• Title/Summary/Keyword: 맞춤형여행

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A Study on Developing of Multilingual Electronic Menu Board and Custom Local Restaurant Recommendation Application Using QR Code (QR 코드를 이용한 다국어 전자 메뉴판과 맞춤형 현지 식당추천 알고리즘 및 앱개발에 관한 연구)

  • Kim, Jin-Hyeok;Lee, Tae-Hui;Kim, Hye-Ju;Lee, Ho-Rim;Lee, Hee-Jae
    • Annual Conference of KIPS
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    • 2019.10a
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    • pp.176-179
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    • 2019
  • 최근 세계적으로 한국에 대한 인식이 좋아짐으로써 한국으로 유학이나 여행을 오는 외국인이 많아지고 있다. 외국은 다양한 문화와 언어를 가지고 있고 그 외국의 문화와 언어에 익숙하지 않은 많은 식당에서 그들은 식사함에 어려움을 겪고 있다. 우리 학교의 경우에서도 마찬가지로 유학 와 있는 한국어가 서툰 학생들이 한국에서 가장 불편한 일 중 하나가 식당에서 음식을 시키는 것이라고 할 정도로 식사가 제한되어 있다. 이를 해결하기 위해 본 논문에서는 QR 코드를 메뉴판에 부착하여 그 QR 코드를 찍기만 하면 바로 원하는 언어를 선택할 수 있고, 그들의 언어로 음식에 대한 설명이 나타나는 시스템을 제안하고 개발하였다. 제안한 시스템은 종교에 따라 먹지 못하거나, 식습관에 따라 먹지 않는 음식이 있는 외국인들 역시 전자 메뉴판을 이용함으로 어려움을 해결 할 수 있다. 제안한 시스템은 그들 주변에 어떤 식당이 있고 어떤 음식이 있는지 쉽게 알 수 있고 그 어플을 사용하는 사람들과 소통할 수 있는 어플리케이션을 제작함으로써 유학생뿐만 아닌 일반 관광객들을 대상으로도 적극적으로 활용 할 수 있을 것으로 기대가 된다.

An Exploratory Study on Smart Wearable and Game Service Design for U-Silver Generation: U-Hospital Solution for the Induction of Interest to Carry Out Personalized Exercise Prescription (U-실버세대를 위한 스마트 웨어러블 및 연동 게임의 서비스 디자인 방안 탐색: 개인 맞춤형 운동처방 실행을 위한 흥미 유도 목적의 U-Hospital 솔루션)

  • Park, Su Youn;Lee, Joo Hyeon
    • Science of Emotion and Sensibility
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    • v.22 no.1
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    • pp.23-34
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    • 2019
  • The U-Healthcare era has evolved with the development of the Internet of things (IoT) in the early stages of being connected as a society. Already, many changes such as increased well-being and the extension of human life are becoming evident across cultures. Korea entered the growing group of aging societies in 2017, and its silver industry is expected to grow rapidly by adopting the IoT of a super-connected society. In particular, the senior shift phenomenon has resulted in increased interest in the promotion of the health and well-being of the emergent silver generation which, unlike the existing silver generation, is highly active and wields great economic power. This study conducted in-depth interviews to investigate the characteristics of the new silver generation, and to develop the design for a wearable serious game that intends to boost the interest of the elderly in exercise and fitness activities according to their personalized physical training regimes as prescribed by the U-Hospital service. The usage scenario of this wearable serious game for the 'U-silver generation' is derived from social necessity. Medical professionals can utilize this technology to conduct health examinations and to monitor the rehabilitation of senior patients. The elderly can also use this tool to request checkups or to interface with their healthcare providers. The wearable serious game is further aimed at mitigating concerns about the deterioration of the physical functions of the silver generation by applying personalized exercise prescriptions. The present investigation revealed that it is necessary to merge the on / off line community activities to meet the silver generation's daily needs for connection and friendship. Further, the sustainability of the serious game must be enhanced through the inculcation of a sense of accomplishment as a player rises through the levels of the game. The proposed wearable serious game is designed specifically for the silver generation that is inexperienced in using digital devices: simple game rules are applied to a familiar interface grounded on the gourmet travels preferred by the target players to increase usability.

A Study of Deep Learning-based Personalized Recommendation Service for Solving Online Hotel Review and Rating Mismatch Problem (온라인 호텔 리뷰와 평점 불일치 문제 해결을 위한 딥러닝 기반 개인화 추천 서비스 연구)

  • Qinglong Li;Shibo Cui;Byunggyu Shin;Jaekyeong Kim
    • Information Systems Review
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    • v.23 no.3
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    • pp.51-75
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    • 2021
  • Global e-commerce websites offer personalized recommendation services to gain sustainable competitiveness. Existing studies have offered personalized recommendation services using quantitative preferences such as ratings. However, offering personalized recommendation services using only quantitative data has raised the problem of decreasing recommendation performance. For example, a user gave a five-star rating but wrote a review that the user was unsatisfied with hotel service and cleanliness. In such cases, has problems where quantitative and qualitative preferences are inconsistent. Recently, a growing number of studies have considered review data simultaneously to improve the limitations of existing personalized recommendation service studies. Therefore, in this study, we identify review and rating mismatches and build a new user profile to offer personalized recommendation services. To this end, we use deep learning algorithms such as CNN, LSTM, CNN + LSTM, which have been widely used in sentiment analysis studies. And extract sentiment features from reviews and compare with quantitative preferences. To evaluate the performance of the proposed methodology in this study, we collect user preference information using real-world hotel data from the world's largest travel platform TripAdvisor. Experiments show that the proposed methodology in this study outperforms the existing other methodologies, using only existing quantitative preferences.

Factors Influencing Leisure Satisfaction Among Elderly with Economic Burden and Health Problems: Focusing on Leisure Activities (경제적 부담과 건강 문제를 겪는 노인들의 여가만족 요인에 관한 연구: 여가활동을 중심으로)

  • Hong, Seokho
    • 한국노년학
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    • v.40 no.1
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    • pp.197-216
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    • 2020
  • This study aimed to suggest leisure activities and policy-level support in the light of the characteristics and needs among the elderly by examining constraint factors of leisure activities among the elderly. Data of 3887 elderly with the age of 65 and above with economic burden and health problems from the 6th Korean Retirement and Income study were used for the statistical analyses. Hierarchical linear models were tested by entering factors stepswise; demographic factors(age, gender, marriage status, single household, region, living expenses, health status) in the first step, leisure factors(leisure time, leisure motivation) in the second step, and lastly leisure activity factors(desired leisure activities, undesired leisure activities) in the third step. The results were as follows: First, major factors that constrict leisure activities of the elderly were financial burden and health problems. Second, there were significant differences among three(financial constraint, health constraint, and financial and health constraint) groups. Financial constraint group was the highest in the level of leisure satisfaction but leisure time was the shortest. The major reason to do leisure activities of the financial constraint group was to keep relationships with families and friends. In terms of desired leisure activities, health constraint group wanted resting, financial constraint group wanted hobbies and entertainment, and the financial-and-health constraint group wanted social activities. Third, financial constraint group demonstrated higher levels of leisure activity satisfaction when they wanted to take care of pets or gardens; however, they showed lower levels of leisure activity satisfaction when they wanted to domestic trips for desired leisure activities. In case of health constraint group, they demonstrated lower levels of leisure activity satisfaction whether or not they wanted resting like watching TV or listening to the radio. And, the showed higher levels of leisure activity satisfaction when they wanted social activities such as participation in religion or social gathering organizations. For the financial-and-health constraint group, whereas they showed lower levels of leisure activity satisfaction when they wanted walking around or watching TV, and domestic trips for desired leisure activities, they demonstrated higher levels of leisure activity satisfaction when they wanted entertainment doing the game of go, or chess, and hobbies like hiking and social activities. Practice and policy level suggestions to offer leisure activities that meet the needs of the elderly were made based on the study results.