• Title/Summary/Keyword: 스마트 ITS

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A self-portrait of the information society: An Arguments on the SNS users' Responsibilities

  • Seo, Ran-Sug
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.8
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    • pp.159-172
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    • 2020
  • Social networking services (SNS) are developing significantly with the Internet and smartphones. It's a friendly social media, but if you think deeply about it, you'll find that it has a variety of faces. It is a communication tool between users, a medium for delivering information, an infrastructure for providing applications, and a community where people with common interests gather. In recent years, business tools, shopping and payment methods are also being swallowed. The influence of the spread of SNS on the real world is also expanding, and the work being dealt with from a sociological perspective is also increasing. Also, if you pay attention to the technical aspects of SNS, it is composed of various technical elements, such as infrastructure that handles large-scale access, user interface that supports comfortable use, and big data analysis to understand people's behavior more deeply. However, I usually use it as usual. However, if you look through SNS, you can see that the situation is surprisingly profound and multifaceted. This study began by looking at the history and current status of SNS and attempted to find its status through comparison with other media. From the point of view of relationship with society, it can be a risk and legal issue when using SNS, such as crimes using bad social media or social media. It is also necessary to comment on the activities on SNS or the guidelines established by the operators. Therefore, various legal issues on SNS will be discussed. Also, as an example of using SNS, I will introduce an example of using SNS in disaster response. From a more technical point of view, you will receive commentary on SNS's network-based technology and SNS's information use, and these articles will help you understand and use SNS safely and help you further utilize or develop SNS.

Recent Home Networking Services Development and Future Directions: Case analysis of Korean Smart Apartment Complexes (홈네트워킹 서비스 현황 및 발전 방향: 국내 사이버 타운 사례분석)

  • Sawng, Yeong-Wha;Han, Hyun-Soo
    • Information Systems Review
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    • v.6 no.2
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    • pp.269-284
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    • 2004
  • Induced from government policy to boost regional economic competitiveness, regional informatization forming e-community has been the subject included in the various regional informatization master plans in Korea. However, few cases are reported for its successful implementation mainly due to the lack of profitable business model to encourage investment. On the other hand, most efforts to build smart apartments, part of the home networking in a broad sense, has been pursued from the different directions. Telecommunication giant such as Korea Telecom tries to find new source of revenue exploiting enhanced broad band technology. Also, construction companies started constructing housing complexes equipped with built-in high speed network infrastructure as a means to differentiation to other competitors. The contents providing community portal has become mandatory in the sense of bearing the cost from customer side who are willing to adopt those services for new smart house. Our research motivation stems from exploring critical value aspects of realizing the profitability of this emerging new business model, that is, industry convergence model. In this paper, mainly from the survey results of the Korean smart apartment complexes, we reported recent home networking services development in Korea, and value propositions from the business model perspective. Merged business model components of telecommunications, construction, and internet contents are analyzed to provide the insights for future directions.

The Development of Real-time Feedback Vibration Control System Using Wireless Sensor Networks (무선 센서 네트워크를 이용한 실시간 Feedback 진동제어 시스템 개발)

  • Heo, Gwang Hee;Kim, Chung Gil;Ahn, Ui Jong
    • Journal of the Korea institute for structural maintenance and inspection
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    • v.16 no.3
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    • pp.60-66
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    • 2012
  • This paper aims to constitute a feedback vibration control system using wireless sensor networks and experiment it on a model structure to verify its effectiveness. For the purpose, we set up a feedback vibration control system composed of a wireless input/output(I/O) sensor node based on bluetooth, a home-made shear type MR damper, a shaker which generates a constant size of sine wave, and a simple beam model structure. The vibration control experiment was performed by shaking the 1/4 point of beam with a shaker. At the moment of shaking, we controled the vibration with MR damper which was placed vertically on the center of beam. Simultaneously, by acquiring acceleration response at the 2/4 point of beam, we evaluated the effectiveness of control capability. The control command was set to send a voltage signal to MR damper when the acceleration response, acquired from the wireless I/O sensor node placed at the center of beam, was more than a certain amount. Although the realtime feedback vibration control system constituted in this paper is effective only within a limited command system, it has been proven that the system was able to effectively decrease the vibration of structure by generating a control command aimed for realtime purpose. The system also showed a possibility to be used as a structural response control system adapting a variety of semi-active control algorithm.

A Proposal of a Mobile Augmented Reality Service Model based on Street Data, and its Implementation (도로데이터 기반의 모바일 증강현실 서비스 모델 제안 및 시스템 구현)

  • Lee, Jeong Hwan;Lee, Jun;Kwon, Yong Jin
    • Spatial Information Research
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    • v.23 no.5
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    • pp.9-19
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    • 2015
  • The popularity of smart devices and Location Based Services (LBSes) is increasing in part due to users demand for personalized information associated with their location. These services provide intuitive and realistic information by adopting Augmented Reality (AR) technology. This technology utilizes various sensors embedded in the mobile devices. However, these services have inherent problems due to the devices small screen size and the complexity of the real world environment; overlapping content on a small screen and placing icons without considering the user's possible movement. In order to solve these problems, this paper proposes a Mobile Augmented Reality Model with the application of Street Data. The model consists of two layers: "Real Space" and "Information Space". In the model, a user creates a query by scanning the nearby street with a camera in real space and searches accessible content along the street through the use of the information space. Furthermore, the results are placed on both sides of the street to solve the issue of Overlapping. Also, the proposed model is implemented for region "Aenigol", and the efficiency and usefulness of the model are verified.

Received Power Regulation of LF-Band Wireless Power Transfer System Using Bias Control of Class E Amplifier (E급 증폭기의 바이어스 조정을 통한 LF-대역 무선 전력 전송시스템의 수신 전력 안정화)

  • Son, Yong-Ho;Han, Sang-Kyoo;Jang, Byung-Jun
    • The Journal of Korean Institute of Electromagnetic Engineering and Science
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    • v.24 no.9
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    • pp.883-891
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    • 2013
  • In wireless smart phone charging scenario, the transmitter pad is larger than the size of the receiver pad. Thus, it is important to supply a constant power to the receiver regardless of its location. In this paper, we propose a new method to regulate the receiver's power by adjusting a drain bias of class E power amplifier. The proposed LF-band wireless power transfer system is as follows: a buck converter power supply which is controlled by a pulse width modulation(PWM) IC TL494, a class E amplifier using a low cost IRF510 power MOSFET, a transmitter coil whose dimension is $16cm{\times}18cm$, a receiver coil whose dimension is $6cm{\times}8cm$, and a full bridge rectifier using Schottky diodes. A measured performance show a maximum output power of 4 W and system efficiency of 67 % if we fix the bias voltage. If we adjust the bias voltage, the received power can be maintained at a constant power of 2 W regardless of receiver pad location.

Self-healing Elastomers As Dream Smart Materials (꿈의 스마트 재료로서 자기치유 탄성체)

  • Kim, Il;Shin, Nam-Ho;Jo, Jung-Kyu;Hur, A-Young;Li, Haiqing;Ha, Chang-Sik
    • Elastomers and Composites
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    • v.44 no.3
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    • pp.196-208
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    • 2009
  • Sophisticated polymeric materials with 'responsive' properties are beginning to reach the market. The use of reversible, noncovalent interactions is a recurring design principle for responsive materials. Recently developed hydrogen-bonding units allow this design principle to be taken to its extreme. Supramolecular polymers, where hydrogen bonds are the only force keeping the monomers together, form materials whose (mechanical) properties respond strongly to a change in temperature or solvent. In this review, we describe some examples of hydrogen-bonded supramolecular polymers that can be utilized for self-healing materials. Synthesis of a rubber-like material that can be recycled might not seem exciting. But one that can also repeatedly repair itself at room temperature, without adhesives, really stretches the imagination. Autonomic healing materials respond without external intervention to environmental stimuli in a nonlinear and productive fashion, and have great potential for advanced engineering systems.

FingerPrint building method using Splite-tree based on Indoor Environment (실내 환경에서 WLAN 기반의 Splite-tree를 이용한 가상의 핑거 프린트 구축 기법)

  • Shin, Soong-Sun;Kim, Gyoung-Bae;Bae, Hae-Young
    • Journal of the Korea Society of Computer and Information
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    • v.17 no.6
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    • pp.173-182
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    • 2012
  • A recent advance in smart phones is increasing utilization of location information. Existing positioning system was using GPS location for positioning. However, the GPS cannot be used indoors, if GPS location has an incorrectly problem. In order to solve indoor positioning problems of indoor location-based positioning techniques have been investigated. There are a variety of techniques based on indoor positioning techniques like as RFID, UWB, WLAN, etc. But WLAN location positioning techniques take advantage the bond in real life. WLAN indoor positioning techniques have a two kind of method that is centroid and fingerprint method. Among them, the fingerprint technique is commonly used because of the high accuracy. In order to use fingerprinting techniques make a WLAN signal map building that is need to lot of resource. In this paper, we try to solve this problem in an Indoor environment for WLAN-based fingerprint of a virtual building technique, which is proposed. Proposed technique is classified Cell environment in existed Indoor environment, all of fingerprint points are shown virtual grid map in each Cell. Its method can make fingerprint grid map very quickly using estimate virtual signal value. Also built signal value can take different value depending of the real estimate value. To solve this problem using a calibration technique for the Splite-tree is proposed. Through calibration technique that improves the accuracy for short period of time. It also is improved overall accuracy using predicted value of around position in cell.

A Study on the Policy Implication on the Addiction of Social Media Service User : Focusing on the Proposal of Korean SNS Addiction Index (KSAI) (소셜미디어 사용자의 중독에 관한 정책적 함의 연구 : 한국형 SNS 중독지수(KSAI) 제안을 중심으로)

  • Lee, Sang-Ho
    • Journal of Digital Convergence
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    • v.11 no.1
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    • pp.255-265
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    • 2013
  • This study deals with the policy proposals focusing on the addiction for the rapidly growing social media service (SNS) and its diagnosis. Researcher intends to define the SNS addiction and develops a diagnostic measure, which is a valuable subject. The reason is why the SNS becomes more convenient with prevalence of smart phones and the SNS addiction becomes enough severe to suggest internet addiction policy. Researcher presents the subjects into three parts. Firstly, the SNS addiction variables are derived and validated. Secondly, the path model between the SNS addiction variables is verified and discussed. Thirdly, researcher proposes the diagnostic results and the group comparison. Therefore, the result of this study is that the SNS addiction can be measured by the four elements, which are the failure in stopping the use of the SNS, time tolerance, living disability, withdrawal and anxiety. Researcher verifies the sequential impact of each variable and figures out the SNS addict through the presentation of a realistic measurement for the addiction index and the determination of the level of the addiction. By the above result, the researcher proposes the public relations of the government policy for the sound usage of the SNS and the self management of user. Finally, various proposed in this study will help to prevent juvenile crime, social problems in the future.

Proposal for the Model of mobile RPG lobby layoutfrom Viewpoint of UX (UX관점에서의 모바일 RPG 로비 layout 모델 제시)

  • Kim, Seong-gon;Kim, Tae-Gyu
    • Journal of Digital Convergence
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    • v.17 no.12
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    • pp.467-472
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    • 2019
  • Growing smartphone usage in South Korea has also accelerated the pace of development of mobile games, but competition is intensifying as the market grows. As one of the factors for the success of the game in this mobile game market, UI has been presented, suggesting that the design of such mobile game UI should be approached in terms of designing the user's experience, along with its function, aesthetic expression, function-oriented design and information delivery before. In this paper, we propose an effective lobby layout of mobile RPG using experience among UX factors. Through the layout classification of Ernest Adams and Andrew Rollings, we selected 9 mobile RPGs in the 20th place of google play cumulative sales rankings and analyzed the layout of the lobby. As a result, the lobby layout of the game, which led the first market success of the mobile RPG genre, The result was that it became the standard of the boxed game. It can be interpreted that the lobby layout, which is similar to the game used previously by the user, is effective because low entry barriers and learning are unnecessary due to the experience of using the existing RPG. Future studies may produce a common layout of a broad genre if studies are conducted to measure the optimum UX for other genres than RPG.

The Concept of 'Wisdom' and Its Perception According to a Survey of Science Teachers ('지혜'의 개념과 과학교사들의 '지혜'에 대한 인식)

  • Lim, Insook;Song, Jinwoong
    • Journal of The Korean Association For Science Education
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    • v.37 no.4
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    • pp.731-745
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    • 2017
  • This study is a part of our research project that considers 'Science as Wisdom (SaW)' as a new approach to science education. We presented a review of previous studies on wisdom from relevant areas as philosophy, psychology and education, and drew a few educational meanings. We also conducted a survey of science teachers' perception of wisdom to obtain implications for a follow-up study. The survey was conducted on pre-service science teachers, in-service science teachers, and teachers of other subjects. The results of this study are as follows: First, all three groups of participants perceive 'practical' domain of wisdom as most important while 'interpersonal' domain was perceived as least important. Second, all three groups of participants perceive that 'to catch what the most important problem is,' is the most important among 20 elements of wisdom. Third, when participants were asked about the 'wise people around them', the interpersonal domain followed as the second most frequent response after the 'practical' domain, which was in contrast to our first finding above. Fourth, about 80% of all participants answered that wisdom can be cultivated through school education. Finally, answers to the question asking the scientific concepts related to wisdom were categorized into four types as follows: (1) the wisdom required to understand and apply scientific knowledge, (2) the wisdom included in the meaning of scientific knowledge, (3) the wisdom needed to discover scientific knowledge, (4) the wisdom that can be developed through scientific activities.