• Title/Summary/Keyword: MANAGEMENT AND USE ATTRIBUTES

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A Moving Object Query Process System for Mobile Recommendation Service (모바일 추천 서비스를 위한 이동 객체 질의 처리 시스템)

  • Park, Jeong-Seok;Shin, Moon-Sun;Ryu, Keun-Ho;Jung, Young-Jin
    • The KIPS Transactions:PartD
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    • v.14D no.7
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    • pp.707-718
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    • 2007
  • Recently, much studies for providing mobile users with suitable and useful content services, LBS(Location Based Service) corresponding to the change of users' location, are actively going on. First and foremost, this is basically owing to the progress of location management technologies such as GPS, mobile communication technology and the spread of personal devices like PDA and the cellular phones. Besides, the research scope of LBS has been changed from vehicle tracking and navigation services to intelligent and personalized services considering the changing information of conditions or environment where the users' are located. For example, it inputs the information such as heavy traffic, pollution, and accidents. The query languages which effectively search the stored vehicle and environment information have been studied depending on the increase of the information utilization. However, most of existing moving object query languages are not enough to provide a recommendation service for a user, because they can not be tested and evaluated in real world and did not consider changed environment information. In order to retrieve not only a vehicle location and environment condition but also use them, we suggest a moving object query language for recommendation service and implement a moving object query process system for supporting a query language. It can process a nearest neighbor query for recommendation service which considers various attributes such as a vehicle's location and direction, environment information. It can be applied to location based service application which utilizes the recommended factors based on environmental conditions.

Advertisement Design Strategy of According to The Brand Life Cycle (브랜드 수명주기에 따른 광고디자인 전략에 관한 연구)

  • Kim, Eun-Young;Lee, Jin-Ryeol
    • Archives of design research
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    • v.18 no.3 s.61
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    • pp.139-148
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    • 2005
  • Generally, the brand has its life cycle as the product has. This life cycle is classified into the stages; introduction, growth, maturity and decline. Since the brand is little different from that of the product's, we can find some differences when it applies to the brand. The most effective method to perceive the brand to the consumers is advertisement, therefore in the advertisement design, it is important to figure out the current stage in the brand life cycle and use the most ideal design strategy in that stage. This study suggests the concept of the brand life cycle and the most effective strategy in each stages of the advertisement design. In the stage of the brand introduction, we apply the 'What is it? Strategy' which introduces the brand itself. In the stage of the growth, 'How does it Differ from? Strategy' is suggested as the advertisement strategy emphasizing the positioning which shows its differential competitive advantages among brands because in this stage there are many competitive brands in the market. In the stage of the maturity, we focus on the 'What does it Convey of? Strategy' stressing on the delivery of brand's value to consumers as consumers they purchase the brand. Finally in the stage of the decline, 'What does it Stand for? Strategy' is suggested in order to emphasize the generation of brand's symbolical meaning rather than to emphasize it's attributes or benefits. Therefore the advertisement design needs the contingent ideal design strategy according to the stages of brand life cycle and the effective brand management through it.

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A Study on the Current Situation and Improved Method for the Smombie through Field Survey and ICT Trend Analysis (현장 조사와 ICT 동향 분석을 통한 스몸비 현황과 개선 방안 연구)

  • Lee, Dong Hoon;Oh, Hye Soo;Jang, Jae Min;Jeong, Jong Woon;Yang, Sang Oon
    • Journal of the Korean Society of Safety
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    • v.35 no.5
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    • pp.74-85
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    • 2020
  • Smart phone zombie or Smombie means pedestrians who walk without attention to their surroundings because they are focused upon their smart phone. Because the traffic accidents and injuries caused by Smombie have been increased rapidly in recent years, the social attention and policies are needed to prevent it. This study was conducted to analyze Smombie's current status and some solutions used before and to propose new improved method through the latest ICT trend. In this study, we did the field survey to check Smombies at several places in Seoul through people counting, and found that a lot of pedestrians still use the smart phone while walking. And we analyzed many case studies about some solutions to prevent Smombies previously. The case studies include legal regulations, government policies, smart phone app services and facilities that are used before. We studied them through internet searches and reference studies and we also checked the current operating situation as visiting several places that the solutions actually has been operated. Therefore, we found there are some limitations in previous solutions in terms of effectiveness and management. To consider new solution that can be expected to overcome the limitations, we analyzed the latest ICT trends focused on features to utilize the Smombie prevention, especially video recognition and digital signage. In these days, video recognition has been developed rapidly with assistance of AI technology and it can recognize the specific pedestrian's characteristics such as holding smart phone as well as hair style, clothes, backpack and etc. On the other hands, the digital signage is the convergence device that includes big display, network connection and various IoT sensors. It can be used as public media in many places for public services as well as advertising. Through these analysis results, we show the requirements and the user scenario for the improved method to prevent Smombie. Finally, we propose to develop R&D technology to recognize Smombie exactly as pedestrian attributes and to spread creative contents to increase pedestrian's interest and engagement for Smombie prevention through digital signage.

Computation of Maintainability Index Using SysML-Based M&S Technique for Improved Weapon Systems Development (SysML 기반 모델링 및 시뮬레이션 기법을 활용한 무기체계 정비도 지수 산출)

  • Yoo, Yeon-Yong;Lee, Jae-Chon
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.11
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    • pp.88-95
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    • 2018
  • Maintainability indicates how easily a system can be restored to the normal state when a system failure occurs. Systems developed to have high maintainability can be competitive due to reduced maintenance time, workforce and resources. Quantification of the maintainability is possible in many ways, but only after prototype production or with historical data. As such, the graph theory and 3D model data have been used, but there are limitations in management efficiency and early use. To solve this problem, we studied the maintainability index of weapon systems using SysML-based modeling and simulation technique. A SysML structure diagram was generated to simultaneously model the system design and maintainability of system components by reflecting the maintainability attributes acquired from the system engineering tool. Then, a SysML parametric diagram was created to quantify the maintainability through simulation linked with MATLAB. As a result, an integrated model to account for system design and maintainability simultaneously has been presented. The model can be used from early design stages to identify components with low maintainability index. The design of such components can be changed to improve maintainability and thus to reduce the risks of cost overruns and time delays due to belated design changes.

Design and Implementation of Information Retrieval System Based on Ontology Using Semantic Web (시맨틱 웹을 이용한 온톨로지 기반의 정보검색 시스템 설계 및 구현)

  • Seo, Woo-Jin;Rhyu, Kyeong-Taek
    • Journal of Digital Convergence
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    • v.17 no.1
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    • pp.209-217
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    • 2019
  • In this paper, the purpose of this paper is to lay the foundation for the search system by using and building an online search engine suitable for the search domain and enabling search, conversion, integration and sharing of information. It is to use the ontology to infer hierarchical relationships, deduce objects based on that layer, and extract attributes to search areas that are relevant to the data that the user wants. In order to search for information in this way, the information search system was implemented by entering key words related to 'qualifications'. The implemented system arranged the meaning and relationship of each attribute online so that the general public can search information quickly, easily, and accurately. In addition, the implementation results were compared with two different search engines. Comparable search engines are Naver and Daum, the two major search engines. The search engine of this study, which was built using an ontology suitable for the search domain to perform searches using the semantic web, was evaluated to have excellent results. However, it is thought that a more formalized online location is necessary to increase the accuracy and reliability of search engines and to include more comprehensive categories of search terms.

The Effect of Online Wellness Entertainment Contents Use on Psychological Well-being (온라인 웰니스 엔터테인먼트 콘텐츠 이용이 심리적 웰빙에 미치는 영향)

  • Moon, Yunji
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.22 no.3
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    • pp.460-469
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    • 2021
  • Many people today suffer from stress originated from diseases, daily life, workplace, or environmental pollution. People want a comfortable and stable life along with physical and mental relaxation. As the number of people pursuing a comfortable life increases, terms of well-being and wellness have become more common, and wellness-related industries are also developing. Among the wellness and well-being industries, the wellness entertainment contents are one of the highest growing industries. This study aims to investigate how wellness contents contribute to improving the psychological well-being level of users through the mediating effect of telepresence in online. Specifically, this study suggests a hypothesized research model on the influence of online wellness entertainment content, which consists of sensory-, emotional-, and cognitive-attributes, on telepresence, followed by psychological well-being and word-of-mouth. With an empirical test using data on the experience of meditation app experience for 305 people, the result showed that the hypotheses in the research model were supported. The result of this study showed that wellness content induces users' telepresence and word-of-mouth, suggesting that wellness contents are needed to develop into a profit model rather than being limited to simple mental and physical stability.

IoT data trust techniques based on auto-encoder through IoT-linked processing (오토인코더 기반의 IoT 연계 처리를 통한 IoT 데이터 신뢰 기법)

  • Yon, Yong-Ho;Jeong, Yoon-Su
    • Journal of Digital Convergence
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    • v.19 no.11
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    • pp.351-357
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    • 2021
  • IoT devices, which are used in various ways in distributed environments, are becoming more important in data transmitted and received from IoT devices as fields of use such as medical, environment, transportation, bio, and public places are diversified. In this paper, as a method to ensure the reliability of IoT data, an autoencoder-based IoT-linked processing technique is proposed to classify and process numerous data by various important attributes. The proposed technique uses correlation indices for each IoT data so that IoT data is grouped and processed by blockchain by characteristics for IoT linkage processing based on autoencoder. The proposed technique expands and operates into a blockchain-based n-layer structure applied to the correlation index to ensure the reliability of IoT data. In addition, the proposed technique can not only select IoT data by applying weights to IoT collection data according to the correlation index of IoT data, but also reduce the cost of verifying the integrity of IoT data in real time. The proposed technique maintains the processing cost of IoT data so that IoT data can be expanded to an n-layer structure.

An Experimental Study on the Properties of Concrete Using the Waste Gypsum (폐석고를 시멘트 대체재로 활용한 콘크리트의 특성에 관한 실험적 연구)

  • Kim, Nam Wook;Song, In;Park, Rae Seon;Bae, Ju Seong
    • Journal of the Korea institute for structural maintenance and inspection
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    • v.11 no.2
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    • pp.69-76
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    • 2007
  • As amount of waste matter rapidly increases with fast growth of cities and industry, how to dispose them has arisen as an important problem. Current policy of the government on disposal of waste is repressing generation of waste itself and in case of already generated waste, resource cycle waste management system that recycles waste after proper environmental process is getting established. Therefore recycling of waste and industrial by-products is rising hugely. One of largely wasted matters is waste gypsum, which was categorized as designated waste but changed to general since 1994. Due to disposal cost and lack of impurities removal technology, recycling of it was quite low. However, as impurities removal technology using semi-dried desulfurization process is developed lately, study on recycling of waste gypsum is going on lively. This study examines possibility of utilizing waste gypsum as alternative for concrete cement and analyzed attributes of waste gypsum before and after ball mill process to find out proper alternation ratio, and conducted strength and property tests on concrete subject whose percentage of cement use is substituted with 0, 5.0, 7.5, 10.0 and 12.5% of waste gypsum.

The Effects of Virtual Reality Advertisement on Consumer's Intention to Purchase: Focused on Rational and Emotional Responses (가상현실(Virtual Reality) 광고가 소비자 구매의도에 미치는 영향: 이성적인 반응과 감성적인 반응의 통합)

  • Cha, Jae-Yol;Im, Kun-Shin
    • Asia pacific journal of information systems
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    • v.19 no.4
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    • pp.101-124
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    • 2009
  • According to Wikipedia, virtual reality (VR) is defined as a technology that allows a user to interact with a computer-simulated environment. Due to a rapid growth in information technology (IT), the cost of virtual reality has been decreasing while the utility of virtual reality advertisements has dramatically increased. Nevertheless, only a few studies have investigated the effects of virtual reality advertisement on consumer behaviors. Therefore, the objective of this study is to empirically examine the effects of virtual reality advertisement. Compared to traditional online advertisements, virtual reality advertisement enables consumers to experience products realistically over the Internet by providing high media richness, interactivity, and telepresence (Suh and Lee, 2005). Advertisements with high media richness facilitate consumers' understanding of advertised products by providing them with a large amount and a high variety of information on the products. Interactivity also provides consumers with a high level of control over the computer-simulated environment in terms of their abilities to adjust the information according to their individual interests and concerns and to be active rather than passive in their engagement with the information (Pimentel and Teixera, 1994). Through high media richness and interactivity, virtual reality advertisements can generate compelling feelings of "telepresence" (Suh and Lee, 2005). Telepresence is a sense of being there in an environment by means of a communication medium (Steuer, 1992). Virtual reality advertisements enable consumers to create a perceptual illusion of being present and highly engaged in a simulated environment, while they are in reality physically present in another place (Biocca, 1997). Based on the characteristics of virtual reality advertisements, a research model has been proposed to explain consumer responses to the virtual reality advertisements. The proposed model includes two dimensions of consumer responses. One dimension is consumers' rational response, which is based on the Information Processing Theory. Based on the Information Processing Theory, product knowledge and perceived risk are selected as antecedents of intention to purchase. The other dimension is emotional response of consumers, which is based on the Attitude-Structure Theory. Based on the Attitude-Structure Theory, arousal, flow, and positive affect are selected as antecedents of intention to purchase. Because it has been criticized to have investigated only one of the two dimensions of consumer response in prior studies, our research model has been built so as to incorporate both dimensions. Based on the Attitude-Structure Theory, we hypothesized the path of consumers' emotional responses to a virtual reality advertisement: (H1) Arousal by the virtual reality advertisement increases flow; (H2) Flow increases positive affect; and (H3) Positive affect increases intension to purchase. In addition, we hypothesized the path of consumers' rational responses to the virtual reality advertisement based on the Information Processing Theory: (H4) Increased product knowledge through the virtual reality advertisement decreases perceived risk; and (H5) Perceived risk decreases intension to purchase. Based on literature of flow, we additionally hypothesized the relationship between flow and product knowledge: (H6) Flow increases product knowledge. To test the hypotheses, we conducted a free simulation experiment [Fromkin and Streufert, 1976] with 300 people. Subjects were asked to use the virtual reality advertisement of a cellular phone on the Internet and then answer questions about the variables. To check whether subjects fully experienced the virtual reality advertisement, they were asked to answer a quiz about the virtual reality advertisement itself. Responses of 26 subjects were dropped because of their incomplete answers. Responses of 274 subjects were used to test the hypotheses. It was found that all of six hypotheses are accepted. In addition, we found that consumers' emotional response has stronger impact on their intention to purchase than their rational response does. This study sheds much light into practical implications for both IS researchers and managers. First of all, while most of previous research has analyzed only one of the customers' rational and emotional responses, we theoretically incorporated and empirically examined both of the two sides. Second, we empirically showed that mediators such as arousal, flow, positive affect, product knowledge, and perceived risk play an important role between virtual reality advertisement and customer's intention to purchase. In addition, the findings of this study can provide a basis of practical strategies for managers. It was found that consumers' emotional response is stronger than their rational response. This result indicates that advertisements using virtual reality should focus on the emotional side, and that virtual reality can be served as an appropriate advertisement tool for fancy products that require their online advertisements to give an impetus to customers' emotion. Finally, even if this study examined the effects of virtual reality advertisement of cellular phone, its findings could be applied to other products that are suited for virtual experience. However, this research has some limitations. We were unable to control different kinds of consumers and different attributes of products on consumers' intention to purchase. It is, therefore, deemed important for future research to control the consumer and product types for more reliable results. In addition to the consumer and product attributes, other variables could affect consumers' intention to purchase. Thus, the future research needs to find ways t control other variables.

A Semantic Classification Model for e-Catalogs (전자 카탈로그를 위한 의미적 분류 모형)

  • Kim Dongkyu;Lee Sang-goo;Chun Jonghoon;Choi Dong-Hoon
    • Journal of KIISE:Databases
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    • v.33 no.1
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    • pp.102-116
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    • 2006
  • Electronic catalogs (or e-catalogs) hold information about the goods and services offered or requested by the participants, and consequently, form the basis of an e-commerce transaction. Catalog management is complicated by a number of factors and product classification is at the core of these issues. Classification hierarchy is used for spend analysis, custom3 regulation, and product identification. Classification is the foundation on which product databases are designed, and plays a central role in almost all aspects of management and use of product information. However, product classification has received little formal treatment in terms of underlying model, operations, and semantics. We believe that the lack of a logical model for classification Introduces a number of problems not only for the classification itself but also for the product database in general. It needs to meet diverse user views to support efficient and convenient use of product information. It needs to be changed and evolved very often without breaking consistency in the cases of introduction of new products, extinction of existing products, class reorganization, and class specialization. It also needs to be merged and mapped with other classification schemes without information loss when B2B transactions occur. For these requirements, a classification scheme should be so dynamic that it takes in them within right time and cost. The existing classification schemes widely used today such as UNSPSC and eClass, however, have a lot of limitations to meet these requirements for dynamic features of classification. In this paper, we try to understand what it means to classify products and present how best to represent classification schemes so as to capture the semantics behind the classifications and facilitate mappings between them. Product information implies a plenty of semantics such as class attributes like material, time, place, etc., and integrity constraints. In this paper, we analyze the dynamic features of product databases and the limitation of existing code based classification schemes. And describe the semantic classification model, which satisfies the requirements for dynamic features oi product databases. It provides a means to explicitly and formally express more semantics for product classes and organizes class relationships into a graph. We believe the model proposed in this paper satisfies the requirements and challenges that have been raised by previous works.