• Title/Summary/Keyword: 융복합 구현

Search Result 434, Processing Time 0.026 seconds

Development of Multi-Touch/Context-Aware Convergence Digital Signage System based on Android OS Platform (안드로이드 플랫폼 기반 멀티 터치/상황인지형 융복합 디지털 사이니지 시스템 개발)

  • Nahm, Eui-Seok
    • Journal of Digital Convergence
    • /
    • v.13 no.8
    • /
    • pp.245-251
    • /
    • 2015
  • If a digital signage system is operated in PC mounted in the Window OS then the implementing price is very high. For resolving this problem, we used the Smartphone mounted in ARM Cortex family of multi-core processor-based mobile platform. We developed a low-power low-cost digital signage system and a remote convergence content management program based on web server. This convergence system manages advertising content to a remote control device anywhere using remote control technology. This system is one integrated system with display and is a low-power consumed and is developed in very efficient hardware interface. And condition sensors(intensity of illumination, temperature, weather, GPS etc) is equipped in the developed system. Automatic contents builder and Context-aware SMIL module is also implemented in the convergence system. We achieved over 50% power savings comparing with conventional Window OS system and 16 points multi-touch in our system.

A Study on Priority Analysis for Activating the Convergence Smart City Service (융·복합형 스마트시티 서비스 활성화를 위한 우선순위 분석에 관한 연구)

  • Jang, Hwan-Young
    • The Journal of the Korea Contents Association
    • /
    • v.17 no.8
    • /
    • pp.152-161
    • /
    • 2017
  • This study aims to analyze what is necessary for realization of convergence smart city service, and what is the priority order for it. First, the concept is set up through the theoretical review about convergence smart city service. Second, conduct in-depth interviews with smart-city related experts and derive the necessary elements to implement convergence smart city service. Third, derive priorities by subdividing the derived elements and utilizing the AHP method. The result of this study is expected to contribute to the development of convergence smart city service by deriving what should be considered for implementation of convergence smart city service.

특집 : IT 융복합의료기기 기술 - 가상현실 기반 지능형 스포메디(Spo-medi) 융복합 기술

  • Jeong, Gyeong-Yeol;Im, Byeong-Ju;Park, Chang-Dae
    • 기계와재료
    • /
    • v.23 no.1
    • /
    • pp.6-13
    • /
    • 2011
  • 우리나라는 2000년에 고령화 사회에 공식적으로 진입하였으며 고령화는 더욱 가속화될 전망이다. 노인의 경우 신체적, 인지 및 심리적, 사회적 기능이 저하되어 올바른 사회활동을 하기가 어려울 뿐만 아니라 특성상 새로운 활동을 기피하고 쉽게 지루해 하며 소극적인 성격으로 인해 운동참여 유도가 어렵다. 노인의 건강 증진을 위해 운동 실천률을 높이는 것이 필요하며 쉽게 접근할 수 있고 상해의 위험성이 적은 환경이 제공되어야 한다. 가상현실을 기반으로 한 스포메디 융복합 기술은 스포츠를 가상현실로 구현하여 의료적 효과를 극대화 할 수 있는 기술로써 사용자의 흥미를 유발하고 운동 및 치료의 효과를 동시에 가능하게 하는 기술이다. 본 논문에서는 노인의 특징을 분석하여 가상현실 스포메디 융복합 기술이 갖춰야할 특성에 대해 제시하고, 관련 개발 기술의 연구 및 개발 동향과 스포메디 관련 시장 동향 및 정부 정책 방향에 대해서 분석하였다.

  • PDF

Development of medical/electrical convergence software for classification between normal and pathological voices (장애 음성 판별을 위한 의료/전자 융복합 소프트웨어 개발)

  • Moon, Ji-Hye;Lee, JiYeoun
    • Journal of Digital Convergence
    • /
    • v.13 no.12
    • /
    • pp.187-192
    • /
    • 2015
  • If the software is developed to analyze the speech disorder, the application of various converged areas will be very high. This paper implements the user-friendly program based on CART(Classification and regression trees) analysis to distinguish between normal and pathological voices utilizing combination of the acoustical and HOS(Higher-order statistics) parameters. It means convergence between medical information and signal processing. Then the acoustical parameters are Jitter(%) and Shimmer(%). The proposed HOS parameters are means and variances of skewness(MOS and VOS) and kurtosis(MOK and VOK). Database consist of 53 normal and 173 pathological voices distributed by Kay Elemetrics. When the acoustical and proposed parameters together are used to generate the decision tree, the average accuracy is 83.11%. Finally, we developed a program with more user-friendly interface and frameworks.

A Study on convergence video system trough Floating Hologram (플로팅 홀로그램을 통한 융복합 영상시스템 연구)

  • Oh, Seung-Hwan
    • Journal of Digital Convergence
    • /
    • v.18 no.10
    • /
    • pp.397-402
    • /
    • 2020
  • Hologram can be categorized into analog and digital hologram but there's a clear limitation in expensive equipment and content realization for ordinary people to realize. In addition, it's required to conduct study on hologram contents with interaction added, escaping out of exiting stable format like endlessly repetitive contents or passive view through specific video. Therefore, this article aims to suggest fusion image system, especially focusing on floating hologram among similar holograms. Eight elements of hologram interaction are as follows: height of camera in a three-dimensional space, interval between 3D model, overlapped model, scale, animation, position, color and 3D model change. For the floating hologram, the audience can control by themselves in real time, the popular, active hologram contents-making methodology is suggested by making the best use of fusion image system and making floating hologram easily without using expensive hologram equipment. The image system developed in actual exhibition and feedback should be complemented to develop better hologram image system.

A Study on Convergence Step Sequence through Virtual Reality (가상현실을 통한 융복합 스텝시켄서(Step Squencer) 연구)

  • Oh, Seung-Hwan
    • Journal of Digital Convergence
    • /
    • v.16 no.11
    • /
    • pp.487-493
    • /
    • 2018
  • In recent years, various virtual reality contents have been explosively developed, and the 'chance operation' in previous studies was mentioned. This study tries to implement the Step Sequencer in the virtual reality. Through the theoretical background analysis and case studies of virtual reality, three major experiential values such as Value of Overcoming Constraints, Value of Strengthening Experience, and Value of Creating New Experience were induced. A convergencestep sequencer with the presence and immersion elements was developed and presented so that the music contents divided into 4 areas can be understood easily controlled more conveniently while keeping the identity of the step sequencer. It is expected that various convergence VR contentscan be developed in the future studies.

A Study on APC-MPC in 8kbps of Convergence System (융복합 시스템의 8kbps에 있어서 APC-MPC에 관한 연구)

  • Lee, See-Woo
    • Journal of Digital Convergence
    • /
    • v.13 no.7
    • /
    • pp.177-182
    • /
    • 2015
  • In a MPC(Multi-Pulse Coding) using excitation source of voiced and unvoiced, it would be a distortion of voice waveform. This is caused by normalization of synthesis speech waveform of voiced in the process of restoration. To solve this problem, this paper present APC-MPC of amplitude-position compensation in a multi-pulses each pitch interval in order to reduce distortion of synthesis waveform. Also, I was implemented that the APC-MPC in coding system. And I evaluate the SNRseg of APC-MPC in 8kbps coding condition of convergence system. As a result, SNRseg of APC-MPC was 13.9dB for female voice and 14.3dB for male voice respectively. And so, I expect to be able to this method for cellular phone and smart phone using excitation source of low bit rate.

Component-based Convergence Development Method of Software using SETL (SETL을 이용한 소프트웨어의 컴포넌트 기반 융복합 개발 방법)

  • Yoo, Hong-Jun;Yang, Hae-Sool
    • Journal of Digital Convergence
    • /
    • v.13 no.6
    • /
    • pp.165-175
    • /
    • 2015
  • Methods to design programs which implement IT systems have been developed in various forms from flowchart to activity diagram of UML. However, program design tools and methods developed so far have not been efficient comparing to program coding tools and methods. In addition, Program design methods and tools developed until now have been difficult to support the bidirectional conversion between program design and coding, and the improvement of development productivity and maintainability. Therefore, in this study, we propose Convergence Development Method to enable working with wide bandwidth through fusing the program design and coding phase by using SOC and supporting tool named SETL which automatizes the convergence of design and coding. Thus, by using SETL, it is expected that the efficiency gap between the program design and coding phase is reduced, and development productivity and maintainability is increased. key words.

A Case Study of University Convergence Classes on Learners' Creative Ideas : Focusing on the development journal of the indie game of 'Woody' (대학의 융복합 수업이 학습자의 창의적 발상에 미친 사례 연구 : '우디'의 인디게임 개발 일지를 중심으로)

  • Kim, Seong-Hee;Lee, Kyeong-Wook
    • Journal of Korea Entertainment Industry Association
    • /
    • v.15 no.1
    • /
    • pp.153-160
    • /
    • 2021
  • In recent universities, the new-normal era. There is a growing interest in nurturing creative thinking learners who have converged thinking necessary for the AI era based on big data. This study intends to propose the expansion of science liberal arts education necessary to meet the education needs of these universities. To this end, first the status of convergence education in universities and the elements necessary for the learners' creative ideas were examined. Second, learners who took a convergence lecture at a university will look at the development case of in which convergence thinking, creative thinking, and gaming are implemented. Based on this, we would like to propose an expanded organization and operation of science liberal arts education as a way to enhance the creative thinking of learners and their competencies through convergence classes at universities.

The Study on Design and Implementation of Cloud-based Education System: Introducing Hang-Out Education System (클라우드 기반 학습 시스템의 설계 및 구현에 관한 연구: 행아웃 학습시스템 도입사례를 중심으로)

  • Lee, Seong-Chul;Park, Joo-Yeon
    • Journal of Digital Convergence
    • /
    • v.13 no.3
    • /
    • pp.31-36
    • /
    • 2015
  • The Many universities and educational institutions have focused on shifting education paradigm into smart learning using high-tech devices and internet as the level of technology has growing rapidly in every society. Especially, cyber universities and open universities in Korea are trying to develop educational network system and infrastructure corresponding to new convergence technology environment. Therefore, the purpose of this study is to introduce clouded based education system in order to suggest an effective way of using new educational learning system. This study shows the case of Hangout learning system used in K University in Korea to suggest a new educational learning model for real-time lecture and cloud based service platform for improving educational learning environment.