• Title/Summary/Keyword: 모바일 기술

Search Result 4,199, Processing Time 0.029 seconds

Implementation of 6LoWPAN Testbed: Location Tracking Service Based on Google Map (구글맵을 이용한 위치 추적 서비스를 제공하는 6LoWPAN 테스트베드 구현)

  • Kim, Kye-Won;Seo, Jae-Wan;Hwang, Dae-Joon;Choo, Hyun-Seung
    • Journal of Internet Computing and Services
    • /
    • v.10 no.5
    • /
    • pp.13-26
    • /
    • 2009
  • Wireless Sensor Networks (WSNs) is one of the key technologies that make it possible to provide u-service in a ubiquitous society, however, it has disadvantages such as difficulty of managing sensor nodes and weaknesses of stability or mobility in large-scale WSNs. In order to solve these problems, 6LoWPAN that integrates with WSNs and IP networks has been studied widely. In this paper, we propose a Location Tracking Service Based on Google Map (LTSGM) system using 6LoWPAN. Since LTSGM system provides visual location information of sensor nodes through Google Map, it is possible to makes it easier than ever to manage sensor nodes in large-scale WSNs. Moreover, LTSGM can be used for various services such as applications for disaster or crime because it can trace the location of mobile nodes. Implementation of LTSGM system will be a test platform for 6LoWPAN.

  • PDF

Construction Status and Proposal for Information Communication Facility of Childcare Center -After COVID19, focusing on IT Technology Utilization- (어린이집 정보통신설비 구축현황 및 제안 -COVID19 이후 IT기술활용 중심으로-)

  • Lee, Jae-Yong;Shin, Seung-Jung
    • The Journal of the Institute of Internet, Broadcasting and Communication
    • /
    • v.20 no.4
    • /
    • pp.43-50
    • /
    • 2020
  • The purpose of this study is to examine the case of constructing information and communication facilities in daycare centers and to propose an educational environment that can foster young talents who can lead the era of the fourth industrial revolution. In particular, after COVID19, a method was proposed to create an information and communication environment suitable for children to receive personalized education, and to create an environment for experiential education if possible, and at the same time to enable averaging of customized learning. Since there has been no research on information and communication facilities in daycare centers, we intend to place significance on starting, and in the future, to foster creative and contextual children, we will reduce the movement of teachers through smart speakers and mobile devices, and tailor the educational environment through AI data. I think that the design of the daycare center should be changed in the direction of making the product. To this end, the CM role of information and communication supervision is needed, and it is hoped that it will become a design standard for daycare centers after COVID19 by developing research on daycare centers.

Distance E-learners' Motivation, Perception, and Learning Behaviour in Vocational Training Environment (이러닝 직업교육훈련에 대한 학습자 수강동기, 인식, 학습행태 조사연구)

  • Lee, Sookyoung;Park, Yeonjeong
    • Journal of Digital Contents Society
    • /
    • v.18 no.3
    • /
    • pp.499-508
    • /
    • 2017
  • With the recent advance of IT technology and the change of education paradigm, vocational training has been also evolved. In the background of mobilization of learning, increase of bite-size contents, and the agility of just-in-time learning, this study surveyed the online learners' motivation, perceptions, and learning behaviour. Total 4,021 learners from 6 distance learning institutions revealed that learners take the e-learning courses due to more for their self-development than the company's supports and policy. Also, they perceived the subject matter in contents are the most important. The results from this study suggest that the development of contents should focus on the subject matter that can be utilized for their jobs immediately. Lastly, the study confirms that learning space and time has been changed in the flexible way to use their spare time between work and life. Irregularity of learning and hasty preparations were one of major characteristics in the aspect of learning behaviour.

iOS-based Fitness Management System utilizing OpenWrt Server (OpenWrt 서버를 활용한 iOS기반 피트니스 케어 시스템)

  • Kye, Min-seok;Min, Joon-Ki;Yang, Seung-Eui;Park, Sang-No;Jung, Hoe-kung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2014.10a
    • /
    • pp.687-689
    • /
    • 2014
  • Due to the development of health promotion and health care technology of smartphones paradigm from treatment to manage change, and this is increasing the fitness in time for the user. However, fitness club, users find the right exercise law-personal trainer must be costly to pay companies describes the management system is required in order to operate the high costs strain. In this paper, such as scalable servers to OpenWrt Fonera is mainly based on the client to configure the server iOS mobile sensors collect a user's movement through the history of the user's input. This data is sent to the Web and check whether the receiving system via a trainer is to record the users through weight training and to receive feedback.

  • PDF

AR Tourism Service Framework Using YOLOv3 Object Detection (YOLOv3 객체 검출을 이용한 AR 관광 서비스 프레임워크)

  • Kim, In-Seon;Jeong, Chi-Seo;Jung, Kye-Dong
    • The Journal of the Institute of Internet, Broadcasting and Communication
    • /
    • v.21 no.1
    • /
    • pp.195-200
    • /
    • 2021
  • With the development of transportation and mobiles demand for tourism travel is increasing and related industries are also developing significantly. The combination of augmented reality and tourism contents one of the areas of digital media technology, is also actively being studied, and artificial intelligence is already combined with the tourism industry in various directions, enriching tourists' travel experiences. In this paper, we propose a system that scans miniature models produced by reducing tourist areas, finds the relevant tourist sites based on models learned using deep learning in advance, and provides relevant information and 3D models as AR services. Because model learning and object detection are carried out using YOLOv3 neural networks, one of various deep learning neural networks, object detection can be performed at a fast rate to provide real-time service.

Preliminary Investigation on Student Perspectives and Satisfaction with Distance Education in the Metaverse World: Focusing on the Use of ifland App (메타버스를 활용한 원격교육 인식 및 만족도 사전조사: 이프랜드(ifland) 앱 사용을 중심으로)

  • Hwang, Yohan
    • The Journal of the Korea Contents Association
    • /
    • v.22 no.3
    • /
    • pp.121-133
    • /
    • 2022
  • The main purpose of this paper is to examine the efficacy and future potential of a newly-emerging concept of a metaverse in online education environment. In order to achieve this goal, this paper showcases various scenes that happened in the metaverse classes using the ifland app. Through an in-depth analysis of theoretical grounds and preliminary survey findings of 32 university students, this study suggests that as students in a metaverse space are engaged in the interactive learning process and environment with an avatar that projects oneself, it can be an effective educational platform coming from the benefits of gamification and edutainment. In addition, a metaverse space provides existential encounters and hands-on experiences, which in turn increases the level of 3D learning immersion. It may overcome the shortcomings of online live streaming platforms such as Zoom or Webex that provide 2D experiences. Based on the findings, this paper further suggests a blueprint for online education suitable for the transition to a digital society.

2-Stage Detection and Classification Network for Kiosk User Analysis (디스플레이형 자판기 사용자 분석을 위한 이중 단계 검출 및 분류 망)

  • Seo, Ji-Won;Kim, Mi-Kyung
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.26 no.5
    • /
    • pp.668-674
    • /
    • 2022
  • Machine learning techniques using visual data have high usability in fields of industry and service such as scene recognition, fault detection, security and user analysis. Among these, user analysis through the videos from CCTV is one of the practical way of using vision data. Also, many studies about lightweight artificial neural network have been published to increase high usability for mobile and embedded environment so far. In this study, we propose the network combining the object detection and classification for mobile graphic processing unit. This network detects pedestrian and face, classifies age and gender from detected face. Proposed network is constructed based on MobileNet, YOLOv2 and skip connection. Both detection and classification models are trained individually and combined as 2-stage structure. Also, attention mechanism is used to improve detection and classification ability. Nvidia Jetson Nano is used to run and evaluate the proposed system.

An analysis on the difference in banking app usability by elderly age - Focusing on the PACMAD model - (고령층 연령에 따른 뱅킹앱 사용성 인식에 대한 차이 분석 -PACMAD 모델을 중심으로-)

  • Hyun Suk Joung
    • Journal of Korea Society of Industrial Information Systems
    • /
    • v.28 no.2
    • /
    • pp.61-75
    • /
    • 2023
  • This study aims to evaluate the usability of a banking app that is frequently used by the elderly. To this end, the usability PACMAD(People At the Center of Mobile Application Development) model that can be used in mobile was explained and the usability evaluation was empirically verified for the elderly over 60 years of age. For this study, descriptive statistics and variance analysis were conducted using SPSS 25.0 for 165 elderly people who had experience using banking apps. Looking at the analysis results of this study, efficiency, satisfaction, and effectiveness showed relatively high scores, and learnability, memorability, error, and cognitive load showed relatively low scores. In addition, in the verification of differences by age, it was confirmed that there were differences in all variables by age. These results suggest that the elderly's usability evaluation of banking apps and differences by age could be confirmed, but there is also a limitation that comparison with the general public is difficult because the age is limited to the elderly.

A Study on Spatial Co-experience through Social Data (소셜 데이터를 통한 공간적 공동경험에 관한 연구)

  • Cha, Min-Geum;Lee, Jooyoup
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
    • /
    • v.7 no.6
    • /
    • pp.851-859
    • /
    • 2017
  • Today, with the advent and development of Social Network Service (SNS), various types of information that have been difficult to observe have been pouring out. Recently, Vertical Social Networking Service (SNS), a service that shares specific interests with users' Vertical Social Networking Service) is emerging as a major research area. Especially, various human, social and spatial characteristics can be observed through geolocation data and social data collected through mobile GPS, and it is used in various studies. In this study, we analyze the social data collected through the image - based vertical SNS Instagram, and measure the user 's experience based on the social media based on the user' s spatial context. Therefore, in this study, we investigate what types of spatial patterns exist between experiential elements of sharing experiences and geographical characteristics through social data, and examine a new model of shared experience structure through extracted data.

The Effect of Adolescent's Problem-Solving Ability on Sociality in the Covid-19 Era: The Mediating Effect of Self-esteem (코로나-19시대 청소년의 문제해결능력이 사회성에 미치는 영향: 자아존중감의 매개효과)

  • Soon-Jin Park;Jina Paik
    • Journal of Industrial Convergence
    • /
    • v.22 no.8
    • /
    • pp.105-113
    • /
    • 2024
  • The purpose of the study was to explain the effect of adolescents' problem-solving ability on sociality and to verify the mediating effect of self-esteem in the COVID-19 era. The study utilized the survey data using the web and mobile conducted by the Korea Youth Policy Institute, and selected 1,471 school-age adolescents as the subjects of the survey. For the analysis, the study performed various analysis methods including frequency analysis, descriptive statistics, correlation analysis, and mediating effect analysis of self-esteem using SPSS WIN 25.0 and PROCESS MACRO program. The results are as follows. First, it was shown that adolescents' problem-solving ability had a positive (+) effect on sociality. Second, there was a mediating effect of self-esteem in the relationship between adolescents' problem-solving ability and sociality. Based on these results, the practical engagement and various programs to improve adolescents' self-esteem and sociality were suggested.