• Title/Summary/Keyword: technology platforms

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A Study on Success Strategies for Generative AI Services in Mobile Environments: Analyzing User Experience Using LDA Topic Modeling Approach (모바일 환경에서의 생성형 AI 서비스 성공 전략 연구: LDA 토픽모델링을 활용한 사용자 경험 분석)

  • Soyon Kim;Ji Yeon Cho;Sang-Yeol Park;Bong Gyou Lee
    • Journal of Internet Computing and Services
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    • v.25 no.4
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    • pp.109-119
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    • 2024
  • This study aims to contribute to the initial research on on-device AI in an environment where generative AI-based services on mobile and other on-device platforms are increasing. To derive success strategies for generative AI-based chatbot services in a mobile environment, over 200,000 actual user experience review data collected from the Google Play Store were analyzed using the LDA topic modeling technique. Interpreting the derived topics based on the Information System Success Model (ISSM), the topics such as tutoring, limitation of response, and hallucination and outdated informaiton were linked to information quality; multimodal service, quality of response, and issues of device interoperability were linked to system quality; inter-device compatibility, utility of the service, quality of premium services, and challenges in account were linked to service quality; and finally, creative collaboration was linked to net benefits. Humanization of generative AI emerged as a new experience factor not explained by the existing model. By explaining specific positive and negative experience dimensions from the user's perspective based on theory, this study suggests directions for future related research and provides strategic insights for companies to improve and supplement their services for successful business operations.

The Digital Innovation of Secretarial Roles: An Examination of Changing Work Environments and Required Competencies (비서직의 디지털 혁신: 업무 환경의 변화와 요구 역량 고찰)

  • Kim, Sukyung;An, Jaeyoung;Yun, Haejung
    • Journal of Service Research and Studies
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    • v.14 no.3
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    • pp.102-130
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    • 2024
  • The accelerated pace of change in the business environment and the advent of new information and communication technologies since the onset of the pandemic have had a profound impact on the way in which work is conducted. These developments are also affecting the nature of secretarial roles, with the adoption of digital workplaces rendering online-based work that transcends physical time and space the norm. The role of the secretary is also undergoing a transformation, with the capacity to utilize digital technology and communicate in person emerging as crucial competencies. The objective of this study is to provide an exploratory account of the evolving work environment and the newly required competencies of secretaries in the digital workplace. The research methodology comprised in-depth interviews with current assistants, the objective of which was to explore the cultural, spatial, technological, and workplace changes and the new competencies required. The study revealed that the role of secretaries in the digital workplace is undergoing a significant transformation. This is characterised by a decline in traditional face-to-face work, an increased reliance on digital platforms, and the digitisation of information management. The competencies deemed essential for success in this evolving environment include digital literacy, proficiency in text-based communication, the ability to maintain a consistent attitude towards online and offline work, and the capacity to adapt to new situations. The findings of this study contribute to the academic understanding of the digital workplace for secretaries and provide a useful basis for the development of practical secretarial education and career development programs. Furthermore, this study aims to provide a more comprehensive examination of secretarial work in the digital workplace and to identify areas where secretaries may require additional support.

Qualitative Approach to Quality of Educational Service in Bio-PRIDE Consortium University (Bio-PRIDE 공유대학의 교육 서비스 품질에 대한 질적인 접근)

  • Su-Hyun Ahn;Sang-Jun Lee
    • Journal of Practical Engineering Education
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    • v.16 no.4
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    • pp.599-609
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    • 2024
  • The government has introduced the Regional Innovation System (RIS) to establish regional innovation platforms, leading to the creation of the Bio-PRIDE shared university in the Chungbuk region, centered around the bio-health industry. The purpose of this study is to analyze the educational service quality of the Bio-PRIDE shared university through a qualitative approach. To achieve this, in-depth exploration of the experiences of students participating in the Bio-PRIDE shared university was conducted using Focus Group Interviews (FGI) and telephone interviews. The study identified three main findings: 1) Motivations for student participation included recommendations and support from professors, economic benefits and scholarships, the flexibility and convenience of remote learning, and the appeal of new learning experiences and challenges. 2) Experiences during participation revealed themes such as the effectiveness and challenges of remote classes, the value of providing up-to-date technology and content, student engagement and commitment, and communication and support from faculty. 3) The impact of participation after completing the program highlighted the importance of innovative learning experiences and expanded choices, the significance of information accessibility and learning support, the need for improved promotion and awareness of the shared university, and the necessity for administrative support and communication. In conclusion, the Bio-PRIDE shared university has successfully implemented educational innovation, offering students new learning experiences and contributing to the broadening of their academic perspectives. This study will serve as a foundational resource for improving the educational service quality and ensuring the successful operation of the Bio-PRIDE shared university in the future.

Significance and Limitations of the Public Participatory National R&D Project: A Case Study on X-Project (국민참여형 국가연구개발사업의 의미와 한계: X-프로젝트 사례를 중심으로)

  • Park, Seongwon;Jin, Seola
    • Journal of Technology Innovation
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    • v.24 no.4
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    • pp.55-99
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    • 2016
  • The paper investigates X-project, in which the public was invited to participate in a national R&D project, examines how X-project attracted the public's attention and involved them in a national R&D project, and discusses the significance and limitations of X-project. X-project was executed by a 12 citizen-led committee, financially supported by the Ministry of Science, ICT, and Future Planning, and backed by the Science and Technology Policy Institute. People raised 6,212 questions that reflected the severe needs they experienced in their daily lives through the online and offline platforms of X-project. In addition, the committee members, scholars, experts, government officials, and citizens gathered together to select the fifty most provocative and novel of the questions raised by the public, and invited public participation to answer the questions in innovative ways. 310 research teams including professional researchers from universities and institutes, high-school students, lay persons, and corporate workers applied for X-project, and 54 of these teams were finally selected to receive funding from the government. Through planning and conducting X-project, as well as interviewing and surveying the participants in X-project and non-participants, we found that there was an enormous social consensus on the necessity of public participatory national R&D projects. People asserted that science and technology should put a greater focus on solving social problems and satisfying public needs. We also confirmed that the public could take part in national R&D projects. Most of all, we found that the questions raised by the public were very challenging, novel, and complex, and thus researchers need break-through approaches to address them. It can be also argued that through experiencing the X-project citizens can regard themselves as ones who are not only recipients of the benefits of the development of science and technology, but also contributors of the development of them. We finally argue that there are some limitations to X-project in terms of how to provide diverse incentives that attract more participation, how to develop the process in which people got involved in the project in more easy ways, and how to create new ways for lay persons and professional researchers to cooperate in solving social problems.

Influence of User Innovativeness and Knowledge Base on Acceptance of Voice Shopping (사용자의 혁신성 및 지식수준이 가상비서 기반 음성쇼핑의 이용에 미치는 영향)

  • Jo, Woong;Ahn, Suho;Chung, Doohee
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.15 no.2
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    • pp.153-169
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    • 2020
  • A new way of shopping based on virtual assistant, so called voice shopping, is drawing attention. The voice shopping market is growing around the world, and Korea is on the verge of full-scale commercialization of this new shopping. For the development of voice shopping-related industries, it is necessary to research on specific issues related to this new shopping methods, such as the quality of services, efficient processes tailored to new ways, and ways to build customer relationships. As part of such an attempt, the study seeks to determine the factors that affect consumers' perception and attitudes toward voice shopping. The study conducted the analysis based on survey response data of 171 online shopping users. In addition to the typical factors of the technology acceptability model(TAM) such as perceived usefulness and ease of use, the impact of perceived playfulness was included for analyzing the intention on the acceptance of voice shopping. In particular, this study focuses on the impact of user attributes. For the spread of voice shopping, it is necessary to set up a valid target customer and understand users for establishing an effective customer relationship. Therefore, this study tries to analyze how the perceptions on the voice shopping(perceived usefulness, ease of use, and perceived playfulness) are affected by users' attributes, such as user innovativeness and user knowledge level. The result of analysis shows that user innovativeness have a positive relationship with all of perceived usefulness, ease of use, and perceived playfulness. The user knowledge base, however, was not significant to all these three variables. The user knowledge base is shown to have a positive effect on user innovativeness which is the source of positively significant factor for the variable of the perceptions on the voice shopping. Meanwhile, among the variables of extended technology acceptance model, perceived usefulness and perceived playfulness have positive effects on the acceptance of voice shopping, while ease of use has no significant impact on the voice shopping acceptance. Ease of use has a positive relationship with perceived usefulness and playfulness. This study is meaningful in providing implications on the development of voice shopping platforms and related services, and establishment of customer relationship.

Postfilic Metamorphorsis and Renaimation: On the Technical and Aesthetic Genealogies of 'Pervasive Animation' (포스트필름 변신과 리애니메이션: '편재하는 애니메이션'의 기법적, 미학적 계보들)

  • Kim, Ji-Hoon
    • Cartoon and Animation Studies
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    • s.37
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    • pp.509-537
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    • 2014
  • This paper proposes 'postfilimc metamorphosis' and 'reanimation' as two concepts that aim at giving account to the aesthtetic tendencies and genealogies of what Suzanne Buchan calls 'pervasive animation', a category that refers to the unprecedented expansion of animation's formal, technological and experiential boundaries. Buchan's term calls for an interdisciplinary approach to animation by highlighting a range of phenomena that signal the growing embracement of the images and media that transcend the traditional definition of animation, including the lens-based live-action image as the longstanding counterpart of the animation image, and the increasing uses of computer-generated imagery, and the ubiquity of various animated images dispersed across other media and platforms outside the movie theatre. While Buchan's view suggests the impacts of digital technology as a determining factor for opening this interdisciplinary, hybrid fields of 'pervasive animation', I elaborate upon the two concepts in order to argue that the various forms of metamorphorsis and motion found in these fields have their historical roots. That is, 'postfilmic metamorphosis' means that the transformative image in postfimic media such as video and the computer differs from that in traditional celluloid-based animation materially and technically, which demands a refashioned investigation into the history of the 'image-processing' video art which was categorized as experimental animation but largely marginalized. Likewise, 'reanimation' cne be defined as animating the still images (the photographic and the painterly images) or suspending the originally inscribed movement in the moving image and endowing it with a neewly created movement, and both technical procedues, developed in experimental filmmaking and now enabled by a variety of moving image installations in contemporary art, aim at reconsidering the borders between stillness and movement, and between film and photography. By discussing a group of contemporary moving image artworks (including those by Takeshi Murata, David Claerbout, and Ken Jacobs) that present the aesthetic features of 'postfilmic metamorphosis' and 'reanimation' in relation to their precursors, this paper argues that the aesthetic implications of the works that pertain to 'pervasive animation' lie in their challenging the tradition dichotomies of the graphic/the live-action images and stillness/movement. The two concepts, then, respond to a revisionist approach to reconfigure the history and ontology of other media images outside the traditional boundaries of animation as a way of offering a refasioned understanding of 'pervasive animation'.

A Study on Wafer-Level 3D Integration Including Wafer Bonding using Low-k Polymeric Adhesive (저유전체 고분자 접착 물질을 이용한 웨이퍼 본딩을 포함하는 웨이퍼 레벨 3차원 집적회로 구현에 관한 연구)

  • Kwon, Yongchai;Seok, Jongwon;Lu, Jian-Qiang;Cale, Timothy;Gutmann, Ronald
    • Korean Chemical Engineering Research
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    • v.45 no.5
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    • pp.466-472
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    • 2007
  • A technology platform for wafer-level three-dimensional integration circuits (3D-ICs) is presented, and that uses wafer bonding with low-k polymeric adhesives and Cu damascene inter-wafer interconnects. In this work, one of such technical platforms is explained and characterized using a test vehicle of inter-wafer 3D via-chain structures. Electrical and mechanical characterizations of the structure are performed using continuously connected 3D via-chains. Evaluation results of the wafer bonding, which is a necessary process for stacking the wafers and uses low-k dielectrics as polymeric adhesive, are also presented through the wafer bonding between a glass wafer and a silicon wafer. After wafer bonding, three evaluations are conducted; (1) the fraction of bonded area is measured through the optical inspection, (2) the qualitative bond strength test to inspect the separation of the bonded wafers is taken by a razor blade, and (3) the quantitative bond strength is measured by a four point bending. To date, benzocyclobutene (BCB), $Flare^{TM}$, methylsilsesquioxane (MSSQ) and parylene-N were considered as bonding adhesives. Of the candidates, BCB and $Flare^{TM}$ were determined as adhesives after screening tests. By comparing BCB and $Flare^{TM}$, it was deduced that BCB is better as a baseline adhesive. It was because although wafer pairs bonded using $Flare^{TM}$ has a higher bond strength than those using BCB, wafer pairs bonded using BCB is still higher than that at the interface between Cu and porous low-k interlevel dielectrics (ILD), indicating almost 100% of bonded area routinely.

Development of Industrial Embedded System Platform (산업용 임베디드 시스템 플랫폼 개발)

  • Kim, Dae-Nam;Kim, Kyo-Sun
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.47 no.5
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    • pp.50-60
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    • 2010
  • For the last half a century, the personal computer and software industries have been prosperous due to the incessant evolution of computer systems. In the 21st century, the embedded system market has greatly increased as the market shifted to the mobile gadget field. While a lot of multimedia gadgets such as mobile phone, navigation system, PMP, etc. are pouring into the market, most industrial control systems still rely on 8-bit micro-controllers and simple application software techniques. Unfortunately, the technological barrier which requires additional investment and higher quality manpower to overcome, and the business risks which come from the uncertainty of the market growth and the competitiveness of the resulting products have prevented the companies in the industry from taking advantage of such fancy technologies. However, high performance, low-power and low-cost hardware and software platforms will enable their high-technology products to be developed and recognized by potential clients in the future. This paper presents such a platform for industrial embedded systems. The platform was designed based on Telechips TCC8300 multimedia processor which embedded a variety of parallel hardware for the implementation of multimedia functions. And open-source Embedded Linux, TinyX and GTK+ are used for implementation of GUI to minimize technology costs. In order to estimate the expected performance and power consumption, the performance improvement and the power consumption due to each of enabled hardware sub-systems including YUV2RGB frame converter are measured. An analytic model was devised to check the feasibility of a new application and trade off its performance and power consumption. The validity of the model has been confirmed by implementing a real target system. The cost can be further mitigated by using the hardware parts which are being used for mass production products mostly in the cell-phone market.

Study of the ENC reduction for mobile platform (모바일 플랫폼을 위한 전자해도 소형화 연구)

  • 심우성;박재민;서상현
    • Proceedings of the Korean Institute of Navigation and Port Research Conference
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    • 2003.05a
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    • pp.181-186
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    • 2003
  • The satellite navigation system is widely used for identifying a user's position regardless of weather or geographic conditions and also make effect on new technology of marine LBS(Location Based Service), which has the technology of geographic information such as the ENC. Generally, there are conceivable systems of marine LBS such as ECDIS, or ECS that use the ENC itself with powerful processor in installed type on ships bridge. Since the ENC is relatively heavy structure with dummy format for data transfer between different systems, we should reduce the ENC to small and compact size in order to use it in mobile platform. In this paper, we assumed that the mobile system like PDA, or Webpad can be used for small capability of mobile platform. However, the ENC should be updated periodically by update profile data produced by HO. If we would reduce the ENC without a consideration of update, we could not get newly updated data furthermore. As summary, we studied considerations for ENC reduction with update capability. It will make the ENC be useful in many mobile platforms for various applications.

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A Study on the Strategy of IoT Industry Development in the 4th Industrial Revolution: Focusing on the direction of business model innovation (4차 산업혁명 시대의 사물인터넷 산업 발전전략에 관한 연구: 기업측면의 비즈니스 모델혁신 방향을 중심으로)

  • Joeng, Min Eui;Yu, Song-Jin
    • Journal of Intelligence and Information Systems
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    • v.25 no.2
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    • pp.57-75
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    • 2019
  • In this paper, we conducted a study focusing on the innovation direction of the documentary model on the Internet of Things industry, which is the most actively industrialized among the core technologies of the 4th Industrial Revolution. Policy, economic, social, and technical issues were derived using PEST analysis for global trend analysis. It also presented future prospects for the Internet of Things industry of ICT-related global research institutes such as Gartner and International Data Corporation. Global research institutes predicted that competition in network technologies will be an issue for industrial Internet (IIoST) and IoT (Internet of Things) based on infrastructure and platforms. As a result of the PEST analysis, developed countries are pushing policies to respond to the fourth industrial revolution through cooperation of private (business/ research institutes) led by the government. It was also in the process of expanding related R&D budgets and establishing related policies in South Korea. On the economic side, the growth tax of the related industries (based on the aggregate value of the market) and the performance of the entity were reviewed. The growth of industries related to the fourth industrial revolution in advanced countries overseas was found to be faster than other industries, while in Korea, the growth of the "technical hardware and equipment" and "communication service" sectors was relatively low among industries related to the fourth industrial revolution. On the social side, it is expected to cause enormous ripple effects across society, largely due to changes in technology and industrial structure, changes in employment structure, changes in job volume, etc. On the technical side, changes were taking place in each industry, representing the health and medical sectors and manufacturing sectors, which were rapidly changing as they merged with the technology of the Fourth Industrial Revolution. In this paper, various management methodologies for innovation of existing business model were reviewed to cope with rapidly changing industrial environment due to the fourth industrial revolution. In addition, four criteria were established to select a management model to cope with the new business environment: 'Applicability', 'Agility', 'Diversity' and 'Connectivity'. The expert survey results in an AHP analysis showing that Business Model Canvas is best suited for business model innovation methodology. The results showed very high importance, 42.5 percent in terms of "Applicability", 48.1 percent in terms of "Agility", 47.6 percent in terms of "diversity" and 42.9 percent in terms of "connectivity." Thus, it was selected as a model that could be diversely applied according to the industrial ecology and paradigm shift. Business Model Canvas is a relatively recent management strategy that identifies the value of a business model through a nine-block approach as a methodology for business model innovation. It identifies the value of a business model through nine block approaches and covers the four key areas of business: customer, order, infrastructure, and business feasibility analysis. In the paper, the expansion and application direction of the nine blocks were presented from the perspective of the IoT company (ICT). In conclusion, the discussion of which Business Model Canvas models will be applied in the ICT convergence industry is described. Based on the nine blocks, if appropriate applications are carried out to suit the characteristics of the target company, various applications are possible, such as integration and removal of five blocks, seven blocks and so on, and segmentation of blocks that fit the characteristics. Future research needs to develop customized business innovation methodologies for Internet of Things companies, or those that are performing Internet-based services. In addition, in this study, the Business Model Canvas model was derived from expert opinion as a useful tool for innovation. For the expansion and demonstration of the research, a study on the usability of presenting detailed implementation strategies, such as various model application cases and application models for actual companies, is needed.