Blenderbot 2.0 is a dialogue model representing open domain chatbots by reflecting real-time information and remembering user information for a long time through an internet search module and multi-session. Nevertheless, the model still has many improvements. Therefore, this paper analyzes the limitations and errors of BlenderBot 2.0 from three perspectives: model, data, and dialogue. From the data point of view, we point out errors that the guidelines provided to workers during the crowdsourcing process were not clear, and the process of refining hate speech in the collected data and verifying the accuracy of internet-based information was lacking. Finally, from the viewpoint of dialogue, nine types of problems found during conversation and their causes are thoroughly analyzed. Furthermore, practical improvement methods are proposed for each point of view, and we discuss several potential future research directions.
This study is to suggest necessary improvements of inconvenient elements as well as the ergonomic design standard to develop disabled cars by evaluating the types of needs and observing the behavior characteristics on their car use and the survey on the complaints of the disabled drivers and their guardians in the use of disabled car. The results of this study are as follows. First, both the disabled drivers and their guardians are found to feel high inconvenience and low satisfaction with the cars they use now. Second, the disabled owner-drivers also answered in a same way as guardians. They find the most difficulty in moving the supporting equipment to get into and out of a car. Both the owner-drivers with disabilities and guardians complained of lack of handiness they face when they wear the seat belts and sitting on the seats. In view of this, a disabled car to be developed should have ergonomic design for its seats and the safety of the seatbelt as well as trouble-free supporting equipment helping them move. Third, rather than owner-drivers with handicaps, guardians expressed more difficulties and less contentment with the cars for the disabled, which is reckoned to lead to the changes of perspectives on development of cars for the disabled breaking away from existing viewpoints focusing on the accessibility to the vehicles. Fourth, both owner-drivers and guardians showed higher interests in driving and other safety and convenience measures than in using supporting equipment to get into and out of vehicles, implying that rather than the accessibility to get into and out of a car, convenience should primarily be taken into account for the design of the disabled car. Fifth, the auto-manufacturer is to give prior thought to user convenience when developing a car in practice. For this, the developer may have the disabled car users join the process of development as well as asking experts for help and participation.
Journal of Korean Library and Information Science Society
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v.53
no.2
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pp.305-332
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2022
This preliminary study examined the degree programs in data science at the School of Information in the States. The focus of this study was the data science degrees offered at the School of Information awarded by the 64 Library and Information Science (LIS) programs accredited by the American Library Association (ALA) in 2022. In addition, this study examined the degrees, majors, minors, specialized tracks, and certificates in data science, as well as the potential careers after earning a data science degree. Overall, eight Schools of Information (iSchools) offered 12 data science degrees. Data science courses at the School of Information focus on topics such as introduction to data science, information retrieval, data mining, database, data and humanities, machine learning, metadata, research methods, data analysis and visualization, internship/capstone, ethics and security, user, policy, and curation and management. Most schools did not offer traditional LIS courses. After earning the data science degree in the School of Information, the potential careers included data scientists, data engineers and data analysts. The researcher hopes the findings of this study can be used as a starting point to discuss the directions of data science programs from the perspectives of the information field, specifically the degrees, majors, minors, specialized tracks and certificates in data science.
Kim, Kook-jin;Youn, Jae-pil;Yoon, Suk-joon;Kang, Ji-won;Kim, Kyung-shin;Shin, Dong-kyoo
Journal of Internet Computing and Services
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v.23
no.5
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pp.87-101
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2022
Cyber-attacks occur in the blink of an eye in cyberspace, and the damage is increasing all over the world. Therefore, it is necessary to develop a cyber common operational picture that can grasp the various assets belonging to the 3rd layer of cyberspace from various perspectives. By applying the method for grasping battlefield information used by the military, it is possible to achieve optimal cyberspace situational awareness. Therefore, in this study, the visualization screens necessary for the cyber common operational picture are identified and the criteria (response speed, user interface, object symbol, object size) are investigated. After that, the framework is designed by applying the identified and investigated items, and the visualization screens are implemented accordingly. Finally, among the criteria investigated by the visualization screen, an experiment is conducted on the response speed that cannot be recognized by a photograph. As a result, all the implemented visualization screens met the standard for response speed. Such research helps commanders and security officers to build a cyber common operational picture to prepare for cyber-attacks.
Kim, Ju-eun;Seo, Seung-hee;Cha, Hae-seong;Kim, Yeok;Lee, Chang-hoon
Journal of Internet Computing and Services
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v.23
no.5
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pp.69-78
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2022
As the use of Internet of Things (IoT) devices has expanded, digital forensics coverage of the National Police Agency has expanded to smart home areas. Accordingly, most of the existing studies conducted to acquire smart home platform data were mainly conducted to analyze local data of mobile devices and analyze network perspectives. However, meaningful data for evidence analysis is mainly stored on cloud storage on smart home platforms. Therefore, in this paper, we study how to acquire stored in the cloud in a Hey Home Air environment by extracting accessToken of user accounts through a cookie database of browsers such as Microsoft Edge, Google Chrome, Mozilia Firefox, and Opera, which are recorded on a PC when users use the Hey Home app-based "Hey Home Square" service. In this paper, the it was configured with smart temperature and humidity sensors, smart door sensors, and smart motion sensors, and artifacts such as temperature and humidity data by date and place, device list used, and motion detection records were collected. Information such as temperature and humidity at the time of the incident can be seen from the results of the artifact analysis and can be used in the forensic investigation process. In addition, the cloud data acquisition method using OpenAPI proposed in this paper excludes the possibility of modulation during the data collection process and uses the API method, so it follows the principle of integrity and reproducibility, which are the principles of digital forensics.
The concept of Mydata emerged with the expansion of the data economy. MyData aims to empower individuals by enhancing their right to self-determination over their personal data. The use of MyData is expected to enable the provision of innovative service in various fields. Since 2022, MyData has been introduced and actively used in the financial sector. In the future, not only financial institutions but also Bigtech and Fintech companies are expected to actively join and demonstrate rapid expansion. To ensure steady growth for MyData in the financial sector, it is necessary to assess acceptance behaviors from multiple perspectives. However, the majority of existing research solely focuses on positive acceptance. This study analyzed the impact of users' personal characteristics and innovation characteristics on both innovation resistance and acceptance resistance. The analysis revealed that personal and innovation characteristics contribute to an increase in distrust and innovation resistance in the MyData service. In addition, it has been confirmed that it can lead to actions such as delayed acceptance and refusal to accept. The results of this study offer both theoretical and practical insights into user behavior within the MyData service market.
Kyeonghan Bae;YeonSu Park;JungWon Park;Jiyoung Alex Kim
Asia-Pacific Journal of Business Venturing and Entrepreneurship
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v.18
no.6
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pp.117-132
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2023
With the recent spread of COVID-19, the size of the online shopping market continues to increase, and various online platforms are appearing in the market, and many small and medium businesses are entering the platform. As the recent increase in the use of the platform by small andmedium businesses as raised the issue of appropriate platform fees, the need for social discussions on the use of the platform and fees is raised. Currently, most discussions regarding fees primarily focus on specific cases from a negative perspective, and discussions that comprehensively consider the platform's utilization value and fees are insufficient. Therefore, this study aims to systematically and comprehensively understand platform fees by considering the value of using platform services and commission costs together. To achieve this, the economic value of each platform service was estimated and analyzed in detail. It selected two industries that are actively using online platforms, delivery services and e-commerce, and paid attention to changes in expected profits generated by sellers using platform services, and compared and analyzed expected profits based on estimated sales and costs for each scenario, such as whether sellers entered the platform and whether they used the service. As a result of the study, our results that entering the platform and using the platform service enable sales increase and cost reduction, which have a positive effect on the seller's expected profit. Through this study, we intend to understand platform fees from the perspective of user fees for platform service use and value acquisition, and based on this, estimate the economic value of platform services and fees to expand the value and cost of using platform services to a comprehensive and systematic discussion.
The purpose of this study was to investigate the clustering and Big Five Personality domains in discriminating groups by level of school-related adjustment, as experienced by Social Sims game users. Social Games are based on web that has simple rules to play in fictional time and space background. This paper is to analyze the relationships between social networks and user behaviors through the social games . In general, characteristics of social games are simple, fun and easy to play, popular to the public, and based on personal connections in reality. These features of social games make themselves different from video games with one player or MMORPG with many unspecific players. Especially Social Game show a noticeable characteristic related to social learning. The object of this research is to provide a possibility that game that its social perspective can be strengthened in social game environment and analyze whether it actually influences on problem solving of real life problems, therefore suggesting its direction of alternative play means and positive simulation game. Data was collected by administering 4 questionnaires (the short version of BFI, Satisfaction with life, Career Decision-.Making Self-.Efficacy, Depression) to the participants who were 20 people in Seoul and Daejeon. For the purposes of the data analysis, both Stepwise Discriminant analysis and Cluster analysis was employed. Neuroticism, Openness, Conscientiousness within the Big Five Personality domains were seen to be significant variables when it came to discriminating the groups. These findings indicated that the short version of the BFI may be useful in understanding for game user behaviors When it comes to cultural research, digital game takes up a significant role. We can see that from the fact that game, which has only been considered as a leisure activity or commercial means, is being actively research for its methodological, social role and function. Among digital game's several meanings, one of the most noticeable ones is the research on its critical, social participating function. According to Jame Paul gee, the most important merit of game is 'projected identity'. This means that experiences from various perspectives is possible.[1] In his recent autobiography , he described gamer as an active problem solver. In addition, Gonzalo Francesca also suggested an alternative game developing method through 'game that conveys critical messages by strengthening critical reasons'. [2] They all provided evidences showing game can be a strong academic tool. Not only does a genre called social game exist in the field of media and Social Network Game, but there are also some efforts to positively evaluate its value Through these kinds of researches, we can study how game can give positive influence along with the change in its general perception, which would eventually lead to spreading healthy game culture and enabling fresh life experience. This would better bring out the educative side of the game and become a social communicative tool. The object of this game is to provide a possibility that the social aspect can be strengthened within the game environment and analyze whether it actually influences the problem solving of real life problems. Therefore suggesting it's direction of alternative play means positive game simulation.
As users environments change, users primary needs for homepages also change more complicatedly. Today, users do not only want usability for homepages, but also to feel appropriate emotional experiences. Despite users needs, users do not always experience appropriate emotions that are conveyed by designers through homepage. I In this research paper, we analyzed the related factors with the emotional quality, which means the degree that users feel target emotions intended by designers. For analyzing factors related with the emotional quality, three hypotheses were verified; the factor of an emotion, the factor of users and the factor of designers. As the factor of emotions, the first hypothesis is that unclear emotional dimensions in users minds are related with the emotional quality. The second hypothesis, as the factor of users, is that the diversity of users experiences by same homepage is related with the emotional quality. The third hypothesis, as the factor of designers, is that the appropriate selection of design elements is related with the emotional quality. In the previous research, we selected the basic 13 emotional dimensions and 30 representative emotional words based on the statistical results and evaluations by professional designers. For this research, we conducted an experiment and user survey. In the experiment, we asked 30 designers to design homepages focusing on the typical emotion that was presented by a researcher. Based on the designing process and user evaluation, we performed statistical analyses: ANOVA with Tukey post hoc method and Factor Analysis. We found the discrepancy between the emotions that designers intend and the actual emotions that users experienced from homepages. From the result of analysis, we know that the factor of users and the factor of designers related with the emotional qualities, but the factor of emotions did not. The definiteness of emotions did not relate with the emotional quality. However, the diversity of emotions that users feel seeing the same homepages and design elements that designers chose for conveying target emotion related with the emotional quality.
Asia-Pacific Journal of Business Venturing and Entrepreneurship
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v.7
no.2
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pp.113-127
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2012
From the end of 1st quarter of 2012, Korean mandatory firms had started releasing financial reports conforming to the K-IFRS(Korean adopted International Financial Reporting Standards). Major characteristics of IFRS, such as 'principles based' features, consolidated reporting, 'fair value' measurement, increased pressure for non-financial disclosures have resulted in brief and various disclosure practices regarding the main body of each statements and vast amount of note description requirements. Meanwhile, a host of previous studies on IFRS disclosures have incorporated regulatory and/or 'compete information' perspectives, mainly focusing on suggesting further enforcement of strengthened requirements and providing guidelines for specific treatments. Thus, as an extension of prior findings and suggestions this study had explored to conduct an integrative approach embracing views of the reporting entities and the users of financial information. In spite of all the state-driven efforts for faithful representation and comparability of corporate financial reports, an overhaul of disclosure practices of fiscal year 2010 and 2011 had revealed numerous cases of insufficiency and discordance in terms of mandatory norms and market expectations. As to the causes of such shortcomings, this study identified several factors from the corporate side and the users of the information; some inherent aspects of IFRS, industry/corporate-specific context, expenditures related to internalizing IFRS system, reduced time frame for presentation. lack of clarity and details to meet the quality of information - understandability, comparability etc. - commonly requested by the user group. In order to improve current disclosure practices, dual approach had been suggested; Firstly, to encourage and facilitate implementation, (1) further segmentation and differentiation of mandates among companies, (2) redefining the scope and depth of note descriptions, (3) diversification and coordination of reporting periods, (4) providing support for equipping disclosure systems and granting incentives for best practices had been discussed. Secondly, as for the hard measures, (5) regularizing active involvement of corporate and user group delegations in the establishment and amendment process of K-IFRS (6) enforcing detailed and standardized disclosure on reporting entities had been recommended.
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