• Title/Summary/Keyword: Information Platform

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The Current State of Registration of Interventional Clinical Trials for Children and Adolescents with Precocious Puberty (성조숙증 소아 대상 중재 임상시험의 등록 현황 보고 -Clinicaltrial.gov, WHO ICTPR, CRIS를 중심으로-)

  • Shim, Soo Bo;Seo, Hyun Sik;Lee, Hyun Hee;Lee, Hye Lim
    • The Journal of Pediatrics of Korean Medicine
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    • v.36 no.3
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    • pp.1-18
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    • 2022
  • Objectives The purpose of this study was to investigate the current status of interventional clinical trial registration for children with precocious puberty and to secure basic data for the design of clinical trials for traditional Korean medicine treatment of precocious puberty. Methods The following resources were used to search for data: Clinicaltrial.gov, World Health Organization International Clinical Trials Registry Platform (WHO ICTRP), and Clinical Research Information Service (CRIS), using the search terms, 'Precocious puberty', 'child'. All clinical trials which were registered as of June 2022 were used. Results For the intervention and clinical trial design, gonadotropin releasing hormone (GnRH) analog was reported in 41.7% of trials, and single group assignment was performed in 66.7% of the studies. Prior consent had not been reported in 50% of the studies. Tanner stage and GnRH stimulation tests were reported by multiple trials as inclusion criteria, and prior treatment experiences for trial drugs were reported as exclusion criteria. The peak serum concentration of luteinizing hormone following GnRH stimulation test was used as a primary outcome in 45.8% of clinical trials, and other growth-related indicators such as growth rate, height, and predicted adult height were also reported. Conclusions In consideration of the design, eligibility criteria, and outcome measurement of the existing clinical trials identified in this study, it should be referred to in the design of clinical trials for traditional Korean medicine treatment of precocious puberty.

Analysis of Podcast User Behaviors and Classification of Users (팟캐스트 콘텐츠 이용자 행태분석 및 유형 파악)

  • Kang, Minjeong
    • The Journal of the Korea Contents Association
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    • v.22 no.3
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    • pp.94-104
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    • 2022
  • As the audio content market grows due to the spread of the AI speaker market and the influence of connected cars, the demand for podcast service is increasing. Therefore, in this study, the behaviors of podcast users were identified and the user types were classified. In the background study, podcast usage motives and user types were studied, and they were referred to when making the questionnaire. In the survey, preferred audio content was identified according to the situation, and in the in-depth interview, the user type and insights were derived by identifying the audio service usage behavior. As a result of the survey, there was little difference between preferred content for single listening and multitasking, but the difference in preferred content according to time period was statistically significant. The three user types derived from the in-depth interview were divided into users who listen alone for the purpose of study, find and listen to useful information quickly while on the go, and multitask and listen to the light and comfortable contents. It is expected that the results of this study will be an important reference for designing an audio content platform to improve user experience.

Analysis of Game Video Production in Streaming Media Environment (스트리밍 환경에서 게임 영상 제작 분석)

  • Lee, JianBo;Ryu, Seuc-Ho;Hyun, Seung-Hoon
    • Journal of Industrial Convergence
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    • v.20 no.5
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    • pp.69-76
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    • 2022
  • This paper summarizes the features and functions of game video on each platform through a study on streaming technology. Game videos have a high relationship with game content itself for the purpose of marketing and disseminating game play methods using games as the subject matter. The video length is short and it is easy to spread. The main types of game video content are game commentary, game strategy, funny, imitative, music video, and game information. As a game promotion video function, etc., it is used as a direct or indirect publicity for the game by the producer and the user for each reason. This article analyzed the production subject and production conditions of game videos, focusing on the production process. The production subject is divided into professional creators, non-professional creators, and general users. The motive for producing game videos is mainly to obtain economic benefits. The production process was extracted and presented through examples of game videos.

A design of GPU container co-execution framework measuring interference among applications (GPU 컨테이너 동시 실행에 따른 응용의 간섭 측정 프레임워크 설계)

  • Kim, Sejin;Kim, Yoonhee
    • KNOM Review
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    • v.23 no.1
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    • pp.43-50
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    • 2020
  • As General Purpose Graphics Processing Unit (GPGPU) recently plays an essential role in high-performance computing, several cloud service providers offer GPU service. Most cluster orchestration platforms in a cloud environment using containers allocate the integer number of GPU to jobs and do not allow a node shared with other jobs. In this case, resource utilization of a GPU node might be low if a job does not intensively require either many cores or large size of memory in GPU. GPU virtualization brings opportunities to realize kernel concurrency and share resources. However, performance may vary depending on characteristics of applications running concurrently and interference among them due to resource contention on a node. This paper proposes GPU container co-execution framework with multiple server creation and execution based on Kubernetes, container orchestration platform for measuring interference which may be occurred by sharing GPU resources. Performance changes according to scheduling policies were investigated by executing several jobs on GPU. The result shows that optimal scheduling is not possible only considering GPU memory and computing resource usage. Interference caused by co-execution among applications is measured using the framework.

Understanding the Categories and Characteristics of Depressive Moods in Chatbot Data (챗봇 데이터에 나타난 우울 담론의 범주와 특성의 이해)

  • Chin, HyoJin;Jung, Chani;Baek, Gumhee;Cha, Chiyoung;Choi, Jeonghoi;Cha, Meeyoung
    • KIPS Transactions on Software and Data Engineering
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    • v.11 no.9
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    • pp.381-390
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    • 2022
  • Influenced by a culture that prefers non-face-to-face activity during the COVID-19 pandemic, chatbot usage is accelerating. Chatbots have been used for various purposes, not only for customer service in businesses and social conversations for fun but also for mental health. Chatbots are a platform where users can easily talk about their depressed moods because anonymity is guaranteed. However, most relevant research has been on social media data, especially Twitter data, and few studies have analyzed the commercially used chatbots data. In this study, we identified the characteristics of depressive discourse in user-chatbot interaction data by analyzing the chats, including the word 'depress,' using the topic modeling algorithm and the text-mining technique. Moreover, we compared its characteristics with those of the depressive moods in the Twitter data. Finally, we draw several design guidelines and suggest avenues for future research based on the study findings.

Case Study on Fashion Brand Flagship Store in Metaverse -Focusing on Fashion Brand in ZEPETO- (패션 브랜드 메타버스 플래그십 스토어 사례연구 -제페토(ZEPETO) 내 패션 브랜드를 중심으로-)

  • Kim, Woo Bin;Hur, Hee Jin;Choo, Ho Jung
    • Journal of the Korean Society of Clothing and Textiles
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    • v.46 no.3
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    • pp.545-563
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    • 2022
  • Metaverse is a digitally generated world beyond the physical realm; many fashion brands are launching virtual stores in Metaverse. This study explores the cases of flagship stores of fashion brands in Metaverse to understand the peculiarity of Metaverse retailing. This study selected four flagship stores of fashion brands launched on ZEPETO, the largest Metaverse platform in Korea. The characteristics of Metaverse retailing used for case analysis were store (store credibility, servicescape, ease of use), product (content, demos, incentives), social factor (store personnel, store customers), and entertainment (events, games, free gifts). The results illustrate that a transaction system linked to reality could not be established due to technical limitations; it was difficult to obtain specific product information, such as the color, size, and fabric. However, all four fashion brands overwhelmed the traditional retail channels in terms of providing various spatial experiences by operating their virtual stores in global cities related to the heritage and identity of each brand. Furthermore, fashion brands can convey a sense of deviation and fantasy to consumers by delivering unique entertainment activities in Metaverse that they cannot easily provide in real life.

A Study on Backend as a Service for the Internet of Things (사물인터넷을 위한 백앤드 서비스에 관한 연구)

  • Choi, Shin-Hyeong
    • Advanced Industrial SCIence
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    • v.1 no.1
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    • pp.23-31
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    • 2022
  • Cloud services, which started in the early 2000s as a method of using idle servers, are more active with the advent of the 4th industrial revolution, and are being used in many fields as an optimal platform that can be used for business by collecting and analyzing data. On the other hand, the Internet of Things is an environment in which all surrounding objects can freely connect to the Internet network anytime and anywhere to transmit sensed data. In the Internet of Things, data is transmitted in real time, so BaaS, that is, a cloud service for data only has been added. In this paper, among BaaS services for the Internet of Things, a back-end service method that manages data based on Parse Server is explained, and a service that helps patients in rehabilitation is presented using this. For this, a Raspberry Pi is used as a hardware environment, and it is connected to the Internet, collects patient movement information in real time, and manages it through the Parse Server.

A Study on Fashion Item Purchase Decision-Making Process of ZEPETO and Roblox of MZ Generation - Focused on Self-expression - (MZ세대의 제페토와 로블록스 패션 아이템 구매의사결정과정에 관한 연구 - 자아 표현을 중심으로 -)

  • Lee, Seowon;Kim, Nayoon;Jeon, Dabeen;Han, Yealim;Shin, Eunjung
    • The Korean Fashion and Textile Research Journal
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    • v.24 no.4
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    • pp.418-430
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    • 2022
  • This study aims to analyze consumers' purchase decision-making process of buying avatar fashion items on the Metaverse platform. Drawing on the connection between the self-expression tendency of the MZ generation and that of avatars in the Metaverse, this study uses a qualitative research method to analyze how consumers express their self-image through the appearance of their avatars. Unlike previous studies on the clothing purchase decision-making process, this study shows that purchasing and consumption behavior involve the following six stages: recognizing desire, collecting information, evaluating alternatives, making purchases, evaluating the consumption, and post-purchase action-taking. In the first stage of the purchase decision-making process, consumers' desire arises with self-image expression and confirmation. In the second stage, consumers have a high tendency to shop in the best item category. In the alternative evaluation stage, consumers tend to seek items that match their highest standard while considering their personal preferences. In the fourth stage, when making actual purchases, unplanned purchase behavior often occurs along with an active practice of alternative evaluation. In the fifth stage, the evaluation of the consumption shows that consumers achieve satisfaction by applying a style to their avatars that they are unable to try in the real world. In the last stage, consumers often use their purchases to communicate their various styles with other online consumers. Therefore, we conclude that the online purchase decision-making process differs from the offline process as it is divided into six stages.

Thesis of the Metaverse Concept and Proposing Research Direction (메타버스 개념 및 현황에 대한 논의와 향후 연구 방향 제안)

  • Ryu, Sunghan;Yun, Haejung;Park, Jaehyun;Chang, Younghoon
    • Knowledge Management Research
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    • v.23 no.2
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    • pp.1-13
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    • 2022
  • Metaverse has been encountering in our daily lives, and it has dynamically changed people's way of working, educating, and entertaining. During the Covid-19, people has been more immersed with virtual world. For example, the virtual environments have created new form and features of our remote work, online education, entertainment, and so on. Also, some people make a strong tie with their avatar to live in a virtual world. Indeed, it became a new normal life now. With this radical social and technological change, the metaverse has become a core issue for the communities of researchers and practitioners as well, and a variety of meaningful research and products have been conducted so far. Nevertheless, it still is lack of diverse theoretical, empirical, and practical studies, dealing with this huge socio-technical shift with the metaverse. Therefore, in this special issue commentary, we suggest potential metaverse research issues and topics, which highlight how management, organization, and information systems researchers could dance with the ongoing metaverse ecosystem for creating more productive research performances.

Development of ESS Fair Trade System Linked with Blockchain (블록체인을 연계한 ESS 공정거래 시스템 개발)

  • Gun-Il Kim;Yang-Kwon Jeong;Young-Sik Kim;Jin-Suk Kim
    • The Journal of the Korea institute of electronic communication sciences
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    • v.18 no.1
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    • pp.149-156
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    • 2023
  • This research tried to develop an ESS electricity trading system linked with blockchain for energy participation consumers. For the purpose of publishing renewable energy ESS power amount and demand information, we will build a smart contract system on the blockchain DB, utilize the blockchain DB data of energy prosumers and consumers, and expand the power trading market flexibly. to provide realistic solutions. Therefore, the main contents of the development of the ESS power trading system linked to the blockchain are cloud-based web construction for ESS management, coin issuance and exchange registration for activating the blockchain, and to reflect the blockchain technology, building a blockchain database for collecting and supplying ESS-based production demand data, selecting a blockchain-based platform and building a foundation, and creating a smart contract, etc.