• Title/Summary/Keyword: 인터넷 사용자

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A Web-based Internet Program for Nutritional Assessment and Diet Management of Patient Having Hyperlipidemia (고지혈증 환자의 웹기반 식사관리 및 영양평가 프로그램)

  • 한지숙;허지연
    • Journal of the Korean Society of Food Science and Nutrition
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    • v.32 no.2
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    • pp.287-294
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    • 2003
  • The purpose of this study was to develop a web-based internet program for nutritional assessment and diet management of patient having hyperlipidemia. Hyperlipidermia were classified by hypercholesterolemia and hypertriglyceridemia. The program consisted of four parts according to their functions and contents. The first part explained the metabolism of lipids and defined the hyperchotesterolemia and hypertriglyceridemia. The second part is to assess the general health status such as body weight, obesity index, basal metabolic rate and total energy requirement by the input of age, sex, height, weight and degree of activity. This part also provides the Patient with menus lists and 1 day menu suitable to his weight, activity and the status of hyperlipidemia and offers the information for food selection, snacks, convenience foods, dine-out, behavioral modification, cooking methods, food exchange lists, and information on energy and nutrients of foods and drinks, and top 20 foods classified by nutrients. The third part is designed to investigate diet history of patient, that is, to find out his inappropriate dietary habit and give him some suggestions for appropriate dietary behavior. This part also offers on-line counseling and frequently asked Questions. The fourth part is evaluating their energy and nutrients intake by comparing with recommended dietary allowance for Koreans or standardized data for patient with hyperlipidemia. In this part, it is also analyzing energy and nutrients of food consumed by food group and meals, and evaluating the status of nutrient intake. These results are finally displayed as tabular forms and graphical forms on the computer screen.

Design of Narrative Text Visualization Through Character-net (캐릭터 넷을 통한 내러티브 텍스트 시각화 디자인 연구)

  • Jeon, Hea-Jeong;Park, Seung-Bo;Lee, O-Joun;You, Eun-Soon
    • The Journal of the Korea Contents Association
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    • v.15 no.2
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    • pp.86-100
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    • 2015
  • Through advances driven by the Internet and the Smart Revolution, the amount and types of data generated by users have increased and diversified respectively. There is now a new concept at the center of attention, which is Big Data for assessing enormous amount of data and enjoying new values therefrom. In particular, efforts are required to analyze narratives within video clips and to study how to visualize such narratives in order to search contents stored in the Big Data. As part of the research efforts, this paper analyzes dialogues exchanged among characters and offers an interface named "Character-net" developed for modelling narratives. The interface Character-net can extract characters by analyzing narrative videos and also model the relationships between characters, both in the automatic manner. This signifies a possibility of a tool that can visualize a narrative based on an approach different from those used in existing studies. However, its drawbacks have been observed in terms of limited applications and difficulty in grasping a narrative's features at a glace. It was assumed that Character-net could be improved with the introduction of information design. Against the backdrop, the paper first provides a brief explanation of visualization design found in the data information design area and investigates research cases focused on the visualization of narratives present in videos. Next, key ideas of Character-net and its technical differences from existing studies have been introduced, followed by methods suggested for its potential improvements with the help of design-side solutions.

A Study on the Expected Effect of Mobile Prepaid Payment for the Activation of Food Waste Volume-Rate System (음식물 종량제 활성화를 위한 모바일 선불결제 적용에 따른 기대효과 연구)

  • Kim, YongIl;Kim, SeungCheon
    • Journal of Convergence for Information Technology
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    • v.10 no.11
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    • pp.47-54
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    • 2020
  • This study proposes an NFC-based payment system that considers user convenience while expanding the existing payment method for RFID-based individual food and logistics waste equipment. In line with this trend, I proposed to apply NFC to the existing RFID-based food meter to release the food in the meantime and to address the problem of re-carrying due to card loss, card not possessed, and non-filling, and the question that could not be identified by various cumbersome procedures. NFC's function alone has been certified for its convenience, which led to its introduction and research in the period of time. Of course, we need to negotiate fees with the transportation card company, but if we see a market share related to transportation card soon, we think smooth negotiations will take place. NFC method will be expanded to all phones with iPhone NFC opening. Therefore, in the next study, we intend to apply the payment system in NFC by linking with local currency, mobile vouchers, and card companies, which are being paid as respective payment means according to the recent emergency support system for COVID-19.

A Study on the Current Situation and Problems of Agricultural Products e-Commerce in Korea (B2B 농산물 전자상거래 활성화 방안과 과제에 관한 연구)

  • Kim, Kyu-Hyong;Lee, Moon-Seok
    • International Commerce and Information Review
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    • v.13 no.1
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    • pp.29-52
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    • 2011
  • A predictable and manageable output is desirable for most businesses. However, it is very difficult to control the quality and quantity of products in the food and agriculture business. Predictable outputs help managers plan their marketing, sales, and inbound and outbound logistics, but these are not easy to achieve in the food and agriculture business. Various industries have adopted different levels of automation and utilization of information systems for quality/quantity control; however e-Commerce of the food and agriculture industry is far behind those of other industries. Today, the food and agriculture industry is supposed to be more integrated than ever in order to reduce risks and improve processing costs, from farm to table. Since its operations including production, processing, storage, distribution, and management are dispersed all over the world, the food and agricultural industries now depend more on IT than other industries. This study attempts to develop a framework to analyze the current situation of agricultural product e-Commerce in Korea, and finds out the actual situation of the farmers operating on-line shopping systems through the developed framework and suggests some improvements.

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The Success Factors and Strategy of Social Network Online Game in Korea: A Case Study of Nexon (국내 Social Network Online Game(SNOG)의 성공 요인 및 전략: Nexon 사례 연구)

  • Yoo, Byung-Joon;Kim, Kwan-Soo
    • Journal of Korea Game Society
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    • v.11 no.6
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    • pp.127-138
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    • 2011
  • The creation and interchange of information through the Internet network forms online community and makes Social Network Game (SNG) as a new entertainment by grafting it onto the most popular online games. SNG means the service which amalgamates social network service (e.g., Facebook, Twitter, etc) strong points and the fun of online game. It promotes the intimacy of relation between the friends above social network service and the gaming amusement for users. The domestic SNG market is currently fast changing according to the smart environment which is quickly shifted. The existing online game field will continuously maintain a market size. SNOG will be more developed because it is competitive from the business perspective of managing cost and production cost when compares with the existing online game. In relation to Facebook, Twitter, etc. overseas SNS platform base SNOG service, the domestic competition for launching SNG is expected to heat up as NHN, Daum and SK Communication introduce open type SNS. This study examines the successful factors and strategy for domestic SNOG by studying the case of MapleStory Adventures successful possibility. The possible successful factors are combing SNS on the existing popular online game, marketing through the existing users, and solving the platform problem of a failure factor of NexonStar. This case study is expected to contribute to the domestic SNOG industry development by providing several implications for the successful factors and strategy of SNOG which will be continuously developed.

A Study on the Economically Cost of User Using New Communication Technology of Smartphone: Focusing on the S Telecom in Korea (스마트폰 새로운 통신기술 도입에 따른 사용자의 경제적 부담에 관한 연구: 국내 S사 중심으로)

  • Nam, Soo-tai;Kim, Do-goan;Jin, Chan-yong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.10a
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    • pp.243-246
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    • 2013
  • Recently, the 4th generation of mobile communications in Korea with anyone supports was supported high speed multimedia communication services. With the launch of Apple iPhone, there is an explosion of interest in Smartphone itself as well as Internet-based services using Smartphone are being revitalized. Smartphone users, opinion experts almost of the economically active population is using, it has reached the saturation past the early stages of formation. In 1989, the 1st generation mobile communication service has been started with the analog voice service. After this, the 2nd generation mobile communication service for short messages and digital voices has been developed. And, the 3rd generation service of low speed data and low quality videos has been realized in 2000s. The very high speed data service of LTE (long term evolution), which is the 4th generation mobile communication service standards, had been in July 2011. and the subscribers are increasing constantly. However, changes in communication technology, has given an economical cost to Smartphone users. Therefore, the purposes of this study was trending of the communication cost according to the change in the communication technology of the mobile communication industry.

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Research for the Element to Analyze the Performance of Modern-Web-Browser Based Applications (모던 웹 브라우저(Modern-Web-Browser) 기반 애플리케이션 성능분석을 위한 요소 연구)

  • Park, Jin-tae;Kim, Hyun-gook;Moon, Il-young
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.10a
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    • pp.278-281
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    • 2018
  • The early Web technology was to show text information through a browser. However, as web technology advances, it is possible to show large amounts of multimedia data through browsers. Web technologies are being applied in a variety of fields such as sensor network, hardware control, and data collection and analysis for big data and AI services. As a result, the standard has been prepared for the Internet of Things, which typically controls a sensor via HTTP communication and provides information to users, by installing a web browser on the interface of the Internet of Things. In addition, the recent development of web-assembly enabled 3D objects, virtual/enhancing real-world content that could not be run in web browsers through a native language of C-class. Factors that evaluate the performance of existing Web applications include performance, network resources, and security. However, since there are many areas in which web applications are applied, it is time to revisit and review these factors. In this thesis, we will conduct an analysis of the factors that assess the performance of a web application. We intend to establish an indicator of the development of web-based applications by reviewing the analysis of each element, its main points, and its needs to be supplemented.

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A Quantitative Trust Model based on Empirical Outcome Distributions and Satisfaction Degree (경험적 확률분포와 만족도에 기반한 정량적 신뢰 모델)

  • Kim, Hak-Joon;Sohn, Bong-Ki;Lee, Seung-Joo
    • The KIPS Transactions:PartB
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    • v.13B no.7 s.110
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    • pp.633-642
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    • 2006
  • In the Internet environment many interactions between many users and unknown users take place and it is usually rare to have the trust information about others. Due to the lack of trust information, entities have to take some risks in transactions with others. In this perspective, it is crucial for the entities to be equipped with functionality to accumulate and manage the trust information on other entities in order to reduce risks and uncertainty in their transactions. This paper is concerned with a quantitative computational trust model which takes into account multiple evaluation criteria and uses the recommendation from others in order to get the trust for an entity. In the proposed trust model, the trust for an entity is defined as the expectation for the entity to yield satisfactory outcomes in the given situation. Once an interaction has been made with an entity, it is assumed that outcomes are observed with respect to evaluation criteria. When the trust information is needed, the satisfaction degree, which is the probability to generate satisfactory outcomes for each evaluation criterion, is computed based on the empirical outcome outcome distributions and the entity's preference degrees on the outcomes. Then, the satisfaction degrees for evaluation criteria are aggregated into a trust value. At that time, the reputation information is also incorporated into the trust value. This paper also shows that the model could help the entities effectively choose other entities for transactions with some experiments in e-commerce.

The Inplementation of Fault-Tolerant Dual System Using the Hot-Standby Sparing Technique (핫 스탠바이 스페어링 기법을 이용한 고장 감내 이중화 시스템 설계)

  • Shin Jin wook;Park Dong sun
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.29 no.10A
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    • pp.1113-1122
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    • 2004
  • This paper is basically to achieve the high-availability and high-reliability of the control system from the implementation of the fault-tolerant system using the hot-standby sparing technique. To meet the objective, we design and implement a board with fault tolerance I/O bus to detect the fault. Warm-standby sparing technique is the fault tolerance technique usually used for switching control system in present. This technique can be easily implemented, but can not detect the fault quickly and can malfunction because of the hardware fault. The hot-standby sparing fault tolerant technique implemented in this paper is consists of dual processor modules and a I/O processor using fault tolerant I/O bus. The proposed method can find the faults as soon as possible, so it can prevent from wrong operation. Also it is possible to normal re-service due to the short recovering time. To implement the fault-tolerant dual system with fault detection be, two daughter, called FTMA and FTIA, boards designed and implemented are applied to the system. And we also simulated the proposed method to verify the high-availability and high-reliability of the control system using Markov process.

Design and Implementation of Geographical Handoff System Using GPS Information (GPS정보를 이용한 위치기반 핸드오프 시스템의 설계 및 구현)

  • Han, Seung-Ho;Yang, Seung-Chur;Kim, Jong-Deok
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.35 no.1A
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    • pp.33-43
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    • 2010
  • Recently, users want to use real-time multimedia services, such as internet, VoIP, etc., using their IEEE 802.11 wireless lan mobile stations. In order to provide such services, a handoff among access points is essential to support the mobility of a node, in such an wide area. However, the legacy handoff methods of IEEE 802.11 technology are easy to lose connections. Also, the recognition of a disconnection and channel re-searching time make the major delay of the next AP to connect. In addition, because IEEE 802.11 decides the selection of an AP depending only on received signal strength, regardless of a node direction, position, etc., it cannot guarantee a stable bandwidth for communication. Therefore, in order to provide a real-time multimedia service, a node must reduce the disconnection time and needs an appropriate algorithm to support a sufficient communication bandwidth. In this paper, we suggest an algorithm which predicts a handoff point of a moving node by using GPS location information, and guarantees a high transmission bandwidth according to the signal strength and the distance. We implemented the suggested algorithm, and confirmed the superiority of our algorithm by reducing around 3.7ms of the layer-2 disconnection time, and guaranteed 24.8% of the communication bandwidth.