• Title/Summary/Keyword: Design Domains

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NC Soft's Entertainment Expansion Strategy : Focusing on Exploration and Exploitation (엔씨소프트의 엔터테인먼트 확장 전략 : 탐험과 활용을 중심으로)

  • Kwon, Sang-Jib
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.3
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    • pp.1-11
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    • 2021
  • NC Soft will continue to dream of an entertainment innovation world where customers are connected through game and contents. NC Soft images an expansion in entertainment industry which open doors to the future of enjoy break through innovative online game and creative AI & IT technologies, focused on new business opportunities that are solely NC's own. This study starts with the implication on why focusing on exploration innovation and exploitation strategy at the same time in NC Soft is so challenging. NC Soft manages to their online & mobile gaming competencies in the long term and achieves their sustainable growth by incremental innovation (e.g. game planning, game programming, and graphic design). Also, for innovative success, pursuing exploration strategy is essential. NC Soft have built a strategic alliance spanning K-POP, digital contents platform, movie, and animation, sharing the connectivity of entertainment domains with major contents corporations. The findings of this study would also beneficial to entertainment and contents corporation executives and could provide some road-map on managing the dual challenges of exploration and exploitation implementations.

Issues in Research of Global STEM Education: A Meta Synthesis Approach (국제 STEM 교육 연구에서의 이슈: 메타 종합적 접근)

  • Kwon, Hyuksoo;Park, Byung-Yeol
    • Journal of Science Education
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    • v.45 no.1
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    • pp.11-22
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    • 2021
  • The purpose of this study is to identify the main issues of international STEM education by synthesizing the findings in the field of global STEM education. The data in this study are the results of meta-analysis or systematic literature studies that reflect key issues of STEM education through the review of selection criteria and groups of experts. The following issues of STEM education were selected by conducting a qualitative meta-analysis of a total of 23 studies. First, STEM education is a global educational trend and has been studied in many countries such as the United States, Canada, Australia, Republic of Korea, and Turkey. Second, STEM education contributes positively to the improvement of students' cognitive, affective, psychomotor, and career domains. Third, STEM education has been studied with the use of various instructional tools and technologies. Furthermore, the growth of teachers' expertise in STEM education is one of the main factors for the implementation of successful STEM education. In addition, issues such as diversity, equity, and valid and reliable research design were discussed for the successful practice of STEM education. This study provides implications for the direction of convergence education and practical strategies in South Korea and gives suggestions for future research.

A Deep Learning-based Automatic Modulation Classification Method on SDR Platforms (SDR 플랫폼을 위한 딥러닝 기반의 무선 자동 변조 분류 기술 연구)

  • Jung-Ik, Jang;Jaehyuk, Choi;Young-Il, Yoon
    • Journal of IKEEE
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    • v.26 no.4
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    • pp.568-576
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    • 2022
  • Automatic modulation classification(AMC) is a core technique in Software Defined Radio(SDR) platform that enables smart and flexible spectrum sensing and access in a wide frequency band. In this study, we propose a simple yet accurate deep learning-based method that allows AMC for variable-size radio signals. To this end, we design a classification architecture consisting of two Convolutional Neural Network(CNN)-based models, namely main and small models, which were trained on radio signal datasets with two different signal sizes, respectively. Then, for a received signal input with an arbitrary length, modulation classification is performed by augmenting the input samples using a self-replicating padding technique to fit the input layer size of our model. Experiments using the RadioML 2018.01A dataset demonstrated that the proposed method provides higher accuracy than the existing methods in all signal-to-noise ratio(SNR) domains with less computation overhead.

Fashion attribute-based mixed reality visualization service (패션 속성기반 혼합현실 시각화 서비스)

  • Yoo, Yongmin;Lee, Kyounguk;Kim, Kyungsun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.05a
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    • pp.2-5
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    • 2022
  • With the advent of deep learning and the rapid development of ICT (Information and Communication Technology), research using artificial intelligence is being actively conducted in various fields of society such as politics, economy, and culture and so on. Deep learning-based artificial intelligence technology is subdivided into various domains such as natural language processing, image processing, speech processing, and recommendation system. In particular, as the industry is advanced, the need for a recommendation system that analyzes market trends and individual characteristics and recommends them to consumers is increasingly required. In line with these technological developments, this paper extracts and classifies attribute information from structured or unstructured text and image big data through deep learning-based technology development of 'language processing intelligence' and 'image processing intelligence', and We propose an artificial intelligence-based 'customized fashion advisor' service integration system that analyzes trends and new materials, discovers 'market-consumer' insights through consumer taste analysis, and can recommend style, virtual fitting, and design support.

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The Outcomes of an e-Wellness Program for Lupus Patients in Thailand: A Participatory Action Research Approach

  • Nop T. Ratanasiripong;Steven Cahill;Christine Crane;Paul Ratanasiripong
    • Journal of Preventive Medicine and Public Health
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    • v.56 no.2
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    • pp.154-163
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    • 2023
  • Objectives: Systemic lupus erythematosus (SLE) or lupus patients usually experience various physical and psychological challenges. Since the coronavirus disease 2019 pandemic, these challenges have become even harsher. Using the participatory action research approach, this study evaluated how an e-wellness program (eWP) impacted SLE-related knowledge and health behaviors, mental health, and quality of life among lupus patients in Thailand. Methods: A 1-group, pretest-posttest design study was conducted among a purposive sample of lupus patients who were members of Thai SLE Foundation. The 2 main intervention components were: (1) online social support, and (2) lifestyle and stress management workshops. Sixty-eight participants completed all the study requirements, including the Physical and Psychosocial Health Assessment questionnaire. Results: After being in the eWP for 3 months, participants' mean score for SLE-related knowledge increased significantly (t=5.3, p<0.001). The increase in sleep hours was statistically significant (Z=-3.1, p<0.01), with the percentage of participants who slept less than 7 hours decreasing from 52.9% to 29.0%. The percentage of participants reporting sun exposure decreased from 17.7% to 8.8%. The participants also reported significantly lower stress (t(66)=-4.4, p<0.001) and anxiety (t(67)=-2.9, p=0.005). The post-eWP quality of life scores for the pain, planning, intimate relationship, burden to others, emotional health, and fatigue domains also improved significantly (p<0.05). Conclusions: The overall outcomes showed promising results of improved self-care knowledge, health behaviors, mental health status, and quality of life. It is recommended that the SLE Foundation continues to use the eWP model to help the lupus patient community.

Marked Corridor 20 Meters Brief Walking Aerobic Exercise Improves the Quality of Life and Functional Capability of Stroke Survivor Outpatients in Tertiary Hospitals in Osogbo, Nigeria

  • Ojo, Israel Arogundade;Dominic, Olufunmilola Leah;Adeyemi, Wale Johnson
    • Journal of the Korean Society of Physical Medicine
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    • v.17 no.2
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    • pp.41-51
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    • 2022
  • PURPOSE: The functional limitations in stroke survivors promote sedentary lifestyles and quality of life inadequacies, but there is increasing evidence that this could be minimized by physical exercise. Therefore, this study examined the effects of physical exercise on the quality of life (QoL) and functional capacity (ability to stand up from a sitting position) among stroke survivors drafted from two tertiary hospitals in Osogbo, Nigeria. METHODS: A purposive sampling technique was used to select 21 registered right or left outpatient hemiplegic stroke survivors in a pre- and post-test experimental research design. The research questions were presented using descriptive statistics of frequency, percentage, mean and standard deviation, while an Analysis of Variance (ANOVA) was used to test the study hypothesis at the .05 alpha level for significance. RESULTS: Compared to the baseline (week 0), there were significant increases in the general quality of life, healthy well-being, physical exercise, pain perception, and environmental domains of QOL among the survivors in week four. Moreover, a significant increase was observed in these indices in week eight, compared to week four, except for the pain perception domain. Compared to the baseline, there was a significant decrease in the time it took the stroke survivors to stand up from a sitting position in week four. A significant decrease was observed in this index in week eight compared to week four. CONCLUSION: Marked corridor 20 meters brief walking exercise for eight weeks significantly improved the quality of life and ability to stand up from a sitting position in stroke survivors in Osogbo, Nigeria.

Design, Synthesis, and Functional Evaluation of 1, 5-Disubstituted Tetrazoles as Monoamine Neurotransmitter Reuptake Inhibitors

  • Paudel, Suresh;Wang, Shuji;Kim, Eunae;Kundu, Dooti;Min, Xiao;Shin, Chan Young;Kim, Kyeong-Man
    • Biomolecules & Therapeutics
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    • v.30 no.2
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    • pp.191-202
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    • 2022
  • Tetrazoles were designed and synthesized as potential inhibitors of triple monoamine neurotransmitters (dopamine, norepinephrine, serotonin) reuptake based on the functional and docking simulation of compound 6 which were performed in a previous study. The compound structure consisted of a tetrazole-linker (n)-piperidine/piperazine-spacer (m)-phenyl ring, with tetrazole attached to two phenyl rings (R1 and R2). Altering the carbon number in the linker (n) from 3 to 4 and in the spacer (m) from 0 to 1 increased the potency of serotonin reuptake inhibition. Depending on the nature of piperidine/piperazine, the substituents at R1 and R2 exerted various effects in determining their inhibitory effects on monoamine reuptake. Docking study showed that the selectivity of tetrazole for different transporters was determined based on multiple interactions with various residues on transporters, including hydrophobic residues on transmembrane domains 1, 3, 6, and 8. Co-expression of dopamine transporter, which lowers dopamine concentration in the biophase by uptaking dopamine into the cells, inhibited the dopamine-induced endoctytosis of dopamine D2 receptor. When tested for compound 40 and 56, compound 40 which has more potent inhibitory activity on dopamine reuptake more strongly disinhibited the inhibitory activity of dopamine transporter on the endocytosis of dopamine D2 receptor. Overall, we identified candidate inhibitors of triple monoamine neurotransmitter reuptake and provided a theoretical background for identifying such neurotransmitter modifiers for developing novel therapeutic agents of various neuropsychiatric disorders.

User Experience (UX) in the Early Days of Generative AI : The benefits and concerns of employees in their 30s and 40s through the Q-methodology (생성형 인공지능 초기 단계의 사용자경험(UX): Q-방법론을 통해 살펴본 30-40대 직장인의 편의와 우려)

  • Yi, Eunju;Yun, Ji-Chan;Lee, Junsik;Park, Do-Hyung
    • The Journal of Information Systems
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    • v.33 no.1
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    • pp.1-30
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    • 2024
  • Purpose The purpose of this study is to examine the customer experience of generative AI among office workers aged 30 to 40, investigating usability, usefulness, and affect, and understanding concerns and expectations. Design/Methodology/Approach This research used Q methodology to assess the customer experience of generative AI. Users are engaged in a problem-solving journey, and data is collected by having participants rank 36 statements based on usability, usefulness, and affect, referred to as the three goals of User Experience. Participants use a forced distribution table with a scale from -5 to +5 to indicate the subjective importance of each statement. The results identified four groups, reflecting different perspectives and attitudes toward generative AI. Findings Participants express overall comfort with generative AI, perceive AI as more knowledgeable in unfamiliar domains, but harbor doubts about AI's understanding. Disagreements emerge on AI replacing humans, the value of unique human roles, data confidentiality, fears of AI advancement, and emotional impacts. Identified four groups: Users who treat AI as a soulless assistant and are active in business use, Uncle users who want to use new technologies properly and are not afraid of technology, users who recognize the limits of AI despite its efficiency, and users who require strong verification in the future. It has the potential to guide future guidelines, ethical codes, and regulations for the appropriate use of AI. In addition, this approach lays the groundwork for future empirical analyses of generative AI.

Role of Interventions in Preventing Unintentional Home Injuries of Older Adults in Korea: A Scoping Review (국내 노인의 가정 내 비의도적 손상예방을 위한 중재의 역할: 주제범위 문헌고찰)

  • Cho, Ok-Hee;Hwang, Kyung-Hye;Kim, Hyekyung
    • Journal of Korean Academic Society of Home Health Care Nursing
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    • v.31 no.1
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    • pp.16-29
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    • 2024
  • Purpose: This scoping review aimed to synthesize the characteristics and effects of interventions designed to prevent unintentional home injuries in older adults in Korea. Methods: The review was conducted following the Joanna Briggs Institute protocol. A literature search was performed for studies published between 2001 and 2022 in the DBPia, RISS, KMBase, and NDSL databases. A total of 1,620 studies were identified, and 27 studies were included in the final analysis. Data were analyzed for characteristics of the literature, intervention-related unintentional injury mechanisms, and safety areas. Results: Most selected studies utilized a quasi-experimental design and targeted elderly women. In terms of injury mechanisms, 21 of 27 studies focused on falls, 2 on fire/disaster, 3 on drugs, and 1 on food. The most common preventive intervention for falls was exercise, and its effectiveness was verified using physical safety variables. Interventions in the fire/disaster, drug, and food domains were all educational, and changes in knowledge, behavior, and attitude were verified. Conclusion: This study confirmed the effectiveness of interventions for preventing unintentional injuries in the homes of community-dwelling older adults. These findings can serve as a foundation for developing and implementing unintentional injury prevention interventions at home for community-dwelling older adults. Multidisciplinary research is needed to address multifaceted safety issues by considering the home environment and injury risk factors.

Specifying the Characteristics of Tangible User Interface: centered on the Science Museum Installation (실물형 인터렉션 디자인 특성 분석: 과학관 체험 전시물을 대상으로)

  • Cho, Myung Eun;Oh, Myung Won;Kim, Mi Jeong
    • Science of Emotion and Sensibility
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    • v.15 no.4
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    • pp.553-564
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    • 2012
  • Tangible user interfaces have been developed in the area of Human-Computer Interaction for the last decades, however, the applied domains recently have been extended into the product design and interactive art. Tangible User Interfaces are the combination of digital information and physical objects or environments, thus they provide tangible and intuitive interaction as input and output devices, often combined with Augmented Reality. The research developed a design guideline for tangible user interfaces based on key properties of tangible user interfaces defined previously in five representative research: Tangible Interaction, Intuitiveness and Convenience, Expressive Representation, Context-aware and Spatial Interaction, and Social Interaction. Using the guideline emphasizing user interaction, this research evaluated installation in a science museum in terms of the applied characteristics of tangible user interfaces. The selected 15 installations which were evaluated are to educate visitors for science by emphasizing manipulation and experience of interfaces in those installations. According to the input devices, they are categorized into four Types. TUI properties in Type 3 installation, which uses body motions for interaction, shows the highest score, where items for context-aware and spatial interaction were highly rated. The context-aware and spatial interaction have been recently emphasized as extended properties of tangible user interfaces. The major type of installation in the science museum is equipped with buttons and joysticks for physical manipulation, thus multimodal interfaces utilizing visual, aural, tactile senses etc need to be developed to provide more innovative interaction. Further, more installation need to be reconfigurable for embodied interaction between users and the interactive space. The proposed design guideline can specify the characteristics of tangible user interfaces, thus this research can be a basis for the development and application of installation involving more TUI properties in future.

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