• Title/Summary/Keyword: Korean digital product user

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Self-adaptive testing to determine sample size for flash memory solutions

  • Byun, Chul-Hoon;Jeon, Chang-Kyun;Lee, Taek;In, Hoh Peter
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.8 no.6
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    • pp.2139-2151
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    • 2014
  • Embedded system testing, especially long-term reliability testing, of flash memory solutions such as embedded multi-media card, secure digital card and solid-state drive involves strategic decision making related to test sample size to achieve high test coverage. The test sample size is the number of flash memory devices used in a test. Earlier, there were physical limitations on the testing period and the number of test devices that could be used. Hence, decisions regarding the sample size depended on the experience of human testers owing to the absence of well-defined standards. Moreover, a lack of understanding of the importance of the sample size resulted in field defects due to unexpected user scenarios. In worst cases, users finally detected these defects after several years. In this paper, we propose that a large number of potential field defects can be detected if an adequately large test sample size is used to target weak features during long-term reliability testing of flash memory solutions. In general, a larger test sample size yields better results. However, owing to the limited availability of physical resources, there is a limit on the test sample size that can be used. In this paper, we address this problem by proposing a self-adaptive reliability testing scheme to decide the sample size for effective long-term reliability testing.

Intelligent Home appliances Power Control using Android and Arduino (안드로이드와 아두이노를 이용한 지능형 가전제품 전력 컨트롤)

  • Park, Sung-hyun;Kim, A-Yong;Kim, Wung-Jun;Bae, Keun-Ho;Yoo, Sang-keun;Jung, Hoe-kyung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.10a
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    • pp.854-856
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    • 2014
  • Has been released of make it possible to control the using for smart devices of a wide variety home appliances and electronics in smart appliances in accordance with the one person multi devices. In addition, is increasing rapidly for the number of the product on cleaning robot and refrigerator, air conditioning, TV, etc. these devices are using the implement up DLNA system. And at home and abroad for development and has provided with Iot and Alljoyn such systems. But currently using home appliances or electronic devices of there are a lot of the operating system non installed than the installed products. In addition, smart appliances do not use for user than buying existing electronic products a lot more. In addition, more occur for smart appliances of that do not use for the user on smart appliances rather than buying existing electronics. In this paper, Suggested and implemented for system of control such as smart devices to existed home appliance on not have an operating system, Using mobile device for want users to quantify the data to transfer from arduino board.

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Specifying the Characteristics of Tangible User Interface: centered on the Science Museum Installation (실물형 인터렉션 디자인 특성 분석: 과학관 체험 전시물을 대상으로)

  • Cho, Myung Eun;Oh, Myung Won;Kim, Mi Jeong
    • Science of Emotion and Sensibility
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    • v.15 no.4
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    • pp.553-564
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    • 2012
  • Tangible user interfaces have been developed in the area of Human-Computer Interaction for the last decades, however, the applied domains recently have been extended into the product design and interactive art. Tangible User Interfaces are the combination of digital information and physical objects or environments, thus they provide tangible and intuitive interaction as input and output devices, often combined with Augmented Reality. The research developed a design guideline for tangible user interfaces based on key properties of tangible user interfaces defined previously in five representative research: Tangible Interaction, Intuitiveness and Convenience, Expressive Representation, Context-aware and Spatial Interaction, and Social Interaction. Using the guideline emphasizing user interaction, this research evaluated installation in a science museum in terms of the applied characteristics of tangible user interfaces. The selected 15 installations which were evaluated are to educate visitors for science by emphasizing manipulation and experience of interfaces in those installations. According to the input devices, they are categorized into four Types. TUI properties in Type 3 installation, which uses body motions for interaction, shows the highest score, where items for context-aware and spatial interaction were highly rated. The context-aware and spatial interaction have been recently emphasized as extended properties of tangible user interfaces. The major type of installation in the science museum is equipped with buttons and joysticks for physical manipulation, thus multimodal interfaces utilizing visual, aural, tactile senses etc need to be developed to provide more innovative interaction. Further, more installation need to be reconfigurable for embodied interaction between users and the interactive space. The proposed design guideline can specify the characteristics of tangible user interfaces, thus this research can be a basis for the development and application of installation involving more TUI properties in future.

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A Program for Korean Animation Sound Libraries (국내용 애니메이션 사운드 라이브러리 구축 방안)

  • Rhim, Young-Kyu
    • Cartoon and Animation Studies
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    • s.15
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    • pp.221-235
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    • 2009
  • Most of the sounds used in animated films are artificially made. A large number of the sounds used are either actual sound recordings or diversely processed artificial sounds made with professional sound equipments such as synthesizers. One animation episode contains numerous amounts of sounds, resulting in significant sound production costs. These sounds have full potential to be reused in different films or animations, but in reality we fail to do so. This thesis discusses ways these sound sources can be acknowledged as added new values to the present market situation as a usable 'digital content'. The iTunes Music Store is an American Apple company product that is acknowledged as the most successful digital content distribution model at the time being. Its system's sound library has potential for application in the Korean sound industry. In result, this system allows the sound creator to connect directly to the online store and become the initiative content supplier. At the same time, the user can receive a needed content easily at a low price. The most important part in the construction of this system is the search engine, which allows users to search for data in short periods of time. The search engine will have to be made in a new manner that takes into consideration the characteristics of the Korean language. This thesis presents a device incorporating the Wiki System to allow users to search and build their own data bases to share with other users. Using this system as a base, the Korean animation sound library will provide development and growth in the sound source industry as a new digital sound content.

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A Study on the Architectural Design Utility of Object-based CAD System (객체기반 CAD 시스템의 건축설계적 효용에 관한 연구)

  • Yoo, Chang-Geun
    • Journal of The Korean Digital Architecture Interior Association
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    • v.2 no.1
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    • pp.9-15
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    • 2002
  • As architectural forms tend to be large-scaled, high-storied and complicated, use of computer for processing design information has been generalized. However, CAD use in the process of developing architectural design has been neglected greatly in the educational field of architectural field due to the surging of recognition that it may limit the essential property of architectural design. It may be resulted from the limitation of CAD system, that is, it is because of tardy speed of application development for the related areas with the lack of simplicity and clarity of flexibility to be secured on the drawing and user interface. Recent CAD systems, however, overcome such a limitation, convert into object-based design from entity-based drawing, drafting and modeling for implementing design concept of architects and it connects with internet linked to superspeed information communication network and changes process and stream of architectural design. Therefore, this study deals with utility of object based CAD system with products of Autodesk Co. and consequently obtain the following conclusions. First, it expands architect's design areas by supporting cooperative design system based on model-based architectural design and internet. Second, it reduces consumption of personal and material resources and time in the process of drawing production for improving architectural design works. Third, it can reduce the frequent design changes by improving understanding of architectural space with visualization of immediate 3D information, escaping from traditional methods to deliver design information to building owner through 2D drawing or model and perspective drawing requiring much cost and time. Fourth, it keeps exactness without omission or duplication of design information and generate and renew information of all related drawings on a drawing. Fifth, it is possible to change difficult and boring architectural design work into a pleasure owing to immediate modeling and drawing of design idea. In addition, digital drawing generated by using object-based CAD system can playa role of establishing Urban Information System to be used for protecting from building in disaster and urban disasters in connection with GIS numerical map and be used for reference of all kinds of information required fro post-management of buildings. However, what is more important is that surplus time from introduction of object-based CAD system should be used for consideration to be recognized as a good space and building built as a product of this project for comfort to urban people.

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Automatic Generation Method of Exceptional Test Cases for improving User Requirement Quality on Broadcast Receiver Software (방송 수신 소프트웨어의 사용자 요구 품질 향상이 가능한 예외상황 테스트케이스 자동생성 기법)

  • Choi, In-Hwa;Cho, Min-Ju;Paik, Jong-Ho;Hwang, Jun
    • Journal of Broadcast Engineering
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    • v.17 no.3
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    • pp.529-539
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    • 2012
  • Testing is an important part of quality control in the software life cycle. One of the most important issues in the software testing is to generate the appropriate test cases. Generally, the software can be tested based on product understanding. However, it is not easy to create test cases that can ensure the quality of the software according to the clients' request. Especially, it is difficult to create test cases for abnormal or exceptional situations. In this paper, we present a novel approach to generate exceptional test cases at the design level of UML model. Furthermore, we describe the results of actual experiment where DAB(Digital Audio Broadcasting) parsing program is tested with previous method and also with the proposed method. The results implies that our proposed method of generating test cases for exceptional situations detect more faults than that of previous method by 7.08%.

T-Commerce Sale Prediction Using Deep Learning and Statistical Model (딥러닝과 통계 모델을 이용한 T-커머스 매출 예측)

  • Kim, Injung;Na, Kihyun;Yang, Sohee;Jang, Jaemin;Kim, Yunjong;Shin, Wonyoung;Kim, Deokjung
    • Journal of KIISE
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    • v.44 no.8
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    • pp.803-812
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    • 2017
  • T-commerce is technology-fusion service on which the user can purchase using data broadcasting technology based on bi-directional digital TVs. To achieve the best revenue under a limited environment in regard to the channel number and the variety of sales goods, organizing broadcast programs to maximize the expected sales considering the selling power of each product at each time slot. For this, this paper proposes a method to predict the sales of goods when it is assigned to each time slot. The proposed method predicts the sales of product at a time slot given the week-in-year and weather of the target day. Additionally, it combines a statistical predict model applying SVD (Singular Value Decomposition) to mitigate the sparsity problem caused by the bias in sales record. In experiments on the sales data of W-shopping, a T-commerce company, the proposed method showed NMAE (Normalized Mean Absolute Error) of 0.12 between the prediction and the actual sales, which confirms the effectiveness of the proposed method. The proposed method is practically applied to the T-commerce system of W-shopping and used for broadcasting organization.

A Study on the Design Preference Survey for Development of Auxiliary Therapy Products Utilizing Music of Mild Cognitive Impairment (경도인지장애인의 음악을 활용한 보조 치료기기 제품개발을 위한 디자인 선호도 조사에 관한 연구)

  • Lee, Hae Goo
    • Korea Science and Art Forum
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    • v.31
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    • pp.355-365
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    • 2017
  • The future population of Korea is expected to reach the second highest level in the world by 2060 for the elderly. It is because of the rapid development of low fertility and medical technology. The burden of society for the elderly is expected to increase steadily. The elderly person firstly appears functional disorder. They have low ability in memory and in cognitive will be. Their activities are therefore limited. And economic production capacity is sharply reduced. Self-sufficiency is a difficult situation. They need help in economic and social aspects. Products for them need research and development. The elderly have a Mild Cognitive Impairment(MCI) stage with poor cognitive abilities. It is effective to combine pharmacological and non-pharmacological treatment methods for people with mild cognitive impairment. The effects of non-pharmacological treatments on music have been proven. This paper is a study on the appearance from the viewpoint of design in the development of ancillary instruments using music therapy techniques with Digital Convergence. For this study, we investigated the preference for external appearance of mild cognitive impairment. Two times surveys were conducted. As a result, the design of home care product for the hard cognitive impaired was different from that of a conventional game machine or set top box. It should be designed according to the user's special circumstances. They are memory and cognitive abilities. Products that meet physical and mental changes must be developed.

Permanent Preservation and Use of Historical Archives : Preservation Issues Digitization of Historical Collection (역사기록물(Archives)의 항구적인 보존화 이용 : 보존전략과 디지털정보화)

  • Lee, Sang-min
    • The Korean Journal of Archival Studies
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    • no.1
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    • pp.23-76
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    • 2000
  • In this paper, I examined what have been researched and determined about preservation strategy and selection of preservation media in the western archival community. Archivists have primarily been concerned with 'preservation' and 'use' of archival materials worth of being preserved permanently. In the new information era, preservation and use of archival materials were faced with new challenge. Life expectancy of paper records was shortened due to acidification and brittleness of the modem papers. Also emergence of information technology affects the traditional way of preservation and use of archival materials. User expectations are becoming so high technology-oriented and so complicated as to make archivists act like information managers using computer technology rather than traditional archival handicraft. Preservation strategy plays an important role in archival management as well as information management. For a cost-effective management of archives and archival institutions, preservation strategy is a must. The preservation strategy encompasses all aspects of archival preservation process and practices, from selection of archives, appraisal, inventorying, arrangement, description, conservation, microfilming or digitization, archival buildings, and access service. Those archival functions should be considered in their relations to each other to ensure proper preservation of archival materials. In the integrated preservation strategy, 'preservation' and 'use' should be combined and fulfilled without sacrificing the other. Preservation strategy planning is essential to determine the policies of archives to preserve their holdings safe and provide people with a maximum access in most effective ways. Preservation microfilming is to ensure permanent preservation of information held in important archival materials. To do this, a detailed standardization has been developed to guarantee the permanence of microfilm as well as its product quality. Silver gelatin film can last up to 500 years in the optimum storage environment and the most viable option for permanent preservation media. ISO and ANIS developed such standards for the quality of microfilms and microfilming technology. Preservation microfilming guidelines was also developed to ensure effective archival management and picture quality of microfilms. It is essential to assess the need of preservation microfilming. Limit in resources always put a restraint on preservation management. Appraisal (and selection) of what to be preserved was the most important part of preservation microfilming. In addition, microfilms with standard quality can be scanned to produce quality digital images for instant use through internet. As information technology develops, archivists began to utilize information technology to make preservation easier and more economical, and to promote use of archival materials through computer communication network. Digitization was introduced to provide easy and universal access to unique archives, and its large capacity of preserving archival data seems very promising. However, digitization, i.e., transferring images of records to electronic codes, still, needs to be standardized. Digitized data are electronic records, and st present electronic records are very unstable and not to be preserved permanently. Digital media including optical disks materials have not been proved as reliable media for permanent preservation. Due to their chemical coating and physical character using light, they are not stable and can be preserved at best 100 years in the optimum storage environment. Most CD-R can last only 20 years. Furthermore, obsolescence of hardware and software makes hard to reproduce digital images made from earlier versions. Even if when reformatting is possible, the cost of refreshing or upgrading of digital images is very expensive and the very process has to be done at least every five to ten years. No standard for this obsolescence of hardware and software has come into being yet. In short, digital permanence is not a fact, but remains to be uncertain possibility. Archivists must consider in their preservation planning both risk of introducing new technology and promising possibility of new technology at the same time. In planning digitization of historical materials, archivists should incorporate planning for maintaining digitized images and reformatting them in the coming generations of new applications. Without the comprehensive planning, future use of the expensive digital images will become unavailable. And that is a loss of information, and a final failure of both 'preservation' and 'use' of archival materials. As peter Adelstein said, it is wise to be conservative when considerations of conservations are involved.

Color-related Query Processing for Intelligent E-Commerce Search (지능형 검색엔진을 위한 색상 질의 처리 방안)

  • Hong, Jung A;Koo, Kyo Jung;Cha, Ji Won;Seo, Ah Jeong;Yeo, Un Yeong;Kim, Jong Woo
    • Journal of Intelligence and Information Systems
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    • v.25 no.1
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    • pp.109-125
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    • 2019
  • As interest on intelligent search engines increases, various studies have been conducted to extract and utilize the features related to products intelligencely. In particular, when users search for goods in e-commerce search engines, the 'color' of a product is an important feature that describes the product. Therefore, it is necessary to deal with the synonyms of color terms in order to produce accurate results to user's color-related queries. Previous studies have suggested dictionary-based approach to process synonyms for color features. However, the dictionary-based approach has a limitation that it cannot handle unregistered color-related terms in user queries. In order to overcome the limitation of the conventional methods, this research proposes a model which extracts RGB values from an internet search engine in real time, and outputs similar color names based on designated color information. At first, a color term dictionary was constructed which includes color names and R, G, B values of each color from Korean color standard digital palette program and the Wikipedia color list for the basic color search. The dictionary has been made more robust by adding 138 color names converted from English color names to foreign words in Korean, and with corresponding RGB values. Therefore, the fininal color dictionary includes a total of 671 color names and corresponding RGB values. The method proposed in this research starts by searching for a specific color which a user searched for. Then, the presence of the searched color in the built-in color dictionary is checked. If there exists the color in the dictionary, the RGB values of the color in the dictioanry are used as reference values of the retrieved color. If the searched color does not exist in the dictionary, the top-5 Google image search results of the searched color are crawled and average RGB values are extracted in certain middle area of each image. To extract the RGB values in images, a variety of different ways was attempted since there are limits to simply obtain the average of the RGB values of the center area of images. As a result, clustering RGB values in image's certain area and making average value of the cluster with the highest density as the reference values showed the best performance. Based on the reference RGB values of the searched color, the RGB values of all the colors in the color dictionary constructed aforetime are compared. Then a color list is created with colors within the range of ${\pm}50$ for each R value, G value, and B value. Finally, using the Euclidean distance between the above results and the reference RGB values of the searched color, the color with the highest similarity from up to five colors becomes the final outcome. In order to evaluate the usefulness of the proposed method, we performed an experiment. In the experiment, 300 color names and corresponding color RGB values by the questionnaires were obtained. They are used to compare the RGB values obtained from four different methods including the proposed method. The average euclidean distance of CIE-Lab using our method was about 13.85, which showed a relatively low distance compared to 3088 for the case using synonym dictionary only and 30.38 for the case using the dictionary with Korean synonym website WordNet. The case which didn't use clustering method of the proposed method showed 13.88 of average euclidean distance, which implies the DBSCAN clustering of the proposed method can reduce the Euclidean distance. This research suggests a new color synonym processing method based on RGB values that combines the dictionary method with the real time synonym processing method for new color names. This method enables to get rid of the limit of the dictionary-based approach which is a conventional synonym processing method. This research can contribute to improve the intelligence of e-commerce search systems especially on the color searching feature.