• Title/Summary/Keyword: University-Graduate School Experience

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Performance Evaluation of ARCore Anchors According to Camera Tracking

  • Shinhyup Lee;Leehwan Hwang;Seunghyun Lee;Taewook Kim;Soonchul Kwon
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.4
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    • pp.215-222
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    • 2023
  • Augmented reality (AR), which integrates virtual media into reality, is increasingly utilized across various industrial sectors, thanks to advancements in 3D graphics and mobile device technologies. The IT industry is thus carrying out active R&D activities about AR platforms. Google plays a significant role in the AR landscape, with a focus on ARCore services. An essential aspect of ARCore is the use of anchors, which serve as reference points that help maintain the position and orientation of virtual objects within the physical environment. However, if the accuracy of anchor positioning is suboptimal when running AR content, it can significantly diminish the user's immersive experience. We are to assess the performance of these anchors in this study. To conduct the performance evaluation, virtual 3D objects, matching the shape and size of real-world objects, we strategically positioned ourselves to overlap with their physical counterparts. Images of both real and virtual objects were captured from five distinct camera trajectories, and ARCore's performance was analyzed by examining the difference between these captured images.

Experience Type Applications by the Behavior of Food-Content Creators

  • Yu, Chaelin;Ryu, Gihwan;Moon, Seok-Jae;Yoo, Kyoungmi
    • International Journal of Advanced Culture Technology
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    • v.8 no.3
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    • pp.247-253
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    • 2020
  • It has emerged Food-content among various forms of 1-person media through social media. Food-content influencer also market products through 1-person media, generating revenue through increased views and subscribers of 1-person media. It also sells products through sponsorship. In general, there is a profit structure through 1-person media viewing, but research on how restaurant companies generate profits directly through food-content is insufficient. In addition, research on converting subscribers to consumers through food-contents is minimal. In this paper, we propose an experiential application system based on the behavior of food-content creators. The proposed system collects and categorizes food-content information, and maps between highly related words to organize into keyword categories. The ontology tag-based concept network applied to the proposed system connects representative information by pre-extracting/mapping information related to information requests among a wide range of data. This method maps relevant food-content information to provide the user with data collected/storage in the form of an application. The user uses the application while watching the food eaten by the influencer and creator. And, it is meaningful that the user could be provided is provided with information about the food they want to eat.

The Effects of Customer Experience at the Banks on Customer loyalty (은행에서의 고객경험이 고객충성도에 미치는 영향)

  • Jeon, Gilgu;Yoo, Hanjoo
    • Journal of Korean Society for Quality Management
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    • v.44 no.2
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    • pp.357-372
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    • 2016
  • Purpose: The paper aims to measure customer experience at banks in South Korea. This study examines six factors of customer experience and identifies their impacts on customer loyalty. Methods: The collected data with surveys were analyzed by using multi-regression analysis. The measurement tools used for this study were categorized into six dimensions: Customization, Employees, Servicescape, Internet Banking, Value addition, and the Presence of other customers. Results: Customer experience has an influence on customer satisfaction: The effects of Customization, Employees, Servicescape, Internet Banking and Value addition were found. However, the presence of other customers was not significant on customer satisfaction. Interestingly, it was found that customer satisfaction made a statistically significant influence on customer loyalty. Conclusion: This study focuses on a bank sector of customer experience. Thus, six factors of measuring customer experience were found. The results of this study will predict customers' experience and also build up effective strategies for the utmost satisfaction of the customers.

Interactivity and Flow in Games

  • Baek, Eok;Cha, Jong-Guk;Lee, Jeong-U
    • 한국경영정보학회:학술대회논문집
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    • 2007.06a
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    • pp.640-645
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    • 2007
  • In theese day, games are often referred as the most potential media to have artistic and entertaining features of digital technology, In this study, used to derive the factors of enjoyment and immersion that users experience from interaction and narrative levels in games were derived The framework of interaction and narrative levels in games was adopted from Marie-Laure Ryan's(2002) and Hyewon Han's(2005) study. The framework was used as the basic instrument for focus group interviews. The result of this study provides a practical model for game-design.

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Performance of Wireless Mobile Node based on Experience Path with SSEPT Scheme (무선 단말의 이동경로를 고려한 선택적 채널탐색방식의 성능분석)

  • Yoon, Hong;Yoon, Chong-Ho
    • Proceedings of the IEEK Conference
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    • 2006.06a
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    • pp.87-88
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    • 2006
  • In this paper, we propose a new selective scanning scheme based on hand-off path information, which can provide an efficient reducing of delay time. This scheme eliminates almost of the scanning delay time by using Selective Scan based on Experience Path Table(SSEPT) algorithm and also completed hand-off within few milliseconds by using the next candidate channel indexing mechanism. Our scheme reduces the total number of scanning channels as well as the delay time on each channel. From the simulation result, we show that the proposed scheme is advantageous over the legacy schemes in terms of the scanning channels and the total delay time.

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Framework analysis of Speed-running : Towards a Comparison Between the Normal Gameplayer and Speed Runners (스피드 러닝 프레임워크 분석 : 일반 게임플레이어와 스피드 러너 간의 비교를 중심으로)

  • Thiago, Araujo Silva;Song, Seung-Keun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.24 no.2
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    • pp.337-339
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    • 2020
  • Speed-run is a gameplay style in what the player tries to finish the game as quickly as possible. The purpose of this study is to observe and analyze the difference between a normal player and a speed runner in a speed run to better understand their interaction with the game and to extrapolate the applications of the analyzed frameworks to scenarios that extent normal gameplay. For this purpose, MDA (Mechanic, Dynamic, Aesthetics) and DPE (Experience, Design, Play) were used. As a result, the average player was found to focus on aesthetics or affects while the speed runner focused on mechanics and gameplay.

A preliminary study on the evaluation method of online design education (비대면 디자인 교육 평가 체계 구축에 관한 기초 연구)

  • Park, Seo-Yeon;Pan, Young-Hwan
    • Design & Manufacturing
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    • v.16 no.2
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    • pp.7-12
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    • 2022
  • The purpose of this study is to develop an evaluation method for online design education. Online education has established itself as the primary form in the educational field, however, there are unsatisfactory response from instructors and students due to rapid conversion of online education. Due to the transition of educational method, online class contents have become optimized and online educational experiences became accumulated. However, clear education criteria is essential. This study states importance of two parts: establishing an evaluation system based on design thinking for online design education and finding appropriate online platforms for interaction between instructors and students. The research results provide implications for ensuring the efficiency of design education and are expected to contribute significantly to the future education field.

Investigating Signals on Equity Crowdfunding: Human Capital, Earlier Investors, and Social Capital

  • Jungkook An;Hee-Woong Kim
    • Asia pacific journal of information systems
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    • v.29 no.2
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    • pp.283-307
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    • 2019
  • Although crowdfunding has emerged as a promising route to fundraising success, little is known about the specifics of equity-based crowdfunding. Using a data set of 1,111 start-ups with investment funding totaling over $4.67 billion, we analyzed the association between a start-up's underlying characteristics and its funding outcome. We found that a start-up's funding outcome is positively associated with its human capital, but negatively associated with earlier investors' business experience. Furthermore, our analyses revealed that investors have higher levels of social capital are a noise signal to later investors. These findings shed light on the critical role of human capital, investors' experience, and social capital as credible signals for start-up investment in equity crowdfunding.

Comparison of Obesity Level and Eating Habits According to Intake Experience of Mother's Milk and Eating Habits of Baby Foods by Elementary School Students (초등학생의 과거 모유섭취경험 및 이유식 식습관에 따른 비만도 및 식습관 비교)

  • Yoon, Hyung Joo;Kim, Myung Hee;Jang, Ki-Hyo;Lee, Je-Hyuk
    • Journal of the Korean Society of Food Culture
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    • v.29 no.5
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    • pp.380-389
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    • 2014
  • The aim of this study was to investigate the relationship between intake experience of mother's milk intake/baby food intake, present eating habits, and atopy symptoms in elementary school students in Chungnam province. More frequent intake of mother's milk was associated with less atopy symptoms. Subjects who had good attitudes for baby food in the past had less unfavorite foods. In addition, subjects that ate fruits and vegetable-baby food had better eating attitudes for a balanced diet. Unbalanced diet was associated with worse behavior characteristics. Frequency of eating breakfast affected behavioral characteristics. As this study had regional and size limitations, it is necessary to further investigate the relationship between past intake experience of mother's milk/attitude towards baby foods and present eating habits/physical growth. Based on these results, past intake experience of mother's milk/attitude towards baby foods might affect present physical growth/development and eating habits of subjects.

Factors Related to High-risk Health Behavior in Middle School Adolescents (중학교 청소년의 고위험 건강 행위 관련요인)

  • Ko, Yu-Kyung;Kang, Kyeong-Hwa;Lim, Ji-Young;Kim, Min-Jeong;Yoo, Hyun-Jeong;Yoo, II-Young
    • Child Health Nursing Research
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    • v.12 no.3
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    • pp.341-350
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    • 2006
  • Purpose: The purpose of this study was to describe high-risk health behaviors in middle school adolescents and to identify factors related to this behavior. Method: This survey study employed a self administered questionnaire given to 621 students enrolled in one middle school located in Gyeonggi province. Using the cluster sampling method, 4 classes from the 7th, 8th, and 9th grades were selected. The survey was done between April 20 and May 19, 2004. Data were analyzed using SAS. Result: The results showed that 19.1% of adolescents smoked cigarettes and 8.4 % drank regularly. The mean score for resilience was 6.92 (range:0-10) and for depression, 23.62 (range:0-50). The adolescents in higher grades reported significantly more experience with pornography. Also, adolescents who reported have fewer conversations with their parents had significantly more experience with pornography. Depression was significantly higher for those students who had better academic skills and higher family income. Resilience level was significantly higher for the students who reported better schools records and higher family income. The most important factor related to the high risk behaviors, depression, and resilience was conversations with parents. Conclusion: This study suggests that to develop an effective high-risk health behavior prevention program for adolescents, it is necessary to include communication skills with the parents.

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