• Title/Summary/Keyword: Accessibility technology

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User Satisfaction Enhancement of 'Smart Long-Term Care' Mobile Application: In-depth Interview and Topic Modeling (스마트 장기요양 애플리케이션의 사용자 만족도 개선방안 도출: 심층 인터뷰와 토픽 모델링 활용)

  • Hong, Seoeui;An, Jaeyoung;Kwon, Youngshim
    • Journal of Information Technology Services
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    • v.21 no.1
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    • pp.163-179
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    • 2022
  • Two dominant phenomena in modern world; population ageing and digitalization, have led public sector organizations to heavily rely on B2C(Business-to-Consumer) mobile applications. Yet, fatal concerns and complaints have often been raised by the mobile application users, notably from social welfare sector. With the continual expansion of digital landscape as well as the growth of life expectancy, usage of mobile applications has become prevalent across the stakeholders involved in social welfare sector. 'Smart Long-Term Care (SLTC)', inter alia, is a primary example of such mobile applications, designed to support Long-Term Residential Care (LTRC) service. The main goal of SLTC is to serve more convenient and practical LTRC service for both caregivers and care receivers. To examine user satisfaction of SLTC mobile application, this study investigates existing challenges and means to improve user satisfaction. Hence, we conducted this study using two methods: in-depth interview and topic modeling. Interestingly, two research outcomes commonly indicated that 5 factors (stability, accessibility, usefulness, responsiveness, and ease of use) were found significant in affecting user satisfaction of SLTC. Our findings suggest that the aforementioned factors can be seen as potential causes of the genuinely low user satisfaction. Eventually, this work will be a stepping-stone to elevate the overall quality level of LTRC service along with the user satisfaction degree of SLTC mobile application.

Prospects For The Development Of Distance Educational Learning Technologies During The Training Of Students Of Higher Education

  • Rohach, Oksana;Pryhalinska, Tetiana;Kvasnytsya, Iryna;Pohorielov, Mykhailo;Rudnichenko, Mykola;Lastochkina, Olena
    • International Journal of Computer Science & Network Security
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    • v.22 no.9
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    • pp.353-357
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    • 2022
  • This article identifies the problems and substantiates the directions for the development of distance learning technologies in the training of personnel. An example of using digital media to create a remote access laboratory is given. The article is devoted to the definition of the main aspects of the organization of distance education. Rapid digitization, economic, political and social changes taking place in Ukraine necessitate the reform of the education system. First of all, it concerns meeting the educational needs of citizens throughout their lives, providing access to educational and professional training for all who have the necessary abilities and adequate training. The most effective solution to the above-mentioned problems is facilitated by distance learning. The article analyzes the essence and methods of distance learning organization, reveals the features of the use of electronic platforms for the organization of this form of education in different countries of the world. The positive characteristics of distance learning are identified, namely: extraterritoriality; savings on transport costs; the interest of modern youth in the use of information tools in everyday life; increase in the number of students; simplicity and accessibility of training; convenient consultation system; democratic relations between the student and the teacher; convenience for organizations in training their employees without interrupting their regular work; low level of payment for distance education compared to traditional education; individual learning pace; new teacher status. Among the negative features of online education, the author refers to the following problems: authentication of users during knowledge verification, calculation of the teacher's methodological load and copyright of educational materials; the high labor intensity of developing high-quality educational content and the high cost of distance learning equipment; the need to provide users with a personal computer and access to the Internet; the need to find and use effective motivation mechanisms for education seekers.

Design of Indoor Location-based IoT Service Platform

  • Kim, Bong-Han
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.12
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    • pp.231-238
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    • 2022
  • In this paper, among short-range wireless communication technologies such as Beacon, Bluetooth, UWB (Ultra-wideband), ZigBee, NFC (Near Field Communication), Z-Wave, 6LoWPAN (IPv6 over Low power WPAN), D2D (Device to Device), etc., proposed an IoT service platform based on a beacon that can provide indoor positioning. And, a beacon-linked web server was designed by blocking indiscriminate beacon spam signals and applying REST web service technology with flexibility and scalability. Data accessibility between different devices was verified by testing the success rate of data transmission, the success rate of blocking beacon push, the success rate of IoT interlocking processing, the accuracy of location positioning, and the success rate of REST web service-based data processing. Through the designed IoT service platform, various proposals and research on short-distance-based business models and service platforms will be conducted in the future.

Examining conducting Hanbok fashion shows in the metaverse (한복 패션쇼의 메타버스 구현을 위한 탐색적 연구)

  • Eunju Park;Young-Ju Rhee
    • The Research Journal of the Costume Culture
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    • v.31 no.2
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    • pp.173-192
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    • 2023
  • This study conducted in-depth interviews with experts to implement Hanbok shows on metaverse, which can contribute to the succession and development of Hanbok design and to establish a platform that fits the reality of the Hanbok industry and consumers. In-depth interviews were conducted to collect opinions from experts, and the derived contents were divided and analyzed using an affinity diagram. Experts were positive about the use of the metaverse platform of the Hanbok show in terms of impact, accessibility, exposure, virtual fitting, issuance of NFTs, and promotion of Hanbok brands. As a result of verifying the validity of the four components of metaverse, experts highly evaluated the possibility of using Hanbok shows in the order of virtual reality, augmented reality, mirror world, and lifelogging. Visuality, influence, marketing efficiency in virtual reality, immersion in augmented reality, fantasy and artistic elements, expression, diversity, and abundant experiences were expected. The platform's requirements emphasized realistic implementation equipment and technology, collaboration between Hanbok designers and producers, in addition to government support. Results of this study showed that appropriate target was analyzed to be in the 10-30s, and the appropriate price range was found to be able to sell at a discount of 40-80% compared to offline. This study provides useful implications for the service development of metaverse content, which will also be actively used in the Hanbok field, and can be used as basic data for reviving the Korean Hanbok industry and strengthening international competitiveness.

Implementation of Recommender System of Seoul Urban Parks Using Rule-based Expert System based on PROLOG (PROLOG기반의 규칙 기반 전문가 시스템을 이용한 서울시 도시 공원 추천 시스템 구현)

  • Son, Se-Jin;Kim, Da-Hee;Cho, Ye-Bon;Chun, Soo-Wan;Lee, Kang-Hee
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.7
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    • pp.847-856
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    • 2017
  • In this paper, we propose a system to users which recommends suitable park using linguistic objects by rule-based inference engine which is made with Prolog. According to the function of city park, which provides positive elements to people such as social, psychological, environmental, and physical, Seoul city park is classified into 6 categories. The classified parks are recommended to users based on the rule based expert system. Rule-based object of park recommendation designs nine linguistic objects based on activity, multi-purposiveness, accessibility, and usage of time. This assigns allowed value accordingly. Generated rules by using these values are fired by user's preference, and infer recommended park. Information on preferences is obtained by way of dialogue, in which the user is asked questions about the three elements that are the criteria for choosing a park. As a result, through the park recommendation system, we intend to increase the user's satisfaction of using park and leisure activities.

Analysis of the Status and Future Direction for Digital Therapeutics in Children and Adolescent Psychiatry

  • Haemi Choi;Bora Kim;Insoo Kim;Jae-Gu Kang;Yoonjae Lee;Hyowon Lee;Min-Hyeon Park
    • Journal of the Korean Academy of Child and Adolescent Psychiatry
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    • v.34 no.4
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    • pp.192-203
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    • 2023
  • Digital therapeutics based on software, such as artificial intelligence, virtual reality, games, and smartphone applications, are in the spotlight as new therapeutic alternatives in child and adolescent psychiatry. It draws attention to overcoming conventional therapeutics' limitations, such as toxicity, cost, and accessibility, and encourages patients to participate in the treatment attractively. The growth potential of the digital therapeutics market for psychiatric disorders in children and adolescents in Korea and abroad has been highlighted. Clinical studies and Food and Drug Administration approvals for digital therapeutics have increased, and cases approved by the Ministry of Food and Drug Safety have emerged in Korea. As seen above, digital transformation in child and adolescent psychiatry will change treatment paradigms significantly. Therefore, as this new field has just begun to emerge, it is necessary to verify the effectiveness and scope of the application of digital therapeutics and consider preparing a compensation system and institutional arrangements. Accordingly, this study analyzed the development trends and application status of digital therapeutics in children and adolescents and presented limitations and development directions from the perspective of application in healthcare. Further, the study is expected to identify the utility and limitations of digital therapeutics for children and adolescents and establish effective application measures.

A Study on the Digital Customer Experience of Youths (청소년의 디지털 고객 경험에 관한 연구)

  • Jin Hee Son;Jung Jae Lee
    • Journal of Information Technology Services
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    • v.22 no.5
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    • pp.1-16
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    • 2023
  • This study aimed to provide fundamental insights into the digital customer experience by identifying its components and analyzing their importance and satisfaction levels among youths. To achieve this objective, the components of digital customer experience were identified through a review of prior research and consultation with experts. Subsequently, a survey was conducted with 200 youths in Seoul and Gyeonggi-do. The main findings of the study are as follows: First, The components of the digital customer experience consisted of 12 items grouped into three categories. Second, an analysis of the disparity between the importance and satisfaction levels of digital customer experience revealed statistically significant differences across all items. Third, By utilizing IPA (Importance-Performance Analysis), the digital customer experience was categorized into four quadrant, each with its own characteristics and recommendations for management: The first quadrant, the "current level maintenance area," encompassed items related to "entertainment" and "recommended service." This area is currently functioning well but necessitates continuous attention and management. The second quadrant, the "area to be supported first," included items such as "personalization," "security," "inducing participation," "privacy," and "individuality expression." Intensive management and improvements are imperative in this quadrant. The third quadrant, the "long-term improvement area," consisted of items like 'consistency,' 'information quality,' and 'convenience.' These items require focus on long-term enhancement efforts. The fourth quadrant, the "areas where efforts have already been invested," encompassed items like 'accessibility' and 'deliberation.' It appears that excessive investment has been made in these areas relative to their importance, calling for selective investments while considering the specific issues associated with each factor. These research findings serve as essential data for managing the digital customer experiences of youths.

Pilot Test of Grid-Type Underground Space Considering Underground Complex Plant Operation (지하 복합플랜트 운영 중 확장을 고려한 격자형 지하공간 파일럿 테스트)

  • Chulho Lee
    • Tunnel and Underground Space
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    • v.33 no.6
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    • pp.472-482
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    • 2023
  • The grid-type or room-and-pillar method is applied for the purpose of mining horizontally buried minerals. In this study, design and pilot test were performed to apply the room-and-pillar method which uses natural rock as a rock pillar to the construction of underground space. The area where the pilot test was conducted was in stone mine and had good rock conditions with an appropriate depth (about 30 m) to apply the pilot test. The pilot test site was selected by reviewing accessibility and ground conditions and then site construction was performed through detailed ground investigation and design. The pilot test was designed with a column shape of 8×8 m and a cross-section of 8×12 m. The blasting pattern was determined through test blasting at the site, and blasting of 3 m excavation with 89 holes was performed. Through field observations, the average width of 12.5 m and the average height of 8.3 m were measured. Therefore, it is possible to proceed similar to the cross-sectional shape considered in the design.

INTRA-AND INTERGOVERNMENTAL INFORMATION SYSTEM TO MANAGE INFORMATION IN URBAN RENEWAL PROJECT

  • Dong-bum Kim;Jin-Won Kim;Ju-Hyung Kim;Jae-Jun Kim
    • International conference on construction engineering and project management
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    • 2011.02a
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    • pp.561-566
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    • 2011
  • In general, the early stage of urban renewal such as preparing a master plan and processing administrative works including planning permission are conducted by local governments in Korea. The local governments need to review the status of projects that are undergone in other local governments' territories. However, no integrated information system to manage information to this end at the level of nation exists in Korea. If the system would be developed, it may support central government to obtain information on required resources at the national level. In addition, local governments can gain guidance on the process and recognize potential problematic situations from others experience. The system should include functions to collect data on project summary, cost and schedule of projects according to local governments. The expected effects from using the information system are as following. First, information generated from project practice become more credible on account of management at the national level. Because the authorized party such as system administrative agents of governments are responsible for collecting and managing data. Second, the unified information system with no regard to the place where projects progresses reduces the efforts for accumulating reference data for aiding local governments decision making by providing appropriate information timely. Also, enhanced information accessibility for stakeholders make the project process clear. Finally, oversight management is enforced with visualization technology adopted in the system, presenting master plan and mass model including information on usage by floors and progressing information graphically. Ultimately, potential challenges can be anticipated by considering records accumulated from other local governments' projects. This paper presents concept, functionalities, and architecture of information system enabling to manage data from individual projects and aggregate those for oversight management for local and central governments. As a part of systems analysis, general requirements of briefing system for governments and necessary data fields to this end are identified.

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Convolutional neural network of age-related trends digital radiographs of medial clavicle in a Thai population: a preliminary study

  • Phisamon Kengkard;Jirachaya Choovuthayakorn;Chollada Mahakkanukrauh;Nadee Chitapanarux;Pittayarat Intasuwan;Yanumart Malatong;Apichat Sinthubua;Patison Palee;Sakarat Na Lampang;Pasuk Mahakkanukrauh
    • Anatomy and Cell Biology
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    • v.56 no.1
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    • pp.86-93
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    • 2023
  • Age at death estimation has always been a crucial yet challenging part of identification process in forensic field. The use of human skeletons have long been explored using the principle of macro and micro-architecture change in correlation with increasing age. The clavicle is recommended as the best candidate for accurate age estimation because of its accessibility, time to maturation and minimal effect from weight. Our study applies pre-trained convolutional neural network in order to achieve the most accurate and cost effective age estimation model using clavicular bone. The total of 988 clavicles of Thai population with known age and sex were radiographed using Kodak 9000 Extra-oral Imaging System. The radiographs then went through preprocessing protocol which include region of interest selection and quality assessment. Additional samples were generated using generative adversarial network. The total clavicular images used in this study were 3,999 which were then separated into training and test set, and the test set were subsequently categorized into 7 age groups. GoogLeNet was modified at two layers and fine tuned the parameters. The highest validation accuracy was 89.02% but the test set achieved only 30% accuracy. Our results show that the use of medial clavicular radiographs has a potential in the field of age at death estimation, thus, further study is recommended.