• Title/Summary/Keyword: 기록정보 콘텐츠

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Consumer's Needs for Development of Smartphone Application for Self Care Performance of Patients with Chronic Hepatitis B (만성 B형간염 환자의 자가간호 수행을 위한 스마트폰 애플리케이션 개발 소비자요구도 조사)

  • Jeon, Jae-Hee;Kim, Kyunghee
    • The Journal of the Korea Contents Association
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    • v.16 no.4
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    • pp.729-740
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    • 2016
  • This study was conducted to assess the needs of smartphone application development for self care performance of 374 patients with chronic hepatitis B. The mean age of the subjects was 46.2 years. The patients obtained information about chronic hepatitis B from the internet (41.3%), nurses or doctors (23.8%), television (15.6%), and smartphones (6.2%). The reason that the information about hepatitis B didn't come from a smartphone were 'Lack of useful applications' (75.9%), 'Could not believe the information' (15.0). If the application is developed, subjects replied 'Frequently use' (59.9%), 'When needed' (33.2%). The desired contents were 'Knowledge of disease' (27.1%), 'Drug calender' (16.8%), 'Reference of information' (15.5%), 'Record of lab data' (14.6%). Ability to use the smartphone, depended on age and level of education, however the needs for the development of the smartphone application, there were not differences. Also, there were different desired contents of application, depended on age and level of education. Therefore, when developing smartphone applications for self care performance of chronic hepatitis B patients considering educational level and age, it could be widely utilized as a tool which can help to the self care performance of chronic hepatitis B patients.

Study on composite images through Augmented Reality over old images tagged location data (위치 정보가 기록된 과거 이미지와 현재 이미지 간 증강현실 기술 기반 합성 결과물 의미 고찰)

  • Park, Hyung-Woong
    • Journal of Digital Convergence
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    • v.12 no.5
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    • pp.221-229
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    • 2014
  • The study considers the meaning of the composite images created when users capture present images over past images tagged location data in using the mobile augmented reality technology. The composite image through the location-based augmented reality technology is the result of matching the same location data between present images users are capturing and past images captured already. It is the new composite images that contain two different narratives-current and past in the same space and in real-time. We developed the mobile application implemented augmented reality technology and analysed the process that users create multi-layered narrative in the middle of capturing present image through augmented reality module. In addition, through the comparison with similar studies and applications of the augmented reality, we found that the key to give the multi-narrative in the composite images is the user's participation to put its personal intentions in real-time capturing process. In further development, we'll be able to utilize the application in order that users easily create multi-layered narrative composite image using cultural and personal records.

A Design on the Multimedia Fingerprinting code based on Feature Point for Forensic Marking (포렌식 마킹을 위한 특징점 기반의 동적 멀티미디어 핑거프린팅 코드 설계)

  • Rhee, Kang-Hyeon
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.48 no.4
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    • pp.27-34
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    • 2011
  • In this paper, it was presented a design on the dynamic multimedia fingerprinting code for anti-collusion code(ACC) in the protection of multimedia content. Multimedia fingerprinting code for the conventional ACC, is designed with a mathematical method to increase k to k+1 by transform from BIBD's an incidence matrix to a complement matrix. A codevector of the complement matrix is allowanced fingerprinting code to a user' authority and embedded into a content. In the proposed algorithm, the feature points were drawing from a content which user bought, with based on these to design the dynamical multimedia fingerprinting code. The candidate codes of ACC which satisfied BIBD's v and k+1 condition is registered in the codebook, and then a matrix is generated(Below that it calls "Rhee matrix") with ${\lambda}+1$ condition. In the experimental results, the codevector of Rhee matrix based on a feature point of the content is generated to exist k in the confidence interval at the significance level ($1-{\alpha}$). Euclidean distances between row and row and column and column each other of Rhee matrix is working out same k value as like the compliment matrices based on BIBD and Graph. Moreover, first row and column of Rhee matrix are an initial firing vector and to be a forensic mark of content protection. Because of the connection of the rest codevectors is reported in the codebook, when trace a colluded code, it isn't necessity to solve a correlation coefficient between original fingerprinting code and the colluded code but only search the codebook then a trace of the colluder is easy. Thus, the generated Rhee matrix in this paper has an excellent robustness and fidelity more than the mathematically generated matrix based on BIBD as ACC.

Mania Construction and Constitution based on Animation 'Full metal Alchemist's Character (애니메이션 '강철의 연금술사' 의 캐릭터를 중심으로 한 매니아 형성과 구조)

  • Park, Yoon-Sung;Kim, Hye-Sung;Lee, Ga-Young
    • The Journal of the Korea Contents Association
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    • v.6 no.12
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    • pp.253-260
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    • 2006
  • As media and product became variety, the propensity of the people is be coming various. From diversity, there we could search for some popularity is called 'the mania.' When Mania takes shape, the product will being longer even masses in these days only have short-term life. Also there are hundreds of animations that has short-term life whom people forgot everyday they watch. However, the animations could lasting its value which has the Mania. This thesis is a studies on the constitution of Mania from animation 'Fullmetal Alchemist's Character The BONES had made. We can learn that the audience were not just like the animation, but get crazy for it by comparing Japanese animation industry in those days; before it has been shrinking and manufacturing various contents from Fullmetal Alchemist means there is enough consumtions. There are many reasons to form Mania group, but specially the character symbols at the works as a whole. From this study is to know a cause of how the animation 'Fullmetal Alchemist' made huge Mania group, and significance value of the work those group left.

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Research on Classification of Human Emotions Using EEG Signal (뇌파신호를 이용한 감정분류 연구)

  • Zubair, Muhammad;Kim, Jinsul;Yoon, Changwoo
    • Journal of Digital Contents Society
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    • v.19 no.4
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    • pp.821-827
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    • 2018
  • Affective computing has gained increasing interest in the recent years with the development of potential applications in Human computer interaction (HCI) and healthcare. Although momentous research has been done on human emotion recognition, however, in comparison to speech and facial expression less attention has been paid to physiological signals. In this paper, Electroencephalogram (EEG) signals from different brain regions were investigated using modified wavelet energy features. For minimization of redundancy and maximization of relevancy among features, mRMR algorithm was deployed significantly. EEG recordings of a publically available "DEAP" database have been used to classify four classes of emotions with Multi class Support Vector Machine. The proposed approach shows significant performance compared to existing algorithms.

Comparative Analysis of Tea, Coffee, Wine and Beer Smartphone App Capabilities Using Technology Acceptance Model (기술수용모델을 적용한 차(茶), 커피, 와인, 맥주 음료의 스마트폰 앱 기능의 비교분석)

  • Yoo, Yang-Seok
    • The Journal of the Korea Contents Association
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    • v.17 no.4
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    • pp.645-654
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    • 2017
  • The purpose of this study is to compare the types and capabilities of smartphone apps related to tea, coffee, wine and beer. As a result of examining the capabilities of 200 tea, coffee, wine and beer apps from Apple App Store, 17 types of capabilities were identified. The study found no significant difference in the capabilities of tea and coffee apps, but there was a significant difference in the capabilities of tea and wine apps, and tea and beer apps (p<0.01). Entertainment-oriented apps take up a higher proportion of tea-related apps while wine apps, provide a higher proportion of consumer usability-oriented apps such as finding information about wine, writing notes about wine characteristics, finding nearby shops/cafes. In order to increase practical use of tea-related apps, this study proposes capabilities of coffee, wine, and beer apps as examples and presents app menu to promote development of tea-related apps.

Message Attributes, Consequences, and Values in Retweet Behavior : Based on Laddering Method (메시지 특성, 행위의 결과, 추구 가치에 기반한 리트윗 행위 : 래더링 기법을 이용한 탐색적 연구)

  • Kim, Hyo
    • The Journal of the Korea Contents Association
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    • v.13 no.3
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    • pp.131-140
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    • 2013
  • Assuming that roles of traditional mass media are also shown in Twitter services, the study aims at exploring Twitter users' motives and rationales in re-tweet behavior. Based on the laddering interview method, the study gathers data on (1) message attributes (what kinds of messages do you re-tweet?); (2) consequences (what kinds of consequences are you expecting when you re-tweet?); and (3) values (what are the ultimate values in your re-tweet behavior?). The most repetitive value occurring in participants' retweet was feeling "sympathy" and "sharing" rationales. For such rationales, participants oftentimes utilize messages with "agenda" and "information" that are relative to themselves. Messages with "helping" to help others also frequently showed up in their retweet rationales. Known as liberalists' rationales, "communal consciousness", and "calling for others' action" are also shown, but not as frequent as "feeling sympathy and sharing. A total of 48 items from the analyses were used in a subsequent study as variables to identify factors (dimensions) of retweet motivation.

Implementation of a System for RFID Education to be based on an EPC global Network Standard (EPC global Network 표준을 따르는 RFID 교육용 시스템의 구현)

  • Kim, Dae-Hee;Chung, Joong-Soo;Kim, Hyu-Chan;Jung, Kwang-Wook;Kim, Seog-Gyu
    • The Journal of the Korea Contents Association
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    • v.9 no.11
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    • pp.90-99
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    • 2009
  • This paper presents the implementation of RFID EPC global network educational system based on using 900MHz air interface between the reader and the active tag. The software of reader and the active tag is developed on embedded environment, and the software of PC controlling the reader is based on window OS operated as the server. The ATmega128 VLSI chip is used for the processor of the reader and the active tag. As the development environment, AVR compiler is used for the reader and the active tag of which the programming language is C. The visual C++language of the visual studio on the PC activated as the server is used for development language. Main functions of this system are to control tag containing EPC global Data by PC through the reader, to obtain information of tag through the internet and to read/write data on tag memory. Finally the data written from the active tag's memory is sent to the PC via the reader as "read" operation and compare the received data with one already sent to the tag. Software implementation of 900MHz EPC global RFID educational system is done on the basis of these functions.

Effects of the Severity and Depression on the Quality of Sleep of Restless Legs Syndrome Patients (하지불안증후군 환자의 중증도 및 우울이 수면의 질에 미치는 영향)

  • Han, Eun Kyoung
    • The Journal of the Korea Contents Association
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    • v.17 no.5
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    • pp.200-208
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    • 2017
  • The purpose of this study was to examine the relationship of the severity, depression and to identify factors influencing quality of sleep in Restless Legs Syndrome(RLS) patients. A total of 303 consecutive RLS patients were assessed by self questionnaires and participant's medical records were reviewed for obtaining their clinical information. The collected data were analyzed by descriptive statistics, t-test, ANOVA, Pearson's correlation, and multiple regression. The quality of sleep was positively correlated with symptoms(r=. 21, p<.001) and depression(r=. 37, p<.001). The results of multiple regression analysis showed that significant variables influencing the quality of sleep were depression(${\beta}=.35$, p<.001), age(${\beta}=.21$, p<.001), and severity(${\beta}=.15$, p=.005). The explanation power of this regression model was 21.0% and it was statistically significant. As a result, to improve their sleep quality, the nursing interventions are required for RLS patients who have the depression, age, and severity.

Knowledge Structures to Simulate the Spatial Behavior of Intelligent Virtual Humans (지능형 가상인간의 공간적 행동을 모사하기 위한 지식구조)

  • Hong, Seung-Wan;Park, Jong-Hee
    • The Journal of the Korea Contents Association
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    • v.20 no.12
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    • pp.230-240
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    • 2020
  • To develop a virtual world-based immersive tutoring system, we would like to develop a simulation in the spatial aspect to maximize the diversity and realism of the situation. This implementation requires the modeling of virtual space as well as the knowledge and intelligent thinking functions of virtual humans. First, information structures are needed to simulate the hierarchical and multifaceted composition of space and the corresponding knowledge of virtual humans. Specifically, four structures for 2.5D spatial distribution expression, complex spatial relationship expression, object expression, and temporal and spatial representation of events are developed respectively. It then uses these expressed knowledge to develop the spatial thinking function of virtual humans needed to make spatial movement. In general, events have a chain effect on adjacent or connected objects through force, resulting in a variety of situations and reflected in the planning of the next action by the virtual humans involved. For this purpose, the development of events according to historical trends is recorded on the representation structure of time and space. It embodies typical events to demonstrate the feasibility of independent behavior in complex spaces among virtual people.