• 제목/요약/키워드: Platform Use

검색결과 1,853건 처리시간 0.032초

Implementation of a network-based Real-Time Embedded Linux platform

  • Choi, Byoung-Wook;Shin, Eun-Cheol;Lee, Ho-Gil
    • 제어로봇시스템학회:학술대회논문집
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    • 제어로봇시스템학회 2005년도 ICCAS
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    • pp.1840-1845
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    • 2005
  • The SoC and digital technology development recently enabled the emergence of information devices and control devices because the SoC present many advantages such as lower power consumption, greater reliability, and lower cost. It is required to use an embedded operating system for building control systems. So far, the Real-Time operating system is widely used to implement a Real-Time system since it meets developer's requirements. However, Real-Time operating systems reveal a lack of standards, expensive development, and license costs. Embedded Linux is able to overcome these disadvantages. In this paper, the implementation of control system platform using Real-Time Embedded Linux is described. As a control system platform, we use XScale of a Soc and build Real-Time control platform using RTAI and Real-Time device driver. Finally, we address the feasibility study of the Real-Time Embedded Linux as a Real-Time operating system for mobile robots.

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승강장 안전을 위한 영상시스템 적용방안 연구 (Vision System for Monitoring a Platform Safety)

  • 원종운;정의진;이한민;김길동;홍재성;이장무
    • 한국철도학회:학술대회논문집
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    • 한국철도학회 2011년도 정기총회 및 추계학술대회 논문집
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    • pp.731-736
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    • 2011
  • On this paper, we propose how to apply the vision system for monitoring a platform safety. The vision system is tested in real platform in a deagu subway station. According to the result of field test, we propose how to use vision system for monitoring a platform safety. The result showed that it had a high performance to detecting ratio.

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마을공동체를 위한 온라인 플랫폼의 활용 연구 (Application of Online Platform for Village Community)

  • 이주현
    • 한국콘텐츠학회논문지
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    • 제20권4호
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    • pp.181-188
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    • 2020
  • 저출산, 고령인구의 증가로 인해 많은 지역이 곧 사라지게 될 위기에 처해 있다. 이러한 위기를 극복하기 위해서는 마을공동체를 통해 지역소멸로부터 벗어날 수 있도록 노력을 기울여야만 한다. 본 연구는 마을공동체를 위한 온라인 플랫폼의 활용을 알아보기 위해 실시되었으며 문헌연구, 현황조사, 설문조사를 통해 온라인 플랫폼이 어떻게 활용되고 있는지 알아보고자 하였다. 연구결과를 요약하면 다음과 같다. 첫째, 현재 마을공동체 활성화를 위해 정부 주도하에 도시재생지원사업이 실시되고 있으며 온라인 플랫폼은 해당 지자체의 도시재생지원센터 홈페이지 위주로 활용되고 있다. 둘째, 일반인들의 온라인 플랫폼 사용 빈도를 보면 전 연령대에서 네이버를 가장 많이 사용하고 있으며 다음으로는 홈페이지를 사용하고 있다. 20대와 30대의 경우 인스타그램을 페이스북보다 많이 사용하고 있으며 40대와 50대의 경우는 페이스북을 인스타그램보다 많이 사용하고 있다. 마을공동체를 위해 온라인 플랫폼을 활용하는 데에 있어서 온라인 플랫폼의 현황과 사용 빈도를 종합적으로 고려하여 온라인 플랫폼을 활용하여야 한다.

전자상거래 플랫폼 특성이 중국 이용자의 구매행동에 미치는 영향 연구 (The effect of e-commerce platform characteristics on users' purchasing behavior-A case study with Chinese customers)

  • 샹샤오리
    • 한국정보통신학회논문지
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    • 제26권8호
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    • pp.1238-1247
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    • 2022
  • 코로나19로 비대면 쇼핑 수요가 증가하면서 전자상거래 시장이 더욱 빠르게 성장하고 있다. 이러한 변화는 소비자에게는 다양한 기회확대로 연결되지만, 기업은 시장에서 경쟁력을 갖출 수 있도록 소비자의 특성을 이해하고 이를 판매 전략에 반영하는 것이 요구된다. 본 연구는 기술수용모델(TAM)에 따라 소비자의 지각된 용이성과 효용성이 플랫폼 이용의도에 어떠한 영향을 미치는지를 살펴보았다. 그 결과 플랫폼의 가격경쟁력과 인지도, 이용용이성이 효용성에 유의한 영향을 미치고 있음을 확인하였다. 또한 이용용이성이 플랫폼 이용의도에 미치는 영향에 이용자 특성의 조절효과는 보이지 않는 것으로 확인되었다. 이러한 결과는 기업의 판매전략에 중요한 시사점을 제시하게 되며, 향후 연구에서는 보다 다양한 변수를 고려하여 연구를 확장할 필요가 있다.

The Role of Facilitating Conditions and User Habits: A Case of Indonesian Online Learning Platform

  • AMBARWATI, Rita;HARJA, Yuda Dian;THAMRIN, Suyono
    • The Journal of Asian Finance, Economics and Business
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    • 제7권10호
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    • pp.481-489
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    • 2020
  • The study examines the role of facilitating conditions and user habits in the use of technology in Online Learning Platform (OLP) in Indonesia. The adoption of online learning, persistence, and learning results in online platforms is essential for ensuring that education technology is implemented and gets as much value as possible. People who use technology and systems will embrace new technologies even more. This quantitative study is based on a survey of 254 respondents, who were active users of the technology, and considers the facilitating conditions and user habits variables. Two research hypotheses were tested using the Partial Least Square-Structural Equation Modeling method. Cronbach's Alpha, path coefficient, AVE, R-square, T-test were applied. The results showed that the factors significantly influence the Online Learning Platform technology behavioral intention. This impact is primarily associated with the availability of the resources required to use OLP technology. The availability of these resources includes supporting infrastructures such as widespread Internet access, easy access to mobile devices, and file sizes that affect access speed. The findings of this study suggest that it is necessary to introduce and increase the availability of resources for using OLP technology, and familiarize people with the technology features.

스마트공장을 위한 빅데이터 애널리틱스 플랫폼 아키텍쳐 개발 (Developing a Big Data Analytics Platform Architecture for Smart Factory)

  • 신승준;우정엽;서원철
    • 한국멀티미디어학회논문지
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    • 제19권8호
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    • pp.1516-1529
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    • 2016
  • While global manufacturing is becoming more competitive due to variety of customer demand, increase in production cost and uncertainty in resource availability, the future ability of manufacturing industries depends upon the implementation of Smart Factory. With the convergence of new information and communication technology, Smart Factory enables manufacturers to respond quickly to customer demand and minimize resource usage while maximizing productivity performance. This paper presents the development of a big data analytics platform architecture for Smart Factory. As this platform represents a conceptual software structure needed to implement data-driven decision-making mechanism in shop floors, it enables the creation and use of diagnosis, prediction and optimization models through the use of data analytics and big data. The completion of implementing the platform will help manufacturers: 1) acquire an advanced technology towards manufacturing intelligence, 2) implement a cost-effective analytics environment through the use of standardized data interfaces and open-source solutions, 3) obtain a technical reference for time-efficiently implementing an analytics modeling environment, and 4) eventually improve productivity performance in manufacturing systems. This paper also presents a technical architecture for big data infrastructure, which we are implementing, and a case study to demonstrate energy-predictive analytics in a machine tool system.

실내 가상 경기를 위한 햅틱 AR 스포츠 기술 (Haptic AR Sports Technologies for Indoor Virtual Matches)

  • 김종성;장시환;양성일;윤민성
    • 전자통신동향분석
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    • 제36권4호
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    • pp.92-102
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    • 2021
  • Outdoor sports activities have been restricted by serious air pollution, such as fine dust and yellow dust, and abnormal meteorological change, such as heatwave and heavy snow. These environmental problems have rapidly increased the demand for indoor sports activities. Virtual sports, such as virtual golf, virtual baseball, virtual soccer, etc., allow playing various sports games without going outdoors. Indoor sports industries and markets have seen rapid growth since the advent of virtual sports. Most virtual sports platforms use screen-based virtual reality techniques, which are why they are called screen sports. However, these platforms cannot support various sports games, especially virtual match games, such as squash, boxing, and so on, because existing screen-based virtual reality sports techniques use real balls and players. This article presents screen-based haptic-augmented reality technologies for a new virtual sports platform. The new platform does not use real balls and players to solve the limitations of previous platforms. Here, various technologies, including human motion tracking, human action recognition, haptic feedback, screen-based augmented-reality systems, and augmented-reality sports content, are unified for the new virtual sports platform. From these haptic-augmented reality technologies, the proposed platform supports sports games, including indoor virtual matches, that existing virtual sports platforms cannot support.

패션 브랜드 가상공간에서 메타버스의 속성과 소비자의 지각된 가치 (Attributes of the metaverse and consumers' perceived values of fashion brands in virtual spaces)

  • 박신영;신수연
    • 복식문화연구
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    • 제32권3호
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    • pp.321-333
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    • 2024
  • This study aims to investigate how consumers perceive the attributes (ubiquity, continuity) of metaverse fashion brands in a virtual space. It also empirically verifies the impact on consumers' perceived values (hedonic value, social value) and consumer behavioral intentions (intention to use the platform, intention to purchase virtual products). The results verified in this study are as follows: First, we confirmed that the metaverse attributes perceived by consumers in the virtual space of the fashion brand, ubiquity and daily extension, positively affect customers' perceived hedonic and social values. Second, we found that consumers' perceived hedonic and social values have a significant positive effect on their intention to use the platform. Finally, we found that consumers' intention to use the platform had a significant positive effect on their intention to purchase virtual products. The results of this study will have academic significance by expanding the scope of research related to identifying metaverse attributes and values by identifying metaverse attributes and consumer values that perceived by consumers in fashion brands' virtual spaces in the metaverse. This study suggests a direction and strategy for fashion brands to move forward in building virtual spaces on the metaverse platform. In this way, they can create perceived value for consumers that elicits positive consumer behavioral intentions.

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.

WIPI 환경에서 문자 대화 서비스 및 상용어구 기능의 설계 및 구현 (Design and Implementation of Chatting Service and Common Use Phrase Function WIPI Platform)

  • 임창묵;정성훈;김창수;박시형;임재홍
    • 한국항해항만학회:학술대회논문집
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    • 한국항해항만학회 2004년도 추계학술대회
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    • pp.9-13
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    • 2004
  • 국내 무선 인터넷은 서로 다른 플랫폼을 사용하는 콘텐츠 제공자의 개발환경이 서로 상이하여 무선 인터넷 환성화의 저해 요인이 되고 있다. 이러한 문제점플 해결하기 위하여 창립된 한국 무선 인터넷 표준화 포럼(KWISF; Korea Wireless Internet Standardization Forum)에서 개발한 무선 인터넷 플랫폼인 WIPI(Wireless Internet Platform for Interoperability)의 사용으로 무선 응용프로그램의 상호 운용 및 하드웨어에 대한 독립성을 보장할 수 있게 되었다. 논문에서는 현재의 서로 다른 플랫폼에서 발생하는 비용을 절감할 수 있는 표준 플랫폼인 WIPI의 특정과 주요규격을 살펴보고, 최근 사용되는 있는 휴대폰간의 채팅 서비스의 편리성을 고려한 상용어구 기능을 설계 및 구현하고, 이를 통하여 휴대폰의 문자입력 속도의 향상과 그로 인하여 발생하는 효과에 대해 논하고자 한다.

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