Journal of Information Technology and Architecture
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v.11
no.3
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pp.347-357
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2014
This research aims to suggest the possibility of functional culture contents based on interdisciplinary methodologies, especially for people who have Autism Spectrum Conditions, or those who have disabilities on express and receive gamsung (emotions). Recently, the development of application technologies in smartphones and tablet computers needs of functional culture contents, which are connected with the gamsung system. Moreover, the potential of marketplace of functional culture contents is emerging, as can be seen from the success of Augmentative and Alternative Communications (AAC) applications. Therefore, with the development of more applications that prevent and resolve Gamsung Disabilities anticipatively, there will be a positive economic effect of reducing back on intervention expenses as well as the construction of new contents ecosystem. So, in this research, we will attempt to make an approach of using the cultural semiotics methodology in finding attributes and features of applications that help to keep mental stability and balance for people with gamsung Disabilities. Particularly, this research will suggest an interdisciplinary theory on healing contents making methodology, using contents analysis; user interface (UI) analysis; and user experience (UX) analysis on existing smart healing applications.
When individuals collaborated in virtual settings, communication is medicated through a variety of communication technologies, and is associated not only with communication effectiveness but also with socio-emotional interactions among group members. In this regards, scholars have examined how technology-mediated communication systems can be designed and used to facilitated communication interaction. However, the empirical results of the previous studies have revealed inconsistencies in the effects of communication media on users' behavioral or attitudinal responses, and on their viable effectiveness in organizations. Some studies claim that computer-mediated communication(CMC) is task-oriented but not suitable for emotional expression since it hinders close interpersonal interaction. On the other hand, some studies argue that individuals are able to develop interpersonal relationships more effectively in a CMC environment than in an FtF-environment. Due to the different perspectives, a theoretical gap exists, and it leads to the inconsistent research findings. The purpose of this paper is to combine the two different perspectives into single unified model, thereby providing a more realistic and comprehensive understanding about virtual collaboration. The present study here sought to answers the following questions with organizational communication perspective: What are the major components of virtual collaboration? What factors affect the performance of virtual collaboration? And what kind of managerial efforts should organization make in order to facilitate CMC media effectiveness in virtual collaboration? Although there is a certain belief that new media, namely technology-mediated communication support would create new opportunities, the problem of "how" or "why" has been an important question that is still not fully addressed. In this regards, we collectively reexamined previous literatures with major issues which are still controversial and integrated various theoretical activity within computer-mediated communication domain: task-oriented approach, socio-emotional approach, and evolutionary psychological approach. Our first contribution is to develop a framework for virtual collaboration by combining two different perspectives into a single unified model, providing a more realistic and comprehensive understanding. The second main contribution is the joint modeling of both social presence and cognitive effort, and the effects on two distinct but important communication outcomes(i.e., take performance and relational development). We tested the research hypotheses which were developed based on the various CMC theories using data gathered through a self-administered mail survey of 127 individuals of 69 virtual workgroups. The proposed model was supported, providing preliminary evidence that the tension between two opposite view should be integrated. The results show that the individual's psychological processes(social presence and cognitive effort) in a virtual environment significantly mediated the effect of CMC inputs (media richness, user adaptation, and shared contest) on the CMC outputs (task performance and relational development). Furthermore, this study shows that the lack of perceived media richness of CMC media can be complemented by user adaptation and shared context. Based on the results, we discuss how communication system should be designed and implemented so as to promote virtual interaction as well as how a virtual workgroup should be composed to complement the lack of media richness. A virtual collaboration using CMC media may create new value by overcoming the logistical constraints. On the other hand, it may also generate various managerial risks such as communicational depersonalization, process dissatisfaction, and low cohesion. Therefore, this study suggests that organization managers should carefully choose the CMC mediums and monitor individual member's cognitive and affective psychological processes during virtual collaboration to reduce potential risks in virtual collaboration.
The aim of this study is to understand the modernization process of interior spaces in the Korean housing, focused not only on the architectural aspects, but also on the sociological, anthropological and feministic aspects of housing. The development of korean housing from the period of traditional agricultural society and Japanese domination through the period of industrial development to the period of modem industrial society have been reviewed not from the Point of westernization but from the point of Korean own needs for modernity. It also tried to find the determinants of the relationship between social behavior patterns and space organization through historical change of housing plans. As a result, it was found the various western impacts to the continuation or change of Korean housing culture in the modernization process. Consequently this study comes to the concrete results as follows; 1) sociological aspect: The early layout of floorplans, that promoted the communication and contact between the user were changed. The layout of spaces in the modern housing tends to be not interdependence each other and be very isolated from the outdoor spaces. Those Phenomena reflect the trends to the Individualization, equivalence and privatization in the life of family. 2) feministic aspects: Differently from the early kitchen, modern ones locates in the internal space in the housing and the dinning area is appeared. And also the standing work at the kitchen war usually spreaded. Such changes are due to the emancipation of the women and downfall of the subordinate relationship between the genders. 3) anthropological aspects: The lifestyle, in which the user was mostly sitting on the floor, was constantly disappeared by using of furnitures that determines the function of each spaces in the housing. Those change demonstrate the change of behavior Patterns, thus, the needs of differentiation of function as well as the feministic needs. In other word, the coexistence of both fields of work and relax is required. 4) tectonic aspects: In the indoor space of modern housing the rooms are closed each other. Thus, concentrated circulation system act to separate these spaces. It is concrete spatial element that mostly shows the synthetic character of modem housing.
The underlaying communication scheme in 5G cellular network is a very promising resource sharing scheme, and it is an effective scheme for improving service performance of 5G and reducing communication load between a cellular link and a device to device (D2D) link. This paper proposes the algorithm to minimize the resource interference that occurs when performing 5G-based multi-class service on gNB(gNodeB) and the cooperative priority-based resource allocation scheduling scheme (CPRAS) to maximize 5G communication service according to the analyzed control conditions of interference. The proposed CPRAS optimizes communication resources for each device, and it optimizes resource allocation according to the service request required for 5G communication and the current state of the network. In addition, the proposed scheme provides a function to guarantee giga-class service by minimizing resource interference between a cellular link and a D2D link in gNB. The simulation results show that the proposed scheme is better system performance than the Pure cellular and Force cellular schemes. In particular, the higher the priority and the higher the cooperative relationship between UE(User Equipment), the proposed scheme shows the more effective control of the resource interference.
Journal of the Korea Academia-Industrial cooperation Society
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v.22
no.4
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pp.115-123
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2021
In recent years, the automobile industry has been facing a major change with the introduction of new technologies represented by autonomous driving, electrification, and digitalization. Major domestic and overseas automakers are trying to use a systematic approach to customer satisfaction through user interfaces to provide customers with a special experience and value beyond just making products with high performance. This study proposes the Kano model as a systematic and qualitative research method for satisfaction. As a case study, 17 functions of a product were sorted (3 operation functions, 7 safety functions, and 7 convenience functions). This was done by analyzing the use case and the customers' requirements for a smart trunk system. 18 new functions were derived via creative ideation codes. In addition, a scientific analysis method is proposed for product quality attributes and the strength of customer satisfaction. Using the Kano methodology, 25 functions were classified into quality attributes: 18 attractive qualities, 3 one-dimensional qualities, and 4 complex qualities, which are combinations of one-dimension qualities and must-have qualities. The functions that have one-dimensional quality and complex qualities were found to have higher customer ratings than the functions that have attractive qualities. Based on this, enterprises could effectively reduce customer complaints and enhance customer satisfaction.
Agile methodologies in software development, including the development of artificial intelligence software, have been widespread over the past several years. In spite of the popularity of agile methodologies in practice, there is a lack of empirical evidence to identify determinants of success of software projects in which agile methods are used. To understand the role of clients in software project where agile methods are used, we examine the effect of client-side factors, including lack of user involvement, unrealistic client expectations, and constant changes of requirements on project success from practitioners' perspective. Survey methods are used in this study. Data were collected by means of online survey to IT professionals who have experience with software development methodologies, and ordered logit regression is used to analyze the survey data. Results of our study imply the following managerial findings. First, user involvement is critical to project success to take advantage of agile methods. Second, it is interesting that, with an agile method, constant changes of client's requirements is not a negative factor but a positive factor of project success. Third, unrealistic client expectations do negatively affect project success even with agile methods.
Electronic records are generated not only in public sector but also in private sector. Records will be used across the public-private boundary. The Certified e-Document Authorities(CeDAs) may keep electronic documents in private sector for preservation and evidence, like the official Record Management Systems for Public sector. A CeDA is the Trusted Third Party (TTP) as a business to be entrusted and proof interchanging documents between parties. This CeDA system could be sustainable only if the CeDA earn the enough sales through enough uses. And yet, all the eight CeDA companies have not had enough users. How to utilize CeDAs is one of the hot issues in this area. In this paper, We analyze the threat to trustworthiness of CeDA due to payment of only one party among others, and describe the difficulty in use of CeDA for an individual user. These things make CeDAs cannot have enough users. To do address these, We expand the boundary of relevant parties for a document, present a delegate-establishing option under a joint name, show the needs of identifying and notifying minimum relevant parties, and suggest the proxy parties to help the individual users.
Kim, Tae-yong;Kwon, Tae-woong;Lee, Jun;Lee, Youn-su;Song, Jung-suk
Journal of the Korea Institute of Information Security & Cryptology
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v.30
no.6
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pp.1087-1101
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2020
Various security devices are used to protect internal networks and valuable information from rapidly evolving cyber attacks. Firewall, which is the most commonly used security device, tries to prevent malicious attacks based on a text-based filtering rule (i.e., access control policy), by allowing or blocking access to communicate between inside and outside environments. However, in order to protect a valuable internal network from large networks, it has no choice but to increase the number of access control policy. Moreover, the text-based policy requires time-consuming and labor cost to analyze various types of vulnerabilities in firewall. To solve these problems, this paper proposes a 3D-based hierarchical visualization method, for intuitive analysis and management of access control policy. In particular, by providing a drill-down user interface through hierarchical architecture, Can support the access policy analysis for not only comprehensive understanding of large-scale networks, but also sophisticated investigation of anomalies. Finally, we implement the proposed system architecture's to verify the practicality and validity of the hierarchical visualization methodology, and then attempt to identify the applicability of firewall data analysis in the real-world network environment.
This study analyzed the patent status of the outdoor exercise equipment used primarily by the elderly. The purpose is to utilize the basic data obtained to promote the health of the elderly. The information on the patent was collected from KIPRIS, an information search service provided by the Korean Intellectual Property Office. The search term used was 'outdoor exercise equipment', directly related patents were selected, and a final 157 were analyzed. As a result of the analysis, first, patent registration began in 2007, and 2-3 patents were registered on average every year. Second, patents from the perspective of sports convergence that provide an exercise prescription system using wireless communication, such as the ability to generate electricity by operating a power generation module, providing information on the user's exercise amount, or preventing the loss and theft of weights and safety accidents due to their characteristics, were searched for. Lastly, patents related to exercise equipment that can provide user convenience and increase the frequency of use of exercise equipment were searched. The results of this study confirmed that outdoor exercise equipment is being developed more for the elderly and their convenience, and that companies and public institutions are showing increased interest in outdoor exercise equipment for the elderly. In addition to patent trends analysis, follow-up research in connection with exercise programs using outdoor exercise equipment is needed to develop practical and convenient outdoor exercise equipment in the future.
In this study, eye tracking was used for the appearance of the robot during the social robot design study. During the research, each part of the social robot was designated as AOI (Areas of Interests), and the user's attitude was measured through a design evaluation questionnaire to construct a design research model of the social robot. The data used in this study are Fixation, First Visit, Total Viewed, and Revisits as eye tracking indicators, and AOI (Areas of Interests) was designed with the face, eyes, lips, and body of the social robot. And as design evaluation questionnaire questions, consumer beliefs such as Face-highlighted, Human-like, and Expressive of social robots were collected and as a dependent variable was attitude toward robots. Through this, we tried to discover the mechanism that specifically forms the user's attitude toward the robot, and to discover specific insights that can be referenced when designing the robot.
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