• Title/Summary/Keyword: Mobile-based App.

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Development of Container House Equipped with Sensing and Environmental Monitoring System Based on Photovoltaic/Diesel Hybrid System (태양광/디젤 하이브리드 시스템 기반 센서 구동 및 환경 모니터링 컨테이너 하우스 개발)

  • Mi-Jeong Park;Jong-Yul Joo;Eung-Kon Kim
    • The Journal of the Korea institute of electronic communication sciences
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    • v.18 no.3
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    • pp.459-464
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    • 2023
  • The mobile house of this article is provided with stand-alone power system that uses photovoltaic energy and enables sensing and environmental monitoring. Excess power generated is stored in lithium batteries, which enable smooth operation of the mobile house even in environment in which solar energy cannot be used. The house has been designed that its systems can be operated continuously by diesel power generation even when photovoltaic energy cannot be generated due to long rainy season or heavy snow. BMS (batter management system) has been constructed for photovoltaic and power management, and monitors the charge/discharge and usage amount of photovoltaic energy. Various sensing data are recorded and transmitted automatically, and the design allows for wireless monitoring by means of computer and smartphone app. The container house proposed in this study enables efficient energy management by performing optimal energy operation in remote areas, parks, event venues, and construction sites where there is no system power source.

Development of Safety Activity Application and Usability Evaluation to Improve Risk Perception for Industrial Accident Prevention (산업재해 예방을 위한 위험 지각 증진 안전 활동 어플리케이션 개발 및 사용성 평가)

  • Jong Hyun Lee;Sieun Kim;Eunsol Cho;Kwangsu Moon
    • Journal of the Society of Disaster Information
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    • v.19 no.2
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    • pp.241-253
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    • 2023
  • Purpose: The purpose of this study is to introduce the structure and functions of an application developed for enhancing risk knowledge/perception, called KNOWRISK, and to identify and determine problems and requirements based on the usability evaluation results of the application. Method: The evaluation was conducted using the Mobile App Rating Scale (MARS) with a sample of 43 application users and related experts. Result: The application received a satisfactory evaluation score with an overall average of 4.074 points, and there was no significant difference in evaluation scores between experts and users. The highest score was for ease of use at 4.47, while the lowest score was for cost payment usage at 2.88. Conclusion: The results of this study suggest that efforts to increase risk knowledge and promote safe behavior using a mobile application can be an effective and efficient strategy for preventing industrial accidents and enhancing safety management.

Location Management System of Moving Objects to Considering Location of Guardian based on WiFi Technology (보호자의 위치를 고려한 WiFi 기술 기반 이동 객체의 위치 관리 시스템)

  • Kim, Jin-Deog;Kang, Hyo-Woon
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.17 no.10
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    • pp.2345-2351
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    • 2013
  • LBS(Location Based System) usually uses GPS technology to measure the exact position of the moving object. However, the method of managing location which utilizes the WiFi technology of mobile phone has not been introduced so far. The method of managing moving objects in view of the location of guardian has also not been proposed. In this paper, a new location management system of moving objects which take guardian's location into consideration is proposed. Specifically, the three methods of searching for missing child proposed in this paper are as follows : 1) a method based on an app for smart phone, 2) a method based on control server, 3) a method based on control server and fixed APs. Because the proposed system reflects the location of the guardian, the guardian is able to identify the state of child immediately and the workload can be reduced.

Development of Mobile Location Based Service App Using Augmented Reality (증강현실을 활용한 모바일 위치기반 응용서비스 앱 개발)

  • Kim, Jae-Pil;Lee, Dong-Cheol
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.18 no.6
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    • pp.1481-1487
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    • 2014
  • Recently, with the popularization of smartphones, augmented reality has become even more familiar to the public as an application that can provide realistic images as a tool for location-based services. Therefore, as a location-based application for smartphones that is appropriate for the application of augmented reality technology, the study develops a golf information system. Golf is the sport for which we should exactly know the accurate shape or distance to the destinations or obstacles, so the sport is suitable for applying the augmented reality technology. Even though the sport of golf has constantly increasing population to play it with the popularization of it, presently released golf-related smartphone apps are established as 2D images or in GPS basis; thus, they lack a sense of realism unfortunately. Thereupon, this study develops a golf information system by modifying and complementing usefully Mixare, the open source for augmented reality, for the sport of golf into an augmented reality-based system that can provide various information according to the actual environment of the golf course and describes how to apply it actually to the golf course.

BLE Beacon Based Online Offline Tourism and Solutions for Regional Tourism Activation (지역관광 활성화를 위한 비콘 기반의 온오프라인 관광 솔루션)

  • Ryu, Gab-Sang
    • Journal of Internet of Things and Convergence
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    • v.2 no.2
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    • pp.21-26
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    • 2016
  • In this paper, it is possible to update the tourist information in real time, on/off-line tour proposes a solution(BBTS) based on a bluetooth beacon can provide tourist information without the need for wireless data network. BBTS consists of a bluetooth based data of the low-power supply system and the beacons and interoperable smart applications. Data supply system consists of the BLE & Beacon Pairing-based / non-pairing data transmission module with integral hardware. Smart application modules that provide indoor location of users information, internal server module and tourist information collection and information guide around comprised of applications. The proposed BBTS is possible that indoor service tourism tourist demand due to utilizing the beacon technology. Outdoor tourist information is designed to be downloaded to the smartphone receives the information received from the beacon APK file to provide services. BBTS system is expected to make a big impact on the smart tourism services industry.

Design and Implementation of a Non-Face-to-Face Oriented Location-Based Service Software (비대면 지향의 위치-기반 서비스 소프트웨어 설계 및 구현)

  • Park, Hyuk Gyu;Won, Dong Hyun;Shin, Kwang Sung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2021.10a
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    • pp.580-581
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    • 2021
  • There are various Location-Based Services(LBS) that apply GPS technology in mobile devices such as smart-phone and tablet. In this paper, we designed non-face-to-face oriented LBS software in the reality that non-face-to-face services are increasing due to COVID-19. The proposed model searches location information for trading goods or services and utilizes information identified in real time. The proposed scheduling and priority control algorithm provides efficient service allocations and simulation was performed based on web/app to verify this. While commercialized LBS platforms focus on used goods transactions, the designed method is different in that it provides non-face-to-face services and not-direct transactions between individuals. It provides a wide range of transactions and services to users such as small business owners and franchises.

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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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    • v.11 no.1
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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 and Implementation of Sandcastle Play Guide Application using Artificial Intelligence and Augmented Reality (인공지능과 증강현실 기술을 이용한 모래성 놀이 가이드 애플리케이션 설계 및 구현)

  • Ryu, Jeeseung;Jang, Seungwoo;Mun, Yujeong;Lee, Jungjin
    • Journal of the Korea Computer Graphics Society
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    • v.28 no.3
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    • pp.79-89
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    • 2022
  • With the popularity and the advanced graphics hardware technology of mobile devices, various mobile applications that help children with physical activities have been studied. This paper presents SandUp, a mobile application that guides the play of building sand castles using artificial intelligence and augmented reality(AR) technology. In the process of building the sandcastle, children can interactively explore the target virtual sandcastle through the smartphone display using AR technology. In addition, to help children complete the sandcastle, SandUp informs the sand shape and task required step by step and provides visual and auditory feedback while recognizing progress in real-time using the phone's camera and deep learning classification. We prototyped our SandUp app using Flutter and TensorFlow Lite. To evaluate the usability and effectiveness of the proposed SandUp, we conducted a questionnaire survey on 50 adults and a user study on 20 children aged 4~7 years. The survey results showed that SandUp effectively helps build the sandcastle with proper interactive guidance. Based on the results from the user study on children and feedback from their parents, we also derived usability issues that can be further improved and suggested future research directions.

Design of the Web-based Interest-Type Test using Occupational Card (직업카드를 이용한 웹 기반 흥미유형검사 시스템 설계)

  • Kang, Myung-A
    • The Journal of the Convergence on Culture Technology
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    • v.4 no.3
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    • pp.185-190
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    • 2018
  • In the recent field of education, they open career-related curriculums either as formal curricular programs or extracurricular programs as highlighting value of career education. However, this lecture-based career education has failed to attract students' interest, and results are not satisfactory either. Since then, in order to design entertaining career education, the field has developed diverse tools and as a vocational aptitude testing tool for career development, methods that would use vocational cards were introduced. Today, schools from elementary school to middle and high schools frequently make use of the cards to conduct the vocational aptitude test and yet, as this web-based learning and smartphones are distributed, changes in the testing tool are being intensely demanded. This study aims to create and implement an application to help the vocational cards-using vocational aptitude test targeting students in elementary, middle and high schools to be actually conducted in a mobile platform.

Infant nurture management guide service widget based on Smart-TV (스마트TV 기반 유아 양육 도우미 서비스 위젯)

  • Jo, Hui-Joon;Choi, Jong-Hyuk;Jung, Jai-Jin
    • Convergence Security Journal
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    • v.10 no.4
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    • pp.93-99
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    • 2010
  • Smart TV, Internet content and interactive services are available, the operating system to mount the Web, App Store, you can enjoy a variety of content. Smart TV market, TV replacement cycle is long, watching for changes in the way copyright issues such as adaptation period and, unlike the case of a smart phone TV market in the short term are expected to occupy will not find, if IPTV, satellite, cable and real-time TV platform for broadcasters to adopt a smart, smart TV market could spread more quickly than expected. Long term, Google, Apple, TV gajeonsa and broadcasters to compete with various companies through the process of expanding the TV market is smart, the media are expected to dominate the market. Smart TV with the latest technology-related research and to investigate the Smart TV, Smart TV is designed based widgets. Widgets on the desktop, mobile, IPTV, etc. can be implemented in various environments and various features and types of users already are using the widget. In particular the advantages of the widget can be implemented to meet the needs of the users, because users to more efficiently and meet their desired widget. In this paper, propose Smart-TV-based Baby management widget.