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Vol.16 No.4

; pp.1-15
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Abstract

This study examined the impact of chatbot service quality (process quality, outcome quality, and servicescape quality) on user satisfaction and reliability by identifying the relationships between user satisfaction, reliability, immersion, and the paths of three variables influencing reuse intention. The survey was conducted of Korean users in their teens and 70s who had experience using chatbot services. A total of 218 convenience samples were extracted and the data analyzed. By the IS success and SERVQUAL model, the results of structural equation modeling revealed that the chatbot service quality did not affect user satisfaction and reliability. However, user satisfaction and reliability of the chatbot services were shown to lead to reuse intention, and user satisfaction was shown to affect immersion and immersion in reliability. The results showed that satisfaction, reliability, and immersion in the chatbot services were important factors in the chatbot reuse intention. Through the satisfaction and reliability gained through the service, the users wanted to reuse the chatbot services, especially the chatbot services that gained reliability, which will have a greater impact on reuse intention. We can use these results as marketing information to attract loyal customers by identifying the reuse intention of the chatbot service users.

; ; ; pp.16-25
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Abstract

The size of observation data in astronomy has been increasing exponentially with the advents of wide-field optical telescopes. This means the needs of changes to the way used for large-scale astronomy data analysis. The complexity of analysis tools and the lack of extensibility of computing environments, however, lead to the difficulty and inefficiency of dealing with the huge observation data. To address this problem, this paper proposes a workflow execution system for analyzing large-scale astronomy data efficiently. The proposed system is composed of two parts: 1) a workflow execution manager and its RESTful endpoints that can automate and control data analysis tasks based on workflow templates and 2) an elastic resource manager as an underlying mechanism that can dynamically add/remove virtualized computing resources (i.e., virtual machines) according to the analysis requests. To realize our workflow execution system, we implement it on a testbed using OpenStack IaaS (Infrastructure as a Service) toolkit and HTCondor workload manager. We also exhaustively perform a broad range of experiments with different resource allocation patterns, system loads, etc. to show the effectiveness of the proposed system. The results show that the resource allocation mechanism works properly according to the number of queued and running tasks, resulting in improving resource utilization, and the workflow execution manager can handle more than 1,000 concurrent requests within a second with reasonable average response times. We finally describe a case study of data reduction system as an example application of our workflow execution system.

pp.26-38
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Abstract

Determining the optimal levels of the technical attributes (TAs) of a product to achieve a high level of customer satisfaction is the main activity in the planning process for quality function deployment (QFD). In real applications, the number of customer requirements for developing a single product is quite large, and the number of converted TAs is also high so the size of the house of quality (HoQ) becomes huge. Furthermore, the TA levels are often discrete instead of continuous and the product market can be divided into several market segments corresponding to the number of HoQ, which also unacceptably increases the size of the QFD optimization problem and the time spent on making decisions. This paper proposed a genetic algorithm (GA) solution approach to finding the optimum set of TAs in QFD in the above situation. A numerical example is provided for illustrating the proposed approach. To assess the computational performance of the GA, tests were performed on problems of various sizes using a fractional factorial design.

; ; (NewYork University) pp.39-49
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Abstract

The goal of this research was to understand the patterns of multidimensional engagement in MOOCs. An email with an online survey link was sent to enrollees in an MOOC course. The survey included 35 questions asking about engagement, teaching presence, and learning persistence. The items were validated in the literature, revised for the MOOC setting, reviewed by four professionals in the field of educational technology, and used in the study. A heterogeneous group of 170 individuals gathered through convenience sampling participated in the study. With cluster analysis of the engagement data, three groups were identified: Cluster1, 2, and 3. Cluster 1 scored high on behavioral, emotional, and cognitive engagement. Cluster 2 scored high on behavioral aspects but low on emotional and cognitive engagement. Cluster 3 scored low on behavioral and cognitive engagement but high on emotional aspects. The study addressed cluster-specific learner characteristics and differences in perceived teaching presence and learning persistence. Design strategies pertaining to each cluster were further discussed. These strategies may guide instructors and practitioners in the design and management of MOOCs and should be further validated through future studies.

; pp.50-67
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Abstract

This study investigated whether writing weekly listening logs could influence college English learners’ metacognitive awareness and listening proficiency. In addition, the Metacognitive Awareness Listening Questionnaire (MALQ) was applied to examine the learners’ knowledge of their listening process. It is process-oriented research conducted by analyzing the MALQ and students’ listening logs as to how their metacognitive awareness and listening proficiency have changed during the semester. Eighty-nine students who took an English listening practice course at a university participated in this study. The research findings are as follows. First, it turned out that there was a significant relationship between EFL university students’ listening comprehension and some subscales of metacognitive awareness. Second, the students had an opportunity to reflect on learning through regular listening activities, and weekly listening logs, which included important information about listening process and practice. Third, as the students' listening proficiency increased at the end of the semester, it was found that introducing listening logs along with classroom lessons helped the students improve their listening ability. Finally, the high proficiency group students used multiple strategies simultaneously, regardless of the type of listening strategies, while the low proficiency group students used one or two limited listening strategies. However, the low proficiency group students may have had trouble expressing their ideas in English or recognizing the listening strategies they used, not because they did not use a lot of listening strategies. Therefore, teachers should regularly check if students are following their instructions and help them use appropriate strategies for better understanding.

; pp.68-77
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Abstract

VR (Virtual Reality) contents make the audience perceive virtual space as real through the virtual Z axis which creates a space that could not be created in 2D due to the space between the eyes of the audience. This visual change has led to the need for technological changes to sound and sound sources inserted into VR contents. However, studies to increase immersion in VR contents are still more focused on scientific and visual fields. This is because composing and producing VR sounds require professional views in two areas: sound-based engineering and computer-based interactive sound engineering. Sound-based engineering is difficult to reflect changes in user interaction or time and space by directing the sound effects, script sound, and background music according to the storyboard organized by the director. However, it has the advantage of producing the sound effects, script sound, and background music in one track and not having to go through the coding phase. Computer-based interactive sound engineering, on the other hand, is produced in different files, including the sound effects, script sound, and background music. It can increase immersion by reflecting user interaction or time and space, but it can also suffer from noise cancelling and sound collisions. Therefore in this study, the following methods were devised and utilized to produce sound for VR contents called “A Midsummer Night” so as to take advantage of each sound-making technology. First, the storyboard is analyzed according to the user`s interaction. It is to analyze sound effects, script sound, and background music which is required according to user interaction. Second, the sounds are classified and analyzed as 'simultaneous sound' and 'individual sound'. Thirdly, work on interaction coding for sound effects, script sound, and background music that were produced from the simultaneous sound and individual time sound categories is done. Then, the contents are completed by applying the sound to the video. By going through the process, sound quality inhibitors such as noise cancelling can be removed while allowing sound production that fits to user interaction and time and space.

pp.78-83
초록보기
Abstract

VR technology has become a game changer in the game industry. VR game market has increased exponentially worldwide. The current study is designed to examine effects of VR game players’ gender (male vs. female), types of VR games (solo game vs. multiplayer game), and the level of perceived virtual presence (low virtual presence vs. high virtual presence) on enjoyment and intention to replay. Study findings suggest that male players, after playing VR games, showed higher enjoyment and intention to replay VR games. In terms of types of VR games, multiplayer VR games lead to higher enjoyment intention to replay than solo play games. Finally, this study found that the high level of perceived virtual presence incur higher enjoyment and intention to replay than the low level of perceived virtual presence in playing VR games. Practical implications were discussed in the last section of this paper.

pp.84-97
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Abstract

Since national image video advertisements are a means of public relations with wide delivery and major repercussions at home and abroad, this study performs a comparative analysis of video advertisements aired by previous governments as reported by Daejung Kim, Moohyun Roh, Myungbak Lee, and Geunhye Park. The characteristics of the previous governments, whether or not social trends were reflected, and the importance of traditional and modern elements were examined. As we describe, there are clear differences in video advertisements by government regime, and while messages expressing traditional values of Eastern culture have gradually decreased, reflecting the trends of the times, the messages emphasizing the modern values of the West have gradually increased. Our research confirmed that traditional elements such as 'Samulnori' and 'Taekwondo' are gradually disappearing. In addition, it was confirmed that the collective values, traditional values, and humanism represented by the 'large crowd' and 'traditional elements' in the Kim Dae-jung and Roh Moo-hyun administration changed in the Lee Myung-bak and Park Geun-hye administrations to more individualistic, materialistic, Western values. This study is meaningful in that it analyzed the components and characteristics of national image advertisements by governments in the past, how social trends were reflected, and the weight difference between traditional and modern elements. Based on this research, the significance of the current Moon Jae-in government’s groundwork for follow-up research should not be understated.

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