• Title/Summary/Keyword: 사용자플랫폼

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3D lattice information space for TV contents based on spatial metaphor : TV interface perspective (공간적 은유를 적용한 3D 격자구조의 TV 콘텐츠 정보공간 제안 : TV 인터페이스 사용성 관점에서)

  • Lee, Jae-Gil;Shin, Donghee
    • Journal of Digital Contents Society
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    • v.15 no.5
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    • pp.651-661
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    • 2014
  • The complexity to search a specific content over TV platform is drastically increasing. Based on previous studies from computer data management system, we propose a new method that helps users to search and select content effectively. In general, contents over computers are represented by spatial metaphor, which replicates our physical environment and value systems about space. We suggest 3D lattice structure to construct information space for TV platform. Users can infer relevance between contents via special clue in information space, so as to select content more easily. Also, they can search contents through its temporal property that also represented in space. We make full use of our natural capability that can reduce additional overload to learning new interface. The results of this study can be significant and heuristic contributions, as they can be applied to diverse service areas utilizing video contents.

Analysis on Teacher's Height and Authority in Robot-assisted Learning (원격로봇교사의 키와 초등 수업 통제력의 영향 분석)

  • Bae, Il-han;Han, Jeong-hye
    • Journal of Digital Contents Society
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    • v.18 no.8
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    • pp.1501-1507
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    • 2017
  • Telepresence in robot assisted learning has preferred low-height, shorter than life-size robotic platforms for reasons such as operational stability, user convenience and psychological comfort in human robot interaction. If, however, the reason for using a telepresence robot is to display the authority of a social superior to a social inferior, one can hypothesize that a robotic platform which reflects real-life height advantage would be better suited for the stated purpose than conventional low-height platforms. In order to test the hypothesis, we examined whether the height of the robot had an effect on an instructor connected to a telepresence robot in robot-assisted learning with regard to controlling a large number of elementary school students. The pre-and post experiment demonstrates that the use of a life-size telepresence robot, compared to a child-size telepresence robot, failed to make a meaningful difference in the instructors' authority being accepted by the students. However, behavioral measures shows that a taller robot has more merits in controlling students.

Design and Implementation of a Wearable Hand Rehabilitation Robot for spasticity patient (경직환자를 위한 착용형 손 재활로봇 설계 및 구현)

  • Kim, Dae-Hee;Yoon, Sung-jo;Park, Yong-sik;Jeon, Kwang-woo;Park, Sung-Ho;Jeon, Jung-Su;Seo, Kap-Ho
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2014.07a
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    • pp.21-24
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    • 2014
  • 본 연구는 뇌손상(뇌졸중, 외상성 뇌손상, 뇌성마비 등)으로 인하여 손의 능동적 움직임이 결여되어 발생하는 관절의 구축, 근육의 단축, 근육의 탄력성 저하 등의 문제점을 분석하여 인체 역학적 모델에 따른 과학적 설계를 기반으로 환자의 손 기능 회복을 위하여 로봇 기술과 스마트폰의 융합을 통한 재활 로봇 보조 치료기를 설계하고 구현하였다. 제안된 시스템은 일반적인 근 경직을 치료하는 방법을 응용하여 IT 기술과 로봇기술을 융합하여 치료사들의 부담을 덜어 주고, 환자들에게 오랫동안 정확한 운동을 반복적으로 할 수 있도록 하는데 목적이 있다. 하나의 구동기로 2자유도의 움직임을 조절 할 수 있는 링크 매커니즘과 링크의 길이를 조절하여 신전(extension)과 과신전(Hyperextension)의 범위 조절이 가능하도록 로봇 플랫폼을 설계하였다. 또한 환자의 재활정도 및 상태에 적합한 운동속도, 운동반복횟수 등을 손쉽게 조작할 수 있는 등의 개인 맞춤형 재활훈련이 가능한 사용자 인터페이스를 설계 및 구현하였다.

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IoT Authentication System Using Blockchain and TOTP

  • Kim, Ho-Gyun;Jung, Soon-Ho
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.2
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    • pp.113-122
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    • 2020
  • In this paper, we propose the terminal authentication system using blockchain and TOTP(Time-based One-time Password Algorithm) to sustain a continuous authentication between user device and service device. And we experiment this system by using door-lock as a terminal of IoT(Internet of Things). In the future, we can apply this result to several devices of IoT for convenience and security. Although IoT devices frequently used everyday require convenience and security at the same time, it is difficult for IoT devices having features of the low-capacity and light-weight to apply the existing authentication technology requiring a high amount of computation. Blockchain technology having security and integrity have been used as a storage platform, but its authentication cannot be performed when the terminal cannot access any network. We show the method to solve this problem using Blockchain and TOPT.

Development of Ship-Handling Simulator Web Framework (선박운항 시뮬레이터용 웹 프레임워크 개발에 관한 연구)

  • Kim, Hye-Jin;Oh, Jaeyong;Park, Sekil
    • Journal of the Korean Society of Marine Environment & Safety
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    • v.23 no.2
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    • pp.146-152
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    • 2017
  • This paper proposes the ship-handling simulator framework using web technology to solve the complexity and non-scalability problems of a common simulator system. We analyze the essential functions of the existing simulator system, and selects web technologies to replace them. Based on this framework, we implemented core technologies for server and client system, and integrated a prototype of a ship-handling simulator system that can be accessed from a web browser. The prototype has verified that the simulation service can be used by multiple users at the same time without being restricted by time and place through the evaluation test, and it is hoped that it can be applied to various simulation fields in the future.

Introduction to 3D game character production skill for 3D on-line game (3D온라인게임을 위한 효율적인 3D게임캐릭터 제작기법)

  • 김미진;김재준
    • Journal of Korea Society of Industrial Information Systems
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    • v.8 no.4
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    • pp.55-63
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    • 2003
  • The game & multimedia industry is a high-valued industry comparing to any industry. Also, it has been shown the possibility as considerably bright future industry due to a development of the Internet, an explosive growth of on-line game market, and a union with virtual reality technology Since an on-line game having a clear profit model is expanding to PC and other platform, it brings to us a large change throughout the whole game industry. In order to develop a game, we need a number of elements. A game character among them delivers to a user the overall characteristics of a game as a visual representation and makes us access to a game directly and sensuously. A game character of on-line game is considerable in an operation in the volume of initial sales from a viewpoint of marketing. In addition, it affects to secure users and be immersed in a game. In this paper, we propose a production skill of an efficient 3D game character for 3D on-line game.

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A Viewer's Modality-based Design Guideline of Digital TV Data Service and a Data Service Prototype adopting the Guideline (시청자의 TV 이용 행태를 고려한 디지털 TV 데이터 서비스의 기획 가이드라인과 이를 적용한 데이터 서비스 프로토타입)

  • Ko, Kwang-Il
    • Convergence Security Journal
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    • v.12 no.3
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    • pp.123-129
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    • 2012
  • Due to the high digital technology, various devices such as TV, PC, smartphone, and pad computer are connected to each other using internet and under the circumstance internet services of which the running platforms are mainly PC become "N-screenlized" by extending their service platform to non-PC devices. As a digital TV has outstanding features of being the most influential device in the living room and having the wide spectrum of users, several internet services has been ported on the digital TV platform (in the form of data services) in order to enhance their brand powers. Most of the services, however, failed to get a satisfactory results as the data services are defeated by the broadcasting contents in the competition for the viewer's interests. In the paper, the design guidelines that make data services not to compete with the broadcasting contents are proposed and a prototype of a data service that accommodates the guidelines is introduced. The prototype, called "TV ideal-type world-cup", does not disturb a viewer's watching broadcast contents and channel-changing behavior while it is running and its service flow is designed for a viewer to achieve the goal of service in a few minutes so that the viewer can enjoy the service in a commercial period.

The Study of Analysis Algorithm and Wave Characteristic Control Environment for Wireless Communication (무선이동통신 제어환경에서 전파특성 및 알고리즘 분석에 관한 연구)

  • Kang, Jeong-Yong
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.36 no.4B
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    • pp.371-377
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    • 2011
  • Users of the Information Age, IT usage patterns of the wired broadband information services and various forms of the same quality wireless multimedia services are required. Changes of these times the next-generation mobile communications (IMT-Advanced) has emerged as the necessity of developing its current voice and packet data communications on the move in the high-speed 100Mbps, 1Gbps in stationary and slow data transmission rates up to fixed-mobile convergence based on needed to provide ubiquitous service platform for the realization of IMT-Advanced is the time for preparation. In particular, 3-5GHz band, focused on mobile communications can be used to secure the necessary frequency band relocated and the existing crosstalk analysis methodology developed for the services rendered, and the frequency of such results to obtain new spectrum for IMT-Advanced for the country to secure the frequency characteristics and IMT-Advanced 3-5GHz band for the radio frequency of the characterization techniques necessary to develop a national wireless communication interference and frequency-based technology acquisition and management skills were identified.

A Study on the Storytelling of Web-based MMORTS 'Tribal War' (웹 기반 MMORTS <부족전쟁>의 스토리텔링 연구)

  • Lyou, Chul-Gyun;Lim, Su-Mi
    • Journal of Korea Game Society
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    • v.10 no.3
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    • pp.15-24
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    • 2010
  • Web-based MMORTS has features that distinguish it from traditional client-based games. First, Web-based MMORTS is represented by the combination of graphics and texts. Second, there is parallax agent which has a player and a base town character. This paper written for the purpose of analyzing the storytelling of web-based MMORTS, and from Innogames selected as the subjects of the study. In view of the results so far achieved, the fact, when the player logs in web-based MMORTS, the player takes the experience after some time which had taken by the AI character instead of the player logged out and User Generated Storytelling created from this process, become known. This paper has a meaning for Web-based virtual world which can juxtaposition with routine tasks and can be linked with other platforms.

A Study on Smishing Block of Android Platform Environment (안드로이드 플랫폼 환경에서의 스미싱 차단에 관한 연구)

  • Lee, Si-Young;Kang, Hee-Soo;Moon, Jong-Sub
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.24 no.5
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    • pp.975-985
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    • 2014
  • As financial transactions with a smartphone has become increasing, a myriad of security threats have emerged against smartphones. Among the many types of security threats, Smishing has evolved to be more sophisticated and diverse in design. Therefore, financial institutions have recommended that users doesn't install applications with setting of "Unknown sources" in the system settings menu and install application which detects Smishing. Unfortunately, these kind of methods come with their own limitations and they have not been very effective in handling Smishing. In this paper, we propose a systematic method to detect Smishing, in which the RIL(Radio Interface Layer) collects a text message received and then, checks if message databases stores text message in order to determine whether Smishing malware has been installed on the system. If found, a system call (also known as a hook) is used to block the outgoing text message generated by the malware. This scheme was found to be effective in preventing Smishing as found in our implementation.