• Title/Summary/Keyword: 모바일 플랫폼

Search Result 1,213, Processing Time 0.034 seconds

Design and Implementation of a Non-Face-to-Face Oriented Location-Based Service Software (비대면 지향의 위치-기반 서비스 소프트웨어 설계 및 구현)

  • Park, Hyuk Gyu;Won, Dong Hyun;Shin, Kwang Sung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2021.10a
    • /
    • pp.580-581
    • /
    • 2021
  • There are various Location-Based Services(LBS) that apply GPS technology in mobile devices such as smart-phone and tablet. In this paper, we designed non-face-to-face oriented LBS software in the reality that non-face-to-face services are increasing due to COVID-19. The proposed model searches location information for trading goods or services and utilizes information identified in real time. The proposed scheduling and priority control algorithm provides efficient service allocations and simulation was performed based on web/app to verify this. While commercialized LBS platforms focus on used goods transactions, the designed method is different in that it provides non-face-to-face services and not-direct transactions between individuals. It provides a wide range of transactions and services to users such as small business owners and franchises.

  • PDF

Game Platform and System that Synchronize Actual Humanoid Robot with Virtual 3D Character Robot (가상의 3D와 실제 로봇이 동기화하는 시스템 및 플랫폼)

  • Park, Chang-Hyun;Lee, Chang-Jo
    • Journal of Korea Entertainment Industry Association
    • /
    • v.8 no.2
    • /
    • pp.283-297
    • /
    • 2014
  • The future of human life is expected to be innovative by increasing social, economic, political and personal, including all areas of life across the multi-disciplinary skills. Particularly, in the field of robotics and next-generation games with robots, by multidisciplinary contributions and interaction, convergence between technology is expected to accelerate more and more. The purpose of this study is that by new interface model beyond the technical limitations of the "human-robot interface technology," until now and time and spatial constraints and through fusion of various modalities which existing human-robot interface technologies can't have, the research of more reliable and easy free "human-robot interface technology". This is the research of robot game system which develop and utilizing real time synchronization engine linking between biped humanoid robot and the behavior of the position value of mobile device screen's 3D content (contents), robot (virtual robots), the wireless protocol for sending and receiving (Protocol) mutual information and development of a teaching program of "Direct Teaching & Play" by the study for effective teaching.

Dr. Vegetable: an AI-based Mobile Application for Diagnosis of Plant Diseases and Insect Pests (농작물 병해충 진단을 위한 인공지능 앱, Dr. Vegetable)

  • Soohwan Kim;DaeKy Jeong;SeungJun Lee;SungYeob Jung;DongJae Yang;GeunyEong Jeong;Suk-Hyung Hwang;Sewoong Hwang
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2023.01a
    • /
    • pp.457-460
    • /
    • 2023
  • 본 연구는 시설작물의 병충해 진단을 위해 딥러닝 모델을 응용한 인공지능 서비스 앱, Dr. Vegetable을 제안하고자 한다. 농업 현장에서 숙련된 농부는 한눈에 농작물의 병충해를 판단할 수 있지만 미숙련된 농부는 병충해 피해를 발견하더라도 그 종류와 해결 방법을 찾아내기가 매우 어렵다. 또한 아무리 숙련된 농부라고 할지라도 육안검사만으로 병충해를 조기에 발견하는 것은 쉽지 않다. 한편 시설작물의 경우 병충해에 의한 연쇄피해가 발생할 우려가 있으므로 병충해의 조기 발견 및 방제가 매우 중요하다. 즉, 농부의 경험에 따른 농작물 병해충 진단은 정확성을 장담할 수 없으며 비용과 시간적인 측면에서 위험성이 높다고 할 수 있다. 본 논문에서는 YOLOv5를 활용하여 상추, 고추, 토마토 등 농작물의 병충해를 진단하는 인공지능 서비스를 제안한다. 특히 한국지능정보사회진흥원이 운영하고 있는 AI 통합 플랫폼인 AI 허브에서 제공하는 노지 작물 질병 및 해충 진단 이미지를 사용하여 딥러닝 모델을 학습하였다. 본 연구를 통해 개발된 모바일 어플리케이션을 이용하여 실제 시설농장에서 병충해 진단 서비스를 적용한 결과 약 86%의 정확도, F1 Score 0.84, 그리고 0.98의 mAP 값을 얻을 수 있었다. 본 연구에서 개발한 병충해 진단 딥러닝 모델을 다양한 조도에서 강인하게 동작하도록 개선한다면 농업 현장에서 널리 활용될 수 있을 것으로 기대한다.

  • PDF

The Impacts of AI-enabled Search Services on Local Economy (AI 기반 장소 검색 서비스가 지역 경제에 미치는 영향에 대한 실증 연구)

  • Heejin Joo;Jeongmin Kim;Jeemahn Shin;Keongtae Kim;Gunwoong Lee
    • Information Systems Review
    • /
    • v.23 no.3
    • /
    • pp.77-96
    • /
    • 2021
  • This research investigates the pivotal role of AI-enabled technologies in vitalizing the local economy. Collaborating with a leading search engine company, we examine the direct and indirect of an AI-based location search service on the success of sampled 7,035 local restaurants in Gangnam area in Seoul. We find that increased use of AI-enabled search and recommendation services significantly improved the selections of previously less-discovered or less-popular restaurants by users, and it also enhanced the stores' overall conversion rates. The main research findings have contributions to extant literature in theorizing the value of AI applications in local economy and have managerial implications for search businesses and local stores by recommending strategic use of AI applications in their businesses that are effective in highly competitive markets.

Tourism Experience Sharing of Long-term Living Chinese in South Korea: Case of Xiaohongshu App (RED) (한국 장기체류 중국인 관광앱 사용경험: 샤오홍슈(Xiaohongshu) 앱 사례)

  • Tian Zhang;Jialing Zhang;Chulmo Koo
    • Information Systems Review
    • /
    • v.25 no.2
    • /
    • pp.1-30
    • /
    • 2023
  • This study analyzes and examines the travel behavior of Chinese people in Korea through a questionnaire survey of Chinese people who are long-term residents in Korea using Xiaohongshu App (RED). In this study, we add some variables to the MTEs (Memorable Tourism Experiences) model to analyze the travel behavior of Chinese people who are in Korea for a long period of time. We also chose to survey the users of Xiaohongshu App (RED), a popular software in recent years, and found the following findings in 240 valid questionnaires: (1) Scenery, Entertainment, and Informativeness have positive effects on people sharing travel experiences, while interaction does not. (2) Sharing travel experiences had a positive effect on travel satisfaction and the intention to go to other destinations, and travel satisfaction had a positive effect on the intention to go to other destinations. This paper extends the literature on tourism by combining MTEs and UGC (User-Generated Content) models, and also provides relevant suggestions for further research on the travel behavior of foreigners in Korea.

A Study of Fintech Platform for Senior Users: Mainly with Analysis on 'Kakaopay' and 'Toss' (시니어 사용자들을 위한 핀테크 플랫폼 연구: 카카오페이와 토스를 중심으로)

  • Tack Hyeong Lee;Seung In Kim
    • Industry Promotion Research
    • /
    • v.9 no.3
    • /
    • pp.175-183
    • /
    • 2024
  • The purpose of this study is to derive a UX that can help the use of fintech applications by senior users in their 60s or older, which has naturally increased with the increase in the elderly population. The study extracted five factors commonly considered important in fintech applications and was conducted based on a survey of general users and in-depth interviews with senior users. The research factors were extracted through a literature review into three general user experience research factors and two senior user experience research factors. After a survey targeting general users, in-depth interviews were conducted with senior users. As a result, we found notable differences in concerns about responsiveness and perceived usefulness between general and senior users. Based on the characteristics derived from the results of this study, we designed UX to help senior users use fintech applications.

The new explore of the animated content using OculusVR - Focusing on the VR platform and killer content - (오큘러스 VR (Oculus VR)를 이용한 애니메이션 콘텐츠의 새로운 모색 - VR 플랫폼과 킬러콘텐츠를 중심으로 -)

  • Lee, Jong-Han
    • Cartoon and Animation Studies
    • /
    • s.45
    • /
    • pp.197-214
    • /
    • 2016
  • Augmented Reality, virtual reality in recently attracted attention throughout the world. and Mix them mixed reality etc., it has had a significant impact on the overall pop culture beyond the scope of science and technology. The world's leading IT company : Google, Apple, Samsung, Microsoft, Sony, LG is focusing on development of AR, VR technology for the public. The many large and small companies developed VR hardware, VR software, VR content. It does not look that makes a human a human operation in the cognitive experience of certain places or situations or invisible through Specific platforms or program is Encompass a common technique that a realization of the virtual space. In particular, out of the three-dimensional image reveals the limitations of the conventional two-dimensional structure - 180, 360 degree images provided by the subjective and objective symptoms such as vision and sense of time and got participants to select it. VR technology that can significantly induce the commitment and participation is Industry as well as to the general public which leads to the attention of colostrum. It was introduced more than 10 related VR works Year 2015 Sundance Film Festival New Frontier program. The appearance VR content : medical, architecture, shopping, movies, animations. Also, 360 individuals can be produced by the camera / video sharing VR is becoming an interactive tunnel between two possible users. Nevertheless, This confusion of values, moral degeneration and the realization of a virtual space that has been pointed out that the inherent. 4K or HUD, location tracking, motion sensors, processing power, and superior 3D graphics, touch, smell, 4D technology, 3D audio technology - It developed more than ever and possible approaches to reality. Thereafter, This is because the moral degeneration, identity, generational conflict, and escapism concerns. Animation is also seeking costs in this category Reality. Despite the similarities rather it has that image, and may be the reason that the animation is pushed back to the VR content creation. However, it is focused on the game and VR technology and the platform that is entertaining, but also seek new points within the animation staying in the flat Given that eventually consist of visual images is clear that VR sought. Finally, What is the reality created in the virtual space using VR technology could be applied to the animation? So it can be seen that the common interest is research on what methods and means applied.

An exploratory study on Social Network Services in the context of Web 2.0 period (웹 2.0 시대의 SNS(Social Network Service)에 관한 고찰)

  • Lee, Seok-Yong;Jung, Lee-Sang
    • Management & Information Systems Review
    • /
    • v.29 no.4
    • /
    • pp.143-167
    • /
    • 2010
  • Diverse research topics relating to Social Network Services (SNS) such as, social affective factors in relationships among internet users, social capital value of SNS, comparing attributes why users are intending to participate in SNS, user's lifestyle and their preferences, and the exploratory seeking potential of SNS as a social capital need to be focused on. However, these researches that have been undertaken only consider facts at a particular period of the changing computing environment. In accordance with this indispensability, the integrated view on what technical, social and business characteristics and attributes need to be acknowledged. The purpose of this study is to analyze the evolving attributes and characteristics of SNS from Web 1.0 to Mobile web 2.0 through the Web 2.0 and Mobile 1.0 period. Based on the relevant literature, the attributes that drive the changing technological, social and business aspects of SNS have been developed and analyzed. This exploratory study analyzed major attributes and relationships between SNS and users by changing the paradigms which represented each period. It classified and chronicled each period by representing paradigms and deducted the attributes by considering three aspects such as technological, social and business administration. The major findings of this study are, firstly, the web based computing environment has been changed into the platform attribute for users in the aspect of technology. Users can only read, listen and view information through the web site in the early stages, but now it is possible that users can create, modify and distribute all kinds of information. Secondly, the few knowledge producers of web services have been changed into a collective intelligence by groups of people in the aspect of society. Information authority has been distributed and there is no limit to its spread. Many businesses recognized the potential of the SNS and they are considering how to utilize these advantages toward channel of promotion and marketing. Thirdly, the conventional marketing channel has been changed into oral transmission by using SNS. The market of innovative mobile technology such as smart phones, which provide convenience and access-ability toward customers, has been enlarged. New opportunities to build friendly relationship between business and customers as a new marketing chance have been created. Finally, the role of the consumer has been changed into the leading role of a prosumer. Users can create, modify and distribute information, and are performing the dual role of customer and producer.

  • PDF

A Study on the Metaverse as an Arts Educational Medium - Focusing on ifland of the SKT Metaverse Platform (예술교육 매체로서 메타버스 사례 연구 - SK텔레콤 ifland를 중심으로)

  • KIM, JOY
    • The Journal of the Convergence on Culture Technology
    • /
    • v.7 no.4
    • /
    • pp.391-396
    • /
    • 2021
  • The purpose of this study is to study the possibilities and limitations of arts education by utilizing SKT's ifland metaverse Platform for arts majors. To summarize the performance of the study, it is as follows. The subjects of the study were 50 students(25 experimental group, 25 control group) in Performing Arts, Entertainment and Music department of D University located at Gyeonggi, Korea. As a result of analyzing the difference between the pre-test and the post-test between the experimental group and the control group, it was found that there was a statistically significant effect on the effectiveness of the arts education method using the metaverse of the control group. It is hoped that the results of this study will be a case study that cannot be overlooked in the development of the today's arts educational medium as well as the virtual world in the field of arts and in cultural technology research, arts education is no longer a latecomer, but a leading pioneer and main agent, and I hope that it will become a new perspective for various studies connected with industry like the WAVE.

The Improvement Index of Smart Public Services to Advance Information Accessibility for the Elderly (고령자 정보접근성 향상을 위한 스마트 공공서비스 지표)

  • Kim, Mi-Yun;Byun, Sung-Jun
    • Journal of Digital Convergence
    • /
    • v.16 no.5
    • /
    • pp.43-53
    • /
    • 2018
  • Recently, public service for the improvement of quality of life and life support such as safety, aging, disaster, welfare, housing, economy, urban environment, traffic etc are actively developed based on open public data, and the spread of the network and the necessity of everyday life, smartphones are playing a role in providing public services. Currently, the development of science is changing the life expectancy of human beings and changing into social structure in which aged people become bigger due to various social conditions and low fertility and aging problems. However, the elderly who do not have easy access to information are very uncomfortable in dealing with mobile devices with very low accessibility and utilization of public services provided by mobile phones. Therefore, this study recategorizes the condition of the elderly presented in the previous study and identifies the problem through case analysis provided for the elderly. Also, we summarize the hierarchy of the core items of the existing interface design and derive it as an improvement index of the public service design for the improvement of the information accessibility of the elderly, and propose a design method to improve the utilization of the public service provided through the mobile device.