• Title/Summary/Keyword: Smart Watch

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Arduino-based Heart Rate Device for Smart Healthcare (스마트 헬스케어를 위한 아두이노 기반의 심박 측정기 제작)

  • Shin, Chae-lynn;Cho, Young-bok
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2021.10a
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    • pp.104-105
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    • 2021
  • Along with the rapid development of ICT, health management is continuing based on various smart healthcare devices in an aging society and non-face-to-face era caused by COVID-19. In this paper, a heart rate monitor was manufactured using the DF Robot SEN0203 heart rate sensor based on Arduino so that you can check your health and maintain a healthy life by measuring the heart rate per minute in real time to support personalized health management. The device manufactured through this thesis can be used in various ways, such as a wristband or a smart watch.

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Development of mobile user fatigue measurement system using smart wearable device (스마트 웨어러블 디바이스를 이용한 모바일 기반 사용자 피로도 측정 시스템 개발)

  • Kim, Na Yeon;Kim, Dong Keun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.21 no.12
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    • pp.2357-2364
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    • 2017
  • Recently, smart wearable devices for monitoring health status have been utilized as interest in health care has increased. In this paper, we developed a fatigue measurement system that works with smart wearable devices. Unlike physical fatigue that is restored when you take enough rest, mental fatigue can decrease the efficiency or concentration of work, so you can monitor your mental health status through measurements. This system provides the function to transmit the measured data from the smart wearable device to the smartphone and to calculate the mental fatigue. A fatigue index was developed to measure fatigue and expressed as a number from 1 to 5. In addition, the results of the fatigue calculation and the survey were compared with the results of the independent sample t-test. Therefore, this system will be used to help users manage their health efficiently.

A Secure Key Exchange Protocol Using Smart Devices for U-healthcare Services (U-헬스케어 서비스에서 스마트 기기들을 활용한 안전한 키 교환 프로토콜)

  • Park, Sullha;Seo, Seung-Hyun;Lee, Sang-Ho
    • Journal of KIISE
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    • v.44 no.3
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    • pp.323-331
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    • 2017
  • Due to the recent developments of various smart devices, U-healthcare services using these appliances has increased. However, the security of U-healthcare services is a very important issue since healthcare services contain highly sensitive and private personal health information. In order to handle the security issues, the functionality of encrypting medical information must be provided, and an encryption key exchange method is necessary. In this paper, we propose a key exchange protocol by utilizing smart devices for secure U-healthcare services. The proposed protocol has been designed based on the elliptic curve based public key cryptography, providing high level security for smart devices by using short keys. Moreover, in order to strengthen user authentication and security, a smart watch is used as a complementary device, whenever the key exchange protocol is performed.

User Motion Recognition Healthcare System Using Smart-Band (스마트밴드를 이용한 사용자 모션인식 헬스 케어 시스템 구현)

  • Park, Jin-Tae;Hwang, Hyun-Seo;Yun, Jun-Soo;Park, Gyung-Soo;Moon, Il-Young
    • Journal of Advanced Navigation Technology
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    • v.18 no.6
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    • pp.619-624
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    • 2014
  • Nowadays there are various smart devices and development with the development of smart phones and that can be attached to the human body wearable computing device has been in the spotlight. In this paper, we proceeded developing wearable devices in watch type which can detect user's movement and developing a system which connects the wearable devices to smart TVs, or smart phones so that users can save and manage their physical information in those devices. Health care wearable devices already existing save information by connecting their systems to smart phones. And, smart TV health applications usually include motion detecting systems using cameras. However, there is a limit when connecting smart phone systems to different devices from various companies. Also, in case of smart TV, because some devices may not have cameras, there can be a limit for users who wants to connect their devices to smart TVs. Wearable device and user information collected by using the smart phone and when it is possible to exercise and manage anywhere. This information can also be confirmed by the smart TV applications. By using this system will be able to take advantage of the study of the behavior of the future work of the user more accurately be measured in recognition technology and other devices.

Smart Parking Guidance System based on IoT Car-stoppers (IoT 카스토퍼 기반 스마트 주차안내 시스템)

  • Shim, Dongha;Yang, Ji-Hoon;Son, Jeungki;Han, Seung-Han;Lee, Hyounmin
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.17 no.3
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    • pp.137-143
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    • 2017
  • This paper presents a smart parking guidance system based on IoT car-stoppers. The car-stopper embedding an IoT sensor module has the advantage of easy installation compared to conventional parking sensors buried in ground. The parking status data are transferred to the IoT gateway by the sequential point-to-point communication between the car-stoppers. The data transferred from the IoT gateway are stored in the web server, and parking spaces can be monitored remotely through the Android app in a smart device. An active/sleep cycle method using a watch dog timer is employed to reduce the power consumption of the battery powered car-stopper. The power consumption of the car-stopper is measured to be 80 and 25 mW at the active and sleep mode, respectively. A configuration of ultra-low-power IoT sensor module is proposed to minimize the power consumption in the sleep mode. The operation of the implemented system has been verified in a real-world parking lot.

WalkieTagging : Efficient Speech-Based Video Annotation Method for Smart Devices (워키태깅 : 스마트폰 환경에서 음성기반의 효과적인 영상 콘텐츠 어노테이션 방법에 관한 연구)

  • Park, Joon Young;Lee, Soobin;Kang, Dongyeop;Seok, YoungTae
    • Journal of Information Technology Services
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    • v.12 no.1
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    • pp.271-287
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    • 2013
  • The rapid growth and dissemination of touch-based mobile devices such as smart phones and tablet PCs, gives numerous benefits to people using a variety of multimedia contents. Due to its portability, it enables users to watch a soccer game, search video from YouTube, and sometimes tag on contents on the road. However, the limited screen size of mobile devices and touch-based character input methods based on this, are still major problems of searching and tagging multimedia contents. In this paper, we propose WalkieTagging, which provides a much more intuitive way than that of previous one. Just like any other previous video tagging services, WalkieTagging, as a voice-based annotation service, supports inserting detailed annotation data including start time, duration, tags, with little effort of users. To evaluate our methods, we developed the Android-based WalkieTagging application and performed user study via a two-week. Through our experiments by a total of 46 people, we observed that experiment participator think our system is more convenient and useful than that of touch-based one. Consequently, we found out that voice-based annotation methods can provide users with much convenience and satisfaction than that of touch-based methods in the mobile environments.

String and Broadcast System of Smart Multi Encoding Umage (Smart 멀티 인코딩 영상 저장 및 방송 시스템)

  • Kim, Jeong-Woo;Kim, A-Yong;Ban, Tae-Hak;Jung, Hoe-Kyung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.05a
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    • pp.830-832
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    • 2013
  • The mobile phone has now evolved into an effective multimedia devices to watch video content with your PC in addition to the calling features. Thus, the effectiveness of the video content streaming services smartphone will be available. And content should be able to deliver effectively. Be provided with textbook images and video of the speaker means that the effective content delivery. In this paper, we propose a integrated video management system that can be real-time VOD services on the Internet as input Multi-Source of audio-video, video content encoding system to meet the requirements of the above two.

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A Study of the Internet of Thing Industry and Policy Implications (사물인터넷 산업 현황 및 정책적 대응방향)

  • Chun, Hwang-soo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.05a
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    • pp.724-727
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    • 2014
  • This paper is analyzing the situation of the Internet of Things Industry and draw the policy implications to promote Internet of Things industry. Major IT companies as Apple, Google, IBM, Sony, and Samsung have developed various smart glass and smart watch as a Iot products. In order to promote Iot Industry, we should take the build up of eco system between IT makers and the various contents provider, protection of personal information and data, development of killer applications and business models, and the conversion from IPv4 to IPv6 as a next internet address infra, build up of international standard platform on IoT.

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eSports Fan Identity Consumer and Live Game Watching Behavior: Professional Player Fan Identity Perspective

  • Jialing Zhang;C. Michael Hall;Myung Ja Kim
    • Journal of Smart Tourism
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    • v.3 no.1
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    • pp.9-21
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    • 2023
  • This study investigated whether the Point of attachment (POA) theory can be used to measure the consumption intention on go and watch offline eSports games. The admiration for players, social interaction, and on-site consumption requirements for viewing offline eSports competitions are prioritized. In addition, eSports fans in various regions may have distinct consumption concepts and consumption patterns. Thus, this study surveyed China (n = 156) and South Korea (n = 127) eSports fans who subjectively perceive themselves to be fans of eSports player(s) and who have observed at least one offline eSports game. The results demonstrate that player attraction and socialization have positive and significant effects on offline consumption factors. There is no correlation between previous consumption behavior and satisfaction, but dining shows a significant positive effect on satisfaction. Moreover, there is a strong relationship between satisfaction and future attendance intention. In addition, effect of eSports fan attachment on future visit intentions are measured and there is no correlation between the two variables. The front end of the path in the new model's varied between Chinese and Korean supporters. Finally, theoretical and practical implications of this study are discussed.

How Individual Consumer's Characteristics Affects Intention to use Smart watch (소비자의 개인적 특성이 스마트워치 사용의도에 미치는 영향)

  • Kwon, Soon-Hong;Lim, Yang-Whan
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2016.07a
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    • pp.331-333
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    • 2016
  • 정보기술을 적용한 다양한 웨어러블 기기들이 출시되고 있지만 일부 제품군만 시장이 형성되고 있는데, 일반 소비자들이 일상적으로 사용하기 시작한 상품군은 스마트워치라고 할 수 있다. 본 연구에서는 시장형성 초기에 있는 스마트워치를 대상으로 소비자들의 개인적 특성 측면에서 제품이 채택되는 요인을 찾고자 하였다. 스마트워치는 아직 시장이 형성되어 있지 않고 스마트폰에 연동되어 사용되는 부가기기의 성격이 강하지만 그 자체로 가치를 인정받을 수 있어야 시장을 형성할 수 있을 것이다. 본 연구는 소비자 개인 차원에서 스마트워치가 호감도를 형성하고 사용의도를 갖게 되는 구조를 파악하였다. 본 연구는 스마트워치가 시장에서 확산되는 요인을 소비자의 개인특성 측면에서 파악했다는데서 의의가 있다. 연구결과는 아직 소비자들이 사용하지 않는 스마트워치를 비롯한 웨어러블 기기에 대한 시장 전략을 수립하는데 유용한 시사점을 제공한다고 할 수 있다.

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