• Title/Summary/Keyword: Smart User Interface

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Psychometric Analysis for Designing Elderly Customized Walking Assist Device (고령자 맞춤형 보행보조서비스 설계를 위한 심리측정 분석)

  • Kim, Junghwa;Jang, Jeong-ah;Choi, Keechoo
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.15 no.1
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    • pp.39-51
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    • 2016
  • In accordance to rapid aging of population, the accidents of elderly pedestrian and pedestrian safety are becoming very important issues. In terms of smartphone technologies, older people are increasingly looking for useful and friendly ICT services that which can add a value on their silver life. This paper introduced a new IT-based service for elderly walking assist using a smart-phone accompanied by a wearable watch. We describe the functional requirements and a systems architecture model with an interface between a smart-phone and wearable watch. Moreover, this study attempted to verify what services are needed and to estimate elderly pedestrians' WTP (willingness to pay) for IT-based walking assistance device. A total of 189 elderly pedestrians were randomly surveyed through face-to-face interviews. The questionnaire consisted of 3 categories: (1) questions pertaining to socio-economic status, (2) 12 questions regarding walking attitudes, and (3) a question to measure WTP. With this gathered data, factor analysis and path model estimating were conducted. The results identified the elderly user requirements and the use-value of new innovative products for IT-based walking assistance services by two groups(latent elderly and elderly). The modeling result shows that elderly's service preference would increase the possibilities for the commercialization of IT-based walking device with improving their walking safety.

An Efficient and Transparent Blockchain-based Electronic Voting and Survey System (효율성과 투명성을 확보한 블록체인 기반 전자투표 및 설문조사 시스템)

  • Kim, HyeonA;Na, YeonJu;Lee, JaeYun;Jeong, YuRi;Kim, Hyung-Jong
    • Journal of the Korea Society for Simulation
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    • v.30 no.4
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    • pp.9-19
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    • 2021
  • Electronic voting has been recognized as an alternative to complement the limitations of existing paper voting. At the same time, security concerns are being raised. This paper presents a blockchain-based electronic voting and survey system that can guarantee reliability. Our smart contract was created using Solidity on Ethereum which is a blockchain-based distributed computing platform, and the system was implemented in connection with the Javascript based user interface. In addition, in order to protect the personal information of participants, the system is generating hash of the personal data and storing the hash of users for the contract data. Since we exploited different kinds of languages for the system, we derived items of functionality testing and presented the functionality testing result. Moreover, we made use of the Chrome's performance evaluation functionality to see the response time of the blockchain-based system. In addition, we compared the performance with the system which has the same functionality on database. The contribution of this research is design and implementation of blockchain-based electronic voting system and presentation of the functionality and performance simulation result.

S-MADP : Service based Development Process for Mobile Applications of Medium-Large Scale Project (S-MADP : 중대형 프로젝트의 모바일 애플리케이션을 위한 서비스 기반 개발 프로세스)

  • Kang, Tae Deok;Kim, Kyung Baek;Cheng, Ki Ju
    • KIPS Transactions on Software and Data Engineering
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    • v.2 no.8
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    • pp.555-564
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    • 2013
  • Innovative evolution in mobile devices along with recent spread of Tablet PCs and Smart Phones makes a new change not only in individual life but also in enterprise applications. Especially, in the case of medium-large mobile applications for large enterprises which generally takes more than 3 months of development periods, importance and complexity increase significantly. Generally Agile-methodology is used for a development process for the medium-large scale mobile applications, but some issues arise such as high dependency on skilled developers and lack of detail development directives. In this paper, S-MADP (Smart Mobile Application Development Process) is proposed to mitigate these issues. S-MADP is a service oriented development process extending a object-oriented development process, for medium-large scale mobile applications. S-MADP provides detail development directives for each activities during the entire process for defining services as server-based or client-based and providing the way of reuse of services. Also, in order to support various user interfaces, S-MADP provides detail UI development directives. To evaluate the performance of S-MADP, three mobile application development projects were conducted and the results were analyzed. The projects are 'TBS(TB Mobile Service) 3.0' in TB company, mobile app-store in TS company, and mobile groupware in TG group. As a result of the projects, S-MADP accounts for more detailed design information about 'Minimizing the use of resources', 'Service-based designing' and 'User interface optimized for mobile devices' which are needed to be largely considered for mobile application development environment when we compare with existing Agile-methodology. Therefore, it improves the usability, maintainability, efficiency of developed mobile applications. Through field tests, it is observed that S-MADP outperforms about 25% than a Agile-methodology in the aspect of the required man-month for developing a medium-large mobile application.

Designing Mobile Framework for Intelligent Personalized Marketing Service in Interactive Exhibition Space (인터랙티브 전시 환경에서 개인화 마케팅 서비스를 위한 모바일 프레임워크 설계)

  • Bae, Jong-Hwan;Sho, Su-Hwan;Choi, Lee-Kwon
    • Journal of Intelligence and Information Systems
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    • v.18 no.1
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    • pp.59-69
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    • 2012
  • As exhibition industry, which is a part of 17 new growth engines of the government, is related to other industries such as tourism, transportation and financial industries. So it has a significant ripple effect on other industries. Exhibition is a knowledge-intensive, eco-friendly and high value-added Industry. Over 13,000 exhibitions are held every year around the world which contributes to getting foreign currency. Exhibition industry is closely related with culture and tourism and could be utilized as local and national development strategies and improve national brand image as well. Many countries try various efforts to invigorate exhibition industry by arranging related laws and support system. In Korea, more than 200 exhibitions are being held every year, but only 2~3 exhibitions are hosted with over 400 exhibitors and except these exhibitions most exhibitions have few foreign exhibitors. The main reason of weakness of domestic trade show is that there are no agencies managing exhibitionrelated statistics and there is no specific and reliable evaluation. This might cause impossibility of providing buyer or seller with reliable data, poor growth of exhibitions in terms of quality and thus service quality of trade shows cannot be improved. Hosting a lot of visitors (Public/Buyer/Exhibitor) is very crucial to the development of domestic exhibition industry. In order to attract many visitors, service quality of exhibition and visitor's satisfaction should be enhanced. For this purpose, a variety of real-time customized services through digital media and the services for creating new customers and retaining existing customers should be provided. In addition, by providing visitors with personalized information services they could manage their time and space efficiently avoiding the complexity of exhibition space. Exhibition industry can have competitiveness and industrial foundation through building up exhibition-related statistics, creating new information and enhancing research ability. Therefore, this paper deals with customized service with visitor's smart-phone at the exhibition space and designing mobile framework which enables exhibition devices to interact with other devices. Mobile server framework is composed of three different systems; multi-server interaction, server, client, display device. By making knowledge pool of exhibition environment, the accumulated data for each visitor can be provided as personalized service. In addition, based on the reaction of visitors each of all information is utilized as customized information and so the cyclic chain structure is designed. Multiple interaction server is designed to have functions of event handling, interaction process between exhibition device and visitor's smart-phone and data management. Client is an application processed by visitor's smart-phone and could be driven on a variety of platforms. Client functions as interface representing customized service for individual visitors and event input and output for simultaneous participation. Exhibition device consists of display system to show visitors contents and information, interaction input-output system to receive event from visitors and input toward action and finally the control system to connect above two systems. The proposed mobile framework in this paper provides individual visitors with customized and active services using their information profile and advanced Knowledge. In addition, user participation service is suggested as well by using interaction connection system between server, client, and exhibition devices. Suggested mobile framework is a technology which could be applied to culture industry such as performance, show and exhibition. Thus, this builds up the foundation to improve visitor's participation in exhibition and bring about development of exhibition industry by raising visitor's interest.

An Exploratory Study on Smart Wearable and Game Service Design for U-Silver Generation: U-Hospital Solution for the Induction of Interest to Carry Out Personalized Exercise Prescription (U-실버세대를 위한 스마트 웨어러블 및 연동 게임의 서비스 디자인 방안 탐색: 개인 맞춤형 운동처방 실행을 위한 흥미 유도 목적의 U-Hospital 솔루션)

  • Park, Su Youn;Lee, Joo Hyeon
    • Science of Emotion and Sensibility
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    • v.22 no.1
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    • pp.23-34
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    • 2019
  • The U-Healthcare era has evolved with the development of the Internet of things (IoT) in the early stages of being connected as a society. Already, many changes such as increased well-being and the extension of human life are becoming evident across cultures. Korea entered the growing group of aging societies in 2017, and its silver industry is expected to grow rapidly by adopting the IoT of a super-connected society. In particular, the senior shift phenomenon has resulted in increased interest in the promotion of the health and well-being of the emergent silver generation which, unlike the existing silver generation, is highly active and wields great economic power. This study conducted in-depth interviews to investigate the characteristics of the new silver generation, and to develop the design for a wearable serious game that intends to boost the interest of the elderly in exercise and fitness activities according to their personalized physical training regimes as prescribed by the U-Hospital service. The usage scenario of this wearable serious game for the 'U-silver generation' is derived from social necessity. Medical professionals can utilize this technology to conduct health examinations and to monitor the rehabilitation of senior patients. The elderly can also use this tool to request checkups or to interface with their healthcare providers. The wearable serious game is further aimed at mitigating concerns about the deterioration of the physical functions of the silver generation by applying personalized exercise prescriptions. The present investigation revealed that it is necessary to merge the on / off line community activities to meet the silver generation's daily needs for connection and friendship. Further, the sustainability of the serious game must be enhanced through the inculcation of a sense of accomplishment as a player rises through the levels of the game. The proposed wearable serious game is designed specifically for the silver generation that is inexperienced in using digital devices: simple game rules are applied to a familiar interface grounded on the gourmet travels preferred by the target players to increase usability.

A Study on Intuitive IoT Interface System using 3D Depth Camera (3D 깊이 카메라를 활용한 직관적인 사물인터넷 인터페이스 시스템에 관한 연구)

  • Park, Jongsub;Hong, June Seok;Kim, Wooju
    • The Journal of Society for e-Business Studies
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    • v.22 no.2
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    • pp.137-152
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    • 2017
  • The decline in the price of IT devices and the development of the Internet have created a new field called Internet of Things (IoT). IoT, which creates new services by connecting all the objects that are in everyday life to the Internet, is pioneering new forms of business that have not been seen before in combination with Big Data. The prospect of IoT can be said to be unlimited in its utilization. In addition, studies of standardization organizations for smooth connection of these IoT devices are also active. However, there is a part of this study that we overlook. In order to control IoT equipment or acquire information, it is necessary to separately develop interworking issues (IP address, Wi-Fi, Bluetooth, NFC, etc.) and related application software or apps. In order to solve these problems, existing research methods have been conducted on augmented reality using GPS or markers. However, there is a disadvantage in that a separate marker is required and the marker is recognized only in the vicinity. In addition, in the case of a study using a GPS address using a 2D-based camera, it was difficult to implement an active interface because the distance to the target device could not be recognized. In this study, we use 3D Depth recognition camera to be installed on smartphone and calculate the space coordinates automatically by linking the distance measurement and the sensor information of the mobile phone without a separate marker. Coordination inquiry finds equipment of IoT and enables information acquisition and control of corresponding IoT equipment. Therefore, from the user's point of view, it is possible to reduce the burden on the problem of interworking of the IoT equipment and the installation of the app. Furthermore, if this technology is used in the field of public services and smart glasses, it will reduce duplication of investment in software development and increase in public services.

Wearable Technology with Future Fabrics (웨어러블 테크놀로지와 미래 소재)

  • Park, Hye-Sook;Lee, Jae-Jung
    • Journal of the Korean Society of Clothing and Textiles
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    • v.30 no.12 s.159
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    • pp.1800-1809
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    • 2006
  • The wearable technology takes the concept of clothing over its limits -integrating software, communication devices, and sensors into the garments to enable them to 'think' for the wearer. A dress is no longer just a dress, but a dress as well as a wearable computer interface. This wearable computer network transports the data power and control signals within the wearer's personal space. The purpose of this thesis is to explore the wearable technology from a commercial perspective. On this theme I made a survey and interviewed 20 men and 20 women in London to find out if many people are familiar with the concept of the wearable technology. The main results of this study include: Firstly, according to the survey, people are not familiar with the concept of the wearable technology, and further people thought negatively about the wearable computer rather than positively they worried about hish prices, inappropriate technology and side effects. Secondly, people are especially interested in items related to health and security, so in this area there are huge potential opportunities for the wearable technology, Finally, wearable technology needs to be a simplified set of interactive devices, which are in a user friendly format for marketability because convenience was one of the biggest concern for consumers. Therefore, development of the wearable computer should be promoted not only through computer engineering but also through the connection with human lift.

A Novel Query-by-Singing/Humming Method by Estimating Matching Positions Based on Multi-layered Perceptron

  • Pham, Tuyen Danh;Nam, Gi Pyo;Shin, Kwang Yong;Park, Kang Ryoung
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.7 no.7
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    • pp.1657-1670
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    • 2013
  • The increase in the number of music files in smart phone and MP3 player makes it difficult to find the music files which people want. So, Query-by-Singing/Humming (QbSH) systems have been developed to retrieve music from a user's humming or singing without having to know detailed information about the title or singer of song. Most previous researches on QbSH have been conducted using musical instrument digital interface (MIDI) files as reference songs. However, the production of MIDI files is a time-consuming process. In addition, more and more music files are newly published with the development of music market. Consequently, the method of using the more common MPEG-1 audio layer 3 (MP3) files for reference songs is considered as an alternative. However, there is little previous research on QbSH with MP3 files because an MP3 file has a different waveform due to background music and multiple (polyphonic) melodies compared to the humming/singing query. To overcome these problems, we propose a new QbSH method using MP3 files on mobile device. This research is novel in four ways. First, this is the first research on QbSH using MP3 files as reference songs. Second, the start and end positions on the MP3 file to be matched are estimated by using multi-layered perceptron (MLP) prior to performing the matching with humming/singing query file. Third, for more accurate results, four MLPs are used, which produce the start and end positions for dynamic time warping (DTW) matching algorithm, and those for chroma-based DTW algorithm, respectively. Fourth, two matching scores by the DTW and chroma-based DTW algorithms are combined by using PRODUCT rule, through which a higher matching accuracy is obtained. Experimental results with AFA MP3 database show that the accuracy (Top 1 accuracy of 98%, with an MRR of 0.989) of the proposed method is much higher than that of other methods. We also showed the effectiveness of the proposed system on consumer mobile device.

Online Content Editing System to Edit Broadcasting and Personal Contents (방송 및 개인 콘텐츠 편집을 위한 온라인 콘텐츠 편집 시스템)

  • Yang, Chang Mo;Chung, Kwangsue
    • Journal of Broadcast Engineering
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    • v.20 no.4
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    • pp.619-631
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    • 2015
  • In this paper, we propose a new online content editing system to edit the broadcasting and personal contents. The proposed editing system consists of the content management server and the content editor, in which the content management server is used for storing the contents, while the content editor is used for editing the contents via the user interface. Unlike the existing content editing methods which edit the downloaded contents, the proposed editing system edits the contents stored in the content management server while the content editor plays them by using the streaming technology. However, it is not effective to edit the whole segments of contents while playing them by using the streaming technology. To resolve the problem, the proposed editing system performs the scene detection of the contents, and the detected scene information is used for playing and editing of contents. After completing the content editing, the edited information is uploaded to the content management server as a metadata format. In the proposed editing system, both scene and edited information are represented only as the metadata format, and the physical content segmentation according to the scene and edited information is not performed. The implementation results show that the proposed editing system provides similar performances with the existing content editing methods which use the content download and editing methods.

Requirement Analysis for Agricultural Meteorology Information Service Systems based on the Fourth Industrial Revolution Technologies (4차 산업혁명 기술에 기반한 농업 기상 정보 시스템의 요구도 분석)

  • Kim, Kwang Soo;Yoo, Byoung Hyun;Hyun, Shinwoo;Kang, DaeGyoon
    • Korean Journal of Agricultural and Forest Meteorology
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    • v.21 no.3
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    • pp.175-186
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    • 2019
  • Efforts have been made to introduce the climate smart agriculture (CSA) for adaptation to future climate conditions, which would require collection and management of site specific meteorological data. The objectives of this study were to identify requirements for construction of agricultural meteorology information service system (AMISS) using technologies that lead to the fourth industrial revolution, e.g., internet of things (IoT), artificial intelligence, and cloud computing. The IoT sensors that require low cost and low operating current would be useful to organize wireless sensor network (WSN) for collection and analysis of weather measurement data, which would help assessment of productivity for an agricultural ecosystem. It would be recommended to extend the spatial extent of the WSN to a rural community, which would benefit a greater number of farms. It is preferred to create the big data for agricultural meteorology in order to produce and evaluate the site specific data in rural areas. The digital climate map can be improved using artificial intelligence such as deep neural networks. Furthermore, cloud computing and fog computing would help reduce costs and enhance the user experience of the AMISS. In addition, it would be advantageous to combine environmental data and farm management data, e.g., price data for the produce of interest. It would also be needed to develop a mobile application whose user interface could meet the needs of stakeholders. These fourth industrial revolution technologies would facilitate the development of the AMISS and wide application of the CSA.