• Title/Summary/Keyword: Elderly internet use

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A study on user authentication method using speaker authentication mechanism in login process (로그인 과정에서의 화자인증 메커니즘을 이용한 사용자인증 방안 연구)

  • Kim, Nam-Ho;Choi, Ji-Young
    • Smart Media Journal
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    • v.8 no.3
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    • pp.23-30
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    • 2019
  • With the popularization of the Internet and smartphone uses, people in the modern era are living in a multi-channel environment in which they access the information system freely through various methods and media. In the process of utilizing such services, users must authenticate themselves, the typical of which is ID & password authentication. It is considered the most convenient method as it can be authenticated only through the keyboard after remembering its own credentials. On the other hand, modern web services only allow passwords to be set with high complexity by different combinations. Passwords consisting of these complex strings also increase proportionally, since the more services users want to use, the more user authentication information they need to remember is recommended periodically to prevent personal information leakage. It is difficult for the blind, the disabled, or the elderly to remember the authentication information of users with such high entropy values and to use it through keyboard input. Therefore, this paper proposes a user authentication method using Google Assistant, MFCC and DTW algorithms and speaker authentication to provide the handicapped users with an easy user authentication method in the login process.

A Study on Space Design and Space Uses of Community Based Small Public Libraries - Focused on the Cases of Ann Arbor District Library in the United States - (소규모 지역 공공도서관의 공간 구성과 이용 특성 연구 - 미국 앤아버 공공도서관 브랜치의 사례조사를 중심으로 -)

  • Moon, Eun-Mi
    • Korean Institute of Interior Design Journal
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    • v.19 no.5
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    • pp.217-225
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    • 2010
  • Today's public libraries in communities are on the processes of changes to integrate information and communication technology into traditional library system in order to support current users' demands for the new digital era. The purpose of this study is to examine the changing characters on space design and space uses of community based public libraries by conducting case studies of three branch libraries which were built after 2004 in Ann Arbor, Michigan in the United States. As the conclusion of this research, the findings of the case studies are utilized as basic data for planning and design guidelines for public libraries as community resources. The study summarizes the characteristics of space design and space uses in public libraries as follow; first, the floor plans of small-scale public libraries are open visually as well as spatially. The space organization of the libraries is arranged by potential noise levels, as placing noisy spaces near the entrance halls and quiet spaces at the back. Main book shelves are located in the middle of the library buildings, while seats are arranged along the window sides. By placing various kinds of furniture in open reading areas, library users can select different types of seats and tables for their comforts. Second. the survey of observation also finds that a large number of users often use library computers and personal computers to connect the internet at the libraries. These personal computer users who are new user group in community based libraries preferred to sit in casual study areas and individual tables with one or two seats only. Third, the libraries, in addition, develop and provide various programs and events for people in communities. Especially, the programs for children, the elderly and new comers from the abroad are well prepared, thus provide opportunities for them to visit the libraries in regular bases. The survey finds that family entertainment and leisure activities are the important parts of the program as well as renting music CD and movie DVD are also important reasons for people to come. Thus, the libraries prepare high quality children's space and CD shelves near the entrance hall.

Proposal of GUI Guidelines to Improve the Usability of Mobile Healthcare for New Silver Generation (뉴실버세대의 모바일 헬스케어 사용성을 높이기 위한 GUI 가이드라인 제안)

  • Jo, Sung Bae;Lee, Jae Ick
    • Smart Media Journal
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    • v.7 no.2
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    • pp.60-70
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    • 2018
  • Recently with the entrance to the aging society, the demand on health care services is being increased. However, there are still few GUI types of research considering the characteristics of new-silver generation progressively preparing for their golden(old) age. As the new-silver generation showed less reluctance to the information acquired through the Internet comparing to general seniors, but it is urgent to conduct researches about GUI of mobile healthcare services considering their physical, psychological and social characteristics. Hence, the purpose of this study was to propose some guidelines of GUI evaluation so that new-silver generation being emerged as main consumer group in future medical consumption could efficiently use mobile health care services. As the research methods, first, this study analyzed the characteristics of new-silver generation through reviewing literature and previous studies and understood the status quo of mobile health care services, and second, it analyzed the visual composition factors being preferred in each field of current mobile healthcare application and drew out a usability evaluation matrix of mobile GUI design appropriate for elderly people's characteristics. Third, with the drawn evaluation matrix, this study conducted the usability evaluation of 8 subjects in new-silver generation ranging from 57 years old to 65 years old through a heuristic way. This study expects that it would be contributed in increasing the GUI usability by proposing some guidelines for GUI being appropriated for new-silver generation user's characteristics, and thinks that researches about developing health-care mobile applications will be continued in future at the same time.

A Phenomenological Study on the Working Life of Older Wage Earners: Focusing on the Elderly in Seoul (고령 임금근로자들의 일하는 삶에 대한 현상학적 연구: 서울지역 거주 노인을 중심으로)

  • Park, Jisung;Yoon, Min-Suk
    • 한국노년학
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    • v.37 no.2
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    • pp.497-516
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    • 2017
  • This study explored the meaning and essential structure of the life of 12 older wage earners who are 65 years old or older residing in Seoul. For the in-depth analysis of the qualitative interviews, Giorgi(2012)'s phenomenological research method was used. Results presented a total of 349 meaning units, 35 core meanings, 16 emerging themes, and 6 essential themes. These essential themes consisted of a life tolerating contempt and prejudice, the hungry belly in the later years, a yoke of the subordinate, an unclimbable vertical wall, reviving the hours of youth through working, and labor pride. These six essential themes led to the essential structure of'small happiness that is felt at times out of the weary working life in later years. The research participants felt worn out by the social discrimination and unfair working conditions against older wage earners, but they felt relieved that they were able to work in old age and had a sense of self-esteem through their work. Working was the important tools for older wage earners to experience happiness in later years because it not only relieved their financial burden but also brought a sense of self-esteem and labor pride. Based on the results, we suggested as following: 1) with respect to social discrimination and unfair working conditions against older workers, the whole society should discuss it as the protection of human rights and take legal actions; 2) various service jobs need to be created so that older workers can contribute to the society by utilizing their experiences; and 3) educational programs of computer or internet use must be expanded through which older wage earners can improve their job skills.

An Exploratory Study on Smart Wearable and Game Service Design for U-Silver Generation: U-Hospital Solution for the Induction of Interest to Carry Out Personalized Exercise Prescription (U-실버세대를 위한 스마트 웨어러블 및 연동 게임의 서비스 디자인 방안 탐색: 개인 맞춤형 운동처방 실행을 위한 흥미 유도 목적의 U-Hospital 솔루션)

  • Park, Su Youn;Lee, Joo Hyeon
    • Science of Emotion and Sensibility
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    • v.22 no.1
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    • pp.23-34
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    • 2019
  • The U-Healthcare era has evolved with the development of the Internet of things (IoT) in the early stages of being connected as a society. Already, many changes such as increased well-being and the extension of human life are becoming evident across cultures. Korea entered the growing group of aging societies in 2017, and its silver industry is expected to grow rapidly by adopting the IoT of a super-connected society. In particular, the senior shift phenomenon has resulted in increased interest in the promotion of the health and well-being of the emergent silver generation which, unlike the existing silver generation, is highly active and wields great economic power. This study conducted in-depth interviews to investigate the characteristics of the new silver generation, and to develop the design for a wearable serious game that intends to boost the interest of the elderly in exercise and fitness activities according to their personalized physical training regimes as prescribed by the U-Hospital service. The usage scenario of this wearable serious game for the 'U-silver generation' is derived from social necessity. Medical professionals can utilize this technology to conduct health examinations and to monitor the rehabilitation of senior patients. The elderly can also use this tool to request checkups or to interface with their healthcare providers. The wearable serious game is further aimed at mitigating concerns about the deterioration of the physical functions of the silver generation by applying personalized exercise prescriptions. The present investigation revealed that it is necessary to merge the on / off line community activities to meet the silver generation's daily needs for connection and friendship. Further, the sustainability of the serious game must be enhanced through the inculcation of a sense of accomplishment as a player rises through the levels of the game. The proposed wearable serious game is designed specifically for the silver generation that is inexperienced in using digital devices: simple game rules are applied to a familiar interface grounded on the gourmet travels preferred by the target players to increase usability.