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        검색결과 159

        42.
        2016.07 구독 인증기관·개인회원 무료
        This research examines the impact of CRM capabilities and marketing effectiveness and the role of intervening variables Interactive Marketing Implementation (IMI) as mediator, in the context of wireless telecommunication industry in Indonesia. Differ from prior research that often see CRM capability in technological perspective per se, this research uses a holistic perspective toward CRM capabilities that comprises three dimensions of capability that is complementary to each other: (1) technological capability, as a data processing instrument to support marketing activities; (2) operational capability, to support firms collecting past customer transaction information, demographics, psychographics, media and channel preferences; and (3) strategic capability, to embrace the implementation of relationship management strategies throughout the whole organization. To cover phenomena in the digital economy, this study deploys a three-part typology of interactive marketing, according to ways of interacting with new media; (1) relational-based, (2) content-based, and (3) interface-based.
        43.
        2016.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        본 연구에서는 소셜 비디오 플랫폼 환경에서 동영상 기반 커뮤니케이션을 통해 동영상을 시청하는 사용자와 타인 들 간의 관계가 사용자의 긍정적 감정과 사회적 소속감에 어떠한 영향을 미치는지 살펴보았다. 해당 연구에서는 사 회 충격 이론(Social Impact Theory)과 자기 점검 이론(Self-Monitoring Theory)이라는 심리학 이론을 토대로 동영상 기반의 새로운 상호작용 수단을 활용한 대안을 검증하기 위해 실제 동영상 기반의 소셜 비디오 플랫폼 환경을 구축 하여 실험 연구를 진행하였다. ANOVA 분석 결과, 동영상을 보는 환경에서 타인의 모습이 실시간으로 보일 때, 또는 나 자신의 얼굴이 화면에 함께 제시될 때, 그렇지 않을 때 보다 사용자는 긍정적인 감정과 사회적 소속감을 더 크게 느끼는 것을 확인할 수 있었다. 또한 위의 두 조건이 동시에 제공될 때가 그렇지 않을 때보다 사용자들이 느끼는 긍정적 감정의 증가 폭이 더 컸다. 본 연구 결과를 통해 궁극적으로 새로운 소셜 비디오 플랫폼의 형태에 대한 통찰을 얻을 수 있을 것이라 기대한다.
        4,900원
        44.
        2016.04 구독 인증기관·개인회원 무료
        Species identification, the process of finding the taxon to which a specimen belongs, is a difficult and frustrating task for most biologists but is absolutely fundamental to most biological research. However, proper species identification requires extensive knowledge on the particular taxon, thus can be problematic and confusing for non-professionals. To increase the accuracy of identification, computer-based interactive identification key has been widely used. In order to improve the identification process and promote effective utilization of Korean species, Korean Indigenous Interactive Key System (KIIS) was developed. Moreover, image-based online identification system was developed to broaden the range of users from non-experts to professionals. As the use of mobile device became significant in people’s lives, we further developed mobile web-based identification system.
        45.
        2015.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        This research introduces the development of fairy tale system directed behavior training game platform with brainwaves and motion sensing cognitive technologies for Attention Deficit Hyperactivity Disorder (ADHD) children. The system includes three major functions: 1) the brainwaves and motion recognition; 2) the interactive intervention with narrative contents; and 3) the sensor and intervention data management. The narrative contents combined with fairy tales and other elements for the game platform including characters, perspectives, quests, and scenes are integrated into the system. While a child is playing a given fairy tale, the child’s brainwaves and motion sensing data are transmitted to the system. This system simultaneously controls the intervention procedure, helping the child concentrate on the story and accomplish quests appropriately. The main contribution of this system is to help children with ADHD manage their behavior by continuously intervening them to increase the attention to the fairy tales and feel confidence on themselves with the improved test results.
        4,000원
        46.
        2015.12 구독 인증기관 무료, 개인회원 유료
        Students in higher education institutions come from different walks of lives, some with a wide experience from their daily work, personal, and lifelong learning activities. To better manage their lifelong learning (informal, non-formal and formal learning) activities, these students will benefit from putting together an e-portfolio that transcribes their learning experiences into a form that is both attractive and meaningful. A short online course titled “iGraphia” was designed and developed and made available as a pilot open online course to enable students to understand the nature and importance of an e-portfolio portfolios and who will be better able to connect informal and non-formal learning experiences with formal learning experiences by mapping and linking the various experiences as a set of learning journeys. This paper will report the design and development of the pilot course and on how the learning outcomes will be achieved by those who enroll.
        4,900원
        48.
        2015.09 KCI 등재 구독 인증기관 무료, 개인회원 유료
        In recent years, a variety of motion recognition devices for HMD have been presented. Operation method using the motion recognition is the best one for the characteristics of HMD that the user's sight is obstructed in using the contents. The recent HMD devices have the head-tracking feature recognizing the movement of the user's head. However, the operation of the avatar using head-tracking lead to the depressed usability caused by the unfamiliar use. In this paper, the avatar was moved using the head tracking function built in HMD as a basic operating device, which enhanced the usability of the contents by showing the movement of avatar whose human motion capture was linked to the position of the user's head in the third person point of view. The user is able to trace his own position to operate the contents by the avatar in virtual space, which would reveal the potential for utilization of the user interface by which the avatar is controlled through inputting the function of tracking direction.
        4,000원
        49.
        2015.04 구독 인증기관·개인회원 무료
        많은 학자들이 편리한 동정을 위해 검색키를 사용해 왔다. 현재 사용되고 있는 검색키로는 전통적인 검색키와 대화형 검색키가 있다. 전통적인 검색키는 기본적으로 트리구조로, 두 가지 형질 중에 양자택일을 하여 순차적으로 형질을 선택해 가는 방법이다. 기존에 주로 사용되어 왔지만, 양자택일의 방식을 사용하기 때문에 형질선택에 있어서 제한을 받는 반면에, 대화형 검색키는 트리구조와 관계없이 어떠한 단계의 형질이든 바로 이용할 수 있는 장점이 있다. 이 대화형 검색키 구조를 응용하여, Pictorial Key를 추가한 이미지형 동정시스템을 개발하였다. 이미지형 동정시스템을 이용할 경우에, 복잡한 용어나 수식이 필요 없이, 이미지만을 이용한 직관적인 동정이 가능하기 때문에, 전문가가 아닌 비전문가나 일반인들도 사용할 수 있는 검색키 작성이 가능해진다. 이 방법을 통해서, 본 연구에서는 한국산 나비 200종에 대한 이미지형 동정시스템을 구축하여, 일반인들이 사용하기 편리한 동정시스템을 구축하였다.
        50.
        2015.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        This research introduces the interactive fairy tale system based on BCI and Motion Sensing Technology for Children with ADHD. ADHD is a specific disorder which shows deficits in sustained attention, behavioral inhibition, resistance to distraction, and the regulation of one’s activity level to the demands of a situation (hyperactivity or restlessness). The interactive fairy tale system implemented on the Unity3D engine is expected to keep track of a player's time-varying brainwave and motion logs through NeuroSky’s MindWave Brain-Computer Interface (BCI) and Microsoft’s Kinect motion sensing technology. The proposed system helps us take a closer look at the player's behavior than performing a video shoot or direct observation. In addition, as the system keeps the observed data, it is possible to constantly track the changes on the player's brainwave and behavior, and synthetically assess the effect of the proposed approach from many different aspects.
        4,000원
        51.
        2014.12 구독 인증기관 무료, 개인회원 유료
        This review focuses on the hydrological definition and functions of hyporheic zone which has a feature of interaction between surface water and groundwater in natural stream system. This work also investigated how to measure the amount of flow exchange around this zone. As hyporheic zone shows heterogeneous feature due to groundwater level, river bed thickness, and hydraulic conductivity, spatio-temporal variation of interactions between surface-groundwater hydrologic exchange is to be analyzed. The methods to quantify this flow exchange can be classified according to field scale and status, the proper method should be adopted. Especially, Krause et al. (2007), showed that the flow exchange plays an important role in water balance in watershed and can be quantified by using integrated watershed hydrologic modeling.
        4,200원
        52.
        2014.10 KCI 등재 SCOPUS 구독 인증기관 무료, 개인회원 유료
        We present a GUI-based interactive Python program, VIMAP, which generates radio spectral index maps of active galactic nuclei (AGN) from Very Long Baseline Interferometry (VLBI) maps obtained at different frequencies. VIMAP is a handy tool for the spectral analysis of synchrotron emission from AGN jets, specifically of spectral index distributions, turn-over frequencies, and core-shifts. In general, the required accurate image alignment is difficult to achieve because of a loss of absolute spatial coordinate information during VLBI data reduction (self-calibration) and/or intrinsic variations of source structure as function of frequency. These issues are overcome by VIMAP which in turn is based on the two-dimensional cross-correlation algorithm of Croke & Gabuzda (2008). In this paper, we briefly review the problem of aligning VLBI AGN maps, describe the workflow of VIMAP, and present an analysis of archival VLBI maps of the active nucleus 3C 120.
        4,000원
        53.
        2014.07 구독 인증기관·개인회원 무료
        This paper adopts an industrial network perspective on strategy. Business strategy in an interactive context has been a recurrent theme in the Industrial Marketing & Purchasing (IMP) literature for over three decades (Baraldi et al., 2007; Gadde, Huemer & Håkansson, 2003; Turnbull & Valla, 1986). The interactive context refers to how change by a company expectedly leads to changes in needs, or structures of interconnected parties (Gadde, Huemer & Håkansson, 2003). Strategy also becomes a response to changes among business partners, and any introduced change may have consequences that either reinforce or disable the intentions of the company. Based on how other parties act in parallel, try to adapt to present structures or intend to change them, outcomes are unforeseeable (Baraldi et al., 2007; Brennan, Gressetvold & Zolkiewski, 2008). Baraldi et al. (2007) even state that strategizing in an interactive context is an impossible task. Still, companies do formulate and implement strategies (Möller & Halinen, 1999). While some studies discuss actions and effects (e.g. Wilkinson & Young, 2002), a search in the EBSCO database, on business strategy and consequences/outcomes in a network context resulted in zero hits. Researchers have suggested the complexity of strategizing in an interactive context and referred such strategizing as conforming to or confronting present structures (Ford et al., 2003). Surprisingly, however, less is known about network consequences and the link to different kinds of strategies. This paper focuses on the issue. Network consequences refer to what happens in the network in terms of changed contents of relationships, and/or changed network structures. We describe the consequences as either intended or unexpected (cf. Andersson, Havila & Salmi, 2001) from the focal company’s perspective and link them to different strategies. The aim of this paper is to develop the understanding, from an industrial network perspective, of network consequences from a focal company’s perspective and how different strategies influence these. To that end the present paper bases on a case study from the optical recording media industry, and follows the Taiwanese company Ritek. The paper contributes to the growing interest for strategy in a network context and the link between different strategies and network consequences in the following ways: • Through the case study we categorize business strategies into copying, shared, reflexive, and company-rooted. These categories add to research on strategy in interactive contexts, through pointing to a more fine-tuned categorization than conforming/confronting and pointing to conforming and confronting as scale-measures rather than absolute categories. The division between company-rooted and network-challenging strategies is important as it indicates different viewpoints by the firm, and shared strategies acknowledge the net as an analytical level in networks. • The paper indicates how strategies may include other parties in terms of considerations (reflexive or copying strategies) or as joint parties (shared strategies), and how intended consequences foremost appear on that level, while unexpected consequences occur in the wider network. The paper divides unexpected network consequences into reinforcing, spin-off effects, partly disabling, and fully disabling, and thereby adds to understandings and categorizations of network consequences. • The link between strategies and network consequences points to how the more confronting the strategy, the more unexpected consequences, and also the more negative their impact on the strategy realization, which also attracts attention to the importance of including the network in strategy formulation. This adds to present understanding on strategizing in interactive contexts, and highlights the network’s impact to the strategy literature.
        54.
        2014.07 구독 인증기관 무료, 개인회원 유료
        This research deals about the phenomenon of crowd-funding as an interesting way of interactive marketing where consumers are involved in co-creation value. Our research objective is to evaluate the impact of the type of rewards (financial vs. symbolic) on consumer level of investment. We propose an experimental design with a real case study in order to evaluate the impact of the type of rewards (financial vs. symbolic) towards the intention of investing in the project. The results indicate that the financial reward brings higher level of investment than the symbolic one. Moreover, in the case of a financial reward, attitude towards investment into the project is significantly higher than for symbolic reward. This research illustrates the key role playing by the value-marketing proposition in this particular context of collaborative investment where consumers as investors are more sensitive to a financial reward than a symbolic one.
        4,000원
        55.
        2014.04 구독 인증기관·개인회원 무료
        The nutritional quality of host plant is critically important for insect herbivores to maximize their fitness, but it is relatively unexplored whether the ingestion of a specific host plant will have the same effects on insects under different thermal conditions. We have used a multi-factorial experimental design to investigate how the nutritional quality of host plant and temperature interact to affect life-history traits in a generalist caterpillar Hyphantria cunea (Lepidoptera: Arctiidae) feeding on five different host plants. Caterpillars raised on Platanus occidentalis, Sophora japonica and Prunus x yedoensis exhibited substantially higher survival, faster growth and heavier mass at pupation than those on Cornus kousa and Betula platyphylla. Caterpillars developed more quickly and attained a smaller final body mass at higher temperatures, but the way that these traits responded to temperature differed by host plant. Caterpillars on P.occidentalis displayed a monotonic decrease in development time with increasing temperature, but the development time of those on P. x yedoensis declined with temperature in a biphasic manner. Furthermore, the rate at which pupal mass increased with decreasing temperature was much greater for caterpillars on P.occidentalis than those on P. x yedoensis.
        56.
        2014.03 구독 인증기관 무료, 개인회원 유료
        본 연구는 양방향 방송프로그램 포맷 개발과 제작을 통해 산업 종사자 및 관련자 인터뷰와 문헌 검토를 통해서 고찰하였다. 양방향 방송프로그램 포맷은 전통적인 방송프로그램이 지니고 있는 제작기획 또는 프로그램 기획에서 글로벌 표준화(Global Standard)된 구성방식을 포함한 제작매뉴얼 또는 제작바이블과 이에 따른 제작가이드를 뜻하는 용어로서, 양방향 방송프로그램 포맷의 제작과정을 담고 있는 내용 및 형식상의 독창적인 요소들을 기록한 것을 뜻한다. 양방향 방송프로그램 포맷거래에서는 방송부문과 방송 외 부문 거래로 마케팅과 홍보, 기술 지원 등을 포함하고 있는 제작매뉴얼 및 바이블, 현지 담당 프로듀서(Producer) 또는 컨설턴트의 파견 포맷 상품화 옵션에 따라 거래되는 내용에 차이가 있다. 글로벌 포맷거래를 살펴보면, 대부분 글로벌 제작사들의 방송프로그램 포맷이 거래의 대부분을 차지하고 있다. 따라서 단순히 전통적인 방송프로그램 포맷거래가 되기보다는 국내 IT인프라를 활용한 새로운 기술과 매체들의 융합을 통해 확장된 양방향 방송프로그램 포맷거래에 있어서 우위를 차지하고, 글로벌 경쟁력을 확보할 수 있어야 한다. 양방향 방송프로그램 포맷 거래가 활성화되기 위해서는 방송과 통신의 융합 포맷으로 확장과 다양한 포맷거래가 가능한 포맷 상품화가 필요하다. 또한 이와 관련된 양방향 방송프로그램 포맷의 창작과 아이디어 개발을 위한 법적, 제도적인 개선이 필요한 상황이다. 국내 방송과 통신사업자들의 글로벌 경쟁과 새로운 비즈니스 기회요소 및 정부의 실질적인 지원정책에 유용한 도움이 되고자 하였다. 본 연구에서 제안들은 향후 양방향 방송프로그램 포맷거래 산업에 있어서 방송과 통신사업자들 뿐만 아니라 양방향 정책을 지원하는 정부의 정책적 대안에 실질적인 방안들을 제안하고자 하였다.
        8,600원
        57.
        2013.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        We present a Microsoft Kinect-based hand recognition algorithm for an interactive image clipping system, which is widely used for environments such as public facilities and security environments where personal capturing devices including mobile phones are not allowed. User-friendly interface and accurate image capturing function are required for an image clipping system. We build the system by combining Microsoft Kinect, HD webcam and projector. The Kinect and webcam are used to capture the motions of users' hand and project is to display the user-selected area from the capturing material. Hand recognition is composed of three steps: (i) the region occupied by users' hand is extracted from an image, (ii) the fingertips of the extracted hand region are analyzed using k-curvature algorithm, and (iii) the height of the fingertip is estimated using the depth image from Kinect. The height of the fingertip informs whether users' finger touched the surface of the target. The region captured by the fingertip is clipped from the image and stored as the target image. The excellence of our hand recognition algorithm is proved through a user test.
        4,000원
        58.
        2013.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        The purpose of this paper is to analyze the singularity of visual encyclopedia applications which utilize digital images with gameness and storytelling as the center. Due to the popularization of smart devices, visual encyclopedia applications are actively used in education. In the case of the visual encyclopedia applications, while they inherit some features of paperback visual encyclopedia, they make use of interactive features of the smart media. After analyzing information reconstruct method of the visual encyclopedia applications which distinguish between applications and paperback, this paper extracts the characteristics of interactive storytelling. In this process, the analysis of this paper focuses on themes and play elements that have been extended by visual encyclopedia applications through the digital virtual theory which is Vilem Flusser suggested. Therefore, visual encyclopedia applications provide new educational experiences by providing the method of reproduction and configuration of information through the interactive participation of infant, which was limited to intertextual participation in existing paperback visual encyclopedias.
        4,000원
        59.
        2013.09 KCI 등재 구독 인증기관 무료, 개인회원 유료
        목적 : 본 연구의 목적은 Interactive Metronome (IM) 중재가 경증치매환자의 기억력, 집중력과 사회적 상호작용 기술에 미치는 영향을 알아보고자 한 것이다. 연구방법 : 치매로 진단을 받은 환자 3명을 대상으로 2012년 8월부터 10월까지 총 8주 동안 개별 대상자 실험 연구 방법 중 ABA 설계를 사용하여 실시하였다. 연구기간 동안 대상자에게 기초선 A 5회, 중재기 B 15회, 기초선 A’5회기로 총 25회기를 적용하였다. 기초선 기간에는 전산화 인지검사(Computerized Neurocognitive Function Test; CNT)의 숫자외우기(Digit Span Test)와 청각지속검사(controlled Continuous Performance Test; CPT)를 통해, 기억력과 집중력을 평가하였고, 사회적 상호작용 기술 평가도구(Evaluation of Social Interaction; ESI)를 통해서 사회적 상호작용 기술을 평가하였다. 중재 기간에는 주 4회 30분씩 매회기마다 IM으로 치료 한 후 CNT로 기억력과 집중력, ESI를 통해 사회적 상호작용 기술을 평가하였다. 중재 전·후로 로웬스타인 작업치료 인지기능 평가-노인용(Loewenstein Occupational Therapy Cognitive Assessment-Geriatric; LOTCA-G)을 실시하여 대상자의 전반적인 인지기능의 변화를 알아보았다. 결과 : IM 중재 적용 전에 비하여 대상자 모두 기억력과, 집중력, 사회적 상호작용 기술이 향상되었으며, 중재 종료 후에도 그 효과가 지속된 것을 확인할 수 있었다. LOTCA-G의 결과 대상자 모두 기억력과 집중력 항목에서 향상이 있었다. 결론 : 본 연구는 IM이 경증치매환자의 기억력, 집중력, 사회적 상호작용 기술을 향상시키는 효과가 있다는 것을 확인하였고 임상적 근거를 제공하는데 의의가 있다.
        4,600원
        60.
        2013.09 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Most users lose their interests when game users interactively play with characters to feel unfriend and unrealistic. In this thesis, we present a scene management memory model for autonomous game characters, which manages the recognized information by visual attention. The scene management memory of autonomous game character is comprised of visual memory. Scene management memory stores the recognized information at the physical structure embodied by Quadgraph structure. Game characters take adaptive actions for the situation by utilizing the stored information in the memory system. To use the capacity of memory effectively, we devise the algorithm of quick visual attention, well suited to game environment. We have implemented our memory system for the experiment to confirm its feasibility and availability. As a result of the experiment, we positively verify that autonomous game character perceives the static and dynamic object of 3D game world by visual attention mechanism with about 2 times improvement of time complexity.
        4,000원
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