• Title/Summary/Keyword: Mobile internet devices

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The Individual Discrimination Location Tracking Technology for Multimodal Interaction at the Exhibition (전시 공간에서 다중 인터랙션을 위한 개인식별 위치 측위 기술 연구)

  • Jung, Hyun-Chul;Kim, Nam-Jin;Choi, Lee-Kwon
    • Journal of Intelligence and Information Systems
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    • v.18 no.2
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    • pp.19-28
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    • 2012
  • After the internet era, we are moving to the ubiquitous society. Nowadays the people are interested in the multimodal interaction technology, which enables audience to naturally interact with the computing environment at the exhibitions such as gallery, museum, and park. Also, there are other attempts to provide additional service based on the location information of the audience, or to improve and deploy interaction between subjects and audience by analyzing the using pattern of the people. In order to provide multimodal interaction service to the audience at the exhibition, it is important to distinguish the individuals and trace their location and route. For the location tracking on the outside, GPS is widely used nowadays. GPS is able to get the real time location of the subjects moving fast, so this is one of the important technologies in the field requiring location tracking service. However, as GPS uses the location tracking method using satellites, the service cannot be used on the inside, because it cannot catch the satellite signal. For this reason, the studies about inside location tracking are going on using very short range communication service such as ZigBee, UWB, RFID, as well as using mobile communication network and wireless lan service. However these technologies have shortcomings in that the audience needs to use additional sensor device and it becomes difficult and expensive as the density of the target area gets higher. In addition, the usual exhibition environment has many obstacles for the network, which makes the performance of the system to fall. Above all these things, the biggest problem is that the interaction method using the devices based on the old technologies cannot provide natural service to the users. Plus the system uses sensor recognition method, so multiple users should equip the devices. Therefore, there is the limitation in the number of the users that can use the system simultaneously. In order to make up for these shortcomings, in this study we suggest a technology that gets the exact location information of the users through the location mapping technology using Wi-Fi and 3d camera of the smartphones. We applied the signal amplitude of access point using wireless lan, to develop inside location tracking system with lower price. AP is cheaper than other devices used in other tracking techniques, and by installing the software to the user's mobile device it can be directly used as the tracking system device. We used the Microsoft Kinect sensor for the 3D Camera. Kinect is equippedwith the function discriminating the depth and human information inside the shooting area. Therefore it is appropriate to extract user's body, vector, and acceleration information with low price. We confirm the location of the audience using the cell ID obtained from the Wi-Fi signal. By using smartphones as the basic device for the location service, we solve the problems of additional tagging device and provide environment that multiple users can get the interaction service simultaneously. 3d cameras located at each cell areas get the exact location and status information of the users. The 3d cameras are connected to the Camera Client, calculate the mapping information aligned to each cells, get the exact information of the users, and get the status and pattern information of the audience. The location mapping technique of Camera Client decreases the error rate that occurs on the inside location service, increases accuracy of individual discrimination in the area through the individual discrimination based on body information, and establishes the foundation of the multimodal interaction technology at the exhibition. Calculated data and information enables the users to get the appropriate interaction service through the main server.

A Study on Intuitive IoT Interface System using 3D Depth Camera (3D 깊이 카메라를 활용한 직관적인 사물인터넷 인터페이스 시스템에 관한 연구)

  • Park, Jongsub;Hong, June Seok;Kim, Wooju
    • The Journal of Society for e-Business Studies
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    • v.22 no.2
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    • pp.137-152
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    • 2017
  • The decline in the price of IT devices and the development of the Internet have created a new field called Internet of Things (IoT). IoT, which creates new services by connecting all the objects that are in everyday life to the Internet, is pioneering new forms of business that have not been seen before in combination with Big Data. The prospect of IoT can be said to be unlimited in its utilization. In addition, studies of standardization organizations for smooth connection of these IoT devices are also active. However, there is a part of this study that we overlook. In order to control IoT equipment or acquire information, it is necessary to separately develop interworking issues (IP address, Wi-Fi, Bluetooth, NFC, etc.) and related application software or apps. In order to solve these problems, existing research methods have been conducted on augmented reality using GPS or markers. However, there is a disadvantage in that a separate marker is required and the marker is recognized only in the vicinity. In addition, in the case of a study using a GPS address using a 2D-based camera, it was difficult to implement an active interface because the distance to the target device could not be recognized. In this study, we use 3D Depth recognition camera to be installed on smartphone and calculate the space coordinates automatically by linking the distance measurement and the sensor information of the mobile phone without a separate marker. Coordination inquiry finds equipment of IoT and enables information acquisition and control of corresponding IoT equipment. Therefore, from the user's point of view, it is possible to reduce the burden on the problem of interworking of the IoT equipment and the installation of the app. Furthermore, if this technology is used in the field of public services and smart glasses, it will reduce duplication of investment in software development and increase in public services.

A Regression-Model-based Method for Combining Interestingness Measures of Association Rule Mining (연관상품 추천을 위한 회귀분석모형 기반 연관 규칙 척도 결합기법)

  • Lee, Dongwon
    • Journal of Intelligence and Information Systems
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    • v.23 no.1
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    • pp.127-141
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    • 2017
  • Advances in Internet technologies and the proliferation of mobile devices enabled consumers to approach a wide range of goods and services, while causing an adverse effect that they have hard time reaching their congenial items even if they devote much time to searching for them. Accordingly, businesses are using the recommender systems to provide tools for consumers to find the desired items more easily. Association Rule Mining (ARM) technology is advantageous to recommender systems in that ARM provides intuitive form of a rule with interestingness measures (support, confidence, and lift) describing the relationship between items. Given an item, its relevant items can be distinguished with the help of the measures that show the strength of relationship between items. Based on the strength, the most pertinent items can be chosen among other items and exposed to a given item's web page. However, the diversity of the measures may confuse which items are more recommendable. Given two rules, for example, one rule's support and confidence may not be concurrently superior to the other rule's. Such discrepancy of the measures in distinguishing one rule's superiority from other rules may cause difficulty in selecting proper items for recommendation. In addition, in an online environment where a web page or mobile screen can provide a limited number of recommendations that attract consumer interest, the prudent selection of items to be included in the list of recommendations is very important. The exposure of items of little interest may lead consumers to ignore the recommendations. Then, such consumers will possibly not pay attention to other forms of marketing activities. Therefore, the measures should be aligned with the probability of consumer's acceptance of recommendations. For this reason, this study proposes a model-based approach to combine those measures into one unified measure that can consistently determine the ranking of recommended items. A regression model was designed to describe how well the measures (independent variables; i.e., support, confidence, and lift) explain consumer's acceptance of recommendations (dependent variables, hit rate of recommended items). The model is intuitive to understand and easy to use in that the equation consists of the commonly used measures for ARM and can be used in the estimation of hit rates. The experiment using transaction data from one of the Korea's largest online shopping malls was conducted to show that the proposed model can improve the hit rates of recommendations. From the top of the list to 13th place, recommended items in the higher rakings from the proposed model show the higher hit rates than those from the competitive model's. The result shows that the proposed model's performance is superior to the competitive model's in online recommendation environment. In a web page, consumers are provided around ten recommendations with which the proposed model outperforms. Moreover, a mobile device cannot expose many items simultaneously due to its limited screen size. Therefore, the result shows that the newly devised recommendation technique is suitable for the mobile recommender systems. While this study has been conducted to cover the cross-selling in online shopping malls that handle merchandise, the proposed method can be expected to be applied in various situations under which association rules apply. For example, this model can be applied to medical diagnostic systems that predict candidate diseases from a patient's symptoms. To increase the efficiency of the model, additional variables will need to be considered for the elaboration of the model in future studies. For example, price can be a good candidate for an explanatory variable because it has a major impact on consumer purchase decisions. If the prices of recommended items are much higher than the items in which a consumer is interested, the consumer may hesitate to accept the recommendations.

An Interactive Cooking Video Query Service System with Linked Data (링크드 데이터를 이용한 인터랙티브 요리 비디오 질의 서비스 시스템)

  • Park, Woo-Ri;Oh, Kyeong-Jin;Hong, Myung-Duk;Jo, Geun-Sik
    • Journal of Intelligence and Information Systems
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    • v.20 no.3
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    • pp.59-76
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    • 2014
  • The revolution of smart media such as smart phone, smart TV and tablets has brought easiness for people to get contents and related information anywhere and anytime. The characteristics of the smart media have changed user behavior for watching the contents from passive attitude into active one. Video is a kind of multimedia resources and widely used to provide information effectively. People not only watch video contents, but also search for related information to specific objects appeared in the contents. However, people have to use extra views or devices to find the information because the existing video contents provide no information through the contents. Therefore, the interaction between user and media is becoming a major concern. The demand for direct interaction and instant information is much increasing. Digital media environment is no longer expected to serve as a one-way information service, which requires user to search manually on the internet finding information they need. To solve the current inconvenience, an interactive service is needed to provide the information exchange function between people and video contents, or between people themselves. Recently, many researchers have recognized the importance of the requirements for interactive services, but only few services provide interactive video within restricted functionality. Only cooking domain is chosen for an interactive cooking video query service in this research. Cooking is receiving lots of people attention continuously. By using smart media devices, user can easily watch a cooking video. One-way information nature of cooking video does not allow to interactively getting more information about the certain contents, although due to the characteristics of videos, cooking videos provide various information such as cooking scenes and explanation for each recipe step. Cooking video indeed attracts academic researches to study and solve several problems related to cooking. However, just few studies focused on interactive services in cooking video and they still not sufficient to provide the interaction with users. In this paper, an interactive cooking video query service system with linked data to provide the interaction functionalities to users. A linked recipe schema is used to handle the linked data. The linked data approach is applied to construct queries in systematic manner when user interacts with cooking videos. We add some classes, data properties, and relations to the linked recipe schema because the current version of the schema is not enough to serve user interaction. A web crawler extracts recipe information from allrecipes.com. All extracted recipe information is transformed into ontology instances by using developed instance generator. To provide a query function, hundreds of questions in cooking video web sites such as BBC food, Foodista, Fine cooking are investigated and analyzed. After the analysis of the investigated questions, we summary the questions into four categories by question generalization. For the question generalization, the questions are clustered in eleven questions. The proposed system provides an environment associating UI (User Interface) and UX (User Experience) that allow user to watch cooking videos while obtaining the necessary additional information using extra information layer. User can use the proposed interactive cooking video system at both PC and mobile environments because responsive web design is applied for the proposed system. In addition, the proposed system enables the interaction between user and video in various smart media devices by employing linked data to provide information matching with the current context. Two methods are used to evaluate the proposed system. First, through a questionnaire-based method, computer system usability is measured by comparing the proposed system with the existing web site. Second, the answer accuracy for user interaction is measured to inspect to-be-offered information. The experimental results show that the proposed system receives a favorable evaluation and provides accurate answers for user interaction.

Analyzing the weblog data of a shopping mall using process mining (프로세스 마이닝을 이용한 쇼핑몰 웹로그 데이터 분석)

  • Kim, Chae-Young;Yong, Hye-Ryeon;Hwang, Hyun-Seok
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.11
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    • pp.777-787
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    • 2020
  • With the development of the Internet and the spread of mobile devices, the online market is growing rapidly. As the number of customers using online shopping malls explodes, research is being conducted on the analysis of usage behavior from customer data, personalized product recommendations, and service development. Thus, this paper seeks to analyze the overall process of online shopping malls through process mining, and to identify the factors that influence users' purchases. The data used are from a large online shopping mall, and R was the analysis tool. The results show that customer activity was most prominent in categories with event elements, such as unconventional discounts and monthly giveaway events. On the other hand, searches, logins, and campaign activity were found to be less relevant than their importance. Those are very important, because they can provide clues to a customer's information and needs. Therefore, it is necessary to refine the recommendations from related search words, and to manage activity, such as coupons provided when customers log in. In addition to the previous discussion, this paper proposes various business strategies to enhance the competitiveness of online shopping malls and to increase profits.

Construction of Test Collection for Automatically Extracting Technological Knowledge (기술 지식 자동 추출을 위한 테스트 컬렉션 구축)

  • Shin, Sung-Ho;Choi, Yun-Soo;Song, Sa-Kwang;Choi, Sung-Pil;Jung, Han-Min
    • The Journal of the Korea Contents Association
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    • v.12 no.7
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    • pp.463-472
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    • 2012
  • For last decade, the amount of information has been increased rapidly because of the internet and computing technology development, mobile devices and sensors, and social networks like facebook or twitter. People who want to gain important knowledge from database have been frustrated with large database. Many studies for automatic knowledge extracting meaningful knowledge from large database have been fulfilled. In that sense, automatic knowledge extracting with computing technology has been highly significant in information technology field, but still has many challenges to go further. In order to improve the effectives and efficiency of knowledge extracting system, test collection is strongly necessary. In this research, we introduce a test collection for automatic knwoledge extracting. We name the test collection KEEC/KREC(KISTI Entity Extraction Collection/KISTI Relation Extraction Collection) and present the process and guideline for building as well as the features of. The main feature is to tag by experts to guarantee the quality of collection. The experts read documents and tag entities and relation between entities with a tool for tagging. KEEC/KREC is being used for a research to evaluate system performance and will continue to contribute to next researches.

Building an SNS Crawling System Using Python (Python을 이용한 SNS 크롤링 시스템 구축)

  • Lee, Jong-Hwa
    • Journal of Korea Society of Industrial Information Systems
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    • v.23 no.5
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    • pp.61-76
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    • 2018
  • Everything is coming into the world of network where modern people are living. The Internet of Things that attach sensors to objects allows real-time data transfer to and from the network. Mobile devices, essential for modern humans, play an important role in keeping all traces of everyday life in real time. Through the social network services, information acquisition activities and communication activities are left in a huge network in real time. From the business point of view, customer needs analysis begins with SNS data. In this research, we want to build an automatic collection system of SNS contents of web environment in real time using Python. We want to help customers' needs analysis through the typical data collection system of Instagram, Twitter, and YouTube, which has a large number of users worldwide. It is stored in database through the exploitation process and NLP process by using the virtual web browser in the Python web server environment. According to the results of this study, we want to conduct service through the site, the desired data is automatically collected by the search function and the netizen's response can be confirmed in real time. Through time series data analysis. Also, since the search was performed within 5 seconds of the execution result, the advantage of the proposed algorithm is confirmed.

The Current Status and Development Direction of Mixed Reality Content (혼합현실 콘텐츠의 현황과 발전방향)

  • Kim, Hee-young
    • Cartoon and Animation Studies
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    • s.46
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    • pp.181-206
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    • 2017
  • In the near future, we are expected to live in a Mixed Reality environment where reality and virtuality coexist as today we live using the Internet and smartphones in our daily lives. The relevant content based on the idea of Mixed Reality crystallizing is currently expanding, and it is time for research on it. This study examines the current situation and the development direction of mixed reality contents. Typical mixed reality contents can be classify by wearability. We analyzed HoloLens, a mixed reality wearable device that is worn on a head, which is a example of wearable device. As an example of unwearable device, we also analyzed the Room2Room which is a communication system that combines video with augmented reality-based telepresence avatar. Mixed Reality content will develop in the direction of implementing expanded use of information and more natural realism through the interactive combination of Reality, Virtual Reality, and Augmented Reality. As head-mounted wearable technology develops, Mixed Reality content is expected to become popular by increasing the number of Mixed Reality device users if convenience and price competitiveness are secured. The way of unifying Mixed Reality wearable devices must be established in order to increase convenience, and the environment based on Mixed Reality will be created through diversifying leisure activity content. Telepresence Avatar is expected to develop into Mobile Hologram Avar as Mixed Reality content accessible anywhere and at anytime beyond space limits. Another potential for development of Telepresence Avatar is the combination of Avatar moving on user's thought, Augmented Human technology and Mixed Reality.

Effect of Psychological Variables on Decision-making Time in the Online Centipede Game (온라인 지네 게임으로 알아본 심리적 변인이 의사결정 시간에 미치는 영향)

  • Kim, Bora;Kwon, Young-Mi
    • Journal of Digital Convergence
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    • v.15 no.12
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    • pp.169-185
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    • 2017
  • Given that nowadays things get very fast due to the pervasive use of the Internet and mobile devices, decision-making time can be an important variable in the online economic decisions. Although in experimental and behavioral economics, measures like scores or earnings are usually preferred, this study argues that the time variable can be dealt with as a new decision outcome. Thus, by selecting some psychological factors presumably impactful in the online context (i.e., incidental emotions, psychological distances, and individual's impulsivity), this study tested their effect on decision time in the online centipede game. As a result, the mean decision time in the game was longer (1) in the happiness condition than in the anger condition and (2) in the friend condition than in the stranger condition. The people with attention difficulties spent a short time in the decision and the people who dislike complex problems spent a short time in explaining their decision. This study can contribute to the field as it used the decision time as the dependent variable and it tested the effect of psychological factors in the context of online decision-making. Future studies can be conducted in other online decision situations or by considering other psychological variables.

Simplification of Face Image using Cubic Spline Interpolation (Cubic Spline Interpolation을 이용한 얼굴 영상의 단순화)

  • Kim, Jung-Min;Jung, Eun-Kook;Kim, Sun-Shin
    • Journal of the Korean Institute of Intelligent Systems
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    • v.20 no.5
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    • pp.722-727
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    • 2010
  • This paper is presented to study simplification of face image using cubic spline interpolation for a business card with 2D barcode. People often forget business card's owner because business cards don't be included a face picture generally. To solve such problem, many applications have be developed through mobile devices, Internet and so on. But they couldn't caught up with value of existing business card mad by paper. Hence, some methods which can put information on business card using 1D or 2D barcode had suggested. but they couldn't include information like face image or company logo image which have too much data. Therefore, we study the simplification method of face image to encode from a face image to 2D barcode. The simplification method using spline curves defined by feature points which we dotted on face, ears, hair, eyebrows, nose, lips, neck, etc.. on a face area. for experiment, we see real face image and simplified face image made by proposed method after we automatically extract face watch through camera. In experimental results, data of simplified face image was reduced as small as it can be expressed by 2D barcode, and confirmed that it can effectively express features.