental works. In fact, Baudrillard's concept of Simulation defines the other reality that has nothing to do with our reality, rather than a reality that is extremely representative of our reality. His book Simulacra and Simulation refers to the existence of a reality entirely different from the traditional concept of reality. His argument does not concern the problems of right and wrong. There is no metaphysical meaning. Applying the concept of simulation to algorithmic art, the artist models the complex attributes of reality in the digital system. And it aims to build and integrate internal laws that structure and activate the world (specific or individual), that is to say, simulate the world. If the images of the traditional order correspond to the reproduction of the real world, the synthesized images of algorithmic art and simulated space-time are the forms of art that facilitate the experience. The moment of seeing and listening to the work of Ian Cheng presented in this article is a moment of personal experience and the perception is made at that time. It is not a complete and closed process, but a continuous and changing process. It is this active and situational awareness that is required to the audience for the comprehension of post-representation's forms.

Exploring Changes in Science PCK Characteristics through a Family Resemblance Approach (가족유사성 접근을 통한 과학 PCK 변화 탐색)

  • Kwak, Youngsun
    • Journal of the Korean Society of Earth Science Education
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    • v.15 no.2
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    • pp.235-248
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    • 2022
  • With the changes in the future educational environment, such as the rapid decline of the school-age population and the expansion of students' choice of curriculum, changes are also required in PCK, the expertise of science teachers. In other words, the categories constituting the existing 'consensus-PCK' and the characteristics of 'science PCK' are not fixed, so more categories and characteristics can be added. The purpose of this study is to explore the potential area of science PCK required to cope with changes in the future educational environment in the form of 'Family Resemblance Science PCK (Family Resemblance-PCK, hereafter)' through Wittgenstein's family resemblance approach. For this purpose, in-depth interviews were conducted with three focus groups. In the focus group in-depth interview, participants discussed how the science PCK required for science teachers in future schools in 2030-2045 will change due to changes in the future society and educational environment. Qualitative analysis was performed based on the in-depth interview, and semantic network analysis was performed on the in-depth interview text to analyze the characteristics of 'Family Resemblance-PCK' differentiated from the existing 'consensus-PCK'. In results, the characteristics of Family Resemblance-PCK, which are newly requested along with changes in role expectations of science teachers, were examined by PCK area. As a result of semantic network analysis of Family Resemblance-PCK, it was found that Family Resemblance-PCK expands its boundaries from the existing consensus-PCK, which is the starting point, and new PCK elements were added. Looking at the aspects of Family Resemblance-PCK, [AI-Convergence Knowledge-Contents-Digital], [Community-Network-Human Resources-Relationships], [Technology-Exploration-Virtual Reality-Research], [Self-Directed Learning-Collaboration-Community], etc., form a distinct network cluster, and it is expected that future science teacher expertise will be formed and strengthened around these PCK areas. Based on the research results, changes in the professionalism of science teachers in future schools and countermeasures were proposed as a conclusion.

The Impact of Social Capital and Laboratory Startup Team Diversity on Startup Performance Based on a Network Perspective: Focusing on the I-Corps Program (네트워크 관점에 기반한 사회적 자본 및 실험실 창업팀 다양성이창업 성과에 미치는 영향: I-Corps program을 중심으로)

  • Lee, Jai Ho;Sohn, Youngwoo;Han, Jung Wha;Lee, Sang-Myung
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.18 no.6
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    • pp.173-189
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    • 2023
  • As supreme technologies continue to be developed, industries such as artificial intelligence, biotechnology, robots, aerospace, electric vehicles, and solar energy are created, and the macro business environment is rapidly changing. Due to these large-scale changes and increased complexity, it is necessary to pay attention to the effect of social capital, which can create new value by utilizing capital increasing the importance of relationships rather than technology or asset ownership itself at the level of start-up strategy. Social capital is a concept first proposed by Hanifan in 1916, and refers to the overall sum of capabilities or resources that are latent or available for use in mutual, continuous, organic relationships or accumulated human relationship networks between individuals or social members. In addition, the diversity of start-up teams with diverse backgrounds, characteristics, and capabilities, rather than one exceptional founder, has been emphasized. Founding team diversity refers to the diversity of in-depth factors such as demographic factors, beliefs, and values of the founding team. In addition, changes in the macro environment are emphasizing the importance of technology start-ups and laboratory start-ups that lead industrial innovation and create the nation's core growth engines. This study focused on the I-Corps' program. I-Corps, which means innovation corps, is a laboratory startup program launched by the National Research Foundation (NSF) in 2011 to encourage entrepreneurship and commercialization of research results. It focuses on forming a startup team involving professors, researchers and market discovery activities. Taking these characteristics into account, this study empirically verified the impact of social capital from a network perspective and founding team diversity on I-Corps start-up performance. As a result of the analysis, the educational diversity of the founding team had a negative (-) effect on the financial performance of the founding team. On the other side, the gender diversity and the cognitive dimension of social capital had a positive (+) effect on the financial performance of the founding team. This study is expected to provide more useful theoretical and practical implications regarding the diversity, social capital, and performance interpretation of the I-Corps Lab startup team.

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Determinants Affecting Organizational Open Source Software Switch and the Moderating Effects of Managers' Willingness to Secure SW Competitiveness (조직의 오픈소스 소프트웨어 전환에 영향을 미치는 요인과 관리자의 SW 경쟁력 확보의지의 조절효과)

  • Sanghyun Kim;Hyunsun Park
    • Information Systems Review
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    • v.21 no.4
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    • pp.99-123
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    • 2019
  • The software industry is a high value-added industry in the knowledge information age, and its importance is growing as it not only plays a key role in knowledge creation and utilization, but also secures global competitiveness. Among various SW available in today's business environment, Open Source Software(OSS) is rapidly expanding its activity area by not only leading software development, but also integrating with new information technology. Therefore, the purpose of this research is to empirically examine and analyze the effect of factors on the switching behavior to OSS. To accomplish the study's purpose, we suggest the research model based on "Push-Pull-Mooring" framework. This study empirically examines the two categories of antecedents for switching behavior toward OSS. The survey was conducted to employees at various firms that already switched OSS. A total of 268 responses were collected and analyzed by using the structural equational modeling. The results of this study are as follows; first, continuous maintenance cost, vender dependency, functional indifference, and SW resource inefficiency are significantly related to switch to OSS. Second, network-oriented support, testability and strategic flexibility are significantly related to switch to OSS. Finally, the results show that willingness to secures SW competitiveness has a moderating effect on the relationships between push factors and pull factor with exception of improved knowledge, and switch to OSS. The results of this study will contribute to fields related to OSS both theoretically and practically.

Real-Time Scheduling Scheme based on Reinforcement Learning Considering Minimizing Setup Cost (작업 준비비용 최소화를 고려한 강화학습 기반의 실시간 일정계획 수립기법)

  • Yoo, Woosik;Kim, Sungjae;Kim, Kwanho
    • The Journal of Society for e-Business Studies
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    • v.25 no.2
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    • pp.15-27
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    • 2020
  • This study starts with the idea that the process of creating a Gantt Chart for schedule planning is similar to Tetris game with only a straight line. In Tetris games, the X axis is M machines and the Y axis is time. It is assumed that all types of orders can be worked without separation in all machines, but if the types of orders are different, setup cost will be incurred without delay. In this study, the game described above was named Gantris and the game environment was implemented. The AI-scheduling table through in-depth reinforcement learning compares the real-time scheduling table with the human-made game schedule. In the comparative study, the learning environment was studied in single order list learning environment and random order list learning environment. The two systems to be compared in this study are four machines (Machine)-two types of system (4M2T) and ten machines-six types of system (10M6T). As a performance indicator of the generated schedule, a weighted sum of setup cost, makespan and idle time in processing 100 orders were scheduled. As a result of the comparative study, in 4M2T system, regardless of the learning environment, the learned system generated schedule plan with better performance index than the experimenter. In the case of 10M6T system, the AI system generated a schedule of better performance indicators than the experimenter in a single learning environment, but showed a bad performance index than the experimenter in random learning environment. However, in comparing the number of job changes, the learning system showed better results than those of the 4M2T and 10M6T, showing excellent scheduling performance.