• Title/Summary/Keyword: Platform Technology Development

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Development of Conversational Interface Platform Based on MS Robotics Studio for Integrated Service Robots (통합 서비스 로봇을 위한 MS 로보틱스 스튜디오 기반 대화 인터페이스 플랫폼 구축)

  • Lim, Sung-Soo;Cho, Sung-Bae
    • The Journal of Korea Robotics Society
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    • v.4 no.1
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    • pp.49-55
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    • 2009
  • The development of IT technology makes the functions and services of robots be integrated, and thus the robots become more intelligent and useful. As sophisticated usage of robots has evolved, direct communication by human language is necessary to increase the efficiency of their usage. In this paper, we propose a conversational interface platform for integrated service robots using MS Robotics Studio. The proposed platform consists of three types of components: a conversation manager to control the flows of the integrated service robots, a user interface to interact with users, and multiple service robots to perform actions or services. For a test-bed of the proposed platform, we build a schedule manager system and confirm the usability through SUS subject test by comparing the schedule manager system with MS Outlook.

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A Study on the Development of Game Platform in Web 3.0: Focused on P2E, C2E Models (웹 3.0에서의 메타버스 플랫폼 발전 방향에 대한 연구: P2E, C2E 모델을 중심으로)

  • Hyo Won Moon;Seon Bin Lim;Hee Dong Yang
    • Journal of Information Technology Services
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    • v.22 no.1
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    • pp.75-93
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    • 2023
  • The game industry has grown not only by combining them with various technologies also introducing new types of business models such as P2P, F2P, and P2W. Furthermore, games which implemented X2E model with blockchain technology are recently in the spotlight of the public attention. As domestic game companies have also prospect the blockchain games feasible, they are seeking ways to expand their global market share by strengthening the X2E model. Hence, by carrying this new business model out, it is expected to diversify their global revenue stream, which was previously confined to Asia region. This study analyzed the case of companies that have implemented the P2E and C2E models in order to suggest the direction of development for the game platform in Web 3.0 era. The cases of P2E game platform, which constitute of Axie Infinity and Mir 4, encompass the compensation structure, the stabilization mechanism of the in-game token economy, and future strategies regarding blockchain gaming. Likewise, the platform structure, business model, and future growth potential was discussed in terms of C2E scheme, focusing on the ZEPETO and Roblox cases. Based on the above case analysis, this study attempted to provide information on the current limitations and development directions of the P2E and C2E platforms. The current limitations in legal and industrial aspects should be addressed to facilitate the blooming of blockchain and P2E game industry. In addition, the necessity of not only social support also improvement on the technology and social stigma of full-time creators is ought to be emphasized in an effort to encourage the development of C2E platforms.

Research on Factors Influencing Consumers' Willingness to Use Community Group Buying Platform

  • Youwei QI;Jing SONG;Yiming LIU;Zhuoqi TENG
    • Journal of Distribution Science
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    • v.22 no.5
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    • pp.1-10
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    • 2024
  • Purpose: The study aims to identify the key factors that influence consumers' propensity to utilize community group buying platforms, employing the Technology Acceptance Model (TAM) as a theoretical framework. Research design, data and methodology: The research design involved selecting 192 consumers with experience in community group buying and analyzing the data statistically using SPSS 23.0. Hypotheses were tested utilizing the structural equation modeling software AMOS. Results: Key findings indicate that the attributes of products offered on community group buying platforms significantly enhance consumers' perceptions of usefulness and ease of use. Furthermore, these perceptions directly correlate with consumers' intentionsto use the platform. Conclusions: Thisresearch, grounded in the TAM, delves into how external factors of the community group buying platform impact perceived usefulness and ease of use, and subsequently, how these perceptions affect consumers' purchasing intentions. Based on these insights, several recommendations can be proposed for the platform's development: The platform should strive to enhance product quality and cultivate a positive reputation. Strategic promotional initiatives should be designed to attract new users while retaining existing customers. Continuous optimization of platform functionalities is necessary to augment users' perception of usefulness. These measures are anticipated to foster user engagement, increase adoption rates, and contribute to the overall success and sustainability of the community group buying platform.

A Study on the Construction of a Linked Database for an Integrated Service Platform of Local Culture and Arts Resources

  • Younghee Noh;Woojeong Kwak
    • International Journal of Knowledge Content Development & Technology
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    • v.13 no.4
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    • pp.119-137
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    • 2023
  • In this study, it was intended to explore a way to build a DB which links the resources and areas and regions already registered as cultural assets in connection with a project which is newly building local culture and arts resources. Towards this end, this study first identified the type and scale of existing local culture and arts resources that could be linked. Following which, to link the local cultural resources and collected cultural assets, this study investigated the websites such as the Cultural Heritage Administration's National Cultural Heritage Portal, municipal and provincial tangible cultural festivals, municipal and provincial intangible cultural assets, and Gyeonggi Memory. Furthermore, this study identified the amount of information sources to be built and the current status of each information source to identify detailed information sources. Finally, the metadata of local culture and arts resources were presented by classifying them into material and publication data metadata, document metadata, audiovisual metadata, oral recording metadata, village information metadata, and personal information village information metadata.

SAW Device Reader Platform Using FPGA Implementation (FPGA를 이용한 SAW Device Reader Platform 구현)

  • Jeong, Yong-Hyun;Son, Young-Tae;Kim, Young-Kil
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.14 no.12
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    • pp.2805-2810
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    • 2010
  • The Passive Device called SAW Device of the ID Tag or a small sensor that can replace all of MEMS technology Micro Device. When using SAW Device will be able to replace that sensor control the power needed or separate space. Enlarge the scope of this advantage to use as a platform for various SAW Device is required. However, the current SAW Sensor development has many, but SAW Sensor that can leverage the platform's development is sketchy. Therefore, this paper implements SAW Reader can be measured in SAW Device Using an FPGA more simple and efficient Reader platform.

A Study on Intelligent VR/AR Education Platform for Realistic Content Production

  • Hyun-Sook Lee;Jee-Uk Heu
    • Journal of Platform Technology
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    • v.12 no.1
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    • pp.32-43
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    • 2024
  • In recent years, a platform providing a Visual Programming development environment capable of 3D editing and interaction editing in an In-VR environment to quickly prototype VR/AR contents for education of VR and AR for general users and children. In the past, VR contents were mostly viewed by users. However, thanks to the rapid development of recent computing technologies, VR contents interacting with users have emerged as a device capable of tracking user behavior in a small size It was able to appear. In addition, because VR is extended to AR and MR, it can be used in all three virtual environments and requires efficient user interface(UI). In this paper, we propose UI based on eye tracking. Eye-tracking-based UI not only reduces the amount of time the user directly manipulates the controller, but also dramatically lowers the time spent on simple operations, while reducing the need for a dedicated controller by allowing multiple types of controllers to be used in combination. The proposed platform can easily create a prototype of their intended VR/AR App(or content) even for users(beginners) who do not have a certain level of knowledge and experience in 3D graphics and software coding, and share it with others. Therefore, this paper proposes a method to use VAL more effectively in a 5G environment.

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A Multi Medium Wireless Communication Vehicle Terminal Development and a Performance Test (다매체 무선통신 차량 단말 개발 및 성능평가)

  • Kim, Sang-Heon;Cho, Yung-Sung;Kim, Kyoung-Hwan;Bae, Myoung-Hwan;Lee, Kyeong-Im
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.10 no.5
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    • pp.135-145
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    • 2011
  • As communication technology, an enabling technology for ITS, becomes diversified with DSRC, CDMA, Wireless LAN, it is expected that type and function of ITS services will become gradually expanded. As a result, research and development of a standard platform that can provide support so that numerous communication technologies that are being used in various ITS services to receive various ITS services can be operated in one integrated terminal are being carried out. On Board Unit (OBU) for a recent standard platform was also built and tested recently. However, verification for standard suitability of the standard platform OBU that was developed must be carried out. Standard technology must be realized and sufficient functional and operational testing must be carried out in order to guarantee efficient operation in an actual ITS system and increase utilization of standard technology. Therefore, In this paper we had constructed test road and we had tested a standard platform OBU for a standard application.

Development and Verification of Modular 3U Cubesat Standard Platform (3U 큐브위성 표준 플랫폼의 개발)

  • Song, Sua;Lee, Soo-Yeon;Kim, Hongrae;Chang, Young-Keun
    • Journal of Aerospace System Engineering
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    • v.11 no.5
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    • pp.65-75
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    • 2017
  • This study proposes development of 3U CubeSat standard platform whose function and performance are verified via KAUSAT-5 development. 3U CubeSat platform specification was selected for the design of 3U Cubesat standard platform by examining existing CubeSat and state-of-art technology, and consequently a universally usable 3U CubeSat platform was designed. Standard platform was manufactured in 1.5U size and developed with a modular concept to be able to add and expand payloads and ADCS actuators for meeting the user's needs. In addition, in case of the power system, the solar panel, the battery, and the deployment mechanism are designed to be configured by the user. In the mechanical system design of a standard platform, subsystem and micro equipment functions/performance could be integrated and miniaturized on micro-sized PCBs and maximized electrical capability to accommodate multiple payloads. In the development of the 3U CubeSat, the satellite platform adopts the developed standard platform, which can reduce the cost and schedule for the whole satellite development by reducing the additional function verification.

A Study on Usability Evaluation of AR-based Online Archives Exhibition Platform: Focusing on June Democratic Struggle History Exhibition Case (AR기반 온라인 기록전시 플랫폼의 사용성 평가에 관한 연구 - 6월 민주 항쟁 역사 기획전 사례를 중심으로 -)

  • Jung, Chul;Lee, Soosang
    • Journal of Korean Library and Information Science Society
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    • v.53 no.1
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    • pp.125-148
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    • 2022
  • This study shows the process of designing and directly developing an online archives exhibition platform using AR (AR online archives exhibition platform) as a method for effectively providing online archives exhibition. Furthermore, the usability of the platform developed for actual users was evaluated. Related literature analysis was conducted to derive the functional requirements of the online archives exhibition platform to be guaranteed by the archives exhibition platform. Based on the derived functional requirements, six development strategies were established for the development of an AR online archives exhibition platform. The specific development of the platform was carried out using the Unity Engine and was based on the development strategy. After that, using the developed platform, 'June Democratic Struggle History Exhibition' was planned based on the collection of the Busan Democratic Park. Based on this, this study attempted to specifically evaluate the possibility of applying the actual exhibition service of the platform. Based on this, this study specifically evaluated the possibility of applying the actual exhibition service of the platform, and the usability of the AR online archives exhibition platform based on user experience (UX) was evaluated through platform demonstration for 35 actual users. According to the evaluation results, there were requirements for supplementation due to the use of advanced technology, but the main opinion was that it will be very positive at this time when untact services are being activated due to the Corona Pandemic.