• Title/Summary/Keyword: 구글

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3D Object Simplification for Google Earth Uploading of the Cultural Resources and Tourist Attractions (문화.관광 자원의 구글어스 Uploading을 위한 3D 객체 단순화)

  • Youn, Jae-Hong;Choi, Hyo-Seung;Jeong, Seung-Moon
    • Journal of Korean Society for Geospatial Information Science
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    • v.17 no.4
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    • pp.45-51
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    • 2009
  • Different countries around the world, using their traditional culture as a background, are promoting new changes and reformation in development and publicity method of cultural contents to promote national interests and to increase their competitiveness. Also, as the citizen's standard of living and quality of living goes up, various demands for the enjoyment of traditional culture goes up accordingly as well. As the cultural assets environment become more complicated and diverse, there is a need for systematic management and preservation plan. Keeping these viewpoints in mind, the geo-spatial information provision service using the web provides various forms of services such as satellite imagery, terrain, and 3D viewing, enabling the user to gain concrete spatial information on specific areas. The geo-spatial information using 3D modeling is done only in limited spaces because of construction expenses or difficulties in management and maintenance. In this thesis, I would like to propose Effective method for the GoogleEarth Uploading through simplification of 3D object for the publicity of traditional buildings and Cultural Resources and Tourist Attractions.

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A Study on Application of Internet-based Personal Health Record(PHR) System: Using Google Health (인터넷기반의 개인전자건강기록 시스템 적용사례 연구: 구글헬스를 중심으로)

  • Jeong, Seong-Hee
    • Journal of Digital Contents Society
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    • v.10 no.3
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    • pp.433-439
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    • 2009
  • With the help of fast growing popularization of internet, all areas of e-Health have expanded rapidly; such that people have become interested in digital personal health record and its management. This paper examined the characteristics of personal health record and made the analysis of the structure of Google Health, the internet-based personal health record system. Google Health allows you to store and manage all of your health information, import medical records from hospitals and pharmacies, share your health records, and explore online health services. This examples represents not only a significant change of current medical systems but also enables to estimate the future stream of it. As a result, this paper, in the areas of e-Health which will be expanded in various service areas, may give you a greater sense of importance of personal health record and will eventually provide more complemental structure of future personal health record through comparative studies on the strength and weakness of it.

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Design of Deep Learning-Based Automatic Drone Landing Technique Using Google Maps API (구글 맵 API를 이용한 딥러닝 기반의 드론 자동 착륙 기법 설계)

  • Lee, Ji-Eun;Mun, Hyung-Jin
    • Journal of Industrial Convergence
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    • v.18 no.1
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    • pp.79-85
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    • 2020
  • Recently, the RPAS(Remote Piloted Aircraft System), by remote control and autonomous navigation, has been increasing in interest and utilization in various industries and public organizations along with delivery drones, fire drones, ambulances, agricultural drones, and others. The problems of the stability of unmanned drones, which can be self-controlled, are also the biggest challenge to be solved along the development of the drone industry. drones should be able to fly in the specified path the autonomous flight control system sets, and perform automatically an accurate landing at the destination. This study proposes a technique to check arrival by landing point images and control landing at the correct point, compensating for errors in location data of the drone sensors and GPS. Receiving from the Google Map API and learning from the destination video, taking images of the landing point with a drone equipped with a NAVIO2 and Raspberry Pi, camera, sending them to the server, adjusting the location of the drone in line with threshold, Drones can automatically land at the landing point.

Design and Implementation of Geographic Education Website Based on the Google Earth (구글어스 기반의 지리교육 사이트 설계 및 구현)

  • Lee, Sun-Ju;Kang, Young-Ok
    • Spatial Information Research
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    • v.18 no.2
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    • pp.13-24
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    • 2010
  • The purpose of this research is to explore the possibility of geographic education by implementing the map-based geographic education site which mashed up with Google earth by referring the various materials of geographic education which exist in on-line and off-line. In recent years map-based geographic education is required by the radical change of geoweb environments, but there have been few researches in this field. This research is folded up as follows: First, we designed the contents through the textbook analysis and then collect various data related to the contents such as pictures, video clips, conceptual map, etc. which are required to explain the concept. Second, we mashed up the collected data on the Google earth by using the Google's open API. Third, we implemented the geographic education website based on the classification of contents in textbook and the various collected data. This research is important in both that it explores the possibility of the map-based education rather than the text-based education in the geographic field which handles mainly the space and finds the best method to express the various concepts of the textbook on the geoweb environments.

Implementation of the Smombie (smartphone zombie) VR experience game using Google Cardboard and Bluetooth controller (구글 카드보드와 블루투스 컨트롤러를 이용한 스몸비(스마트폰 좀비) VR 체험 게임)

  • Kim, Ji-hyun;Seo, Mi-hye;Yang, Seon-young;Lee, Bo-hyun;Jin, I-seul;Park, Su e;Park, Jung-kyu
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.10a
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    • pp.212-215
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    • 2017
  • In this paper, VR game was produced to inform the danger of using smartphone while walking and to raise awareness. In this VR games, you can experience Smombie (smart phone and zombie compound word) like a real situation by using Google card board and Bluetooth controller. Designed as a directions game of everyday material, the user indirectly experiences the dangerous situations that may actually occur in everyday life. In the virtual space, you can see the map on the smartphone, navigate the route, and send text messages using the controller during the game. We will explain how to implement smartphone map and send text message using controller which are the main functions of VR game.

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Study on the Improvement about User Authentication of Android Third Party Application Through the Vulnerability in Google Voice (구글 보이스 취약점을 통한 안드로이드 서드 파티 어플리케이션의 사용자 인증 개선방안 연구)

  • Lee, Seyeong;Park, Jaekyun;Hong, Sungdae;Choi, Hyoungki
    • Journal of KIISE
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    • v.42 no.1
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    • pp.23-32
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    • 2015
  • In the Android market, a large portion of the market share consists of third party applications, but not much research has been performed in this respect. Of these applications, mobile Voice Over IP (VoIP) applications are one of the types of applications that are used the most. In this paper, we focus on user authentication methods for three representative applications of the Google Voice service, which is a famous mobile VoIP application. Then, with respect to the Android file system, we developed a method to store and to send user information for authentication. Finally, we demonstrate a vulnerability in the mechanism and propose an improved mechanism for user authentication by using hash chaining and an elliptic curve Diffie-Hellman key exchange.

Specification Validation Method for Improving KML Interoperability (KML 호환성 개선을 위한 명세서 검증 방안)

  • Kang, Jihun;Kim, Jung Ok;Lee, Jun Seok
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.32 no.4_1
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    • pp.353-361
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    • 2014
  • The study has planned to analyze the most typical specification validation in Korea and the other countries, which shows the well-formed and schema validation, in purpose to enhance users' conveniences. Also, we suggested the validation system to provide the information compatibility regarding to application programs for non-expert. The featured KML specification supported by the VWorld 3D Desktop and the Google Earth. Based on this above estimation, the system has been designed to inform potential problems and the applicability in 3D Desktop and Google Earth for the user. The KML information passed through the proposed validation is simply expressed on the map, so as instructed the information on the program selection and additional details instruct users as a text file. When not being suitable for the proposed program, another program can be considered, and the problems which may be occurred are also announced to increase the compatibility of KML.

Non-Majors' Experimental Results on Efficiency of Smart Phone Application Development using an Authoring Tool (저작도구를 활용한 비전공자의 스마트폰 어플리케이션 개발 효율성에 대한 실험적 고찰)

  • Chang, Young-Hyun;Park, Dea-Woo;Jun, Su-Kyung;Baek, Jae-Eun;Byun, Hye-Jin;Yu, Wan-Sun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2011.06a
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    • pp.123-126
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    • 2011
  • 본 논문에서는 한국형 스마트 앱 저작도구로 미국, 일본, 한국에서 세계특허를 획득한 원더풀소프트의 M-Bizmaker를 이용하여 식품영양학과와 비서행정과 등 비전공자 회사원과 학생이 협력하는 관계에서도 중급수준의 비즈니스 앱 개발이 단기간에 가능하며 최고의 효율성을 검증할 수 있음을 확인하였다. 즉 저작도구인 M-Bizmaker를 이용하면 초중고, 대학, 일반인까지 모든 계층에서 초단기 1일 교육을 통하여 개인의 아이디어와 개성을 살린 앱을 제작할 수 있다는 결론을 도출하였다. 비전공자들이 제작한 스마트 앱의 수준은 본문에서 설명한 것 같이 단체의 일반홍보, 식단관리, 그래프를 이용한 취업현황, 구글맵 연계 주소 관리, 자동전화걸기, 사진 등의 이미지 관리, 친구 찾기와 같이 구성원을 등록하여 용이하게 관리할 수 있고, 설문조사도 쉽게 할 수 있다. 현재 세계 모바일 시장은 애플, 구글 등 미국시장이 세계시장을 선도하고 있는 상황으로 구글의 앱인벤터, 애플의 앱쿠커 등의 저작도구가 베타버젼으로 존재하지만 세계특허 수준의 한국형 저작도구인 비즈니스용 전문개발인 M-Bizmaker와는 기술수준에서 많은 격차가 존재하므로 국가적 차원에서 앱 저작도구 기술개발 인력 양성에 투자한다면 다가오는 미래에는 우리나라가 세계시장을 선도할 수 있을 것이라 사려 된다.

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A Dynamic Analysis of Digital Piracy, Ratings, and Online Buzz for Korean TV Dramas (국내 TV 드라마 디지털 불법복제, TV 시청률, 온라인 입소문 간의 동태적 분석)

  • Kim, Dongyeon;Park, Kyuhong;Bang, Youngsok
    • Journal of Intelligence and Information Systems
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    • v.28 no.3
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    • pp.1-22
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    • 2022
  • We investigate the dynamic relationships among digital piracy activities, TV ratings, and online buzz for Korean TV dramas using a panel vector autoregression model. Our main findings include 1) TV ratings are negatively affected by digital piracy activities but positively affected by google buzz, 2) digital piracy activities are negatively affected by TV ratings and social buzz, and 3) social buzz and google buzz are positively influenced by each other. While many empirical studies were conducted to reveal the effects of music or movie piracy, our understanding of drama piracy is limited. We provide empirical evidence of the dynamic relationships between drama piracy, TV ratings, and online buzz. Our findings show the presence of indirect piracy effects on TV ratings through online buzz. Further, we reveal that social buzz and google trends play different roles in promoting TV ratings and piracy activities. We discuss the implications of our findings for theory and practitioners.

Mobile Text Readability Improvement Study of Korean Font - Focusing on Google Noto Sans Typeface -

  • Jae-Hong Park
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.8
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    • pp.77-86
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    • 2023
  • The background of this study lies in the increasing economic value of Korean fonts and the necessity for font development focused on small character design suitable for the mobile environment. The objective of this study is to analyze and propose strategies to improve readability on mobile screens. The research was conducted by applying eight attributes that could enhance readability according to Tim Ahrens to the design process of a Korean mobile font, adjusting Google's Noto Sans Korean for print/publishing and for small sizes. The results of the study indicate that 1. type width should be increased, 2. open counter (interior space) should be increased, 3. closed counter should be decreased, 4. font weight should be increased, 5. stroke contrast should be decreased, 6. spacing between characters should be increased. Therefore, distinct font families should be provided, differentiating between print/publishing and mobile use, as well as varying font weights and sizes, applying readability and legibility enhancement techniques for Korean fonts.