• Title/Summary/Keyword: Smart Media Environment

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Low-Cost Remote Power-Quality-Failure Monitoring System using Android APP and MCU (안드로이드 앱과 MCU를 이용한 저가형 원격 전원품질이상 감시 시스템)

  • Lim, Ho-Kyoun;Kim, Seo-Hwi;Lee, Seung-Hyeon;Choe, Sangho
    • Journal of the Institute of Electronics and Information Engineers
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    • v.50 no.9
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    • pp.144-155
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    • 2013
  • This paper presents a low-cost remote power-quality-failure monitoring system (RPMS) using Android App and TI MCU (micro-controller unit), which is appliable to a micro-grid. The designed RPMS testbed consists of smart nodes, a server, and Android APPs. Especially, the C2000-series MCU-based RPMS smart node that is low-cost compared to existing monitoring systems has both a signal processing function for power signal processing and a data transmission function for power-quality monitoring data transmission. The signal processing function implements both a wavelet-based power failure detection algorithm including sag, swell, and interruption, and a FFT-based power failure detection algorithm including harmonics such that reliable and real-time power quality monitoring is guaranteed. The data transmission function implements a low-complexity RPMS transmission protocol and defines a simple data format (msg_Diag) for power monitoring message transmission. We may watch the monitoring data in real time both at a server and Android phone Apps connected to the WiFi network (or WAN). We use RS-232 (or Bluetooth) as the wired (or wireless) communication media between a server and nodes. We program the RPMS power-quality-failure monitoring algorithm using C language in the CCS (Code Composer Studio) 3.3 environment.

Multimedia Application and Ubiquitous English Education Environment (멀티미디어 기기 활용과 유비쿼터스 영어 교육환경)

  • Choi, Michelle Mi-Hee
    • Journal of Digital Contents Society
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    • v.13 no.3
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    • pp.393-399
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    • 2012
  • New and creative skills must be developed, and adapted into a lesson, to motivate learners to acquire a second language easily and enjoyment, Multimedia tools which are of interest to learners, such as; smart phones, computers, and notebooks with wireless internet compatability, will provide learners opportunities to study, and do their work practically anywhere and anytime. Recently, podcasts, which are a type of digital media, consisting of a series of audio episodes or video files, subscribed to and downloaded through web syndication, or streamed online to a computer or mobile device, are used to facilitate ESL (English as a Second Language) learning. Development of a variety of teaching methods, using multimedia tools, is needed. There are advantages and disadvantages to using a variety of multimedia tools. The current research aims to study its characteristics and application, in order to maximize their effective use, in English education. The current study suggests a ubiquitous learning environment using multimedia content tools, internet media, video teleconferencing, cyber-learning, and one-to-one videos used in conjunction with, or as a digital textbook for the English lesson. This study also investigates future educational changes, using state-of-the-art equipment for the self-learning experience, and will present a new direction in English education, through a variety of instructional devices and a marginalized class system model.

Design and operating parameters of multi-functional floating island determined by basic experiments of unit processes (단위공정별 기초실험을 통한 다기능 융복합부도의 설계·운전인자 도출)

  • Lim, Hyun-Man;Jang, Yeo-Ju;Jung, Jin-Hong;Yoon, Young-Han;Park, Jae-Roh;Kim, Weon-Jae
    • Journal of Korean Society of Water and Wastewater
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    • v.32 no.6
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    • pp.487-497
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    • 2018
  • Water quality improvement processes for stagnant area consist mainly of technologies applying vegetation and artificial water circulation, and these existing technologies have some limits to handle pollution loads effectively. To improve the purification efficiency, eco-friendly technologies should be developed that can reinforce self-purification functions. In this study, a multi-functional floating island combined with physical chemical biological functions ((1) flotation and oxidization using microbubbles, (2) vegetation purification and (3) bio-filtration with improved adsorption capacity) has been developed and basic experiments were performed to determine the optimal combination conditions for each unit process. It has been shown that it is desirable to operate the microbubble unit process under conditions greater than $3.5kgf/cm^2$. In vegetation purification unit process, Yellow Iris (Iris pseudacorus) was suggested to be suitable considering water quality, landscape improvement and maintenance. When granular red-mud was applied to the bio-filtration unit process, it was found that T-P removal efficiency was good and its value was also stable for various linear velocity conditions. The appropriate thickness of filter media was suggested between 30 and 45 cm. In this study, the optimal design and operating parameters of the multi-functional floating island have been presented based on the results of the basic experiments of each unit process.

Effects of Customers' Relationship Networks on Organizational Performance: Focusing on Facebook Fan Page (고객 간 관계 네트워크가 조직성과에 미치는 영향: 페이스북 기업 팬페이지를 중심으로)

  • Jeon, Su-Hyeon;Kwahk, Kee-Young
    • Journal of Intelligence and Information Systems
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    • v.22 no.2
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    • pp.57-79
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    • 2016
  • It is a rising trend that the number of users using one of the social media channels, the Social Network Service, so called the SNS, is getting increased. As per to this social trend, more companies have interest in this networking platform and start to invest their funds in it. It has received much attention as a tool spreading and expanding the message that a company wants to deliver to its customers and has been recognized as an important channel in terms of the relationship marketing with them. The environment of media that is radically changing these days makes possible for companies to approach their customers in various ways. Particularly, the social network service, which has been developed rapidly, provides the environment that customers can freely talk about products. For companies, it also works as a channel that gives customized information to customers. To succeed in the online environment, companies need to not only build the relationship between companies and customers but focus on the relationship between customers as well. In response to the online environment with the continuous development of technology, companies have tirelessly made the novel marketing strategy. Especially, as the one-to-one marketing to customers become available, it is more important for companies to maintain the relationship marketing with their customers. Among many SNS, Facebook, which many companies use as a communication channel, provides a fan page service for each company that supports its business. Facebook fan page is the platform that the event, information and announcement can be shared with customers using texts, videos, and pictures. Companies open their own fan pages in order to inform their companies and businesses. Such page functions as the websites of companies and has a characteristic of their brand communities such as blogs as well. As Facebook has become the major communication medium with customers, companies recognize its importance as the effective marketing channel, but they still need to investigate their business performances by using Facebook. Although there are infinite potentials in Facebook fan page that even has a function as a community between users, which other platforms do not, it is incomplete to regard companies' Facebook fan pages as communities and analyze them. In this study, it explores the relationship among customers through the network of the Facebook fan page users. The previous studies on a company's Facebook fan page were focused on finding out the effective operational direction by analyzing the use state of the company. However, in this study, it draws out the structural variable of the network, which customer committment can be measured by applying the social network analysis methodology and investigates the influence of the structural characteristics of network on the business performance of companies in an empirical way. Through each company's Facebook fan page, the network of users who engaged in the communication with each company is exploited and it is the one-mode undirected binary network that respectively regards users and the relationship of them in terms of their marketing activities as the node and link. In this network, it draws out the structural variable of network that can explain the customer commitment, who pressed "like," made comments and shared the Facebook marketing message, of each company by calculating density, global clustering coefficient, mean geodesic distance, diameter. By exploiting companies' historical performance such as net income and Tobin's Q indicator as the result variables, this study investigates influence on companies' business performances. For this purpose, it collects the network data on the subjects of 54 companies among KOSPI-listed companies, which have posted more than 100 articles on their Facebook fan pages during the data collection period. Then it draws out the network indicator of each company. The indicator related to companies' performances is calculated, based on the posted value on DART website of the Financial Supervisory Service. From the academic perspective, this study suggests a new approach through the social network analysis methodology to researchers who attempt to study the business-purpose utilization of the social media channel. From the practical perspective, this study proposes the more substantive marketing performance measurements to companies performing marketing activities through the social media and it is expected that it will bring a foundation of establishing smart business strategies by using the network indicators.

Utilization Plan of SNS for Computer Utilization Ability Improvement of University Students (대학생들의 컴퓨터 활용능력 향상을 위한 SNS 활용방안)

  • Pi, Su-Young
    • Journal of Digital Convergence
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    • v.12 no.6
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    • pp.587-595
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    • 2014
  • As the number of users of SNS (Social Network Service) and smart devices increases sharply nowadays, many studies on various teaching models and methodologies have been made in order to utilize SNS in education. However, there are not so sufficient studies that explore social media as a learning environment and analyze empirically its relation with the academic achievement. Since various kinds of learning experiences are required in order to foster creative talents, it is necessary to have information sharing, debate and information exchange utilizing SNS. If utilizing SNS for general computer education in a university, it will be possible to collect learners' various thoughts and opinions more effectively. Because real-time feedback can be possible in each individual space through SNS by sharing the information related to the interactions between learner and teacher or between leaner and learner and exchanging opinions each other, the learner's ability to utilize a computer can be improved. Especially SNS can provide a real-time help to solve problems for underachieved students and provide an opportunity to improve the academic achievement.

Games Development Methodology as a Teaching Tool for Elementary School: Case Study of Developing History Learning Game (초등 교과 학습 도구로서의 게임 개발 방법론: 역사 게임 개발 연구 사례를 중심으로)

  • Kim, Nayoung
    • Journal of Korea Game Society
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    • v.15 no.2
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    • pp.53-62
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    • 2015
  • This paper introduces an educational game development method for the purpose of designing game as part of school curriculum activities, base on experimental case of making history learning game for private elementary schools in Korea. Our first approach was to define a game as a educational learning tool like any other media and mediating platform such as smart phones or other applications. We regard user as a player, and students as a end user and decision making-customers. Unlike other game development process we brought service design methode to the development process, making a game platform that is specially designed for teachers' teaching tool, which is easy and effective to use to ther subject of teacher's intention. Based on our research case, we suggest educational games development methodology which can be better suited for games with school curriculum in learning environment.

Design of Smart Service based on Reverse-proxy for the Internet of Things (리버스 프록시 기반 IoT 서비스 도메인 설계)

  • Park, Jiye;Kang, Namhi
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.14 no.6
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    • pp.1-6
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    • 2014
  • The IoT (Internet of Things) is considered as a core technology to realize interconnected world. At this, companies composing ICT industry and standard organizations make efforts to accelerate it. IETF CoRE(Constrained RESTful Environment) working group standardized CoAP (Constrained Application Protocol) for the constrained device. CoAP has RESTful architecture and CoAP option is provided to use forward-proxy. The forward-proxy is used to translate protocol and perform requests on behalf of the client. However, communication between Internet based client and LLN(Low-power and Lossy Network) based CoAP server architecture has limitations to deploy real IoT service. In this architecture, problems like response delay, URI assignment and DoS attack can be occurred. To solve these problems, we propose the reverse-proxy based system. We consider both of static IoT and mobility IoT environments. Finally, our proposed system is expected to provide efficient IoT service.

Preference Analysis for Location Based Services on Smartphone Users; Focusing on the H University Students in Daejeon Area (스마트폰 사용자의 위치기반 서비스에 대한 선호도 분석: 대전지역 H 대학교 학생 설문을 중심으로)

  • Nam, Soo-Tai;Jin, Chan-Yong
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.10 no.4
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    • pp.59-66
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    • 2015
  • The rapid development of information communication technology(ICT) is born opportunities of business venturing and many items of start-up. On the smart media era, there are a lot of location based services. Thus we researched to find which factors impact location based constructs on smartphone environment in this study. We have conducted a preference analysis of the influencing factors for location based constructs for our study. In first steps, based constructs that were already known by empirical studies were categorized information, entertainment, safe&emergency, navigation&tracking and advertising&commerce. In second steps, the preference relationship among the categorized constructs were analyzed using AHP(analytic hierarchy process) technique. Participants of this study were 106 students H university in Daejeon-city during 2014. 10. 11 to 2014. 10. 25. The result of the analysis might be summarized that the chatting(0.170) has the highest preference among the above constructs. Based on these findings, several theoretical and practical implications were suggested and discussed.

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Big Data Architecture Design for the Development of Hyper Live Map (HLM)

  • Moon, Sujung;Pyeon, Muwook;Bae, Sangwon;Lee, Dorim;Han, Sangwon
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.34 no.2
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    • pp.207-215
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    • 2016
  • The demand for spatial data service technologies is increasing lately with the development of realistic 3D spatial information services and ICT (Information and Communication Technology). Research is being conducted on the real-time provision of spatial data services through a variety of mobile and Web-based contents. Big data or cloud computing can be presented as alternatives to the construction of spatial data for the effective use of large volumes of data. In this paper, the process of building HLM (Hyper Live Map) using multi-source data to acquire stereo CCTV and other various data is presented and a big data service architecture design is proposed for the use of flexible and scalable cloud computing to handle big data created by users through such media as social network services and black boxes. The provision of spatial data services in real time using big data and cloud computing will enable us to implement navigation systems, vehicle augmented reality, real-time 3D spatial information, and single picture based positioning above the single GPS level using low-cost image-based position recognition technology in the future. Furthermore, Big Data and Cloud Computing are also used for data collection and provision in U-City and Smart-City environment as well, and the big data service architecture will provide users with information in real time.

Bluetooth Beacon Planing Considering Position Estimation Accuracy in Small and Isolated In-Door Environment (소형독립공간에서 실내측위 정확도를 고려한 블루투스 비컨 위치선정)

  • Ahn, Heejune;Thuy, Tran Vinh;Lee, Ye Hoon
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.40 no.7
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    • pp.1307-1312
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    • 2015
  • The recent adoption of Bluetooth LE technology in smart phones triggered commercial interest in RSSI-based positioning technology. Estimation error in RSSI measurement due to the antenna pattern, multipath fading, environmental noise has to be considered for designing beacon systems. The paper proposes an analysis method and beacon planning rules for a small and isolated indoor service area, based on probabilistic model of RSSI estimation error. As an practically important guide, the beacons have to be installed at the boundary of the service area to minimize the maximum position error, whereas the beacons have to be evenly distributed in the service space to minimize the average estimation error.