• Title/Summary/Keyword: App-based

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Design of Deep Learning-based Tourism Recommendation System Based on Perceived Value and Behavior in Intelligent Cloud Environment (지능형 클라우드 환경에서 지각된 가치 및 행동의도를 적용한 딥러닝 기반의 관광추천시스템 설계)

  • Moon, Seok-Jae;Yoo, Kyoung-Mi
    • Journal of the Korean Applied Science and Technology
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    • v.37 no.3
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    • pp.473-483
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    • 2020
  • This paper proposes a tourism recommendation system in intelligent cloud environment using information of tourist behavior applied with perceived value. This proposed system applied tourist information and empirical analysis information that reflected the perceptual value of tourists in their behavior to the tourism recommendation system using wide and deep learning technology. This proposal system was applied to the tourism recommendation system by collecting and analyzing various tourist information that can be collected and analyzing the values that tourists were usually aware of and the intentions of people's behavior. It provides empirical information by analyzing and mapping the association of tourism information, perceived value and behavior to tourism platforms in various fields that have been used. In addition, the tourism recommendation system using wide and deep learning technology, which can achieve both memorization and generalization in one model by learning linear model components and neural only components together, and the method of pipeline operation was presented. As a result of applying wide and deep learning model, the recommendation system presented in this paper showed that the app subscription rate on the visiting page of the tourism-related app store increased by 3.9% compared to the control group, and the other 1% group applied a model using only the same variables and only the deep side of the neural network structure, resulting in a 1% increase in subscription rate compared to the model using only the deep side. In addition, by measuring the area (AUC) below the receiver operating characteristic curve for the dataset, offline AUC was also derived that the wide-and-deep learning model was somewhat higher, but more influential in online traffic.

Place Recognition Using Ensemble Learning of Mobile Multimodal Sensory Information (모바일 멀티모달 센서 정보의 앙상블 학습을 이용한 장소 인식)

  • Lee, Chung-Yeon;Lee, Beom-Jin;On, Kyoung-Woon;Ha, Jung-Woo;Kim, Hong-Il;Zhang, Byoung-Tak
    • KIISE Transactions on Computing Practices
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    • v.21 no.1
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    • pp.64-69
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    • 2015
  • Place awareness is an essential for location-based services that are widely provided to smartphone users. However, traditional GPS-based methods are only valid outdoors where the GPS signal is strong and also require symbolic place information of the physical location. In this paper, environmental sounds and images are used to recognize important aspects of each place. The proposed method extracts feature vectors from visual, auditory and location data recorded by a smartphone with built-in camera, microphone and GPS sensors modules. The heterogeneous feature vectors were then learned by an ensemble learning method that learns each group of feature vectors for each classifier respectively and votes to produce the highest weighted result. The proposed method is evaluated for place recognition using a data group of 3000 samples in six places and the experimental results show a remarkably improved recognition accuracy when using all kinds of sensory data comparing to results using data from a single sensor or audio-visual integrated data only.

Animation and Machines: designing expressive robot-human interactions (애니메이션과 기계: 감정 표현 로봇과 인간과의 상호작용 연구)

  • Schlittler, Joao Paulo Amaral
    • Cartoon and Animation Studies
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    • s.49
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    • pp.677-696
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    • 2017
  • Cartoons and consequently animation are an effective way of visualizing futuristic scenarios. Here we look at how animation is becoming ubiquitous and an integral part of this future today: the cybernetic and mediated society that we are being transformed into. Animation therefore becomes a form of speech between humans and this networked reality, either as an interface or as representation that gives temporal form to objects. Animation or specifically animated films usually are associated with character based short and feature films, fiction or nonfiction. However animation is not constricted to traditional cinematic formats and language, the same way that design and communication have become treated as separate fields, however according to $Vil{\acute{e}}m$ Flusser they aren't. The same premise can be applied to animation in a networked culture: Animation has become an intrinsic to design processes and products - as in motion graphics, interface design and three-dimensional visualization. Video-games, virtual reality, map based apps and social networks constitute layers of an expanded universe that embodies our network based culture. They are products of design and media disciplines that are increasingly relying on animation as a universal language suited to multi-cultural interactions carried in digital ambients. In this sense animation becomes a discourse, the same way as Roland Barthes describes myth as a type of speech. With the objective of exploring the role of animation as a design tool, the proposed research intends to develop transmedia creative visual strategies using animation both as narrative and as an user interface.

Efficient Multicasting Mechanism for Mobile Computing Environment (웹 페이지 로딩시간 감축을 위한 HTML 5 분석)

  • Yun, Jun-soo;Park, Jin-tae;Hwang, Hyun-seo;Phyo, Gyung-soo;Moon, Il-young
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2015.10a
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    • pp.775-778
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    • 2015
  • HTML5-based Web platform is established as a next-generation national standards, Web services provider, has been competitively develop support technology HTML5-based app in smart media devices and smart TV. In accordance with the W3C is an international Web standards development organization, Microsoft, Apple, Mozilla, Google, such as Opera, various Web browser vendors are participating in standardization. Gradually emphasized the importance of HTML5, HTML5 -based Web pages, it is necessary to fast load times when contained a large amount of information. Therefore, in this paper, the initial studies in order to reduce the loading time of a web page, configure each browser-specific same Web page, and measure the initial loading time. Also, one by one remove the HTML5 tags, and CSS property, to analyze the tags and attributes of the account for a large proportion to the initial load time. Through the results, it is desired to provide a process which can reduce the Web page.

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Surface Modification of Recycled Plastic Film-Based Aggregates for Use in Concrete (폐플라스틱 복합필름 기반 콘크리트용 골재의 표면 개질)

  • Kim, Tae Hun;Lee, Jea Uk;Hong, Jin-Yong
    • Journal of the Korean Recycled Construction Resources Institute
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    • v.9 no.3
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    • pp.295-302
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    • 2021
  • Surface modification of recycled plastic film-based aggregates is demonstrated to enhance the interaction between aggregates and cement paste. It is shown that the oxygen(O2) atmospheric pressure plasma(APP) treatment leads to a drastic increase in hydrophilicity. In case of the plasma treatment at 100W of RF power, 15/4sccm of O2/Ar flow rate and 30sec of discharging time, the water contact angle on the aggregates surface decreased from 104.5° to 44.0°. In addition, the contact angle of surface modified aggregates kept in air increased with time elapse. Improvement of hydrophilicity can be explained by the formation of new hydrophilic oxygen functional groups which is identified as C-OH, C-O-C, C=O, -COOH by X-ray photoelectron spectroscopy(XPS) analysis and Fourier-transform infrared spectroscopy(FT-IR). Therefore, it can be concluded that the plasma treatment process is an effective method to improve adhesion of the recycled plastic film-based aggregates and cement paste.

Implementation of Real-time Sedentary Posture Correction Cushion Using Capacitive Pressure Sensor Based on Conductive Textile

  • Kim, HoonKi;Park, HyungSoo;Oh, JiWon
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.2
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    • pp.153-161
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    • 2022
  • Physical activities are decreasing and sitting time is increasing due to the automation, smartization, and intelligence of necessary household items throughout daily life. Recent healthcare studies have reported that the likelihood of obesity, diabetes, cardiovascular disease, and early death increases in proportion to sitting time. In this paper, we develop a sitting posture correction cushion in real time using capacitive pressure sensor based on conductive textile. It develops a pressure sensor using conductive textile, a key component of the posture correction cushion, and develops a low power-based pressure measurement circuit. It provides a function to transmit sensor values measured in real time to smartphones using BLE short-range wireless communication on the posture correction cushion, and develops a mobile application to check the condition of the sitting posture through these sensor values. In the mobile app, you can visualize your sitting posture and check it in real time, and if you keep it in the wrong posture for a certain period of time, you can notify it through an alarm. In addition, it is possible to visualize the sitting time and posture accuracy in a graph. Through the correction cushion in this paper, we experiment with how effective it is to correct the user's posture by recognizing the user's sitting posture, and present differentiation and excellence compared to other product.

Customer Voices in Telehealth: Constructing Positioning Maps from App Reviews (고객 리뷰를 통한 모바일 앱 서비스 포지셔닝 분석: 비대면 진료 앱을 중심으로)

  • Minjae Kim;Hong Joo Lee
    • Journal of Intelligence and Information Systems
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    • v.29 no.4
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    • pp.69-90
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    • 2023
  • The purpose of this study is to evaluate the service attributes and consumer reactions of telemedicine apps in South Korea and visualize their differentiation by constructing positioning maps. We crawled 23,219 user reviews of 6 major telemedicine apps in Korea from the Google Play store. Topics were derived by BERTopic modeling, and sentiment scores for each topic were calculated through KoBERT sentiment analysis. As a result, five service characteristics in the application attribute category and three in the medical service category were derived. Based on this, a two-dimensional positioning map was constructed through principal component analysis. This study proposes an objective service evaluation method based on text mining, which has implications. In sum, this study combines empirical statistical methods and text mining techniques based on user review texts of telemedicine apps. It presents a system of service attribute elicitation, sentiment analysis, and product positioning. This can serve as an effective way to objectively diagnose the service quality and consumer responses of telemedicine applications.

The Effect of Perceived Customer Orientation on the Customer Intention in Fintech Service: Focused on the Technology Acceptance Model (핀테크 서비스에서 지각된 고객 지향성이 고객 의도에 미치는 영향: 기술수용 모델을 중심으로)

  • Jinyong Choi
    • Information Systems Review
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    • v.23 no.1
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    • pp.93-113
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    • 2021
  • Service orientation and customer orientation are recognized as important success factors in service companies. However, these constructs are evaluated through self-diagnosis within the service company based on service delivery experience. For this reason, Fintech companies that provide financial services based on non-face-to-face channels such as mobile APP have limitations in evaluating their service orientation and customer orientation. Therefore, in this study, the perceived customer orientation is conceptualized so that service orientation and customer orientation can be evaluated through customer evaluation. In addition, the antecedents and consequences of the perceived customer orientation based on the technology acceptance model were demonstrated. As a result, it was confirmed the mediating effect of perceived customer orientation in the relationship between perceived ease of use and usefulness and customer's continuous use intention and word of mouth intention. This study laid the foundation for the Fintech companies that provide all financial services throughout non-face-to-face to measure their service orientation and customer orientation through customer evaluation and utilize them in establishing service operation strategies.

Study on Customer Satisfaction Performance Evaluation through e-SCM-based OMS Implementation (e-SCM 기반 OMS 구현을 통한 고객 만족 성과평가에 관한 연구)

  • Hyungdo Zun;ChiGon Kim;KyungBae Yoon
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.3
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    • pp.891-899
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    • 2024
  • The Fourth Industrial Revolution is centered on a personalized demand fulfillment economy and is all about transformation and flexible processing that can deliver what customers want in real time across space and time. This paper implements the construction and operation of a packaging platform that can instantly procure the required packaging products based on real-time orders and evaluates its performance. The components of customer satisfaction are flexible and dependent on the situation which requires efficient management of enterprise operational processes based on an e-SCM platform. An OMS optimized for these conditions plays an important role in maximizing and differentiating the efficiency of a company's operations and improving its cost advantage. OMS is a system of mass customization that provides efficient MOT(Moment of Truth) logistics services to meet the eco-friendly issues of many individual customers and achieve optimized logistics operation goals to enhance repurchase intentions and sustainable business. OMS precisely analyzes the collected data to support information and decision-making related to efficiency, productivity, cost and provide accurate reports. It uses data visualization tools to express data visually and suggests directions for improvement of the operational process through statistics and prediction analysis.

Design and Implementation of a Similarity based Plant Disease Image Retrieval using Combined Descriptors and Inverse Proportion of Image Volumes (Descriptor 조합 및 동일 병명 이미지 수량 역비율 가중치를 적용한 유사도 기반 작물 질병 검색 기술 설계 및 구현)

  • Lim, Hye Jin;Jeong, Da Woon;Yoo, Seong Joon;Gu, Yeong Hyeon;Park, Jong Han
    • The Journal of Korean Institute of Next Generation Computing
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    • v.14 no.6
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    • pp.30-43
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    • 2018
  • Many studies have been carried out to retrieve images using colors, shapes, and textures which are characteristic of images. In addition, there is also progress in research related to the disease images of the crop. In this paper, to be a help to identify the disease occurred in crops grown in the agricultural field, we propose a similarity-based crop disease search system using the diseases image of horticulture crops. The proposed system improves the similarity retrieval performance compared to existing ones through the combination descriptor without using a single descriptor and applied the weight based calculation method to provide users with highly readable similarity search results. In this paper, a total of 13 Descriptors were used in combination. We used to retrieval of disease of six crops using a combination Descriptor, and a combination Descriptor with the highest average accuracy for each crop was selected as a combination Descriptor for the crop. The retrieved result were expressed as a percentage using the calculation method based on the ratio of disease names, and calculation method based on the weight. The calculation method based on the ratio of disease name has a problem in that number of images used in the query image and similarity search was output in a first order. To solve this problem, we used a calculation method based on weight. We applied the test image of each disease name to each of the two calculation methods to measure the classification performance of the retrieval results. We compared averages of retrieval performance for two calculation method for each crop. In cases of red pepper and apple, the performance of the calculation method based on the ratio of disease names was about 11.89% on average higher than that of the calculation method based on weight, respectively. In cases of chrysanthemum, strawberry, pear, and grape, the performance of the calculation method based on the weight was about 20.34% on average higher than that of the calculation method based on the ratio of disease names, respectively. In addition, the system proposed in this paper, UI/UX was configured conveniently via the feedback of actual users. Each system screen has a title and a description of the screen at the top, and was configured to display a user to conveniently view the information on the disease. The information of the disease searched based on the calculation method proposed above displays images and disease names of similar diseases. The system's environment is implemented for use with a web browser based on a pc environment and a web browser based on a mobile device environment.