• Title/Summary/Keyword: 컴퓨터 사용 빈도

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Implementation of the Smartphone Based Carpal Tunnel Syndrome Monitoring System (스마트폰 기반의 손목터널증후군 모니터링 시스템 구현)

  • Hwang, Woo-Jin;Yang, Yoon-Jeong;Jeong, Do-Un
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.10a
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    • pp.827-829
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    • 2016
  • 장시간 컴퓨터나 스마트폰을 사용하는 사람들에게서 손목터널증후군(Carpal Tunnel Syndrome)의 발생 가능성이 높아지며, 이를 방지하기 위해서는 꾸준한 손목 스트레칭과 위험성의 모니터링을 통한 사용자 피드백이 중요하다. 본 연구에서는 사용자 스스로가 손목 터널 증후군의 위험성을 인지하고, 손목 스트레칭 할 수 있도록 손목 터널 증후군 예방 시스템(Carpal Tunnel Syndrome Prevention System, CTSPS)을 구현하였다. 전체 시스템은 하드웨어와 소프트웨어로 구성되며, 소프트웨어는 사용자가 설정한 사용 시간과 잠금 시간을 바탕으로 알림 및 잠금을 수행한다. 이때 사용자는 아두이노와 가속도 센서를 이용하여 손목 스트레칭 할 수 있으며, 사용 패턴을 분석하여 사용자에게 맞는 생활 가이드를 제공할 수 있다. 구현된 시스템을 평가하기 위해 피실험자 5명을 대상으로 3일간 스마트폰 사용 시간 및 터치 횟수를 측정하였고, 설문조사를 수행한 결과 스마트폰의 사용 빈도가 줄었으며, 통증 완화 등 긍정적인 효과를 확인할 수 있었다.

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A Practical Method of a Distributed Information Resources Based on a Mediator for the u-Learning Environment (유비쿼터스 학습(u-Learning)을 위한 미디에이터 기반의 분산정보 활용방법)

  • Joo, Kil-Hong
    • Journal of The Korean Association of Information Education
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    • v.9 no.1
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    • pp.79-86
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    • 2005
  • With the rapid advance of computer and communication technology, the amount of data transferred is also increasing more than ever. The recent trend of education systems is connecting related information semantically in different systems in order to improve the utilization of computerized information Therefore, Web-based teaching-learning is developing in the ubiquitous learning direction that learners select and organize the contents, time and order of learning by themselves. That is, it is evolving to provide teaching-learning environment adaptive to individual learners' characteristics (their level of knowledge, pattern of study, areas of interest). This paper proposes the efficient evaluation method of learning contents in a mediator for the integration of heterogeneous information resources. This means that the autonomy of a remote server can be preserved to the highest degree. In addition, this paper proposes the adaptive optimization of learning contents such that available storage in a mediator can be highly utilized at any time. In order to differentiate the recent usage of a learning content from the past, the accumulated usage frequency of a learning content decays as time goes by.

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A Method for Detection and Correction of Pseudo-Semantic Errors Due to Typographical Errors (철자오류에 기인한 가의미 오류의 검출 및 교정 방법)

  • Kim, Dong-Joo
    • Journal of the Korea Society of Computer and Information
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    • v.18 no.10
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    • pp.173-182
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    • 2013
  • Typographical mistakes made in the writing process of drafts of electronic documents are more common than any other type of errors. The majority of these errors caused by mistyping are regarded as consequently still typo-errors, but a considerable number of them are developed into the grammatical errors and the semantic errors. Pseudo semantic errors among these errors due to typographical errors have more noticeable peculiarities than pure semantic errors between senses of surrounding context words within a sentence. These semantic errors can be detected and corrected by simple algorithm based on the co-occurrence frequency because of their prominent contextual discrepancy. I propose a method for detection and correction based on the co-occurrence frequency in order to detect semantic errors due to typo-errors. The co-occurrence frequency in proposed method is counted for only words with immediate dependency relation, and the cosine similarity measure is used in order to detect pseudo semantic errors. From the presented experimental results, the proposed method is expected to help improve the detecting rate of overall proofreading system by about 2~3%.

Region-Based Image Retrieval System using Spatial Location Information as Weights for Relevance Feedback (공간 위치 정보를 적합성 피드백을 위한 가중치로 사용하는 영역 기반 이미지 검색 시스템)

  • Song Jae-Won;Kim Deok-Hwan;Lee Ju-Hong
    • Journal of the Korea Society of Computer and Information
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    • v.11 no.4 s.42
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    • pp.1-7
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    • 2006
  • Recently, studies of relevance feedback to increase the performance of image retrieval has been activated. In this Paper a new region weighting method in region based image retrieval with relevance feedback is proposed to reduce the semantic gap between the low level feature representation and the high level concept in a given query image. The new weighting method determines the importance of regions according to the spatial locations of regions in an image. Experimental results demonstrate that the retrieval quality of our method is about 18% in recall better than that of area percentage approach. and about 11% in recall better than that of region frequency weighted by inverse image frequency approach and the retrieval time of our method is a tenth of that of region frequency approach.

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Analysis of trends in deep learning and reinforcement learning

  • Dong-In Choi;Chungsoo Lim
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.10
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    • pp.55-65
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    • 2023
  • In this paper, we apply KeyBERT(Keyword extraction with Bidirectional Encoder Representations of Transformers) algorithm-driven topic extraction and topic frequency analysis to deep learning and reinforcement learning research to discover the rapidly changing trends in them. First, we crawled abstracts of research papers on deep learning and reinforcement learning, and temporally divided them into two groups. After pre-processing the crawled data, we extracted topics using KeyBERT algorithm, and then analyzed the extracted topics in terms of topic occurrence frequency. This analysis reveals that there are distinct trends in research work of all analyzed algorithms and applications, and we can clearly tell which topics are gaining more interest. The analysis also proves the effectiveness of the utilized topic extraction and topic frequency analysis in research trend analysis, and this trend analysis scheme is expected to be used for research trend analysis in other research fields. In addition, the analysis can provide insight into how deep learning will evolve in the near future, and provide guidance for select research topics and methodologies by informing researchers of research topics and methodologies which are recently attracting attention.

Quantitative Evidence on the Uses of the First Person Pronoun (I and We) in Journal Paper Abstracts (논문 초록상 사용되는 일인칭 대명사(I, We)의 수량적 활용도)

  • Kim, Eungi
    • Journal of the Korean Society for information Management
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    • v.32 no.1
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    • pp.227-243
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    • 2015
  • The objective of this research was to quantitatively examine the uses of first person pronouns in academic journal paper abstracts. An approximate total of 144,400 abstracts that comprising of four disciplines (chemistry, computer sciences, social sciences, and medicine) from nine countries (China, Germany, India, Japan, South Korea, France, Spain, United Kingdom, and U.S.) were quantitatively examined. By exploring the use of first person pronoun in abstracts, this paper examined the current practices among academics in the world. The results indicate the norms of each author's country and the norms of each discipline. Furthermore, the frequency-count result of this study contradicted viewpoints of academics who disapprove the use of personal person expressions in abstracts. An implication of this study is that there is a need for academics to acknowledge the uses of first person pronoun in the real world before forming personal opinions regarding the first person pronoun.

A Family Outdoor Game Development based on Large Screen Display: Punch Punch Diet (대형스크린 기반 가족형 아웃도어 게임 개발: 펀치 펀치 다이어트)

  • Kim, Si-Jung;Choi, Yun-Bum;Lee, Juck-Sik
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.1313-1318
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    • 2006
  • 게임이 생활의 일부분과 산업구조상 핵심산업으로 자리하면서 그 사용빈도가 점점 증가하고 있으나 그 주 사용층이 젊은층이고 온라인 형태의 게임컨텐츠가 주를 이루면서 사용자들의 체력저하 및 개인화, 그리고 그들 가족간의 대화시간이 줄어들고 있다. 본 논문에서는 개인화되는 온라인 게임을 탈피하여 게임의 장르를 가족형 게임 (Family Game), 아웃도어 (Outdoor) 그리고 협력(Cooperation)의 개념으로 설정하고, 게임 소재를 사회적 문제점으로 떠오르고 있는 다이어트로 함으로써 새로운 시각에서 가족 구성원 모두가 게임에 참여할 수 있는 다수 참여형 인터렉티브 게임, 펀치 펀치 다이어트 (Punch Punch Diet)를 구현하였다. 본 논문에서 구현한 펀치펀치다이어트 게임은 대형스크린을 기반으로 한 가족형 게임에 관한 것으로, 컴퓨터 비전을 이용하여 게임참여자의 특정색상 및 패턴검출을 함으로써 기존의 마우스와 조이스틱등이 가지고 있던 정적인 입력인터페이스 방식을 탈피하여 게임 참여자 모두가 몸의 위치를 입력으로 이용하는 직관적 사용자 입력 인터페이스를 사용하였다. 펀치펀치 다이어트 게임은 기존 게임이 가지고 있던 "사람-(물리적 입력장치)-게임"의 관계를 "사람-(비접촉 입력장치)-게임"의 관계로 매핑한 게임으로 게임에 참여하는 사용자가 특별한 컴퓨터 입력장치 조작에 관련된 지식없이도 능동적으로 게임에 참여할 수 있도록 하였다.

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Applying Interactive Media Art to VJing (V제잉에서 인터랙티브미디어아트 활용)

  • Kim, Yun-Tae
    • The Journal of the Korea Contents Association
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    • v.7 no.10
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    • pp.80-88
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    • 2007
  • Applying Visual Art to pop music performance is gradually increasing. A video editor which simply mixes a number of images was mainly used in the past, but now various computer software make it easy to control visual art by development of computer technology, and it became possible for you to express unique and inimitable idea as well. Compare that a complicated equipment which makes them spend much expense and time was only used in the big size of concert hall in early days, a small and simple one now helps you easily apply your idea to Visual art in Pop music performance even in the small club. The technic of Visual art is being developed gradually especially by using computer The point of this study is how to apply real-time interaction between sound and visual image to interactive media art.

A Study on the Product Planning Model based on Word2Vec using On-offline Comment Analysis (온·오프라인 댓글 분석이 활용된 Word2Vec 기반 상품기획 모델연구)

  • Ahn, Yeong-Hwi;Jung, Jin-Young;Park, Koo-Rack
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2021.07a
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    • pp.79-80
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    • 2021
  • 인터넷은 우리 경제를 디지털 경제로 변화시키며 전자상거래도 증가하고 있다. 따라서 구매자가 전자상거래에서 남기는 긍정적인, 부정적인 상품평은 상품기획의 주요 정보가 될 수 있다. 본 논문에서는 버티컬 무소음 마우스 10,000개에 대한 정형화된 데이터셋을 Word2Vec을 이용하여 유사도 분석, 온라인 상품평 빈도분석 상위 50개 단어를 제시하여 실제 상품을 사용한 후 설문조사 시행을 하였다. 온라인 상품평 유사도 분석결과 클릭 키워드에 대한 장점으로 통증(.986), 디자인(.982)가 분석되었으며 단점은 적응(.866), 불편(.854)이었다. 오프라인 상품평에서는 장점으로 디자인(17명), 단점으로 불편(11명)이었다. 또한 온라인과 오프라인의 상품평을 비교함으로써 구매자의 긍정, 부정의 의미를 교차 확인하여 유의미한 정보를 제시 하였다고 볼수 있다. 따라서 본 연구에서 제시하는 상품기획 프로세스를 신상품 개발 및 기존 상품의 개선 전략으로 적용할 수 있겠다.

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Design and Implementation of Computer Engineering Technical Interview Support System (컴퓨터 공학 기술 면접 지원 시스템의 설계 및 구현)

  • Dong-Hyun Lee;Seung-Min Park;Dong-Hyun Kim
    • The Journal of the Korea institute of electronic communication sciences
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    • v.19 no.3
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    • pp.603-608
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    • 2024
  • Recently, the frequency of computer engineering and technology interviews has increased in the process of hiring developers, and accordingly, the burden of technical interviews among interviewees has also increased. However, during computer engineering technical interview practice, it is difficult to judge whether one's answers are correct, and to measure the appropriate vocalization speed by oneself. In this paper, we propose a computer engineering technical interview support system using similarity measurement technology. The proposed system measures the technical accuracy of the interviewee's answers through a sentence similarity evaluation procedure using cosine similarity to measure the technical accuracy of the interviewee's answers. It also measures the speech rate and provides it to the interviewee.