• Title/Summary/Keyword: Cognitive Computing

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Usability Evaluation and Development of Design Prototyping for MP3 Smart Clothing Product (MP3 스마트웨어 제품 상용화를 위한 디자인 프로토타입 개발 및 사용성 평가 연구)

  • Chea, Heang-Suk;Hong, Ji-Young;Kim, Jun-Hee;Kim, Jin-Hyung;Han, Kwang-Hee;Lee, Joo-Hyeon
    • Science of Emotion and Sensibility
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    • v.10 no.3
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    • pp.331-342
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    • 2007
  • This study focused on developing MP3 smart clothing products and usability evaluation. MP3 smart clothing which was developed in this study contains e-textile keypad and a kit. The kit consists of MP3 Player, remote controller module and ear phone, and are easy to assemble and dismantle. And usability evaluation about MP3 smart Clothing which was developed in this study contains e-textile keypad and a kit. For making the MP3 Smart clothing, e-textile signal line and keypad was developed and a metal connection ring also was manufactured to adhere closely e-textile signal line to keypad. The last products are two kinds of MP3 smart clothing, jacket style of MP3-YSJ(Yonsei Smart Jacket) and safari style of MP3-YSS(Yonsei Smart Safari). Then usability evaluation conducted two times about MP3 smart clothing developed. Usability evaluation is classified by a module evaluation and an item evaluation. The module evaluation measured external appearance, material, a music controller, an ear phone(or a mini speaker) and connector. The item evaluation measured social acceptance, feeling of wearing, utility, easiness of maintenance and safety. The module evaluation described totally positive results in the first usability evaluation about MP3-YSJ 1.0 and MP3-YSS 1.0. The item evaluation shows a lower score in the social acceptance, especially the easiness of connector maintenance and the social acceptance of music-controller in MP3-YSJ 1.0 and MP3-YSS 1.0. The second usability evaluation conducted with improved products by the first usability test results. Results from second item evaluation indicated needs to improve the easiness of connector & music-controller maintenance and the social acceptance of music-controller in MP3-YSJ 2.0. In MP3-YSS 2.0, the easiness of material management and the social acceptance of music controller & connector needed to improvement. In particular, users felt inconvenience in the social acceptance because of e-textile keypad arrangement. To outweigh this disadvantage, further study is needed about keypad interface of the music controller.

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An contention-aware ordered sequential collaborative spectrum sensing scheme for CRAHN (무선인지 애드 혹 네트워크를 위한 순차적 협력 스펙트럼 센싱 기법)

  • Nguyen-Thanh, Nhan;Koo, In-Soo
    • Journal of Internet Computing and Services
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    • v.12 no.4
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    • pp.35-43
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    • 2011
  • Cognitive Radio (CR) ad hoc network is highly considered as one of promising future ad hoc networks, which enables opportunistic access to under-utilized licensed spectrum. Similarly to other CR networks, the spectrum sensing is a prerequisite in CR ad hoc network. Collaborative spectrum sensing can help increasing sensing performance. For such an infrastructureless network, however the coordination for the sensing collaboration is really complicated due to the lack of a central controller. In this paper, we propose a novel collaborative spectrum sensing scheme in which the final decision is made by the node with the highest data reliability based on a sequential Dempster Shafer theory. The collaboration of sensing data is also executed by the proposed contention-aware reporting mechanism which utilizes the sensing data reliability order for broadcasting spectrum sensing result. The proposed method reduces the collecting time and the overhead of the control channel due to the efficiency of the ordered sequential combination while keeping the same sensing performance in comparison with the conventional cooperative centralized spectrum sensing scheme.

Smartphone-User Interactive based Self Developing Place-Time-Activity Coupled Prediction Method for Daily Routine Planning System (일상생활 계획을 위한 스마트폰-사용자 상호작용 기반 지속 발전 가능한 사용자 맞춤 위치-시간-행동 추론 방법)

  • Lee, Beom-Jin;Kim, Jiseob;Ryu, Je-Hwan;Heo, Min-Oh;Kim, Joo-Seuk;Zhang, Byoung-Tak
    • KIISE Transactions on Computing Practices
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    • v.21 no.2
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    • pp.154-159
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    • 2015
  • Over the past few years, user needs in the smartphone application market have been shifted from diversity toward intelligence. Here, we propose a novel cognitive agent that plans the daily routines of users using the lifelog data collected by the smart phones of individuals. The proposed method first employs DPGMM (Dirichlet Process Gaussian Mixture Model) to automatically extract the users' POI (Point of Interest) from the lifelog data. After extraction, the POI and other meaningful features such as GPS, the user's activity label extracted from the log data is then used to learn the patterns of the user's daily routine by POMDP (Partially Observable Markov Decision Process). To determine the significant patterns within the user's time dependent patterns, collaboration was made with the SNS application Foursquare to record the locations visited by the user and the activities that the user had performed. The method was evaluated by predicting the daily routine of seven users with 3300 feedback data. Experimental results showed that daily routine scheduling can be established after seven days of lifelogged data and feedback data have been collected, demonstrating the potential of the new method of place-time-activity coupled daily routine planning systems in the intelligence application market.

A Study on Creative Cognition of Language based concept Generation of Game Graphics (언어기반 게임그래픽 디자인 발상의 창의적 인지에 관한 연구)

  • Huh, Yoon-Jung
    • Journal of Internet Computing and Services
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    • v.12 no.5
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    • pp.171-179
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    • 2011
  • In this paper it is hypothesized that word stimuli that are presented by Google’s search word, would improve the quality of the design solution, so this research examines the effect of related search word stimuli in concept generation and analyzes the results through the processes of creative cognition. In the process of concept generation, words are given as stimuli which are generated through Google's related search and these search words are given by 5 levels. Google search is based on the collaboration philosophy. People's participation and contribution recreate knowledge and information, so these renewed and related search words update in real time by people are used as stimuli. Two problems are provided with related search words. After the design concept generation the results are analyzed by 3 bases: the usage of related search words and those of frequency, creativity, and Finke's 12 Geneplore model. These are the results of the research. Many levels of related search words are used in design concept generation but especially higher levels which are more related to search words are more used than lower levels. The usage of multi words and conjunction with higher levels and lower levels words are observed in creative results. On the creative cognitive processes, it is more creative when using association and mental transformation with the related search words than using the related search words simply. Creative outputs also use conceptual interpretation, functional inference, and contextual shifting of creative cognitive processes of Finke's 12 Geneplore model.

Factors Influencing Acceptance of Hedonic Ubiquitous Services (헤도닉 유비쿼터스 서비스의 수용에 영향을 미치는 요인에 관한 연구)

  • Yoo, Ho-Sun;Kim, Min-Yong;Kwon, Oh-Byung
    • The Journal of Society for e-Business Studies
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    • v.17 no.1
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    • pp.1-21
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    • 2012
  • Conventional studies on technology acceptance have focused on information technology for utilitarian value and hence based on 'theory of reasoned action'. Correspondingly, the studies depend on perceived usefulness and perceived ease of use as rational decision making elements. However, in ubiquitous society, innovative technologies are applied to non-task area, as well as task-oriented area. Therefore, users are more influenced by affective factors than cognitive factors in causing their usage intention. In line with those discussions, we cannot make sure that the conventional technology acceptance model could fully explain the current u-service acceptance phenomenon. Hence, to overcome the limitations of the prior technology acceptance studies, we propose an amended TAM which includes one hedonic factor and two factors on ubiquitous computing technology : ubiquity and intelligence.

A Study on the Expression of Interaction Space Design for User Experience - Focusing on the Digital Media - (사용자 경험을 위한 인터랙션 공간디자인 표현에 관한 연구 - 디지털 미디어를 중심으로 -)

  • Kim, Seyoung
    • Korean Institute of Interior Design Journal
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    • v.21 no.4
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    • pp.48-56
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    • 2012
  • Digital technology in modern society is entering the era of digital convergence and ubiquitous computing, and is playing an important role to overcome the limitation of time and space. Based on new media method's rapid application development, a wide range of forms as digital design is made possible. A large part of our living such as information sharing, collaboration, production, recreation, working and various social activities has been realized from the space that digital media offer. As we see a much broader range, the digital media's diverse expressions affect, in interactive ways, not only the relationship between humans and things, between each individual human, and between humans and the environment, but also even emotional purification and realm of educational, cultural, and social aspect. In this study, the aim is to discuss the user-centered design considered for integration into the interaction space design method and is to concentrate on research on. Focusing on digital media, user-friendly interface features of the space environment, construction and utilization of digital media have been applied to try to analyze the interaction effect of space that is created for the design and application of various applications and will seek ways. Thus, various case-studies have been explored where interface space is developed, creating virtual reality through cognitive basis and 3-D interface space. For example, emotional expressions are embedded for the space of commerce, education and exhibition, enabling intercommunication through haptic interface, with changing sound and visual effects which are caused by the movement of people in a certain space. With consideration of the relationship between physical environment and objects, interactive design should be achieved by providing a human oriented interface based on social, cultural and environmental aspects.

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A study on the current status of EUC andindividual characteristicsofend-users in Korean firms (최종사용자 컴퓨팅의 실태와 최종사용자 개인적 특성에 관한 연구)

  • 김상수
    • Proceedings of the Korea Association of Information Systems Conference
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    • 1996.11a
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    • pp.5-26
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    • 1996
  • This study has two research objectives related to end-user computing (EUC). One of the research objectives was to investigate the current status of EUC of Korean firms. Another research objective was to examine the relationship between individual differences of end-users and EUC success. Using survey data from 752 end-users of 23 firms, the surrent status of EUC and the relationship between individual differences of end-users and EUC success were investigated. The current status of EUC was examined from six perspectives: 1). what is the characteristics of EUC strategy of Korean firms, 2). what are the individual characteristics of end-users in Korean Firms, #0. what are the characteristics of tasks performed by end-users using computer, 4). what are the application a areas of EUC, 5). How end-users are satisfied with the support of firms, 6). what are system usage and satisfaction of end-users. It was also foud that individual differences of end-users are related to EUC success. More specifically, it wat shown that the male gender, younger age, higher level of education, higher rank and organizational tenure, higher math ability, thinking type of cognitive style, positive and optimistic attitudes toward computer, more experience with computer, more computer education and knowledge are individual differences variables associated with EUC success. The results of stepwise regression analysis suggested that the individual difference variables accounted for 14%, 25%, 39% and 30% of the variances of four EUC success variables, satisfaction for outcome, satisfaction for ability, frequency of computer use, and the number of tasks, respectively. These empirical findings suggest that EUC managers should consider individual differences of end-users in managing EUC, such as education, training, support, and human resource management, to maximize potential benefits of EUC.

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A Study on the current status of EUC and individual characteristics of end-users in Korean firms (최종사용자 컴퓨팅의 실태와 최종사용자 개인적 특성에 관한 연구)

  • 김상수
    • The Journal of Information Systems
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    • v.5
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    • pp.383-409
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    • 1996
  • This study has two research objectives related to end-user computing (EUC). One of the research objectives was to investigate the current status of EUC of Korean firms. Another research objective was to examine the relationship between individual differences of end-users and EUC success. Using survey data from 752 end-users of 23 firms, the current status of EUC and the relationship between individual differences of end-users and EUC success were investigated. The current status of EUC was examined from six perspectives : 1) what is the characteristics of EUC strategy of Korean firms, 2) what are the individual characteristics of end-users in Korean firms 3) what are the characteristics of tasks performed by end-users computer, 4) what are the application areas of EUC, 5) How end-users are satisfied with the support of firm, 6) what are system usage and satisfaction of end-users. It was also found that individual differences of end-users are related to EUC success. More specifically, it was shown that the male gender, younger age, higher level of education, higher rank and organizational tenure, higher math ability, thinking type of cognitive style, positive and optimistic attitudes toward computer, more experience with computer, more computer education and knowledge are individual differences variables associated with EUC success. The results of stepwise regression analysis suggested that the individual difference variables accounted for 14%, 25%, 39%, and 30% of the variances of four EUC success variables, satisfaction for outcome, satisfaction for ability, frequency of computer use, and the number of tasks, respectively. Theses empirical findings suggest that EUC managers should consider individual differences of end-users in managing EUC, such as education, training support, and human resource management, to maximize potential benefits of EUC.

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The Analysis the Effects of Silver Math Influenced on Brain Activities for the Aged (실버 수학이 노인 학습자의 두뇌활동에 미치는 영향 분석)

  • Ko, Ho-Kyoung
    • Journal of the Korean School Mathematics Society
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    • v.12 no.4
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    • pp.509-522
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    • 2009
  • This study aims to identify the effects of math education for the aged as part of active measures to the aging society with its growing elderly population which is one of the greatest changes in our society. Developing and disseminating materials of silver math with a role as a program for intelligent needs and physical and spiritual health of the aged presents evidence for development of more systemic and scientific method at this point of time when the importance of education of the aged increases to help the old enjoy qualitatively successful lives in later years in the perspective of lifelong education. The effectiveness of 'Silver Math' are explored by applying developed materials to the aged. Also, the influence of mathematical activities of learners capable of computing basic numbers on improvement of cognitive power are identified. Finally, the impact of 'Silver Math' on interaction with younger generations or communications is raised and the influence on brain activities is analyzed through examination of brain waves.

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Stimulus Tester : Educational Learning Improvement System for IPTV Education and Entertainment Contents (IPTV의 교육 및 엔터테인먼트 콘텐츠를 위한 교육 학습 반응 시스템 (Stimulus Tester) 연구)

  • Beak, Seung-Hyun;Kwon, Dae-Hyuk;Lee, Hye-Ran
    • Journal of Internet Computing and Services
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    • v.11 no.5
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    • pp.71-80
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    • 2010
  • The purpose of this research is to help IPTV (Internet Protocol Television) commercialization using newly produced educational contents in the area of entertainment and education which currently popular in the market. It is called, Stimulus $Tester^{TM}$, endow reaction time from the feedback of learning system, using a non-direct method, for example, a remote controller. Reaction time is the learning efficiency promotion mechanism that learner ascertain the learning condition of oneself by the time with solved questions from the solving the question in given time. Reaction time also play a key role that the learner may go through course which distribute the point to PC from Server. If this system is ready, we expect that the educational industry will gradually spread out. To verify the learning efficiency of this system, we concluded that the learning improvements, by an Internet-based and a paper-based test, of the increase by 51%, from 2.47min to 1.27min, during reaction of 7 days.