• 제목/요약/키워드: 어플리케이션 수용

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Potential Use of a Smartphone to Evaluate Gait during Walking in Stroke Patients (스마트폰 어플리케이션을 이용한 뇌졸중 환자의 보행 평가 가능성)

  • An, Bo-Ra;Ki, Kyong-Il;Woo, Young-Keun
    • PNF and Movement
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    • v.16 no.1
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    • pp.67-73
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    • 2018
  • Purpose: Smartphones, which are widely used worldwide to detect acceleration and position, have been used in the area of rehabilitation medicine in recent clinical research studies and tests. The aim of the present study was to determine the feasibility of using a smartphone application based on center of movement (COM) displacement to measure gait parameters in stroke patients in the clinical field of rehabilitation medicine. Methods: The study consisted of 30 stroke patients. The COM was measured using a smartphone application, Gait Analysis Pro, during a 6-m walk. Each patient performed three 6-m walking trials, and the smartphone application measured gait duration, gait speed, step length, cadence, and vertical and lateral displacement of the COM. The Kolmogorov-Smirnov test was conducted to determine the normality in gait parameters, and a repeated one-way analysis of variance (ANOVA) was performed to determine the consistency among the three trials. A p value of 0.05 was considered statistically significant in all the tests. Results: In all the measured parameters, the smartphone application showed a normal distribution, as shown by the results of the Kolmogorov-Smirnov test. There were no significant differences among the three repetitive walking trials. Conclusion: These results suggest that the smartphone application can be used for evaluating gait in stroke patients, as well as in healthy adults. However, prior to using the smartphone application in the clinical field, further research involving three-dimensional gait analysis is needed to enhance the confidence level of the findings.

Performance evaluation of Multicast in an Integrated Services Packet Network (종합 서비스 패킷망에서의 멀티캐스트의 성능 평가)

  • Lee, Wang-Bong;Kim, Young-Han
    • Journal of the Korean Institute of Telematics and Electronics S
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    • v.36S no.1
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    • pp.9-19
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    • 1999
  • An increase of the number of the real time applications and the Internet hosts make the Internet architecture changed. Current Internet architecture has some problems to process the real time traffics. To solve these problem, a new Internet architecture is proposed as the Integrated Service model. In the current Internet, as multicast protocols, the QoS multicast and the best-effort multicast have been studied in their separate network environments. But, the Integrated Service Packet Network is a heterogeneous network composed of the QoS delivery domain and the best-effort delivery domain. Thus, those separated multicast protocols have limitations in an ISPN. In this paper, we propose a multicast protocol for the ISPN with the QoS and the best-effort multicasting, and analyze the performance of this protocol. As a result, we find that the packet losses are same for hybrid multicast and best-effort multicast when the bandwidth is sufficient. But, if there exist some background traffics, the hybrid multicast has less packet loss than of the best-effort multicast.

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Cross-layer Design and its Performance Evaluation of Joint Routing and Scheduling for Maximizing Network Capacity of Wireless Mesh Networks (무선 메쉬 네트워크의 최대 전송 성능을 위한 라우팅과 스케쥴링의 계층 교차적 설계 및 성능 분석)

  • Min, Seokhong;Kim, Byungchul;Lee, Jaeyong
    • Journal of the Institute of Electronics and Information Engineers
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    • v.51 no.12
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    • pp.30-45
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    • 2014
  • Recently, multimedia application users who demand for ubiquitous computing environment are rapidly increasing, and wireless mesh network is receiving attention as a cost-effective key technology for next generation wireless networking. When multiple flows are transmitting data at the same time in the network, routing for path selection of each flow and link resource allocation for data transmission of each flow are one of the key factors that influence to the effectiveness of the network directly. In this paper, we consider problems for path discovery and resource allocation of links at the same time and we propose an algorithm based on mathematical modeling using a technique for cross-layer optimization design in STDMA-based wireless mesh networks that can enhance transfer performance for each flow. We show by performance analysis that the proposed algorithm can enhance the throughput performance by maximally utilizing given bandwidth resources when the number of flows increase in multi-hop wireless mesh networks.

Multicast using Label Aggregation in MPLS Environment (MPLS환경에서의 Label Aggregation을 통한 Multicast 지원 방안)

  • Park, Pong-Min;Kim, Gyeong-Mok;Oh, Young-Hwan
    • Journal of the Institute of Electronics Engineers of Korea TC
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    • v.42 no.10 s.340
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    • pp.9-16
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    • 2005
  • The growth of the Internet over the last several years has placed a tremendous strain on the high bandwidth Hence, the amount of internet traffic has risen sharply and it has demanded to use the limited resource. MPLS (Multiprotocol Label Switching) is regarded as a core technology for migrating to the next generation Internet. It is important to reduce the number of labels and LSP(Label Switched Path)s for network resource management. In this thesis, we considered an MPLS multicast mechanism in the current Internet. The scalability problem due to lack of labels and multicast property is one of the serious problems in MPLS multicast mechanism, we proposed a Label Aggregation algorithm that the multicast packets on same link in MPLS allocates the same label for the scalability problem. In order to support the proposed algorithm we defined a new LDP(Label Distribution Protocol) multicast field and multicast packet is copied and transmitted for multicast group links of next node in LSR(label Switch Router).

Analysis of Walking Using Smartphone Application (스마트폰 어플리케이션을 이용한 보행 평가)

  • Jung, Sangcheol;Lee, Inyoung;Yoon, Soobin;Kim, Suyeon;Woo, Youngkeun
    • PNF and Movement
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    • v.13 no.1
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    • pp.39-46
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    • 2015
  • Purpose: The accelerometer is a tool for evaluating walking by the displacement of the center of mass (COM) in the body. Recently, smartphones have added an accelerometer app, and it can be used to evaluate outcomemanures in rehabilitation. The purpose of this study was to investigate the COM in the bodies of normal persons and stroke patients using this smartphone application while walking. Methods: Twenty normal persons and twenty-two stroke patients were recruited and had their COM measured using G-walk and the smartphone application, SMAP, during 10 m walking. Subjects repeated the 10 m of walking 3 times, and we used the SMAP, Accelerometer Monitor ver. 1.5.0, to evaluate COM during the walk. To measure the displacement of COM, we used the difference in value between the maximal angle and the minimum anterior-posterior (AP), mediolateral (ML), and rotational angles during the walk. Results: For the normal persons, there was significant correlation between the AP and AP of SMAP, and was also a significant correlation between rotational angle and the ML of SMAP. In the stroke patients, there was significant correlation between AP and ML, and the rotational angle of SMAP. Conclusion: Our research results suggest that if the SMAP system is reinforced in the case of patients who have a greater displacement of COM, it may be used as an evaluation tool during walking.

Gamification Convergence Contents Study: Formal Elements of the Game Implemented in (게이미피케이션 융합콘텐츠 연구: <잼라이브>에 나타난 게임의 형식적 요소를 중심으로)

  • Lee, Un-Jung;BYUN, Daniel H.
    • The Journal of the Korea Contents Association
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    • v.19 no.8
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    • pp.483-489
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    • 2019
  • Recently, various media such as broadcasting, movies, and mobile converge with game elements, expanding the contents and expanding the area. This study focuses on the gamification convergence contents. Among them, we examine the case of mobile application live quiz show by applying the formal elements of the game mentioned by Tracy Fullerton. The elements have all the formal elements of the game, which led to the conclusion that they lead the audience to immersion based on the play characteristics of the game. This can be attributed to the elements of the game that have penetrated into the contents, and it can be reinterpreted, and the directions of new contents can be presented, which is industrially, culturally and academically significant. This study focuses on the industrial and cultural achievements created by contents, and plans and prospects new content that balances play and usefulness.

Physical Therapy Application Development Using the App Inventor -Preliminary Research for the Realization of Tele-Physical Therapy- (앱인벤터를 이용한 물리치료 어플리케이션 개발 -원격 물리치료 구현을 위한 사전연구-)

  • Rhee, Min-Hyung;Kim, Jong-Soon
    • PNF and Movement
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    • v.18 no.3
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    • pp.365-373
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    • 2020
  • Purpose: The COVID-19 pandemic has changed how healthcare is delivered worldwide and has affected the environment of the healthcare. Physical therapy in traditional healthcare systems can be difficult in unusual circumstances, such as the COVID-19 pandemic. Tele-physical therapy, defined as "the delivery of the physical therapy at a distance using electronic information and telecommunication technologies," will be a solution for this healthcare crisis. Thus, in this study, we proposed a mobile application for tele-physical therapy. Methods: This study used the Chrome Browser version 83.0.4 based on the Windows 10 64Bit operating system to use the App Inventor. To operate the mobile application, we used the Samsung Galaxy Note 9. The design of the mobile application was based on the review of a system used in the physical therapy department. Results: The graphical user interface (GUI) of the mobile application was displayed on three screens: selecting a painful joint (1st screen of the GUI); selecting a painful movement of the joint (2nd screen of the GUI); a self-manual therapy method and movie (3rd screen of the GUI). The proposed mobile application showed the stable repeatability of the self-manual therapy movie. Conclusion: The results of this study demonstrated that the proposed mobile application using the App Inventor for android will be able to create easy to use and reliable tele-physical therapy.

Development and Usability Evaluation of a Mobile Physical Therapeutic Diagnosis Application (모바일 물리치료 진단 어플리케이션 개발 및 사용성 평가)

  • Min-Hyung Rhee;Jong-Soon Kim
    • PNF and Movement
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    • v.21 no.1
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    • pp.129-137
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    • 2023
  • Purpose: The physical therapy diagnosis process requires high-level background knowledge, the ability to obtain added information from patients, accurate examination skills, and a framework for transforming thoughts into a diagnostic decision. Thus, the physical therapy diagnostic process is highly complicated and difficult work. To function as autonomous professionals, physical therapists must develop effective clinical diagnosis skills. As such, mobile application aids can help with accurate and scientific diagnoses. Therefore, this study aims to develop and evaluate the usability of a mobile application for physical therapy diagnoses. Methods: In this study, a diagnostic application was developed using App Inventor, the development environment was the Chrome web browser for Windows 10, and the mobile application was run on a Google Pixel 5. The developed application was evaluated for usability by 20 physical therapists with more than 5 years of clinical experience in the musculoskeletal physical therapy field, and a usability evaluation was conducted using a 5-point Likert scale for accuracy, convenience, satisfaction, and usability. The collected Likert scores were converted into percentages and analyzed as descriptive statistics. Results: The graphical user interface consisted of an initial screen with program guidance, 18 screens presenting the algorithm, and 12 screens presenting the estimated diagnosis based on the algorithm. As such, the usability evaluation of the developed application was as follows: accuracy 100%, convenience 90%, satisfaction 91%, and usability 88%. Conclusion: The newly developed mobile application for physical therapeutic diagnoses has a high accuracy, and it will aid in building an easy and reliable physical therapy diagnosis system.

Automated-Database Tuning System With Knowledge-based Reasoning Engine (지식 기반 추론 엔진을 이용한 자동화된 데이터베이스 튜닝 시스템)

  • Gang, Seung-Seok;Lee, Dong-Joo;Jeong, Ok-Ran;Lee, Sang-Goo
    • Proceedings of the Korean Information Science Society Conference
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    • 2007.06a
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    • pp.17-18
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    • 2007
  • 데이터베이스 튜닝은 일반적으로 데이터베이스 어플리케이션을 "좀 더 빠르게" 실행하게 하는 일련의 활동을 뜻한다[1]. 데이터베이스 관리자가 튜닝에 필요한 주먹구구식 룰(Rule of thumb)들을 모두 파악 하고 상황에 맞추어 적용하는 것은 비싼 비용과 오랜 시간을 요구한다. 그렇게 때문에 서로 다른 어플 리케이션들이 맞물려 있는 복잡한 서비스는 필수적으로 자동화된 데이터베이스 성능 관리와 튜닝을 필 요로 한다. 본 논문에서는 이를 해결하기 위하여 지식 도매인(Knowledge Domain)을 기초로 한 자동화 된 데이터베이스 튜닝 원칙(Tuning Principle)을 제시하는 시스템을 제안한다. 각각의 데이터베이스 튜닝 이론들은 지식 도매인의 지식으로 활용되며, 성능에 영향을 미치는 요소들을 개체(Object)와 콘셉트 (Concept)로 구성하고 추론 시스템을 통해 튜닝 원칙을 추론하여 쉽고 빠르게 현재 상황에 맞는 튜닝 방법론을 적용시킬 수 있다. 자동화된 데이터베이스 튜닝에 대해 여러 분야에 걸쳐 학문적인 연구가 이루어지고 있다. 그 예로써 Microsoft의 AutoAdmin Project[2], Oracle의 SQL 튜닝 아키텍처[3], COLT[4], DBA Companion[5], SQUASH[6] 등을 들 수 있다. 이러한 최적화 기법들을 각각의 기능적인 방법론에 따라 다시 분류하면 크게 Design Tuning, Logical Structure Tuning, Sentence Tuning, SQL Tuning, Server Tuning, System/Network Tuning으로 나누어 볼 수 있다. 이 중 SQL Tuning 등은 수치적으로 결정되어 이미 존재하는 정보를 이용하기 때문에 구조화된 모델로 표현하기 쉽고 사용자의 다양한 요구에 의해 변화하는 조건들을 수용하기 쉽기 때문에 이에 중점을 두고 성능 문제를 해결하는 데 초점을 맞추었다. 데이터베이스 시스템의 일련의 처리 과정에 따라 DBMS를 구성하는 개체들과 속성, 그리고 연관 관계들이 모델링된다. 데이터베이스 시스템은 Application / Query / DBMS Level의 3개 레벨에 따라 구조화되며, 본 논문에서는 개체, 속성, 연관 관계 및 데이터베이스 튜닝에 사용되는 Rule of thumb들을 분석하여 튜닝 원칙을 포함한 지식의 형태로 변환하였다. 튜닝 원칙은 데이터베이스 시스템에서 발생하는 문제를 해결할 수 있게 하는 일종의 황금률로써 지식 도매인의 바탕이 되는 사실(Fact)과 룰(Rule) 로써 표현된다. Fact는 모델링된 시스템을 지식 도매인의 하나의 지식 개체로 표현하는 방식이고, Rule 은 Fact에 기반을 두어 튜닝 원칙을 지식의 형태로 표현한 것이다. Rule은 다시 시스템 모델링을 통해 사전에 정의되는 Rule와 튜닝 원칙을 추론하기 위해 사용되는 Rule의 두 가지 타업으로 나뉘며, 대부분의 Rule은 입력되는 값에 따라 다른 솔루션을 취하게 하는 분기의 역할을 수행한다. 사용자는 제한적으로 자동 생성된 Fact와 Rule을 통해 튜닝 원칙을 추론하여 데이터베이스 시스템에 적용할 수 있으며, 요구나 필요에 따라 GUI를 통해 상황에 맞는 Fact와 Rule을 수동으로 추가할 수도 었다. 지식 도매인에서 튜닝 원칙을 추론하기 위해 JAVA 기반의 추론 엔진인 JESS가 사용된다. JESS는 스크립트 언어를 사용하는 전문가 시스템[7]으로 선언적 룰(Declarative Rule)을 이용하여 지식을 표현 하고 추론을 수행하는 추론 엔진의 한 종류이다. JESS의 지식 표현 방식은 튜닝 원칙을 쉽게 표현하고 수용할 수 있는 구조를 가지고 있으며 작은 크기와 빠른 추론 성능을 가지기 때문에 실시간으로 처리 되는 어플리케이션 튜닝에 적합하다. 지식 기반 모률의 가장 큰 역할은 주어진 데이터베이스 시스템의 모델을 통하여 필요한 새로운 지식을 생성하고 저장하는 것이다. 이를 위하여 Fact와 Rule은 지식 표현 의 기본 단위인 트리플(Triple)의 형태로 표현된다, 트리플은 Subject, Property, Object의 3가지 요소로 구성되며, 대부분의 Fact와 Rule들은 트리플의 기본 형태 또는 트리플의 조합으로 이루어진 C Condition과 Action의 두 부분의 결합으로 구성된다. 이와 같이 데이터베이스 시스템 모델의 개체들과 속성, 그리고 연관 관계들을 표현함으로써 지식들이 추론 엔진의 Fact와 Rule로 기능할 수 있다. 본 시스템에서는 이를 구현 및 실험하기 위하여 웹 기반 서버-클라이언트 시스템을 가정하였다. 서버는 Process Controller, Parser, Rule Database, JESS Reasoning Engine으로 구성 되 어 있으며, 클라이 언트는 Rule Manager Interface와 Result Viewer로 구성되어 었다. 실험을 통해 얻어지는 튜닝 원칙 적용 전후의 실행 시간 측정 등 데이터베이스 시스템 성능 척도를 비교함으로써 시스템의 효용을 판단하였으며, 실험 결과 적용 전에 비하여 튜닝 원칙을 적용한 경우 최대 1초 미만의 전처리에 따른 부하 시간 추가와 최소 약 1.5배에서 최대 약 3배까지의 처리 시간 개선을 확인하였다. 본 논문에서 제안하는 시스템은 튜닝 원칙을 자동으로 생성하고 지식 형태로 변형시킴으로써 새로운 튜닝 원칙을 파생하여 제공하고, 성능에 영향을 미치는 요소와 함께 직접 Fact과 Rule을 추가함으로써 커스터마이정된 튜닝을 수행할 수 있게 하는 장점을 가진다. 추후 쿼리 자체의 튜닝 및 인텍스 최적화 등의 프로세스 자동화와 Rule을 효율적으로 정의하고 추가하는 방법 그리고 시스템 모델링을 효과적으로 구성하는 방법에 대한 연구를 통해 본 연구를 더욱 개선시킬 수 있을 것이다.

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A Study on the Factors of Satisfaction & WOM Regarding to Financial Institutions Internet and Smartphones Application On-line Usage of Financial Customers (금융소비자의 인터넷, 스마트폰 어플리케이션 등 금융기관 온라인 시스템 이용에 따른 만족과 구전에 미치는 효과 요인 연구)

  • Jeon, Seong-Ki;Kwon, Man-Woo;Lee, Sang-Ho
    • Journal of the Korea Convergence Society
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    • v.11 no.8
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    • pp.183-194
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    • 2020
  • Recently, in Korea, financial institutions such as banks are most severely affected by the universalization of the Internet and smartphones. On the other hand, the use of online systems by financial institutions keeps increasing; the convenience of online services has a significant influence on the attraction and the retention of financial customers; consumer needs are also diversely expressed. This paper deduces from the precedent researches a mechanism that online financial system enhances the trust of customers -the medium of the online system and other customers- and its perceived easiness affects its perceived effectiveness and then all these internal variables induce satisfaction. Plus, this paper aims at verification of the hypothesis in terms of an extended technology acceptance model, based on the hypothesis that word of mouth and repurchase are significantly linked to this mechanism. Through this study, the researchers tried to check how the online service quality and emotional factors of financial institutions affect the users in accordance with the trend of changes in the service usage method of financial institutions, and confirmed that the hypothesis was not rejected.