• 제목/요약/키워드: Mobile Software

검색결과 1,462건 처리시간 0.03초

Design and Implementation of Kalman-filter Based User Movement Distance Algorithm Suitable for Domestic Environment (국내 환경에 적합한 Kalman-filter 기반 사용자 운동거리 측정 알고리즘 설계 및 구현)

  • Jang, Young-Hwan;Im, Subong;Park, Seok-Cheon;Lee, Bong-Gyou;Lee, Sang-Soon
    • Journal of the Korea Institute of Information and Communication Engineering
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    • 제23권12호
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    • pp.1624-1630
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    • 2019
  • With the increase in there are smart devices penetration around the world, services related to exercise checks are attracting attention. However, there is existing exercise amount measurement service does not use the altitude information, or because the use of an algorithm that does not corrected the GPS altitude error is not accurate movement distance provided have a problem. Therefore, in this paper, to improve the existing problems, Kalman-filter-based user movement distance measurement algorithm is designed and implementation of improved by using the Kalman-filter based GPS and barometric altimeter sensor fusion algorithm to improve the altitude value the accuracy and of calculate the coordinate plane distance. As a result of comparing the designed and implementation of algorithm with the existing algorithms, it is confirmed that the proposed algorithm improves the accuracy by about 2.17%.

Prerequisites on Smart Healthcare in the Perspective of Service Design : Focusing on the Elderly Experience Case (서비스 디자인 관점에서 본 스마트 헬스케어의 선행 조건 : 고령자 경험 사례를 중심으로)

  • Kim, Ho-Da;Joo, Ae-Ran
    • Journal of Information Technology Applications and Management
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    • 제28권3호
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    • pp.49-58
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    • 2021
  • Due to the increasing interest in wellness aroused by the aging population and the pursuing feature of active old age, Korean elderly set importance on long life with their healthy condition. Following the change in the paradigm of the medical delivery system from hospital-oriented, treatment-oriented to personal-centered and self-care, Service design application of Smart Healthcare for the elderly became valuable. Smart Healthcare is a healthcare service provided through the fusion of ICT technologies including mobile/wearable devices, IoT, big data, and information technology, and it is utilized to prevent diseases managing abundant health information and living habits. As a methodology for delivering such Smart Healthcare to the elderly, Service design can be adopted. Therefore, this study would like to present the perquisites of Smart Healthcare design for the elderly through analyzing the results from in-depth interview methods between the elderly and medical staff. As a result of this study, guidelines for Service design application of health vulnerability management for the elderly utilizing smart phones were presented. Therefore, this study presented four prerequisites composed of 'high level of supplementation and ethical decision making', 'improvement of inequality in accessibility and experience', 'resolving problems in policy implementation' and 'user-friendliness' for the Smart Healthcare service design for the elderly. Overall, Service design is expected to play an innovative role in improving the quality of life for the elderly through the process of collecting and delivering information on Smart Healthcare centered on the experience of the elderly.

Blockchain-based safety MyData Service Model (블록체인 기반 안전한 마이데이터 서비스 모델)

  • Lee, Kwang Hyoung;Jung, Young Hoon
    • Journal of the Korea Academia-Industrial cooperation Society
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    • 제21권12호
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    • pp.873-879
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    • 2020
  • The importance of data as a core resource of the 4th industrial revolution is emerging, and companies illegally collect and use personal data. In the financial sector, active research is conducted to safely manage personal data and provide better services using blockchain, big data, and AI technology. In this paper, we propose a system that can safely manage personal data by using blockchain technology, which can be used without changing the existing system. The composition of this system consists of a blockchain, blockchain linkages, a service provider, and a user (i.e., an app). Blockchain can be used regardless of its type and form, and services are provided by classifying blockchains and services in the blockchain linkages. Service providers can access personal data only after requesting and receiving delegated permission from users. Existent MyData services store all data in a user's mobile phone, so information may get leaked due to jailbreaks or rooting. But in the proposed system, personal data are stored in blockchain so information leakage can be prevented. In the future, we will study ways to provide customized services using personal data stored in blockchain.

Design and Implementation of Image Detection System Using Vertical Histogram-Based Shadow Removal Algorithm (수직 히스토그램 기반 그림자 제거 알고리즘을 이용한 영상 감지 시스템 설계 및 구현)

  • Jang, Young-Hwan;Lee, Jae-Chul;Park, Seok-Cheon;Lee, Bong-Gyou;Lee, Sang-Soon
    • Journal of the Korea Institute of Information and Communication Engineering
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    • 제24권1호
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    • pp.91-99
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    • 2020
  • For the shadow removal technology that is the base technology of the image detection system, real-time image processing has a problem that the processing speed is reduced due to the calculation complexity and it is also sensitive to illumination or light because shadows are removed only by the difference in brightness. Therefore, in this paper, we improved real-time performance by reducing the calculation complexity through the removal of the weighting part in order to solve the problem of the conventional system. In addition, we designed and evaluated an image detection system based on a shadow removal algorithm that could improve the shadow recognition rate using a vertical histogram. The evaluation results confirmed that the average speed increased by approximately 5.6ms and the detection rate improved by approximately 5.5%p compared to the conventional image detection system.

Research on the Uses and Gratifications of Tiktok (Douyin short video)

  • Yaqi, Zhou;Lee, Jong-Yoon;Liu, Shanshan
    • International Journal of Contents
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    • 제17권1호
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    • pp.37-53
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    • 2021
  • With the advent of the 5G era, smart phones and communications network technology have progressed, and mobile short video of people's life can be made, Of the new tools of communication, at present, China's social short video industry has shown rapid development, and the most representative of the short video app is Douyin (international version: Tiktok). Under the background of Uses and Gratifications Theory, this study discusse the relationship between Douyin users' preference degree, use motivation, use satisfaction and attention intention. This study divides the content of Douyin video into 10 categories, selects the form of an online questionnaire survey, uses SPSS software to conduct quantitative analysis of 202 questionnaires after screening, and finally draws the following conclusions: (1) The content preference degree of Douyin short video (the high group and low group) is different in users' use motivation, users' satisfaction degree and users' attention intention. ALL results are within the range of statistical significance.(2) Douyin users' video content preference degree has a positive impact on users' use motivation, users' satisfaction degree, and users' attention intention. (3) Douyin users' motivation has a positive impact on users' satisfaction and user' attention intention. (4) Douyin users' satisfaction degree has a positive impact on users' attention intention. Based on the research results, we suggest that Douyin platform pushes videos according to users' preferences. In addition, as the preference degree has an impact on users' motivation, satisfaction degree and attention intention of using the platform, it is important that the platform's focus should to pay attention to the preference degree of users. Collecting users' preferences at the early stage of users' entering the platform is a good way to learn from, and doing a good job of big data collection and management in the later operation.

A Study on the Improvement of Personal Identity Proofing Service Using an Alternative Method for Resident Registration Number Based on Electronic Signature (전자서명 기반의 주민등록번호 대체수단을 사용한 본인확인서비스 개선 방안에 대한 연구)

  • Kim, Jong Bae
    • The Journal of the Convergence on Culture Technology
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    • 제7권3호
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    • pp.453-462
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    • 2021
  • As the status of public certificates expired due to the recent revision of the Electronic Signature Act, electronic signature-based public certificates were also lost in the means of replacing resident registration numbers(RRN). As a result, public certification institutions have recently been designated by the Korea Communications Commission as identity verification service providers through a review of the designation of personal identity proofing agency based on alternative means of RRN. However, unlike existing RRN replacements such as i-PIN, mobile phones, and credit cards, the personal identity proofing process for applicants for certificates is different from existing alternatives. The proposed method shows that it is possible to protect users' personal information and provide universal, reasonable, and safe identification services by applying improvements to electronic signature-based personal identity proofing services.

Ultimate-Game Automatic Trace and Analysis System Using IoT (사물인터넷 기반 얼티미트 경기 자동추적 및 분석 시스템)

  • Lim, Jea Yun
    • KIPS Transactions on Software and Data Engineering
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    • 제11권1호
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    • pp.59-66
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    • 2022
  • In this paper, by applying IoT technology to the Ultimate game, which is one of the games using Flyingdisc, the process of the game is traced based on the players and the flyingdisc, and a comprehensive relationship analysis between players is performed on the results of the game. A WiFi module with built-in GPS is attached in the players and flyingdisc. The player's ID, latitude/longitude values received from GPS and time are stored in the database in realtime during the game. Process informations of the game is also stored in the database at the same time using mobile Ultimate game App. Based on this informations after the game is over, we developed a system that can perform comprehensive analysis of the game contents. By using the informations stored in the database, the player-based game process and the flyingdisc-based scoring process are visualized in the virtual playground. Various game result informations for players are graphically analyzed using Python.

Design of weighted federated learning framework based on local model validation

  • Kim, Jung-Jun;Kang, Jeon Seong;Chung, Hyun-Joon;Park, Byung-Hoon
    • Journal of the Korea Society of Computer and Information
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    • 제27권11호
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    • pp.13-18
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    • 2022
  • In this paper, we proposed VW-FedAVG(Validation based Weighted FedAVG) which updates the global model by weighting according to performance verification from the models of each device participating in the training. The first method is designed to validate each local client model through validation dataset before updating the global model with a server side validation structure. The second is a client-side validation structure, which is designed in such a way that the validation data set is evenly distributed to each client and the global model is after validation. MNIST, CIFAR-10 is used, and the IID, Non-IID distribution for image classification obtained higher accuracy than previous studies.

COVID-19 Diagnosis from CXR images through pre-trained Deep Visual Embeddings

  • Khalid, Shahzaib;Syed, Muhammad Shehram Shah;Saba, Erum;Pirzada, Nasrullah
    • International Journal of Computer Science & Network Security
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    • 제22권5호
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    • pp.175-181
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    • 2022
  • COVID-19 is an acute respiratory syndrome that affects the host's breathing and respiratory system. The novel disease's first case was reported in 2019 and has created a state of emergency in the whole world and declared a global pandemic within months after the first case. The disease created elements of socioeconomic crisis globally. The emergency has made it imperative for professionals to take the necessary measures to make early diagnoses of the disease. The conventional diagnosis for COVID-19 is through Polymerase Chain Reaction (PCR) testing. However, in a lot of rural societies, these tests are not available or take a lot of time to provide results. Hence, we propose a COVID-19 classification system by means of machine learning and transfer learning models. The proposed approach identifies individuals with COVID-19 and distinguishes them from those who are healthy with the help of Deep Visual Embeddings (DVE). Five state-of-the-art models: VGG-19, ResNet50, Inceptionv3, MobileNetv3, and EfficientNetB7, were used in this study along with five different pooling schemes to perform deep feature extraction. In addition, the features are normalized using standard scaling, and 4-fold cross-validation is used to validate the performance over multiple versions of the validation data. The best results of 88.86% UAR, 88.27% Specificity, 89.44% Sensitivity, 88.62% Accuracy, 89.06% Precision, and 87.52% F1-score were obtained using ResNet-50 with Average Pooling and Logistic regression with class weight as the classifier.

Contact Tracking Development Trend Using Bibliometric Analysis

  • Li, Chaoqun;Chen, Zhigang;Yu, Tongrui;Song, Xinxia
    • Journal of Information Processing Systems
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    • 제18권3호
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    • pp.359-373
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    • 2022
  • The new crown pneumonia (COVID-19) has become a global epidemic. The disease has spread to most countries and poses a challenge to the healthcare system. Contact tracing technology is an effective way for public health to deal with diseases. Many experts have studied traditional contact tracing and developed digital contact tracking. In order to better understand the field of contact tracking, it is necessary to analyze the development of contact tracking in the field of computer science by bibliometrics. The purpose of this research is to use literature statistics and topic analysis to characterize the research literature of contact tracking in the field of computer science, to gain an in-depth understanding of the literature development status of contact tracking and the trend of hot topics over the past decade. In order to achieve the aforementioned goals, we conducted a bibliometric study in this paper. The study uses data collected from the Scopus database. Which contains more than 10,000 articles, including more than 2,000 in the field of computer science. For popular trends, we use VOSviewer for visual analysis. The number of contact tracking documents published annually in the computer field is increasing. At present, there are 200 to 300 papers published in the field of computer science each year, and the number of uncited papers is relatively small. Through the visual analysis of the paper, we found that the hot topic of contact tracking has changed from the past "mathematical model," "biological model," and "algorithm" to the current "digital contact tracking," "privacy," and "mobile application" and other topics. Contact tracking is currently a hot research topic. By selecting the most cited papers, we can display high-quality literature in contact tracking and characterize the development trend of the entire field through topic analysis. This is useful for students and researchers new to field of contact tracking ai well as for presenting our results to other subjects. Especially when comprehensive research cannot be conducted due to time constraints or lack of precise research questions, our research analysis can provide value for it.