The purpose of this study was to identify vulnerable area of emergency medical care. In the existing method, the emergency medical vulnerable area is set as an area that can not reach the emergency room within 30 minutes. In this study, we set up an area that can not reach within 30 minutes including the accessibility of 119 emergency center. To accomplish this, we obtained information on emergency room and 119 emergency center through Open API and constructed road network using digital map to perform accessibility analysis. As a result, 509 emergency room are located nationwide, 78.0% of them are concentrated in the region, 1,820 emergency center are located, and 61.0% of them are located in rural areas. The average access time from the center of the village to the emergency room was analyzed as 15.3 minutes, and the average access time considering the 119 emergency center was 21.8 minutes, 6.5 minutes more. As a result of considering the accessibility of 119 emergency center, vulnerable areas increased by 2.5 times, vulnerable population increased by 2.0 times, and calculating emergency medical care vulnerable areas, which account for more than 30% of the urban unit population, it was analyzed that it increased from 17 to 34 cities As a further study, it will be necessary to continuously monitor and research the real-time traffic information, medical personnel, medical field, and ambulance information to reflect the reality and to diagnose emergency medical care in the future.
With the broader range of information and communications technology, of which fashion is a foundational medium, to analyze fashion as an information technology in order to better understand the industry's desire for intellectual property protection, popular resistance to such protection, and the most efficacious balance between them in terms of creative expression. It is, therefore to be focused on cultural and historical reasons for the limited degree of intellectual property protection extended in the past to certain categories of human creativity, including fashion design. So, the question of why some tension still exists between creators and consumers of fashion, how information theory can contribute to an explanation for that tension, and what role law can play in its resolution with Louboutin case and Levi case. Consumers and designers alike are better served by promotion of fair competition, lower litigation costs, and the inventive synergy of the fashion industry. Louboutin shows the comfortable, respectful limits of trademark law, while Levi illustrates the dangerous, overreaching deference that a few circuits have granted to famous marks. The Supreme Court could clarify the standard for dilution claims, requiring that a junior mark be "identical or nearly identical" or even "significantly similar" to a senior mark. Courts should need a deference in making dilution determinations and can choose to make this factor quite subjective with the highest degree of similarity.
Journal of the Korea Institute of Information Security & Cryptology
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v.13
no.2
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pp.13-29
/
2003
Web-mail system is worthy of note as a next generation e-mail system for its mobility and easiness. But many web-mail system does not have any kind of security mechanism. Even if web-mail system provides security services, its degree of strength is too low. Using these web-mail systems, the e-mail is tabbed, modified or forged by attacker easily. To solve these problems, we design and implement secure web-mail system based on the international e-mail security standard S/MIME in this thesis. This secure web-mail system is composed of server system and client system The server system performs basic mail functions - sending/receiving the mails, storing the mails, and management of user information, etc. And the client system performs cryptographic functions - encryption/decryption of the mails, digital signing and validation, etc. Because client system performs cryptographic functions this secure web-mail system gives its reliability and safety, and provides end-to-end security between mail users. Also, this secure web-mail system increase system efficiency by minimize server load.
The Journal of the Convergence on Culture Technology
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v.8
no.1
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pp.19-29
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2022
This study was conducted with the aim of verifying the effects of restaurant video taping and job communication drawing board production activities on cooking job skills of high school students with intellectual disabilities. The study participants consisted of three students with intellectual disabilities enrolled in the high school course of a special school, and the experimental environment consisted of a kitchen in the restaurant and a classroom in the special school. For the research design, the technique of multiple probe design across subjects according to a single subject research was used. The intervention program consisting of independent variables was applied as a linkage procedure in which study participants videotaped the kitchen's environmental facilities, tools, materials, and staff perform cooking job skills and then taped data from the classroom scene on a job communication drawing board. Cooking job skills consisting of dependent variables are defined as the performance of research participants cooking gimbap directly in the kitchen of the restaurant. As a result of the study, it was found that participants effectively acquired, maintained, and generalized cooking job skills through intervention programs.
International Journal of Computer Science & Network Security
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v.22
no.3
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pp.189-200
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2022
In today's digital world, smartphones and web-based applications have gained remarkable importance throughout the globe. These smart applications are playing a very significant role in maintaining a powerful business. As well as, they are helping a lot to expand these businesses via social networks. Social media networks such as Instagram, Facebook, Twitter, and LinkedIn are playing a prominent role to promote the companies. In the hospitality sector, most of the companies are running their hotel booking systems by utilizing mobile applications and a web-based infrastructure, but usability issues still exist. This study has been conducted specifically to tackle the usability issues of hotel booking systems and the best utilization of social networks to promote the business. TripAdvisor was selected as an authentic source for selecting those systems and two international hotels are selected for this study. The first step is to identify different hotel booking systems. In the second step, the user's satisfaction level was measured for the selected systems by performing the System Usability Scale (SUS, Quick & Dirty) approach. Additionally, by which source (social media or personal relations) they found these hotels. It is found that the SUS rating for both systems is below the acceptable level of usability. The Mean SUS for hotel 1 is found at 55.25 and 51.2 for hotel 2. The third step was to identify the user interface (UI) issues, and heuristic evaluation is performed for this. The experts identified the UI issues on the basis of their experience. The major issues were related to the visibility of system status, error prevention, flexibility and efficiency of use. Depending upon the identified issues, an interactive UI (prototype) for the selected web-based applications was proposed. This prototype is mainly based on the user's perspective. This prototype can be used for improving the UI of the selected systems which is based on the user's perspective. During the process of verifying the satisfaction level, it is revealed that the targeted audience is not able to use these systems efficiently and effectively. The reason behind this is the negligence of usability guidelines throughout the process of design and development of these hotel booking systems. Therefore, it is highly recommended that the usability of these systems should be evaluated and redesigned, based on expert opinions. It has also been observed that the reviews/ feedback of customers has spread a negative impact through social networks.
Amid the explosive growth of various metaverse platforms, there is no unified indicator to measure, analyze, and evaluate based on customer experience. Therefore, the usability evaluation factors in metaverse were identified through a heuristic methodology and literature review, to evaluate the metaverse, a two-to three-dimensional virtual world platform. A measurable system was established by subdividing 20 items in 5 fields, including user control, information structure, design and content, and usage environment, derived through Delphi technique. Based on this, after experiencing the actual contents of major metaverse platforms such as Roblox and Zepeto, usability was evaluated and comparative verification was conducted. As a result, it was estimated that metaverse user experience could be improved as its utility was derived relatively high in terms of user control and content. This study constitutes a theoretical contribution by extending the usability evaluation system, which has been widely used in the field of service design, to the fields of extended reality and mixed reality. At the same time, it has practical key findings of providing basic judgment standards to stakeholders in the metaverse field, as well as policy implications for digital capability enhancement and industry revitalization.
Modeling of artificial targets in Synthetic Aperture radar (SAR) mainly simulates radar signals reflected from the faces and edges of the 3D Computer Aided Design (CAD) model with a ray-tracing method, and modeling of the clutter on the Earth's surface uses a method of distinguishing types with similar distribution characteristics through statistical analysis of the SAR image itself. In this paper, man-made targets on the surface and background clutter on the terrain are integrated and made into a three-dimensional (3D) point cloud scatterer model, and SAR image were created through computational signal processing. The results of the SAR Stripmap image generation of the actual automobile based SAR radar system and the results analyzed using EM modeling or statistical distribution models are compared with this 3D point cloud scatterer model. The modeling target is selected as an bridge because it has the characteristic of having both water surface and ground terrain around the bridge and is also a target of great interest in both military and civilian use.
International Journal of Advanced Culture Technology
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v.10
no.1
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pp.248-252
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2022
The environment refers to what is surrounded by something during human life. This environment is related to the way humans live, and presents various problems on how to perceive the surrounding environment and how the behaviors that constitute the environment support the elements necessary for human life. Humans have an interest in the supportability of the environment as the interrelationship increases as humans perceive and understand the environment and accept the factors supported by the environment. In space, human movement starts from one space to the next and exchanges stimuli and reactions with the environment until reaching a target point. These human movements start with subjective judgment and during gait movement, the spatial environment surrounding humans becomes a collection of information necessary for humans and gives stimulation. will do. In this process, in particular, humans move along the movement path through movement in space and go through displacement perception and psychological changes, and recognize a series of spatial continuity. An image of thinking is formed[1]. In this process, spatial experience is perceived through the process of filtering by the senses in the real space, and the result of cognition is added through the process of subjective change accompanied by memory and knowledge, resulting in human movement. As such, the spatial search behavior begins with a series of perceptual and cognitive behaviors that arise in the process of human beings trying to read meaning from objects in the environment. Here, cognition includes the psychological process of sorting out and judging what the information is in the process of reading the meaning of the external environment, conditions, and material composition, and perception is the process of accepting information as the first step. It can be said to be the cognitive ability to read the meaning of the environment given to humans. Therefore, if we can grasp the perception of space while moving and human behavior as a response to perception, it will be possible to predict how to grasp it from a human point of view in a space that does not exist. Modern people have the theme of reminiscing dog-friendly hotels for the healing of petloss syndrome, and this thesis attempts to approach the life of companions.
Purpose: This in vitro study aimed to compare the trueness of 3-unit fixed dental provisional prostheses (FDPs) fabricated by three different additive manufacturing and subtractive manufacturing procedures. Methods: A reference model with a maxillary left second premolar and the second molar prepped and the first molar missing was scanned for the fabrication of 3-unit FDPs. An anatomically shaped 3-unit FDP was designed on computer-aided design software. 10 FDPs were fabricated by subtractive (MI group) and additive manufacturing (stereolithography: SL group, digital light processing: DL group, liquid crystal displays: LC group) methods, respectively (N=40). All FDPs were scanned and exported to the standard triangulated language file. A three-dimensional analysis program measured the discrepancy of the internal, margin, and pontic base area. As for the comparison among manufacturing procedures, the Kruskal-Wallis test and the Mann-Whitney test with Bonferroni correction were evaluated statistically. Results: Regarding the internal area, the root mean square (RMS) value of the 3-unit FDPs was the lowest in the MI group (31.79±6.39 ㎛) and the highest in the SL group (69.34±29.88 ㎛; p=0.001). In the marginal area, those of the 3-unit FDPs were the lowest in the LC group (25.39±4.36 ㎛) and the highest in the SL group (48.94±18.98 ㎛; p=0.001). In the pontic base area, those of the 3-unit FDPs were the lowest in the LC group (8.72±2.74 ㎛) and the highest in the DL group (20.75±2.03 ㎛; p=0.001). Conclusion: A statistically significant difference was observed in the RMS mean values of all the groups. However, in comparison to the subtractive manufacturing method, all measurement areas of 3-unit FDPs fabricated by three different additive manufacturing methods are within a clinically acceptable range.
The online fitness industry has experienced rapid growth in recent years, overcoming physical constraints of conventional fitness programs. The COVID-19 pandemic accelerated the trend as social distancing policies were implemented. However, as financial distress of offline gyms worsened, the Korean government implemented the "With-COVID19" policy, which lifted most of the restrictions and regulations on offline gyms, on November 1st, 2021, raising concerns about the loss of drivers for the growth of the online fitness industry. Using regression discontinuity design in time (RDDiT), this study investigates the causal effect of the "With-COVID19" policy on the viewer engagement of online fitness content. Contrary to expectations that viewer engagement would decrease, it increased by 21%. Additionally, subgroup analysis based on opportunity cost reveals heterogeneity, and the high-cost group experienced a greater increase of 32% compared to low-cost group. Based on these findings, the study provides possible mechanisms of the increase, theoretical contributions on using RDDiT in the Information Systems, and practical implications for guidelines on managing online fitness platforms and content in the era of digital transformation.
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