• 제목/요약/키워드: 사용자기반

검색결과 16,085건 처리시간 0.044초

Operational Verification of Common Alert Protocol System and UHD Advanced Emergency Alert Table Service (표준 재난경보 발령 시스템과 UHD 재난경보 데이터 서비스 실증 시험)

  • Kwak, Chunsub;Suh, Young-Woo
    • The Journal of the Korea Contents Association
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    • 제21권12호
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    • pp.296-301
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    • 2021
  • This study is a study dealing with the empirical test of standardized multimedia disaster warning broadcasting linked with the next-generation prediction and warning platform and the disaster warning additional data service of terrestrial UHD broadcasting. The next-generation prediction and warning platform used in the demonstration test complies with the CAP-based TTA standardization standard, and the UHD disaster warning additional data service complies with the AEAT standard. As a result of the experiment, when a standardized CAP disaster warning message is issued and delivered to a broadcasting company, a system was established so that it is automatically converted to AEAT, a UHD disaster warning additional data message, and transmitted. The receiver unit was configured by connecting a set-top capable of receiving disaster alert data and a TV with an HDMI cable. When a disaster is announced, the set-top displays the AEAT message on the TV broadcasting screen, customized to the priority of the disaster and the area where it is issued. In addition, incoming messages are displayed in a language suitable for user settings among 5 languages. Additional multimedia functions such as images and alarm sounds could also be linked. In particular, it was confirmed that the receiver message was displayed within 3 seconds of issuing the disaster alert, enabling prompt delivery of the disaster alert.

Development of a Building Construction Curriculum Learning Management System for the Application of Team-based Learning (팀기반학습 적용을 위한 건축시공 교육지원시스템 개발)

  • Kim, Jae-Yeob;Kim, Seong-Bin
    • Journal of the Korea Institute of Building Construction
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    • 제21권6호
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    • pp.689-700
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    • 2021
  • Due to the COVID-19 pandemic, higher education in South Korea has rapidly shifted online. In addition, the advent of the Fourth Industrial Revolution has highlighted the need to introduce innovation teaching methods. To cope with these changes and demands, the learning management system used by domestic universities must therefore be improved. This study developed a learning management system for the application of team-based learning to improve and develop the learning management system of domestic universities. The major research findings are as follows. The analysis results showed that there is not sufficient function to apply new innovation teaching methods, such as team-based learning, in the current learning management system of domestic universities. Therefore, a learning management system capable of supporting team-based learning courses was developed in this study. The system consisted of 'pre-class learning,' 'team activities' and 'participation learning,' which were further classified into nine sub-items. In the future, a survey of system users is planned in order to further improve the system. It is believed that if the proposed learning management system were introduced to domestic universities, it would improve the educational environment and contribute to the spread and use of innovative teaching methods.

Important Facility Guard System Using Edge Computing for LiDAR (LiDAR용 엣지 컴퓨팅을 활용한 중요시설 경계 시스템)

  • Jo, Eun-Kyung;Lee, Eun-Seok;Shin, Byeong-Seok
    • KIPS Transactions on Computer and Communication Systems
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    • 제11권10호
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    • pp.345-352
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    • 2022
  • Recent LiDAR(Light Detection And Ranging) sensor is used for scanning object around in real-time. This sensor can detect movement of the object and how it has changed. As the production cost of the sensors has been decreased, LiDAR begins to be used for various industries such as facility guard, smart city and self-driving car. However, LiDAR has a large input data size due to its real-time scanning process. So another way for processing a large amount of data are needed in LiDAR system because it can cause a bottleneck. This paper proposes edge computing to compress massive point cloud for processing quickly. Since laser's reflection range of LiDAR sensor is limited, multiple LiDAR should be used to scan a large area. In this reason multiple LiDAR sensor's data should be processed at once to detect or recognize object in real-time. Edge computer compress point cloud efficiently to accelerate data processing and decompress every data in the main cloud in real-time. In this way user can control LiDAR sensor in the main system without any bottleneck. The system we suggest solves the bottleneck which was problem on the cloud based method by applying edge computing service.

Design of detection method for malicious URL based on Deep Neural Network (뉴럴네트워크 기반에 악성 URL 탐지방법 설계)

  • Kwon, Hyun;Park, Sangjun;Kim, Yongchul
    • Journal of Convergence for Information Technology
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    • 제11권5호
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    • pp.30-37
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    • 2021
  • Various devices are connected to the Internet, and attacks using the Internet are occurring. Among such attacks, there are attacks that use malicious URLs to make users access to wrong phishing sites or distribute malicious viruses. Therefore, how to detect such malicious URL attacks is one of the important security issues. Among recent deep learning technologies, neural networks are showing good performance in image recognition, speech recognition, and pattern recognition. This neural network can be applied to research that analyzes and detects patterns of malicious URL characteristics. In this paper, performance analysis according to various parameters was performed on a method of detecting malicious URLs using neural networks. In this paper, malicious URL detection performance was analyzed while changing the activation function, learning rate, and neural network structure. The experimental data was crawled by Alexa top 1 million and Whois to build the data, and the machine learning library used TensorFlow. As a result of the experiment, when the number of layers is 4, the learning rate is 0.005, and the number of nodes in each layer is 100, the accuracy of 97.8% and the f1 score of 92.94% are obtained.

A Study on the Improvement of 3D Slope Modeling for BIM Designing Site Construction (택지조성공사 BIM을 위한 비탈면 3차원 모델링 효율화 방안에 관한 연구)

  • Kwon, Yongkyu;Ha, Dahyun;Kim, Jeonghwan;Seo, Joonwon;Shim, Ho
    • Korean Journal of Construction Engineering and Management
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    • 제22권4호
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    • pp.29-40
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    • 2021
  • Recently, interest in Building Information Modeling (BIM) has increased globally, and 3D modeling is a start for the application of BIM at construction sites. However, while many studies have been conducted on the efficiency of 3D modeling focused on civil facilities, there is a lack of research on the earthwork BIM. In particular, since 3D slope often has complex shapes depending on the ground models, the efficiency method for 3D slope are needed. This study analyzed the interfaces and procedures of other software to find out what functions users need. Then the functions to enter intervals between 3D faces, select multiple ground models, and improve the interface are reflected on the developed system and is able to efficiently perform modeling with only five steps, and reduce the number of clicks and inputs. As a result of conducting the test to verify the efficiency, using the developed system made skilled users complete modeling at least 1.8 times faster and unskilled people at least 2.4 times faster than using other software. This is expected to perform 3D slope modeling more efficiently, as well as to contribute to the activation of future BIM adoption for housing construction projects.

Detecting Daily-Driven Game-Bot Based on Online Game Play Log Clustering (온라인 게임 로그 데이터 클러스터링 기반 일일 단위 게임봇 판별)

  • Kim, Joo Hwan;Choi, Jin-Young
    • Journal of the Korea Institute of Information Security & Cryptology
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    • 제31권6호
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    • pp.1097-1104
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    • 2021
  • Online game-bots are already known for a lot of persons by various ways. It leads to problems such as declining game player's interest, in-game financial crisis, etc. Detecting and restricting of game-bot is now essential. Because both publishers and players get disadvantages from their long term abnormal working. But it is not easy to restrict, because of false restriction risks. Game publishers need to distinguish game-bot from server-side game logs. At last, it should can make reasons for game-bot restriction. In this paper, we classified game-bot users by using daily separated game logs for testing data. For daily-driven detection, we separated total dataset into one day logs. Preliminary detects game-bots with one day logs, and determines total results by using these data. Daily driven detection advantages on detection which contains combined game playing style. Which shows like normal user and game-bot. These methodology shows better F1-score, which one of indicator which demonstrate classification accuracy. It increases from 0.898 to 0.945 by using Random Forest classifier.

Usability Comparison of Educational Webtoon between Touch Display and VR Device Using AttrakDiff (AttrakDiff를 활용한 터치디스플레이와 VR장비의 교육용 웹툰 사용성 비교)

  • Kim, Young-Jin;Yoo, Hoon-Sik
    • Science of Emotion and Sensibility
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    • 제25권1호
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    • pp.103-114
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    • 2022
  • Global virtual reality (VR) and augmented reality (AR) markets are growing as VR and AR become a new source of revenue for industries around the world. In the edutech sector, an industry that combines traditional education, research on new innovative educational models and business models are scarce, and improvements are needed in the technology group and business environment to realize edutech in detail. Therefore, this study aims to define the elements strategically required for VR Toon development by comparing and analyzing the characteristics of existing touch panel-based display Toon and VR Toon content experiences. Tablet PC Toon and VR Toon were selected to conduct the research. Thirty people (19 men and 11 women) from their teens through their forties were surveyed using questionnaires. The questionnaires were formulated through a quantitative method by using AttrakDiff with a 7-point scale (-3: negative words to 3: positive words). Qualitative evaluations were also performed addressing nine concepts (satisfaction, novelty, operability, creativity, understanding, education, interest, participation, expressiveness). As a result, the usability test results of educational content using tablet personal computers and VR equipment were analyzed from the viewpoint of user experience to define elements expected to be strategically required for VR Toon development.

Expansion of the Scope of Electronic Commerce by Standardization: An Analysis a Secondhand Clothing Market (표준화를 통한 전자상거래의 영역 확장: 중고의류 시장 사례 분석)

  • Kim, Iljoo
    • The Journal of Society for e-Business Studies
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    • 제27권1호
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    • pp.29-41
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    • 2022
  • Since the first sale of a banner advertisement in 1995, electronic commerce has become a new transaction channel for consumers. With more than 20 years of its history, electronic commerce has become an important consumption channel for everyone and inexperience is no more a reason that discourages the consumption through this channel. The great expansion of this channel is now a formidable thereat to traditional channels. However, products with high asset specificity and complexity are still having difficulty to be traded over the online channel where the experience of the products for a consumer is limited. Especially, variations of the same product's quality depending on how pre-owners used the product and high complexity to describe the quality of the products prevent used goods from being traded over e-channels. Added to that, the information asymmetry between sellers and buyers for used goods makes the establishment of market transaction difficult. Considering the challenges, the current case study discusses thredUP, a clothing resale platform company. In this paper, we study how the company could overcome those limitations in this toughest resale market through the use of AI for dynamic pricing and standarized product quality ratings. In addition, we also hope to provide readers with the opportunity to understand the secondhand industries and its market, and see where it is heading for in the future.

ECG Compression and Transmission based on Template Matching (템플릿 매칭 기반의 심전도 압축 전송)

  • Lee, Sang-jin;Kim, Sang-kon;Kim, Tae-kon
    • Journal of Internet Computing and Services
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    • 제23권1호
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    • pp.31-38
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    • 2022
  • An electrocardiogram(ECG) is a recoding of electrical signals of the heart's cyclic activity and an important body information for diagnosing myocardial rhythm. Large amount of information are generated continuously and a significant period of cumulative signal is required for the purpose of diagnosing a specific disease. Therefore, research on compression including clinically acceptable lossy technique has been developed to reduce the amount of information significantly. Recently, wearable smart heart monitoring devices that can transmit electrocardiogram(ECG) are being developed. The use of electrocardiogram, an important personal information for healthcare service, is rapidly increasing. However, devices generally have limited capability and power consumption for user convenience, and it is often difficult to apply the existing compression method directly. It is essential to develop techniques that can process and transmit a large volume of signals in limited resources. A method for compressing and transmitting the ECG signals efficiently by using the cumulative average (template) of the unit waveform is proposed in the paper. The ECG is coded lovelessly using template matching. It is analyzed that the proposed method is superior to the existing compression methods at high compression ratio, and its complexity is not relatively high. And it is also possible to apply compression methods to template matching values.

Proposal of Promotion Strategy of Mobile Easy Payment Service Using Topic Modeling and PEST-SWOT Analysis (모바일 간편 결제 서비스 활성화 전략 : 토픽 모델링과 PEST - SWOT 분석 방법론을 기반으로)

  • Park, Seongwoo;Kim, Sehyoung;Kang, Juyoung
    • Journal of Intelligence and Information Systems
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    • 제28권4호
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    • pp.365-385
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    • 2022
  • The easy payment service is a payment and remittance service that uses a simple authentication method. As online transactions have increased due to COVID-19, the use of an easy payment service is increasing. At the same time, electronic financial industries such as Naver Pay, Kakao Pay, and Toss are diversifying the competition structure of the easy payment market; meanwhile overseas fintech companies PayPal and Alibaba have a unique market share in their own countries, while competition is intensifying in the domestic easy payment market, as there is no unique market share. In this study, the participants in the easy payment market were classified as electronic financial companies, mobile phone manufacturers, and financial companies, and a SWOT analysis was conducted on the representative services in each industry. The analysis examined the user reviews of Google Play Store via a topic modeling analysis, and it employed positive topics as strengths and negative topics as weaknesses. In addition, topic modeling was conducted by dividing news articles into political, economic, social, and technology (PEST) articles to derive the opportunities and threats to easy payment services. Through this research, we intend to confirm the service capabilities of easy payment companies and propose a service activation strategy that allows gaining the upper hand in the market.