• Title/Summary/Keyword: Humanities-based

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Development of Walkability Search System (보행친화도 검색 시스템 개발)

  • Kim, Eun Jung;An, Donghyeok
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.9 no.12
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    • pp.987-997
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    • 2019
  • Walk score, walkablity index of built environmental condition, has developed and used in everyday life in United States. The purpose of this study is to produce walk score in Seoul, and to develop computer-based walk score system for improving it's usage. This study covers city of Seoul, and the unit of spatial analysis is 100m × 100m grid cell. This study uses same methodology with walk score in US, the Geographic Information Systems(GIS) is used for calculating the values of walk score(N=58,062). This study implemented Java-based system that utilizes walk score dataset(latitude, longitude, and walk score). This system provided search functions including both lat/long-based and address-based options. Meanwhile, this system was designed to provide the closest value of walk score in dataset if location did not match the certain points in dataset. This study has significance to provide walk score system being easily available to all.

Smart device based short-term memory training system for interpretation (스마트 단말에서의 통역용 단기기억력 향상 훈련 시스템)

  • Pyo, Ji Hye;An, Donghyeok
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.9 no.3
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    • pp.747-756
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    • 2019
  • Students studying interpretation perform additional study and training in addition to regular class. In simultaneous interpreting and consecutive interpreting, interpreter should memorize speaker's announcement because of different language structure. To improve short-term memory, students perform memory training that requires a pair of students. Therefore, they can not perform self-learning, and therefore, efficiency of studying decreases. To resolve this problem, computer based short-term memory training system has been proposed. Student can perform self-learning by changing words in text to special character in the training system. However, efficiency of studying decreases because computer has low portability. Since the number of words is larger than the number of words to be switched into special character, learning difficulty decreases. To resolve this problem, smart device based short-term memory training system has been proposed. Student can perform smart device based training system without space constraints. Since the proposed training system increases the number of words to be changed into special character, learning difficulty increases. We implemented and evaluated the functionalities of the proposed training system.

A Basic Study on the Development of Autonomous Behavioral Agent based on Ontology Used in Virtual Space (가상공간에서 활용되는 온톨로지 기반 지능형 자율주행 에이전트 개발에 관한 기초 연구)

  • Lee, Yun-Gil
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.6
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    • pp.777-784
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    • 2017
  • In the architectural space, the user's behavior is the most important factor in evaluating the quality of architecture. Normally, the evaluation of user behavioral performance was carried out after a building was completed. Recently, interest in and efforts at pre-simulation based on information technology are accelerating. However, since existing user simulation technology is concerned mainly with simply escaping from a large space, it is impossible to simulate the behavior of multiple users in an architectural space. The present study strives to develop a human-figured intelligent agent for advanced user simulation based on ontology. The main purpose of the study is to employ the intelligent behaviors of a NPC(Non-player Character) to infer the ontology of both spatial and user information. In this paper, we intend to integrate ontology inference technology into the virtual space. And also, this study suggest the ontology visualization technology which illustrate the ontology-based information and their change in the spatial information.

Analyses of Security into End-to-End Point Healthcare System based on Internet of Things (사물인터넷 기반의 헬스케어 시스템의 종단간 보안성 분석)

  • Kim, Jung Tae
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.6
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    • pp.871-880
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    • 2017
  • Recently, service based on internet is inter-connected and integrated with a variety of connection. This kind of internet of things consist of heterogenous devices such as sensor node, devices and end-to end equipment which used in conventional protocols and services. The representative system is healthcare system. From healthcare appliance used by IoT, patient and doctor can utilize healthcare information with safety and high speed management. It is very convenient management to operate mobility. But it induced security and vulnerability issues because it has small memory capacity, low power supply and low computing power. This made impossible to implement security algorithm with embedded engine based on hardware. Nowdays, we can't realize conventional standard algorithm due to these kinds of reasons. From the critical issues, it occurred security and vulnerability issues. Therefore, we analysed and compared with conventional method and proposed techniques. Finally, we evaluated security issues and requirement for end-to-end point healthcare system based on internet of things.

Analyzing the Characteristics of User-Participation-based Idea Platforms Depending on their Classification (사용자 참여형 아이디어 플랫폼의 유형별 특성 분석)

  • Choi, Seungyeon;Park, Jae Wan
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.6 no.8
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    • pp.481-490
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    • 2016
  • Today, the advance of a community tool such as a SNS enables users to easily share information each other and quickly deliver various opinions to suppliers. The suppliers are trying to create new value through co-creation strategies in order to satisfy rapidly and variously changing user's needs. User-participation-based idea platforms are emerging as a open innovation space that can provide user participation and interaction between suppliers and users. However, although each idea platform has specific advantages in each stage of a development process, this development process is not generalized as one complete, integrated development process. Thus, the development of an effectively integrated process, which includes advantages in each stage of the process, is needed. This research aims to analysis the characteristics of idea platforms based on the classification of idea platforms as a basic study for proposing a new development processes of them. This research will contribute to the guideline for developing a new user-participation-based idea platform.

Design and Simulation Study on Three-terminal Graphene-based NEMS Switching Device (그래핀 기반 3단자 NEMS 스위칭 소자 설계 및 동작 시뮬레이션 연구)

  • Kwon, Oh-Kuen;Kang, Jeong Won;Lee, Gyoo-Yeong
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.8 no.6
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    • pp.939-946
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    • 2018
  • In this work, we present simple schematics for a three-terminal graphene-based nanoelectromechanical switch with the vertical electrode, and we investigated their operational dynamics via classical molecular dynamics simulations. The main structure is both the vertical pin electrode grown in the center of the square hole and the graphene covering on the hole. The potential difference between the bottom gate of the hole and the graphene of the top cover is applied to deflect the graphene. By performing classical molecular dynamic simulations, we investigate the nanoelectromechanical properties of a three-terminal graphene-based nanoelectromechanical switch with vertical pin electrode, which can be switched by the externally applied force. The elastostatic energy of the deflected graphene is also very important factor to analyze the three-terminal graphene-based nanoelectromechanical switch. This simulation work explicitly demonstrated that such devices are applicable to nanoscale sensors and quantum computing, as well as ultra-fast-response switching devices.

A Case Study on Global Educational Innovation using U-Learning Box and Ubiquitous-based Test (유러닝 박스와 유비쿼터스 기반의 시험 시스템을 이용한 글로벌 교육 혁신 사례 연구)

  • Hwang, Mintae;Bajracharya, Larsson
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.8 no.3
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    • pp.279-288
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    • 2018
  • In this paper, we present the results of educational innovation case study using U-Learning Box and Ubiquitous-based Test(UBT) system for 6 sample primary schools in Nepal. As Nepal is considered to be a developing country with electricity problem to the school, the U-Learning Box, consisting of a small and easy-to-use tablet PC for teacher and a small smart beam with its own battery was evaluated as the optimum solution to support continuous basic English and hygiene education for these schools. And UBT technology using tablet PC was used to evaluate and analyze basic English learning ability of the students, which helped us realized that it is necessary to improve the educational environment and develop suitable educational contents. We hope that the global educational innovation using U-Learning Box and UBT technology will become a successful model for global equality of educational opportunity project for developing countries including Nepal.

Design and Implementation of Psychological Diagnosis Expert System based on the SandTray (모래 상자 놀이 기반 심리 진단 전문가 시스템 설계 및 구현)

  • Son, Se-Jin;Lee, Kang-Hee
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.11
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    • pp.235-244
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    • 2017
  • This paper aims to design a system for psychological diagnosis in sandbox play by applying rule based expert system. Sandbox play is one of play therapy and it is a technique that can be combined with psychological diagnosis and treatment using sand and various kinds of figures. In this technique, we focus on psychological diagnostic factors and try to implement a system that automatically diagnoses psychological types when input values are given. Therefore, six kinds of language objects are set and the rules are created according to the types of figures, arrangement of figures, and production time in the sand box used as a reference element in the diagnosis method. In this system, it is assumed that the client recognizes the finished sandbox as a sensor device. Then, when the recognized state enters the input value, the rules based on the language object are ignited in order. Through this, the client is diagnosed with one of 26 types of psychology. As a result, the diagnostic process is simplified and automated. Accordingly, a more detailed psychological diagnosis and treatments are provided.

Implementation on ADHD Diagnostic Expert System based on DSM Diagnostic Criteria (DSM 진단 기준을 이용한 ADHD 진단 전문가시스템 구현)

  • Hwang, Ju-Bee;Lee, Kang-Hee
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.11
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    • pp.515-524
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    • 2017
  • In this paper, we design and implement an expert system for diagnosing ADHD. As a result of the analysis with DSM-IV-TR, the ADHD diagnostic criteria are changed according to the age group. With this analyzed diagnostic, objects and their values are set and rules are created. We design a diagnostic system consisting of 'ADHD diagnostic system engine' and 'user query response program'. The ADHD diagnostic system engine is a rule-based reasoning engine that is implemented in the Prolog language and receives INPUT from the user query response program. By INPUT, the rule is executed based on the ADHD diagnostic criteria and the OUTPUT is sent back to the 'user query response program' by inferring the diagnostic result. The 'user query response program' is implemented in the Python language and serves as an interface for handling conversation with the user. The bridge between 'ADHD diagnostic system engine' and 'user query response program' is performed through the Pyswip library. As a result, the ADHD Diagnostic Expert System will help you plan your treatment with reduced diagnostic costs and use-complexity.

Cases Analysis in Smart, Connected Toys Based on the Characteristics of ICBM Technologies (ICBM 기술 특성 기반 스마트, 커넥티드 완구의 사례 분석)

  • Jeon, Bienil;Park, Jae Wan
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.6 no.9
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    • pp.27-35
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    • 2016
  • Today, with the advance of Information and communication technology, 'Smart, connected' toys, which apply technologies related to IoT (Internet of Things) to traditional toys, are emerging and rapidly growing. This research aims to analyze the tendencies and limitations of smart, connected toys through exploring the representative cases of smart, connected toys based on characteristics of ICBM (Internet of Things, Cloud, Big-data, and Mobile) technology. For this study, we begin by understanding literature research about smart, connected toys and ICBM technology. Then, we extracted the characteristics of ICBM technology for connecting physical and digital environments through investigating cases to which ICBM technologies are applied. Based on the extracted characteristics, the case studies of smart, connected toys were conducted. In this research, we explore the level of ICBM technology application and limitation to smart, connected toys. We expect this research will contribute to providing guidelines for developing smart, connected toys based on the characteristics of the latest technology.