• Title/Summary/Keyword: 사용자플랫폼

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A Study on the Weavigation Service for Smart Devices that Reflects the Real-Time Weather Conditions in Vulnerable Area (취약지역 실시간 기상상황을 반영한 스마트기기용 웨비게이션 서비스 연구)

  • Bae, Kwang Yong;Lee, Jae Eun;Kim, Young Beom
    • Journal of Climate Change Research
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    • v.4 no.4
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    • pp.385-395
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    • 2013
  • In this paper, we target to develop weather platform and services to use in smart devices which is in real-time mobility environment. The existing TPEG-based navigation service requires a dedicated terminal, DMB communication method, and service scalability, so there are limits. In this paper, we analyze, processing and storage the real-time weather information suitable for navigation on the end user's smart devices by weather information service platform has been developed that can provide a standardized. In addition, we develop weavigation services and API for the developer to develop weather services easily. And we introduce system for serving information of dangerous district forecast based on natural disaster dangerous district data.

Design and Implement of BACnet based Intelligent Building Automation Control System (모바일 카메라를 이용한 방송 시스템 설계 및 구현)

  • Park, Youngha;Seong, Kiyoung;Jung, Hoekyung
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.25 no.10
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    • pp.1330-1336
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    • 2021
  • Media sharing platform such as YouTube have grown significantly in the mobile environment. This is a platform that allows users to select and view broadcast programs that are only available on TV through network-connected PCs and mobiles, and share their media content to communicate. Currently, in the era where mobile and TV broadcasts can be viewed equally, there is a time difference between the video and real-time screen transmitted to TV and mobile, different from the actual situation.We want this time difference to be realized in the same way as the real time, and there is a need for a system that can broadcast in a free environment at any time. Therefore, in this paper, a broadcasting system was designed and implemented in a mobile environment. The result of reducing the delay time difference due to the improvement of the processing method was obtained.

Development ofn Sharing Space Access Management System based on Mobile Key and RCU(Room Control Unit) (모바일 키 및 RCU에 기반한 공유공간 출입관리 시스템 개발)

  • Jung, Sang-Joong
    • Journal of the Institute of Convergence Signal Processing
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    • v.21 no.4
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    • pp.202-208
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    • 2020
  • Recently, the importance of non-face-to-face has been emphasized due to COVID-19, and the use of sharing spaces is also expanding. The use of uncontact check-in technology for access control of sharing spaces reduces waiting time and optimizes workers' efficiency, resulting in operational cost savings. In this paper, we propose a sharing space access management system based on a mobile key and RCU (Room Control Unit), access to the facility using a mobile key, and monitor the facility using an RCU. Proposal system is for shared accommodation, rental field (residence, sale-selling hotel), shared office, etc. when there is a one-time visitor on a specific day and time, the corresponding password is delivered to the mobile platform to expose and key the existing password. It is supported by a field-adaptive system that can reduce discomfort such as delivery. In order to test the operation of the proposed integrated system, tests were conducted according to scenarios to understand the overall status of the user's reservation, check-in, and check-out, and a 100% success rate was derived for each item by setting performance indicators to prove test reliability.

A Development Method of Framework for Collecting, Extracting, and Classifying Social Contents

  • Cho, Eun-Sook
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.1
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    • pp.163-170
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    • 2021
  • As a big data is being used in various industries, big data market is expanding from hardware to infrastructure software to service software. Especially it is expanding into a huge platform market that provides applications for holistic and intuitive visualizations such as big data meaning interpretation understandability, and analysis results. Demand for big data extraction and analysis using social media such as SNS is very active not only for companies but also for individuals. However despite such high demand for the collection and analysis of social media data for user trend analysis and marketing, there is a lack of research to address the difficulty of dynamic interlocking and the complexity of building and operating software platforms due to the heterogeneity of various social media service interfaces. In this paper, we propose a method for developing a framework to operate the process from collection to extraction and classification of social media data. The proposed framework solves the problem of heterogeneous social media data collection channels through adapter patterns, and improves the accuracy of social topic extraction and classification through semantic association-based extraction techniques and topic association-based classification techniques.

Study on Effect of Exercise Performance using Non-face-to-face Fitness MR Platform Development (비대면 휘트니스 MR 플랫폼 개발을 활용한 운동 수행 효과에 관한 연구)

  • Kim, Jun-woo
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.3
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    • pp.571-576
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    • 2021
  • This study was carried out to overcome the problems of the existing fitness business and to build a fitness system that can meet the increased demand in the Corona situation. As a platform technology for non-face-to-face fitness edutainment service, it is a next-generation fitness exercise device that can use various body parts and synchronize network-type information. By synchronizing the exercise information of the fitness equipment, it was composed of learning contents through MR-based avatars. A quantified result was derived from examining the applicability of the customized evaluation system through momentum analysis with A.I analysis applying the LSTM-based algorithm according to the cumulative exercise effect of the user. It is a motion capture and 3D visualization fitness program for the application of systematic exercise techniques through academic experts, and it is judged that it will contribute to the improvement of the user's fitness knowledge and exercise ability.

Design and implementation of an integrated management system for infants in a mobile service environment

  • Song, Mi-Young
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.4
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    • pp.223-229
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    • 2022
  • The emergence of smartphones is creating a faster and easier digital communication society along with the existing Internet. Among the various methods of communication, the smart notification is most often used in early childhood education institutions for information exchange between parents, teachers and directors. And the notification helps parents understand the development status and curriculum of infants more easily. Therefore, this paper developed an integrated infant management system based on a web-based platform and a mobile app platform for exchanging various information on infants management between directors, teachers and parents. Through the established system, the director, teachers, and parents can check the information they need at any time, and it is possible to provide a mobile service environment where multiple guardians can safely take care of one infant. In addition, multiple guardians can provide appropriate feedback information through the collection and analysis of various data by using the infant and toddler integrated management system. In the future, if the functions provided based on the smartphone app are configured according to the user, it is expected that it will be able to expand from daycare centers to educational institutions.

A Study on the Implementation of Metaverse Education :Focused on Arts Education (메타버스기반의 온라인 교육 플랫폼 활용 가능성 연구 - 예술교육 중심으로-)

  • Gao, Si-Yang;Yoon, YoungDoo
    • The Journal of the Korea Contents Association
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    • v.22 no.7
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    • pp.540-547
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    • 2022
  • Online education is a major trend in the future education change and the COVID-19 pandemic has further accelerated the process. Online education has become an important part of the modern education system because of its stability and continuity. However, the disadvantages of traditional online education can reduce users' experience, thus upgrading online education is the key to future education. Metaverse, as a new platform for online education, redefines the occurrence space of online education, changes the teaching mode and learning and evaluation methods of online education, and shows its development potential. This research analyzed the characteristics of Metaverse and its technological development status, and then proposed an intelligent online education environment construction scheme based focused on Metaverse of art education.

Implementation and Verification of Channel Adaptive Private Broadcasting System Based on USRP (USRP기반 채널 적응형 개인방송시스템 구현 및 검증)

  • Yoo, Sinwoo;Oh, Hyukjun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.5
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    • pp.694-702
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    • 2022
  • This paper shows a small and low-powered wireless communication system based on the ATSC broadcasting system using the ISM frequency band that can be used as a PBS(Personal Broadcasting System). It is designed to demonstrate a channel-adaptive CR(Cognitive Radio) system to provide a better service quality in the unlicensed band where co-channel interference exists. And it achieved very reliable communications by a closed-loop active phased array antenna. This ATSC-based personal broadcasting platform can be modified easily with given flexibility by using GNU Radio as an open-source signal processing platform based on USRP and implementing additional functions in FPGA. In addition, the chosen communication frequency resource can be managed and controlled by the return channel that transmits the channel status and communication parameters between transmission and reception in real-time.

Cognitive Training Protocol Design and System Implementation using AR (증강현실을 이용한 인지훈련 프로토콜 설계 및 시스템 구현)

  • Cheol-Seung, Lee;Kuk-Se, Kim
    • The Journal of the Korea institute of electronic communication sciences
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    • v.17 no.6
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    • pp.1207-1212
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    • 2022
  • Realistic media, the next-generation media technology in the era of the 4th industrial revolution, is becoming an issue as a technology to experience through an environment that optimizes user experience, especially! It is rapidly developing into the health and healthcare convergence and complex fields. Realistic media technologies and services are being adopted to solve the problems of the increase in chronic diseases due to the increase in the elderly population and the lack of infrastructure and professional manpower in the fields of cognitive training and rehabilitation. Therefore, in this study, a cognitive training system was designed and implemented for the purpose of improving cognitive ability and daily life activity in subjects with mild cognitive impairment (MCI) who require cognitive rehabilitation. In the future, an integrated service platform with interactive communication and immediate feedback as an intelligent cognitive rehabilitation integrated platform based on AI and BigData is left as a research project.

A Case Study on the Seven Bridge Brand Campaign in Busan - Focus on Digital Storytelling (부산시 세븐브리지 브랜드 캠페인 사례연구 - 디지털 스토리텔링을 중심으로)

  • Chung, Hae Won;Yu, Hyun Joong
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.6
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    • pp.449-454
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    • 2022
  • This study was conducted as a case study to examine the characteristics and differences from the storytelling defined in the previous research through an analysis of the storytelling of brand campaigns appearing on the digital platform and to explore them. The results of the Seven Bridges brand campaign conducted by Busan City for eight months from September 2021 to May 2022 were as follows. First, storytelling that can be interpreted in various ways for individual users was conducted. Second, storytelling was composed of four stages based on social media marketing. Third, it was possible to establish a storytelling hierarchy that exposes the story in consideration of the marketing funnel. Through the case, it was possible to examine the recent brand campaign's storytelling as a framework that can be interpreted in various ways, focusing on social media.