• Title/Summary/Keyword: 휴대폰 활용

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The Improvement Index of Smart Public Services to Advance Information Accessibility for the Elderly (고령자 정보접근성 향상을 위한 스마트 공공서비스 지표)

  • Kim, Mi-Yun;Byun, Sung-Jun
    • Journal of Digital Convergence
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    • v.16 no.5
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    • pp.43-53
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    • 2018
  • Recently, public service for the improvement of quality of life and life support such as safety, aging, disaster, welfare, housing, economy, urban environment, traffic etc are actively developed based on open public data, and the spread of the network and the necessity of everyday life, smartphones are playing a role in providing public services. Currently, the development of science is changing the life expectancy of human beings and changing into social structure in which aged people become bigger due to various social conditions and low fertility and aging problems. However, the elderly who do not have easy access to information are very uncomfortable in dealing with mobile devices with very low accessibility and utilization of public services provided by mobile phones. Therefore, this study recategorizes the condition of the elderly presented in the previous study and identifies the problem through case analysis provided for the elderly. Also, we summarize the hierarchy of the core items of the existing interface design and derive it as an improvement index of the public service design for the improvement of the information accessibility of the elderly, and propose a design method to improve the utilization of the public service provided through the mobile device.

Analysis Method and Response Guide of Mobile Malwares (모바일 악성코드 분석 방법과 대응 방안)

  • Kim, Ik-Su;Jung, Jin-Hyuk;Lee, Hyeong-Chan;Yi, Jeong-Hyun
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.35 no.4B
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    • pp.599-609
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    • 2010
  • Korean government has recently abrogated WIPI policy to open domestic mobile phone market to the world, which may result in the influx of foreign smart phones. This circumstance has given users more wide range of choices to buy a product and also has brought benefit to buy mobile phone cheaply. On the other hands, this change might have brought potential danger of mobile malware incidents which have only occurred in foreign countries. There are standardized analysis methods and response guides for computer malwares, not but for mobile malwares in our country. In this paper, we introduce existing mobile malwares and available tools for their analysis. Considering domestic circumstances which might not be properly protected against mobile malwares, we propose analysis methods and response guide of mobile malwares.

Design of Intrusion Detection System Using the Circuit Patrol to protect against information leakage through Mobile access (모바일 접근에 의한 정보 누출을 막기 위한 Circuit Patrol 침입탐지 시스템 설계)

  • 장덕성
    • Journal of the Korea Society of Computer and Information
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    • v.7 no.2
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    • pp.46-52
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    • 2002
  • Trend of wire internet has been transferred to wireless internet gradually due to the spread of mobile phone which made Possible Mobility and portability which wire internet could not afford. Not only front line of business part can access business information but also people can use government information for their daily life without limit of place. The frequent report of larceny and misuse of information has been issued to social sector that the need for IDS considering wire wireless internet. In this paper to design IDS to protect information first, searched wire internet intrusion type, intrusion detection method, and wireless intrusion type. In this paper, first, separate abnormal access at the point of system landing and detect intrusion attack with disguise through mobile wireless internet. Due to the intruder can access system normally with disguise, Circuit Patrol model has been suggested to monitor from intrusion attack.

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A Study on the Planning of Minhwa Museum Utilizing the Metaverse Platform : Focusing on Zepeto Case (메타버스 플랫폼을 활용한 민화 미술관 기획 연구 -제페토 사례를 중심으로-)

  • Choi, Eunjin;Lee, Young-suk
    • Journal of Korea Game Society
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    • v.21 no.6
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    • pp.63-74
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    • 2021
  • Metaverse fits well with the lifestyle of MZ generation who carries smart-phones at all times and value their identity. This study proposes a planning model that develops Minhwa, traditional Korean culture and arts, into art galleries on Zepeto, a metaverse platform. To this end, the characteristics of the metaverse platform, open world, sandbox, creator economy, and avatar, are analyzed and developed into a planning to open a Minhwa museum on Zepeto. While reinterpreting traditional Korean art in a modern way, it is worth researching as a metaverse planning and development model suitable for the new-tro sensibility of the MZ generation.

An Emergency-Alert Delivery Approach Based on Cell Broadcast for Smart-City IoT Devices (스마트 시티 용 IoT 단말기를 위한 셀 방송 기반의 경보 전송기법)

  • Chang, Sekchin
    • Journal of Broadcast Engineering
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    • v.27 no.5
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    • pp.762-772
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    • 2022
  • Current disaster alert broadcasting based on mobile communication systems targets personal mobile terminals such as smartphones. However, smart cities require IoT-based services such as smart homes and offices. Therefore, when severe disasters such as earthquakes occur, smart cities must quickly perform appropriate control and respond to buildings and factories. For this, a disaster warning broadcasting technique for IoT terminals for smart cities is required. In this paper, we propose a disaster alert transmission method based on 4G/5G mobile communication for IoT terminals for smart cities. The proposed method effectively utilizes the image display method for CBS, a cell-based broadcasting service, and shows the superiority of the proposed approach through simulation.

Intelligent Evaluation Algorithm for Identifying Hazards in Public Restrooms Using Virtual Reality and Sensor Data (가상현실과 센서데이터를 활용하는 공중화장실 위험요소 지능형 평가 알고리즘)

  • Shin-Sook Yoon;Jeong-Hwa Song
    • The Journal of the Korea institute of electronic communication sciences
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    • v.19 no.2
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    • pp.473-482
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    • 2024
  • This study utilized virtual reality to construct a simulated public restroom environment to identify potential hazards. The objective was to discern actual risks in real-world public restrooms through this virtual setup. During the virtual restroom experience, data from the built-in 3-axis accelerometer and gyroscope sensors of testor's smart phones were collected. Analysis of this data helped in identifying spatio temporal factors impacting the users. The determination of these factors as risk elements was based on an evaluation algorithm grounded in data analysis.

A Needs Assessment of People with Hearing Impairment for Hearing Augmentation Technology Development: Focusing on Risk Context Awareness Communication (청각증강 기술 개발을 위한 청각장애인의 욕구조사: 위험상황 인식 및 의사소통 분야를 중심으로)

  • Lee, Jun Woo;Lee, Hyuna;Bach, Jong Mie
    • 재활복지
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    • v.22 no.3
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    • pp.225-257
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    • 2018
  • The purpose of this study is to find the application point of hearing augmentation technology development through examining the risk context experience of people with hearing impairment and the use of assistive device used as an alternative technology. Data of 355 people with hearing impairment with official disability grading was analyzed. The results of this study are first, research participants had no experience of recognizing any sound or vibration in situations highest in the order of means of transportation, material, and nature. Especially the ratio of being unable to recognize the sound and vibration of means of transportation was high, which implies the high possibility of people with hearing impairment experiencing risk. Secondly, the risk context that people with hearing impairment will most likely to experience are highest in the order of traffic accident, pedestrian accident, and daily life at home. Thirdly, the recognition of 2G phone/smart phone, vibrating digital alarm clock, light bar, vibrating wrist watch as assistive device for risk context awareness and notification was high and the satisfaction level of 2G phone/smart phone was the highest. Fourthly, the research participants had high recognition of assistive device for communication in the order of hearing aid, smart phone, videophone, cochlear implant and 2G phone and it was found that the satisfaction level and communication improvement level was the highest using the smart phone. Lastly, for the development of hearing augmentation technology the research participants recognized the importance of portable/wear convenience, price, and motion accuracy and for notification delivery means they preferred the method of using sight(text and light). Based on the results of this study policy and practical plans for hearing augmentation technology development for people with hearing impairment in risk context are proposed.

Development of Mobile Tour Game for Site-specific Cultural & Historical Tour Information Service (위치 기반 역사 문화 관광 정보 서비스를 위한 모바일 투어게임 개발에 관한 연구)

  • Kim, Hyun-Jeong;Schliesser, John;Kim, Min-Soo;Chung, Han-Kyung;Park, Jung-Hyun;Park, Young-Je;Shim, Jung-Wha;Kim, Young-Hee;Kim, Min-Jung;Cho, Shin-A
    • 한국HCI학회:학술대회논문집
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    • 2007.02b
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    • pp.70-77
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    • 2007
  • 모바일 IT와 무선인터넷의 발달에 따라 디지털 컨텐츠를 담는 뉴미디어로서의 휴대폰의 가능성은 점차 확대되고 있으며, 모바일 컨텐츠 시장도 급속도로 성장하고 있다. 무선인터넷의 발달은 유선 인터넷 컨텐츠를 무선으로 확장하게 하였으며, 장소기반 관광 정보 (Location Based Information) 서비스가 우선적으로 구축되고 있다. 그러나, 현재 모바일 기기로 서비스되고 있는 대부분의 관광정보는 관광지에 대한 간단한 설명, 교통편, 숙박, 음식점 등 매우 실용적이고 일반적이어서 편리하긴 하지만, 그다지 사용하고 싶은 매력은 없는 정보에 그치고 있다. 본 연구는 기술적으로 진화하고 있는 유비쿼터스 도시 환경에서 모바일을 활용하여 어떠한 새로운 형태의 관광 컨텐츠가 가능해질 수 있을까 하는 질문에서 출발하였다. 본 논문은 정보통신연구 진흥원의 지원을 받아 진행했던 지역의 역사, 문화 정보 전달을 위한 모바일 투어 게임 "타임트렉" 프로토타입 개발에 관한 리서치, 컨셉, 프로세스를 정리한 것이다. "타임트렉" 프로젝트에서 추구했던 방향은 문화적, 역사적으로 중요한 장소를 투어하면서 모바일 미디어를 활용하여 보다 깊은 역사, 문화 정보를 새롭고 재미있는 방법으로 전달하고자 하는 것이었다. 특히, 사용자의 보다 적극적인 참여와 흥미유발을 위해 시간여행 능력을 가진 탐정이 과거로 시간여행을 통해 사건을 해결하는 롤플레잉 스토리 기반 게임과 물리적 장소에서 답을 찾아야 하는 오프라인 퀘스트 게임의 형식을 포함하는 모바일 투어 게임형태로 구축하였다. 이렇게 함으로써 관광객들에게 보다 그 장소에 대해 알고 싶어 하는 흥미를 유도하고 투어를 완료하게 유도함으로써 만족스럽고 새로운 관광 경험을 제공하는 것을 목적으로 하였다. 새로운 타입의 모바일 관광서비스의 프로토타입 개발에 있어 중점을 두었던 부분은 역사적으로 중요한 장소를 워킹 트레일로 구성하고 그 장소가 가지는 기본적인 문화, 역사적 정보에 오락적 요소(스토리와 게임 요소)를 자연스럽게 혼합하여 흥미로운 컨텐츠를 만들는 것이었으며, 또한 모바일이 가진 위치기반 서비스 기능을 활용하여 효과적으로 컨텐츠를 적재적소에 제시하는 인터페이스 구현에 중점을 두었다. 논문에서는 먼저, 기존의 국내외 모바일 관광정보서비스의 사례 및 연구 동향을 분석하고, 이에 따라 설정한 "타임트렉" 프로젝트의 방향성과, "타임트렉" 프로젝트에서 개발했던 프로토타입에 대하여 요약, 설명하였으며, 사용자 테스트 과정을 기술하였다. 그리고 마지막으로, 시장 세분화에 따른 관광 정보 서비스의 엔터테인먼트화 전략에 대해 논의하였다. 본 연구에서 시도했던 지역의 역사, 문화 관광을 위한 LBS 모바일 기술과 스토리, 게임 등 엔터테인먼트 요소의 결합은 관광객들에게 새로운 형태의 즐거운 관광 경험을 창출할 수 있으며, 관광 산업과 모바일 컨텐츠 산업의 결합이라는 새로운 접근의 장을 개척할 수 있을 것이다.

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Analyses on Attitudes to Smart Education-related Variables Based on Parents' Age, Levels of Education and Income (학부모의 연령, 학력 및 소득수준에 따른 스마트교육 관련변인 태도분석)

  • Kim, Jae-Hoon;Park, Young-Ran;Lim, Keol
    • Journal of the Korea Society of Computer and Information
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    • v.18 no.11
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    • pp.255-264
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    • 2013
  • This research was conducted to analyze parents' attitudes on the issues related to the Smart Education Initiative Korea. The questions included the usefulness of major digital tools for educational purposes, knowledge on the Smart Education, necessity for better educational methods, and Bring Your Own Devices (BYOD) policy. A total of 432 response cases from the parents were analyzed considering the parents' age, academic level, and income. As a result, parents regarded desktop PCs as more effective tools for learning when compared to tablet PCs. Meanwhile, mobile devices and SNSs were hardly considered as instructional tools. Second, familarity and understanding of the Smart Education were proportional to household income and mothers' education levels. Third, parents needed for the change in educational methods and agreed with the importance of students' self-regulated learning, collaboration, inquiry ability and creativity. Fourth, regarding BYOD, parents were willing to buy devices with a reasonable price. In conclusion, it is required to reflect the results of the study when implementing the Smart Education throughout the nation.

A School-tailored High School Integrated Science Q&A Chatbot with Sentence-BERT: Development and One-Year Usage Analysis (인공지능 문장 분류 모델 Sentence-BERT 기반 학교 맞춤형 고등학교 통합과학 질문-답변 챗봇 -개발 및 1년간 사용 분석-)

  • Gyeongmo Min;Junehee Yoo
    • Journal of The Korean Association For Science Education
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    • v.44 no.3
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    • pp.231-248
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    • 2024
  • This study developed a chatbot for first-year high school students, employing open-source software and the Korean Sentence-BERT model for AI-powered document classification. The chatbot utilizes the Sentence-BERT model to find the six most similar Q&A pairs to a student's query and presents them in a carousel format. The initial dataset, built from online resources, was refined and expanded based on student feedback and usability throughout over the operational period. By the end of the 2023 academic year, the chatbot integrated a total of 30,819 datasets and recorded 3,457 student interactions. Analysis revealed students' inclination to use the chatbot when prompted by teachers during classes and primarily during self-study sessions after school, with an average of 2.1 to 2.2 inquiries per session, mostly via mobile phones. Text mining identified student input terms encompassing not only science-related queries but also aspects of school life such as assessment scope. Topic modeling using BERTopic, based on Sentence-BERT, categorized 88% of student questions into 35 topics, shedding light on common student interests. A year-end survey confirmed the efficacy of the carousel format and the chatbot's role in addressing curiosities beyond integrated science learning objectives. This study underscores the importance of developing chatbots tailored for student use in public education and highlights their educational potential through long-term usage analysis.