• Title/Summary/Keyword: N-스크린 서비스

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Design and Implementation of the Chronic Disease Management Platform based on Personal Health Records (개인건강기록 기반 만성질환 관리 플랫폼의 설계 및 구현)

  • Song, Je-Min;Lee, Yong-Jun;Nam, Kwang-Woo
    • Journal of Korea Society of Industrial Information Systems
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    • v.17 no.1
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    • pp.47-62
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    • 2012
  • To propagate clinical disease management service, there should be built a ecosystem where service developers, service providers, device suppliers closely cooperate for u-Health platform. However, most u-Health platform is difficult to build an effective ecosystem due to the lack of secure and effective PHR(Personal Health Record) management, the lack of personalized and intelligent service, difficulties of N-screen service. To solve these problems we suggest the CDMP(Chronic Disease Management Platform) architecture. The CDMP is a software platform that provides the core functions to develop the chronic disease management services and performs a hub function for the link and integration rbetween various services and systems. CDMP is SOA based platform that enables a provision of reusability, expansibility and it provides open API where everybody can share information, contents and services easily. CDMP supports the multi platform system foN-screen service and the self management functions via SNS. In this paper, we design and implement the CDMP including PHR service based on hybrid data model for privacy preservation. Experiment results prove the effectiveness of hybrid model-based PHR service.

Scalable HEVC 표준 기술 동향

  • Kim, Gyeong-Hye;Jo, Hyeon-Ho;Sim, Dong-Gyu
    • Information and Communications Magazine
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    • v.30 no.9
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    • pp.49-57
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    • 2013
  • 네트워크 기술과 멀티미디어 압축 기술이 발달함에 따라 사용자들은 고화질의 멀티미디어 콘텐츠를 무선 환경에서도 끊김 없이 제공 받기를 원하고 있다. 또한, 스마트폰과 스마트패드와 같은 다양한 멀티미디어 장치가 일상생활에서 보편적으로 사용되면서 디바이스 간에 끊김 없는 미디어의 연동을 가능케 하는 N-스크린 서비스가 점차 확산되고 있다. 이러한 시장의 흐름에 발맞춰 JCT-VC (Joint Collaborative Team on Video Coding)는 차세대 동영상 압축 표준 기술인 HEVC (High Efficiency Video Coding)를 바탕으로 공간적 (Spatial), 화질적 (Temporal) 스케일러빌리티 (Scalability)를 제공하는 확장 표준인 SHVC (Scalable HEVC)를 표준화 중에 있다. JCT-VC는 SHVC 부호화 기술들을 평가하기 위하여 SCE (Scalable Core Experiment)를 진행하고 있으며, SHVC 표준은 2014년 6월에 표준화가 완료 될 것으로 예상된다. 본 고에서는 비디오 스케일 러빌리티의 기본 개념 및 SHVC 표준화 과정에서 제안된 주요부호화 기술들과 이슈들을 소개한다.

Recommendations and Analysis of Model-based User Interface Model (모델 기반의 사용자 인터페이스 모델 분석 및 제안)

  • Kim, Chang-Su;Yu, So-Ra;Kim, Sung-Han;Lee, Seung-Yun;Jung, Hoe-Kyung
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.16 no.5
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    • pp.1077-1082
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    • 2012
  • User interface model technology can apply UI based on a user's choice. Recently, researches about th interface for the user's convenience have been actively made. For this, in W3C, various researches are ongoing in order to provide UI adjust service based on N-Screen service, consistent service provision, and the user's preference. In this paper, we study the model-based interface technology, which is fundamental to develop UI for the user's convenience. For this we study the verification process by analyzing elements of the user interface technology, analyzing the standards of the UI, and finding improvements for the MBUI standard. This will be used in order to secure the technology for web-application measures and to apply next-generation web-application.

A Mathematical Analysis of Automatic Balanced Placement of Icons in A Smartphone Launcher (스마트폰 런처에서 아이콘 자동 균형 배치의 수학적 분석)

  • Son, Kyung A;Eun, Seongbae
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.24 no.11
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    • pp.1457-1462
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    • 2020
  • There are dozens of applications on the smartphone. The service application that manages the loading, deletion, and deployment of these applications is called a smartphone launcher, and various launchers are used. Some of the existing launchers provide a function to automatically place icons by analyzing user application usage patterns. In this paper, we present a method of automatically arranging icons so that the icons are balanced on the smartphone screen. The usefulness of our method is illustrated by some exaples. In this case, it is proved that in an m × n screen layout with a height of m and a width of n, if n is an odd number, the entire screen can always be arranged in a balanced manner regardless of the n value by mathematical induction method.

An Exploratory Study on Paradigms, Policies in the Digital Convergence Era (디지털 컨버전스 시대의 특징 : 그 패러다임과 정책 방향)

  • Han, Hak-Soo
    • Journal of Digital Convergence
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    • v.10 no.1
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    • pp.455-461
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    • 2012
  • The paper explores the relationship among paradigms, ecosystem which need to establish broadcasting, information and communications industry as the core of national competitiveness in the digital convergence era, and proposes the future progressing strategies and policies directions that consider environmental factors which all mass media converged on Internet. This paper makes an attempt to contribute innovative & integrated perspectives in the industry.

A Seamless N-Screen Service Technology for Disseminating Disaster Informations (재해정보 확산을 위한 끊김없는 N-스크린 서비스 기술)

  • Kim, Kyungjun;Park, Jonghoon;Kim, Chulwon
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.19 no.3
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    • pp.587-595
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    • 2015
  • A by-pass path in wireless sensor networks is the alternative path which be able to forward data when a routing path is being broken. One reason of depleting energy is occurred by the path. The method for solving prior to addressed the problem is proposed. However, this method may deplete radio resource. The best path has advantage that network lifetime of sensor nodes is prolonged; on the contrary, in order to maintain the best path it have to share their information between the entire nodes. In this paper, we propose the best path searching algorithm in the distributed three dimensional sensor networks. Through the neighboring informations sharing in the proposed method, the proposed algorithm can decide the best k-path as well as the extension of network lifetime.

Trend analysis of Smart TV and Mobile Operating System (모바일 운영체제와 스마트 TV 동향 분석)

  • Bae, Yu-Mi;Jung, Sung-Jae;Jang, Rae-Young;Park, Jeong-Su;Kyung, Ji-Hun;Sung, Kyung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2012.10a
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    • pp.740-743
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    • 2012
  • The initial role of the operating system acts as an intermediary between the computer and the user, and, hardware and process management, and the convenience of your computer system is to use. Of these operating systems as well as servers and personal computers, smartphones and tablet mounted on mobile devices such as mobile operating system was born. Mobile Operating System has been expanded a TV or Car Area that built into a simple embedded operating system, is emergence of a variety of devices, cloud services, combined with the desire of users due to the high built-in simple embedded operating system that was working on a TV or a car is expanding to the area. The reason for the emergence of a variety of devices, cloud services, combined with the desire of users is high. In this paper, the mobile operating system, N-Screen, Smart TV to find out about and through the analysis of the major smart TV, the future Find out about trends in the mobile operating system.

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Accelerometer-based Gesture Recognition for Robot Interface (로봇 인터페이스 활용을 위한 가속도 센서 기반 제스처 인식)

  • Jang, Min-Su;Cho, Yong-Suk;Kim, Jae-Hong;Sohn, Joo-Chan
    • Journal of Intelligence and Information Systems
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    • v.17 no.1
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    • pp.53-69
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    • 2011
  • Vision and voice-based technologies are commonly utilized for human-robot interaction. But it is widely recognized that the performance of vision and voice-based interaction systems is deteriorated by a large margin in the real-world situations due to environmental and user variances. Human users need to be very cooperative to get reasonable performance, which significantly limits the usability of the vision and voice-based human-robot interaction technologies. As a result, touch screens are still the major medium of human-robot interaction for the real-world applications. To empower the usability of robots for various services, alternative interaction technologies should be developed to complement the problems of vision and voice-based technologies. In this paper, we propose the use of accelerometer-based gesture interface as one of the alternative technologies, because accelerometers are effective in detecting the movements of human body, while their performance is not limited by environmental contexts such as lighting conditions or camera's field-of-view. Moreover, accelerometers are widely available nowadays in many mobile devices. We tackle the problem of classifying acceleration signal patterns of 26 English alphabets, which is one of the essential repertoires for the realization of education services based on robots. Recognizing 26 English handwriting patterns based on accelerometers is a very difficult task to take over because of its large scale of pattern classes and the complexity of each pattern. The most difficult problem that has been undertaken which is similar to our problem was recognizing acceleration signal patterns of 10 handwritten digits. Most previous studies dealt with pattern sets of 8~10 simple and easily distinguishable gestures that are useful for controlling home appliances, computer applications, robots etc. Good features are essential for the success of pattern recognition. To promote the discriminative power upon complex English alphabet patterns, we extracted 'motion trajectories' out of input acceleration signal and used them as the main feature. Investigative experiments showed that classifiers based on trajectory performed 3%~5% better than those with raw features e.g. acceleration signal itself or statistical figures. To minimize the distortion of trajectories, we applied a simple but effective set of smoothing filters and band-pass filters. It is well known that acceleration patterns for the same gesture is very different among different performers. To tackle the problem, online incremental learning is applied for our system to make it adaptive to the users' distinctive motion properties. Our system is based on instance-based learning (IBL) where each training sample is memorized as a reference pattern. Brute-force incremental learning in IBL continuously accumulates reference patterns, which is a problem because it not only slows down the classification but also downgrades the recall performance. Regarding the latter phenomenon, we observed a tendency that as the number of reference patterns grows, some reference patterns contribute more to the false positive classification. Thus, we devised an algorithm for optimizing the reference pattern set based on the positive and negative contribution of each reference pattern. The algorithm is performed periodically to remove reference patterns that have a very low positive contribution or a high negative contribution. Experiments were performed on 6500 gesture patterns collected from 50 adults of 30~50 years old. Each alphabet was performed 5 times per participant using $Nintendo{(R)}$ $Wii^{TM}$ remote. Acceleration signal was sampled in 100hz on 3 axes. Mean recall rate for all the alphabets was 95.48%. Some alphabets recorded very low recall rate and exhibited very high pairwise confusion rate. Major confusion pairs are D(88%) and P(74%), I(81%) and U(75%), N(88%) and W(100%). Though W was recalled perfectly, it contributed much to the false positive classification of N. By comparison with major previous results from VTT (96% for 8 control gestures), CMU (97% for 10 control gestures) and Samsung Electronics(97% for 10 digits and a control gesture), we could find that the performance of our system is superior regarding the number of pattern classes and the complexity of patterns. Using our gesture interaction system, we conducted 2 case studies of robot-based edutainment services. The services were implemented on various robot platforms and mobile devices including $iPhone^{TM}$. The participating children exhibited improved concentration and active reaction on the service with our gesture interface. To prove the effectiveness of our gesture interface, a test was taken by the children after experiencing an English teaching service. The test result showed that those who played with the gesture interface-based robot content marked 10% better score than those with conventional teaching. We conclude that the accelerometer-based gesture interface is a promising technology for flourishing real-world robot-based services and content by complementing the limits of today's conventional interfaces e.g. touch screen, vision and voice.