• Title/Summary/Keyword: User Environment

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Analysis of Behavioral Characteristics by Park Types Displayed in 3rd Generation SNS (제3세대 SNS에 표출된 공원 유형별 이용 특성 분석)

  • Kim, Ji-Eun;Park, Chan;Kim, Ah-Yeon;Kim, Ho Gul
    • Journal of the Korean Institute of Landscape Architecture
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    • v.47 no.2
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    • pp.49-58
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    • 2019
  • There have been studies on the satisfaction, preference, and post occupancy evaluation of urban parks in order to reflect users' preferences and activities, suggesting directions for future park planning and management. Despite using questionnaires that are proven to be affective to get users' opinions directly, there haven been limitations in understanding the latest changes in park use through questionnaires. This study seeks to address the possibility of utilizing the thirdgeneration SNS data, Instagram and Google, to compare behavior patterns and trends in park activities. Instagram keywords and photos representing user's feelings with a specific park name were collected. We also examined reviews, peak time, and popular time zones regarding selected parks through Google. This study tries to analyze users' behaviors, emerging activities, and satisfaction using SNS data. The findings are as follows. People using park near residential areas tend to enjoy programs being operated in indoor facilities and to like to use picnic places. In an adjacent park of commercial areas, eating in the park and extended areas beyond the park boundaries is found to be one of the popular park activities. Programs using open spaces and indoor facilities were active as well. Han River Park as a detached park type offers a popular venue for excercises and scenery appreciation. We also identified companionship characteristics of different park types from texts and photos, and extracted keywords of feelings and reviews about parks posted in $3^{rd}$ generation SNS. SNS data can provide basis to grasp behavioral patterns and satisfaction factors, and changes of park activities in real time. SNS data also can be used to set future directions in park planning and management in accordance with new technologies and policies.

Design of Cloud-Based Data Analysis System for Culture Medium Management in Smart Greenhouses (스마트온실 배양액 관리를 위한 클라우드 기반 데이터 분석시스템 설계)

  • Heo, Jeong-Wook;Park, Kyeong-Hun;Lee, Jae-Su;Hong, Seung-Gil;Lee, Gong-In;Baek, Jeong-Hyun
    • Korean Journal of Environmental Agriculture
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    • v.37 no.4
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    • pp.251-259
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    • 2018
  • BACKGROUND: Various culture media have been used for hydroponic cultures of horticultural plants under the smart greenhouses with natural and artificial light types. Management of the culture medium for the control of medium amounts and/or necessary components absorbed by plants during the cultivation period is performed with ICT (Information and Communication Technology) and/or IoT (Internet of Things) in a smart farm system. This study was conducted to develop the cloud-based data analysis system for effective management of culture medium applying to hydroponic culture and plant growth in smart greenhouses. METHODS AND RESULTS: Conventional inorganic Yamazaki and organic media derived from agricultural byproducts such as a immature fruit, leaf, or stem were used for hydroponic culture media. Component changes of the solutions according to the growth stage were monitored and plant growth was observed. Red and green lettuce seedlings (Lactuca sativa L.) which developed 2~3 true leaves were considered as plant materials. The seedlings were hydroponically grown in the smart greenhouse with fluorescent and light-emitting diodes (LEDs) lights of $150{\mu}mol/m^2/s$ light intensity for 35 days. Growth data of the seedlings were classified and stored to develop the relational database in the virtual machine which was generated from an open stack cloud system on the base of growth parameter. Relation of the plant growth and nutrient absorption pattern of 9 inorganic components inside the media during the cultivation period was investigated. The stored data associated with component changes and growth parameters were visualized on the web through the web framework and Node JS. CONCLUSION: Time-series changes of inorganic components in the culture media were observed. The increases of the unfolded leaves or fresh weight of the seedlings were mainly dependent on the macroelements such as a $NO_3-N$, and affected by the different inorganic and organic media. Though the data analysis system was developed, actual measurement data were offered by using the user smart device, and analysis and comparison of the data were visualized graphically in time series based on the cloud database. Agricultural management in data visualization and/or plant growth can be implemented by the data analysis system under whole agricultural sites regardless of various culture environmental changes.

Economic Impact of HEMOS-Cloud Services for M&S Support (M&S 지원을 위한 HEMOS-Cloud 서비스의 경제적 효과)

  • Jung, Dae Yong;Seo, Dong Woo;Hwang, Jae Soon;Park, Sung Uk;Kim, Myung Il
    • KIPS Transactions on Computer and Communication Systems
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    • v.10 no.10
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    • pp.261-268
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    • 2021
  • Cloud computing is a computing paradigm in which users can utilize computing resources in a pay-as-you-go manner. In a cloud system, resources can be dynamically scaled up and down to the user's on-demand so that the total cost of ownership can be reduced. The Modeling and Simulation (M&S) technology is a renowned simulation-based method to obtain engineering analysis and results through CAE software without actual experimental action. In general, M&S technology is utilized in Finite Element Analysis (FEA), Computational Fluid Dynamics (CFD), Multibody dynamics (MBD), and optimization fields. The work procedure through M&S is divided into pre-processing, analysis, and post-processing steps. The pre/post-processing are GPU-intensive job that consists of 3D modeling jobs via CAE software, whereas analysis is CPU or GPU intensive. Because a general-purpose desktop needs plenty of time to analyze complicated 3D models, CAE software requires a high-end CPU and GPU-based workstation that can work fluently. In other words, for executing M&S, it is absolutely required to utilize high-performance computing resources. To mitigate the cost issue from equipping such tremendous computing resources, we propose HEMOS-Cloud service, an integrated cloud and cluster computing environment. The HEMOS-Cloud service provides CAE software and computing resources to users who want to experience M&S in business sectors or academics. In this paper, the economic ripple effect of HEMOS-Cloud service was analyzed by using industry-related analysis. The estimated results of using the experts-guided coefficients are the production inducement effect of KRW 7.4 billion, the value-added effect of KRW 4.1 billion, and the employment-inducing effect of 50 persons per KRW 1 billion.

A Study on Interpreting People's Enjoyment under Cherry Blossom in Modern Times (벚꽃을 통해 본 근대 행락문화의 해석)

  • Kim, Hai Gyoung
    • Journal of the Korean Institute of Traditional Landscape Architecture
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    • v.29 no.4
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    • pp.124-136
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    • 2011
  • In landscape architecture, plants play an important role in realizing the intention of the architect and user- behavior as well as an ecology and appearance of the space for them. However, it is true that many researches have focused on ecological characteristics of plants, their cultivation environment and symbolic meanings in traditional terms, while relatively few for the analysis of the aspects of each period through plants. For this, cherry trees that we often see around are selected and their introduction, propagation, development and symbolism from the view of chronicle are studied and the results are followings; Firstly, three-year seedlings of 1,500 pieces of cherry tree from Osaka and Tokyo were planted for the first time in Oieseongdae, Namsan Park, Seoul. Since then, they had been widely planted at traditional sites, modern parks, newly-constructed roads for street trees, and for this, the Japanese Government-General of Chosun had actively supported by its direct cultivation and selling of cherry trees. The spread of cherry trees planted raised the question of whether or not Prunus yedoensis is originated from Jeju Island. Secondly, such massive and artificial planting of them had become attractions over the time and mass media at that time also had actively promoted it. And such trend made the day and night picnic under the cherry blossoms one of the most representative cultures of enjoying spring in Seoul. Thirdly, although general people enjoyed cherry blossoms, but they had dual view and attitude for cherry trees, which were well expressed in their use of them: for example, cherry blossoms, aeng and sakura were used altogether for same meaning, but night aeng or night picnic under cherry blossoms were especially used instead of yojakura when mentioning just pleasure, which meant some saw night enjoying cherry blossoms a low culture. Fourth, symbolic space of Chosun had been transformed into the space for enjoyment and consumption. Anyone who paid entrance fee could enjoy performance of revugirl, cinema and entertainment along with enjoying cherry blossoms. The still-existing strict differentiation of enjoyment culture by social status, class and ethnicity was dismantled from that trend and brought about a kind of disorder. From this, we could find that cherry blossoms had made a great contribution to the change of traditional enjoyment culture over the Japanese colonial period and become a popular spring enjoyment.

A Study on Kiosk Satisfaction Level Improvement: Focusing on Kano, Timko, and PCSI Methodology (키오스크 소비자의 만족수준 연구: Kano, Timko, PCSI 방법론을 중심으로)

  • Choi, Jaehoon;Kim, Pansoo
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.17 no.4
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    • pp.193-204
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    • 2022
  • This study analyzed the degree of influence of measurement and improvement of customer satisfaction level targeting kiosk users. In modern times, due to the development of technology and the improvement of the online environment, the probability that simple labor tasks will disappear after 10 years is close to 90%. Even in domestic research, it is predicted that 'simple labor jobs' will disappear due to the influence of advanced technology with a probability of about 36%. there is. In particular, as the demand for non-face-to-face services increases due to the Corona 19 virus, which is recently spreading globally, the trend of introducing kiosks has accelerated, and the global market will grow to 83.5 billion won in 2021, showing an average annual growth rate of 8.9%. there is. However, due to the unmanned nature of these kiosks, some consumers still have difficulties in using them, and consumers who are not familiar with the use of these technologies have a negative attitude towards service co-producers due to rejection of non-face-to-face services and anxiety about service errors. Lack of understanding leads to role conflicts between sales clerks and consumers, or inequality is being created in terms of service provision and generations accustomed to using technology. In addition, since kiosk is a representative technology-based self-service industry, if the user feels uncomfortable or requires additional labor, the overall service value decreases and the growth of the kiosk industry itself can be suppressed. It is important. Therefore, interviews were conducted on the main points of direct use with actual users centered on display color scheme, text size, device design, device size, internal UI (interface), amount of information, recognition sensor (barcode, NFC, etc.), Display brightness, self-event, and reaction speed items were extracted. Afterwards, using the questionnaire, the Kano model quality attribute classification of each expected evaluation item was carried out, and Timko's customer satisfaction coefficient, which can be calculated with accurate numerical values The PCSI Index analysis was additionally performed to determine the improvement priorities by finally classifying the improvement impact of the kiosk expected evaluation items through research. As a result, the impact of improvement appears in the order of internal UI (interface), text size, recognition sensor (barcode, NFC, etc.), reaction speed, self-event, display brightness, amount of information, device size, device design, and display color scheme. Through this, we intend to contribute to a comprehensive comparison of kiosk-based research in each field and to set the direction for improvement in the venture industry.

Yearly Update of the List of Plant Diseases in Korea (6.2 Edition, 2024) (한국식물병명목록의 연간 현황 보고(6.2판, 2024년 개정본))

  • Jaehyuk Choi;Seon-Hee Kim;Young-Joon Choi;Gyoung Hee Kim;Ju-Yeon Yoon;Byeong-Yong Park;Hyun Gi Kong;Soonok Kim;Sekeun Park;Chang-Gi Back;Hee-Seong Byun;Jang Kyun Seo;Jun Myoung Yu;Dong-Hyeon Lee;Mi-Hyun Lee;Bong Choon Lee;Seung-Yeol Lee;Seungmo Lim;Yongho Jeon;Jaeyong Chun;Insoo Choi;In-Young Choi;Hyo-Won Choi;Jin Sung Hong;Seung-Beom Hong
    • Research in Plant Disease
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    • v.30 no.2
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    • pp.103-113
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    • 2024
  • Since 2009, the Korean Society of Plant Pathology has established the Committee on Common Names of Plant Disease to systematically review and determine plant disease names and related terminologies. The committee published the 6th edition of the List of Plant Diseases in Korea (LPDK) in 2022, and the list has been made publicly accessible online. The online database has significantly enhanced user accessibility, expedited update processes, and improved interoperability with other databases. As a result, the 6.1 edition of the list was released by online LPDK in 2023, detailing new disease names added over the preceding year and revisions to existing names. Subsequently, in 2024, the 6.2 edition was published, encompassing 6,765 diseases caused by 2,503 pathogen taxa across 1,432 host species. The public release of the online database has, however, introduced several challenges and tasks. Addressing these issues necessitates the development of modern, standardized nomenclature guidelines and a robust system for the registration of new disease names. Open communication and collaboration among the diverse members of the Korean Society of Plant Pathology are required to ensure the reliability of the LPDK.

A Study on the Continuous Usage Intention Factors of O2O Service (O2O 서비스의 지속사용의도에 미치는 영향요인 연구)

  • Sung Yong Jung;Jin Soo Kim
    • Information Systems Review
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    • v.20 no.4
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    • pp.1-23
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    • 2018
  • A smart phone has been widely spread around world and makes people enjoy online shopping in any time and any place. Recently it also changes the distribution environment. O2O (Online-to-Offline) service becomes new normal due to its convenience of ease shopping of product and services. O2O service market shows steady and steep growth, It is reported that, however, 80% of the businesses has been discontinued within the first year because of unstable business models, customer dissatisfaction and distrust of service. Therefore, it is very important research issue to find out influential factors promoting continuous usage intention of O2O service. Previous study shows that it only considers online characteristics and lack of analysis about offline characteristics and social impact factors. The purpose of this paper is to find out continuous usage intention factors of O2O services by literature review, case analysis, and empirical test. A comprehensive research model and related hypothesis are developed and tested by using a structural equation, Survey was carried out among users who have used O2O service including payment service for at least once. Finally 611 samples are selected out of total 813 surveys. The result shows that the model is theoretically proved and 12 out of 17 hypotheses are accepted. The contribution of this paper is that it provides a new theoretical research model about continuous usage intention factors as well as practical guidelines about promoting continuous usage and growth strategies of O2O service.

Literature Review on Applying Digital Therapeutic Art Therapy for Adolescent Substance Addiction Treatment (청소년 마약류 중독 치료를 위한 디지털치료제 예술치료 적용을 위한 문헌연구)

  • Jiwon Kim;Daniel H. Byun
    • Trans-
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    • v.16
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    • pp.1-31
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    • 2024
  • The advent of digital media has facilitated easy access for adolescents to environments conducive to the purchase of narcotics. In particular, there's an increasing trend in the purchase and consumption of narcotics mediated through Social Network Services (SNS) and messenger services. Adolescents, sensitive to such environments, are at risk of experiencing neurological and mental health issues due to narcotic addiction, increasing their exposure to criminal activities, hence necessitating national-level management and support. Consequently, the quest for sustainable treatment methods for adolescents exposed to narcotics emerges as a critical challenge. In the context of high relapse rates in narcotic addiction, the necessity for cost-effective and user-friendly treatment programs is emphasized. This study conducts a literature review aimed at utilizing digital platforms to create an environment where adolescents can voluntarily participate, focusing on the development of therapeutic content through art. Specifically, it reviews societal perceptions and treatment statuses of adolescent drug addiction, analyzes the impact of narcotic addiction on adolescent brain activity and cognitive function degradation, and explores approaches for developing digital therapeutics to promote the rehabilitation of the addicted brain through analysis of precedential case studies. Moreover, the study investigates the benefits that the integration of digital therapeutic approaches and art therapy can provide in the treatment process and proposes the possibility of enhancing therapeutic effects through various treatment programs such as drama therapy, music therapy, and art therapy. The application of art therapy methods is anticipated to offer positive effects in terms of tool expansion, diversification of expression, data acquisition, and motivation. Through such approaches, an enhancement in the effectiveness of treatments for adolescent narcotic addiction is anticipated. Overall, this study undertakes foundational research for the development of digital therapeutics and related applications, offering economically viable and sustainable treatment options in consideration of the societal context of adolescent narcotic addiction.

A Study on the Relationship Between Online Community Characteristics and Loyalty : Focused on Mediating Roles of Self-Congruency, Consumer Experience, and Consumer to Consumer Interactivity (온라인 커뮤니티 특성과 충성도 간의 관계에 대한 연구: 자아일치성, 소비자 체험, 상호작용성의 매개적 역할을 중심으로)

  • Kim, Moon-Tae;Ock, Jung-Won
    • Journal of Global Scholars of Marketing Science
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    • v.18 no.4
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    • pp.157-194
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    • 2008
  • The popularity of communities on the internet has captured the attention of marketing scholars and practitioners. By adapting to the culture of the internet, however, and providing consumer with the ability to interact with one another in addition to the company, businesses can build new and deeper relationships with customers. The economic potential of online communities has been discussed with much hope in the many popular papers. In contrast to this enthusiastic prognostications, empirical and practical evidence regarding the economic potential of the online community has shown a little different conclusion. To date, even communities with high levels of membership and vibrant social arenas have failed to build financial viability. In this perspective, this study investigates the role of various kinds of influencing factors to online community loyalty and basically suggests the framework that explains the process of building purchase loyalty. Even though the importance of building loyalty in an online environment has been emphasized from the marketing theorists and practitioners, there is no sufficient research conclusion about what is the process of building purchase loyalty and the most powerful factors that influence to it. In this study, the process of building purchase loyalty is divided into three levels; characteristics of community site such as content superiority, site vividness, navigation easiness, and customerization, the mediating variables such as self congruency, consumer experience, and consumer to consumer interactivity, and finally various factors about online community loyalty such as visit loyalty, affect, trust, and purchase loyalty are those things. And the findings of this research are as follows. First, consumer-to-consumer interactivity is an important factor to online community purchase loyalty and other loyalty factors. This means, in order to interact with other people more actively, many participants in online community have the willingness to buy some kinds of products such as music, content, avatar, and etc. From this perspective, marketers of online community have to create some online environments in order that consumers can easily interact with other consumers and make some site environments in order that consumer can feel experience in this site is interesting and self congruency is higher than at other community sites. It has been argued that giving consumers a good experience is vital in cyber space, and websites create an active (rather than passive) customer by their nature. Some researchers have tried to pin down the positive experience, with limited success and less empirical support. Web sites can provide a cognitively stimulating experience for the user. We define the online community experience as playfulness based on the past studies. Playfulness is created by the excitement generated through a website's content and measured using three descriptors Marketers can promote using and visiting online communities, which deliver a superior web experience, to influence their customers' attitudes and actions, encouraging high involvement with those communities. Specially, we suggest that transcendent customer experiences(TCEs) which have aspects of flow and/or peak experience, can generate lasting shifts in beliefs and attitudes including subjective self-transformation and facilitate strong consumer's ties to a online community. And we find that website success is closely related to positive website experiences: consumers will spend more time on the site, interacting with other users. As we can see figure 2, visit loyalty and consumer affect toward the online community site didn't directly influence to purchase loyalty. This implies that there may be a little different situations here in online community site compared to online shopping mall studies that shows close relations between revisit intention and purchase intention. There are so many alternative sites on web, consumers do not want to spend money to buy content and etc. In this sense, marketers of community websites must know consumers' affect toward online community site is not a last goal and important factor to influnece consumers' purchase. Third, building good content environment can be a really important marketing tool to create a competitive advantage in cyberspace. For example, Cyworld, Korea's number one community site shows distinctive superiority in the consumer evaluations of content characteristics such as content superiority, site vividness, and customerization. Particularly, comsumer evaluation about customerization was remarkably higher than the other sites. In this point, we can conclude that providing comsumers with good, unique and highly customized content will be urgent and important task directly and indirectly impacting to self congruency, consumer experience, c-to-c interactivity, and various loyalty factors of online community. By creating enjoyable, useful, and unique online community environments, online community portals such as Daum, Naver, and Cyworld are able to build customer loyalty to a degree that many of today's online marketer can only dream of these loyalty, in turn, generates strong economic returns. Another way to build good online community site is to provide consumers with an interactive, fun, experience-oriented or experiential Web site. Elements that can make a dot.com's Web site experiential include graphics, 3-D images, animation, video and audio capabilities. In addition, chat rooms and real-time customer service applications (which link site visitors directly to other visitors, or with company support personnel, respectively) are also being used to make web sites more interactive. Researchers note that online communities are increasingly incorporating such applications in their Web sites, in order to make consumers' online shopping experience more similar to that of an offline store. That is, if consumers are able to experience sensory stimulation (e.g. via 3-D images and audio sound), interact with other consumers (e.g., via chat rooms), and interact with sales or support people (e.g. via a real-time chat interface or e-mail), then they are likely to have a more positive dot.com experience, and develop a more positive image toward the online company itself). Analysts caution, however, that, while high quality graphics, animation and the like may create a fun experience for consumers, when heavily used, they can slow site navigation, resulting in frustrated consumers, who may never return to a site. Consequently, some analysts suggest that, at least with current technology, the rule-of-thumb is that less is more. That is, while graphics etc. can draw consumers to a site, they should be kept to a minimum, so as not to impact negatively on consumers' overall site experience.

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Development of a complex failure prediction system using Hierarchical Attention Network (Hierarchical Attention Network를 이용한 복합 장애 발생 예측 시스템 개발)

  • Park, Youngchan;An, Sangjun;Kim, Mintae;Kim, Wooju
    • Journal of Intelligence and Information Systems
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    • v.26 no.4
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    • pp.127-148
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    • 2020
  • The data center is a physical environment facility for accommodating computer systems and related components, and is an essential foundation technology for next-generation core industries such as big data, smart factories, wearables, and smart homes. In particular, with the growth of cloud computing, the proportional expansion of the data center infrastructure is inevitable. Monitoring the health of these data center facilities is a way to maintain and manage the system and prevent failure. If a failure occurs in some elements of the facility, it may affect not only the relevant equipment but also other connected equipment, and may cause enormous damage. In particular, IT facilities are irregular due to interdependence and it is difficult to know the cause. In the previous study predicting failure in data center, failure was predicted by looking at a single server as a single state without assuming that the devices were mixed. Therefore, in this study, data center failures were classified into failures occurring inside the server (Outage A) and failures occurring outside the server (Outage B), and focused on analyzing complex failures occurring within the server. Server external failures include power, cooling, user errors, etc. Since such failures can be prevented in the early stages of data center facility construction, various solutions are being developed. On the other hand, the cause of the failure occurring in the server is difficult to determine, and adequate prevention has not yet been achieved. In particular, this is the reason why server failures do not occur singularly, cause other server failures, or receive something that causes failures from other servers. In other words, while the existing studies assumed that it was a single server that did not affect the servers and analyzed the failure, in this study, the failure occurred on the assumption that it had an effect between servers. In order to define the complex failure situation in the data center, failure history data for each equipment existing in the data center was used. There are four major failures considered in this study: Network Node Down, Server Down, Windows Activation Services Down, and Database Management System Service Down. The failures that occur for each device are sorted in chronological order, and when a failure occurs in a specific equipment, if a failure occurs in a specific equipment within 5 minutes from the time of occurrence, it is defined that the failure occurs simultaneously. After configuring the sequence for the devices that have failed at the same time, 5 devices that frequently occur simultaneously within the configured sequence were selected, and the case where the selected devices failed at the same time was confirmed through visualization. Since the server resource information collected for failure analysis is in units of time series and has flow, we used Long Short-term Memory (LSTM), a deep learning algorithm that can predict the next state through the previous state. In addition, unlike a single server, the Hierarchical Attention Network deep learning model structure was used in consideration of the fact that the level of multiple failures for each server is different. This algorithm is a method of increasing the prediction accuracy by giving weight to the server as the impact on the failure increases. The study began with defining the type of failure and selecting the analysis target. In the first experiment, the same collected data was assumed as a single server state and a multiple server state, and compared and analyzed. The second experiment improved the prediction accuracy in the case of a complex server by optimizing each server threshold. In the first experiment, which assumed each of a single server and multiple servers, in the case of a single server, it was predicted that three of the five servers did not have a failure even though the actual failure occurred. However, assuming multiple servers, all five servers were predicted to have failed. As a result of the experiment, the hypothesis that there is an effect between servers is proven. As a result of this study, it was confirmed that the prediction performance was superior when the multiple servers were assumed than when the single server was assumed. In particular, applying the Hierarchical Attention Network algorithm, assuming that the effects of each server will be different, played a role in improving the analysis effect. In addition, by applying a different threshold for each server, the prediction accuracy could be improved. This study showed that failures that are difficult to determine the cause can be predicted through historical data, and a model that can predict failures occurring in servers in data centers is presented. It is expected that the occurrence of disability can be prevented in advance using the results of this study.