• 제목/요약/키워드: Smart society

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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 Methodology of Multimodal Public Transportation Network Building and Path Searching Using Transportation Card Data (교통카드 기반자료를 활용한 복합대중교통망 구축 및 경로탐색 방안 연구)

  • Cheon, Seung-Hoon;Shin, Seong-Il;Lee, Young-Ihn;Lee, Chang-Ju
    • Journal of Korean Society of Transportation
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    • v.26 no.3
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    • pp.233-243
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    • 2008
  • Recognition for the importance and roles of public transportation is increasing because of traffic problems in many cities. In spite of this paradigm change, previous researches related with public transportation trip assignment have limits in some aspects. Especially, in case of multimodal public transportation networks, many characters should be considered such as transfers. operational time schedules, waiting time and travel cost. After metropolitan integrated transfer discount system was carried out, transfer trips are increasing among traffic modes and this takes the variation of users' route choices. Moreover, the advent of high-technology public transportation card called smart card, public transportation users' travel information can be recorded automatically and this gives many researchers new analytical methodology for multimodal public transportation networks. In this paper, it is suggested that the methodology for establishment of brand new multimodal public transportation networks based on computer programming methods using transportation card data. First, we propose the building method of integrated transportation networks based on bus and urban railroad stations in order to make full use of travel information from transportation card data. Second, it is offered how to connect the broken transfer links by computer-based programming techniques. This is very helpful to solve the transfer problems that existing transportation networks have. Lastly, we give the methodology for users' paths finding and network establishment among multi-modes in multimodal public transportation networks. By using proposed methodology in this research, it becomes easy to build multimodal public transportation networks with existing bus and urban railroad station coordinates. Also, without extra works including transfer links connection, it is possible to make large-scaled multimodal public transportation networks. In the end, this study can contribute to solve users' paths finding problem among multi-modes which is regarded as an unsolved issue in existing transportation networks.

Study of new adsorption isotherm model and kinetics of dissolved organic carbon in synthetic wastewater by granular activated carbon (입상활성탄에 의한 합성폐수의 용존유기물질의 새로운 흡착등온 모델 및 운동학적 흡착 연구)

  • Kim, Seoung-Hyun;Shin, Sunghoon;Kim, Jinhyuk;Woo, Dalsik;Lee, Hosun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.15 no.4
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    • pp.2029-2035
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    • 2014
  • In this study, we conducted the adsorption equilibrium and batch experiments of dissolved organic carbon (DOC) in the wastewater by granular activated carbon (GAC). The components of organic compound were Beef extract (1.8 mg/L), Peptone (2.7 mg/L), Humic acid (4.2 mg/L), Tannic acid (4.2 mg/L), Sodium lignin sulfonate (2.4 mg/L), Sodium lauryle sulfate (0.94 mg/L), Arabic gum powder (4.7 mg/L), Arabic acid (polysaccharide) (5.0 mg/L), $(NH_4)_2SO_4$ (7.1 mg/L), $K_2HPO_4$ (7.0 mg/L), $NH_4HCO_3$ (19.8 mg/L), $MgSO_4{\cdot}7H_2O$ (0.71 mg/L), The adsorption characteristics of DOC in synthetic wastewater was described using the mathematical model through a series of isotherm and batch experiments. It showed that there was linear adsorption region in the low DOC concentration (0~2.5 mg/L) and favorable adsorption region in high concentration (2.5~6 mg/L). The synthetic wastewater used was prepared using known quantities of organic and/or inorganic compounds. Adsorption modelling isotherms were predicted by the Freundlich, Langmuir, Sips and hybrid isotherm equations. Especially, hybrid isotherm of Linear and Sips equation was a good adsorption equilibrium in the region of the both the low concentration and high concentration. In applying carbon adsorption for treating water and wastewater, hybrid adsorption equation plus linear equation with Sips equation will be a good new adsorption equilibrium model. Linear driving force approximation (LDFA) kinetic equation with Hybrid (linear+Sips) adsorption isotherm model was successfully applied to predict the adsorption kinetics data in various GAC adsorbent amounts.

Packaging Technology for the Optical Fiber Bragg Grating Multiplexed Sensors (광섬유 브래그 격자 다중화 센서 패키징 기술에 관한 연구)

  • Lee, Sang Mae
    • Journal of the Microelectronics and Packaging Society
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    • v.24 no.4
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    • pp.23-29
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    • 2017
  • The packaged optical fiber Bragg grating sensors which were networked by multiplexing the Bragg grating sensors with WDM technology were investigated in application for the structural health monitoring of the marine trestle structure transporting the ship. The optical fiber Bragg grating sensor was packaged in a cylindrical shape made of aluminum tubes. Furthermore, after the packaged optical fiber sensor was inserted in polymeric tube, the epoxy was filled inside the tube so that the sensor has resistance and durability against sea water. The packaged optical fiber sensor component was investigated under 0.2 MPa of hydraulic pressure and was found to be robust. The number and location of Bragg gratings attached at the trestle were determined where the trestle was subject to high displacement obtained by the finite element simulation. Strain of the part in the trestle being subjected to the maximum load was analyzed to be ${\sim}1000{\mu}{\varepsilon}$ and thus shift in Bragg wavelength of the sensor caused by the maximum load of the trestle was found to be ~1,200 pm. According to results of the finite element analysis, the Bragg wavelength spacings of the sensors were determined to have 3~5 nm without overlapping of grating wavelengths between sensors when the trestle was under loads and thus 50 of the grating sensors with each module consisting of 5 sensors could be networked within 150 nm optical window at 1550 nm wavelength of the Bragg wavelength interrogator. Shifts in Bragg wavelength of the 5 packaged optical fiber sensors attached at the mock trestle unit were well interrogated by the grating interrogator which used the optical fiber loop mirror, and the maximum strain rate was measured to be about $235.650{\mu}{\varepsilon}$. The modelling result of the sensor packaging and networking was in good agreements with experimental result each other.

Experimental and Numerical Analysis of Package and Solder Ball Crack Reliability using Solid Epoxy Material (Solid Epoxy를 이용한 패키지 및 솔더 크랙 신뢰성 확보를 위한 실험 및 수치해석 연구)

  • Cho, Youngmin;Choa, Sung-Hoon
    • Journal of the Microelectronics and Packaging Society
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    • v.27 no.1
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    • pp.55-65
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    • 2020
  • The use of underfill materials in semiconductor packages is not only important for stress relieving of the package, but also for improving the reliability of the package during shock and vibration. However, in recent years, as the size of the package becomes larger and very thin, the use of the underfill shows adverse effects and rather deteriorates the reliability of the package. To resolve these issues, we developed the package using a solid epoxy material to improve the reliability of the package as a substitute for underfill material. The developed solid epoxy was applied to the package of the application processor in smart phone, and the reliability of the package was evaluated using thermal cycling reliability tests and numerical analysis. In order to find the optimal solid epoxy material and process conditions for improving the reliability, the effects of various factors on the reliability, such as the application number of solid epoxy, type of PCB pad, and different solid epoxy materials, were investigated. The reliability test results indicated that the package with solid epoxy exhibited higher reliability than that without solid epoxy. The application of solid epoxy at six locations showed higher reliability than that of solid epoxy at four locations indicating that the solid epoxy plays a role in relieving stress of the package, thereby improving the reliability of the package. For the different types of PCB pad, NSMD (non-solder mask defined) pad showed higher reliability than the SMD (solder mask defined) pad. This is because the application of the NSMD pad is more advantageous in terms of thermomechanical stress reliability because the solderpad bond area is larger. In addition, for the different solid epoxy materials with different thermal expansion coefficients, the reliability was more improved when solid epoxy having lower thermal expansion coefficient was used.

Implementation of Radiotherapy Educational Contents Using Virtual Reality (가상현실 기술을 활용한 방사선치료 교육 콘텐츠 제작 구현)

  • Kwon, Soon-Mu;Shim, Jae-Goo;Chon, Kwon-Su
    • Journal of the Korean Society of Radiology
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    • v.12 no.3
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    • pp.409-415
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    • 2018
  • The development of smart devices has brought about significant changes in daily life and one of the most significant changes is the virtual reality zone. Virtual reality is a technology that creates the illusion that a 3D high-resolution image has already been created using a display device just like it does in itself. Unrealized subjects are forced to rely on audiovisual materials, resulting in a decline in the concentration of practices and the quality of classes. It used virtual reality to develop effective teaching materials for radiology students. In order to produce a video clip bridge using virtual reality, a radiology clinic was selected to conduct two exposures from July to September 2017. The video was produced taking into account the radiology and work flow chart and filming was carried out in two separate locations : in the computerized tomography unit and in the LINAC room. Prior to filming the scenario and the filming route were checked in advance to facilitate editing of the video. Modeling and mapping was performed in a PC environment using the Window XP operating system. Using two leading virtual reality camera Gopro Hero, CC pixels were produced using a 4K UHD, Adobe, followed by an 8 megapixel resolution of $3,840{\times}2,160/4,096{\times}2,160$. Total regeneration time was performed in about 5 minutes during the production of using virtual reality to prevent vomiting and dizziness. Currently developed virtual reality radiation and educational contents are being used to secure the market and extend the promotion process to be used by various institutions. The researchers will investigate the satisfaction level of radiation and educational contents using virtual reality and carry out supplementary tasks depending on the results.

A Study on the Relationship of Learning, Innovation Capability and Innovation Outcome (학습, 혁신역량과 혁신성과 간의 관계에 관한 연구)

  • Kim, Kui-Won
    • Journal of Korea Technology Innovation Society
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    • v.17 no.2
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    • pp.380-420
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    • 2014
  • We increasingly see the importance of employees acquiring enough expert capability or innovation capability to prepare for ever growing uncertainties in their operation domains. However, despite the above circumstances, there have not been an enough number of researches on how operational input components for employees' innovation outcome, innovation activities such as acquisition, exercise and promotion effort of employee's innovation capability, and their resulting innovation outcome interact with each other. This trend is believed to have been resulted because most of the current researches on innovation focus on the units of country, industry and corporate entity levels but not on an individual corporation's innovation input components, innovation outcome and innovation activities themselves. Therefore, this study intends to avoid the currently prevalent study frames and views on innovation and focus more on the strategic policies required for the enhancement of an organization's innovation capabilities by quantitatively analyzing employees' innovation outcomes and their most suggested relevant innovation activities. The research model that this study deploys offers both linear and structural model on the trio of learning, innovation capability and innovation outcome, and then suggests the 4 relevant hypotheses which are quantitatively tested and analyzed as follows: Hypothesis 1] The different levels of innovation capability produce different innovation outcomes (accepted, p-value = 0.000<0.05). Hypothesis 2] The different amounts of learning time produce different innovation capabilities (rejected, p-value = 0.199, 0.220>0.05). Hypothesis 3] The different amounts of learning time produce different innovation outcomes. (accepted, p-value = 0.000<0.05). Hypothesis 4] the innovation capability acts as a significant parameter in the relationship of the amount of learning time and innovation outcome (structural modeling test). This structural model after the t-tests on Hypotheses 1 through 4 proves that irregular on-the-job training and e-learning directly affects the learning time factor while job experience level, employment period and capability level measurement also directly impacts on the innovation capability factor. Also this hypothesis gets further supported by the fact that the patent time absolutely and directly affects the innovation capability factor rather than the learning time factor. Through the 4 hypotheses, this study proposes as measures to maximize an organization's innovation outcome. firstly, frequent irregular on-the-job training that is based on an e-learning system, secondly, efficient innovation management of employment period, job skill levels, etc through active sponsorship and energization community of practice (CoP) as a form of irregular learning, and thirdly a model of Yί=f(e, i, s, t, w)+${\varepsilon}$ as an innovation outcome function that is soundly based on a smart system of capability level measurement. The innovation outcome function is what this study considers the most appropriate and important reference model.

Development and Effects of Instruction Model for Using Digital Textbook in Elementary Science Classes (초등 과학 수업에서 디지털 교과서 활용 수업모형 개발 및 효과)

  • Song, Jin-Yeo;Son, Jun-Ho;Jeong, Ji-Hyun;Kim, Jong-Hee
    • Journal of the Korean Society of Earth Science Education
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    • v.10 no.3
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    • pp.262-277
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    • 2017
  • Digital textbooks enable learning that is appropriate to the characteristics and level of learners through various interactions. The purpose of this study was to develop an instruction model that can more effectively use digital textbooks in elementary science classes and to verify its effectiveness. The results were as follows. The instruction model for helping learners complete their learning by using digital textbooks needs to receive diagnostic assessment and feedback on entry behavior, to build a self-directed learning environment, and to interact with teachers, students, and digital textbooks as scaffolding. In this study, we developed an instruction model using digital textbooks reflecting these characteristic. The instructional model consists of preparation, practice and solidity step. In the preparation step, the learner performs a diagnostic evaluation using digital textbooks. Based on the results, feedback provided at each level can complement the entry behavior and maintain interest in learning activities. In the practice step, self-directed learning is implemented using diverse functions of digital textbooks and various types of data. In the solidity step, learners can internalize the learning contents by reviewing video clips which are provided by teachers, performing problem-solving activities, and accessing outcomes accumulated by learners in the community online. In order to verify the effectiveness of this model, we selected the "Weather and our Life" unit. This experiment was conducted using 101 students in the 5th grade in B Elementary School in Gwangju Metropolitan City. In the experimental group, 50 students learned using a smart device that embodies digital textbooks applied with the instruction model. In the comparative group, 51 students were taught using the paper textbooks. The results were as follows. First, there was a significant effect on the improvement of the learning achievement in the experimental group with low academic ability compared with the comparative group with low academic ability. Second, there was a significant effect on self-directed learning attitude in the experimental group. Third, in the experimental group, the number of interactions with the learner, teacher, and digital textbook was higher than the comparative group. In conclusion, the digital textbooks based on the instruction model in elementary science classes developed in this study helped to improve learners' learning achievement and self-directed learning attitudes.

Effects of Dry Eye Symptoms on Work Productivity and General Activity in Newly Building (신축건물에서 안구건조증이 작업생산성과 일상활동에 미치는 영향)

  • Kim, Hyojin;Park, Chan-Jung;Lim, Byung-Seo;Kim, Ho-Hyun
    • Journal of Korean Ophthalmic Optics Society
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    • v.19 no.3
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    • pp.389-396
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    • 2014
  • Purpose: The study examined dry eye symptoms of occupants in a newly constructed building and its effects on their work productivity and general activity. Methods: The study subjects were 33 office workers who spent more than eight hours per day on average in a new building constructed in the past three months. The indoor air quality of the new building was evaluated by measuring aldehydes, temperature and humidity. The level of dry eye symptoms was classified into normal, mild, moderate and severe by using the Ocular Surface Disease Index (OSDI). The experience of LASIK surgery, use of eye makeup, daily use time of a computer and smart-phone, and average daily working hours were also examined. The Work Limitation Productivity Questionnaire was used as the questionnaire about work productivity and general activity to measure the impairment level on a ten-point scale. Results: The concentration variation of formaldehyde in the office was $42.42{\pm}6.30{\mu}g/m^3$. The temperature and humidity were $26.2{\pm}0.70^{\circ}C$ and $40{\pm}1%$, respectively. The respondents with normal, mild, moderate and severe dry eye symptoms were 15.2%, 18.2%, 18.2% and 48.5%, respectively. The severity of dry eye symptoms and impairment of work productivity and general activity demonstrated high correlations of 0.599 and 0.655, respectively (p<0.001). Compared to the normal case, severe dry eye symptoms demonstrated significantly high impairment of work productivity and interruption of general activity (p<0.001). The case of serious dry symptoms showed the possibilities of having impairment level of work productivity and interruption of general activity above three points 3.26 times (p=0.032) and 2.25 times (p=0.045), respectively, higher than that of the normal case. Conclusions: It was confirmed that dry eye symptoms among office workers in a newly constructed building affects work productivity and general activity.

Analyzing animation techniques used in webtoons and their potential issues (웹툰 연출의 애니메이션 기법활용과 문제점 분석)

  • Kim, Yu-mi
    • Cartoon and Animation Studies
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    • s.46
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    • pp.85-106
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    • 2017
  • With the media's shift into the digital era in the 2000s, comic book publishers attempted a transition into the new medium by establishing a distribution structure using internet networks. But that effort shied from escaping the parallel-page reading structure of traditional comics. On the other hand, webtoons are showing divers changes by redesigning the structure of traditional sequential art media; they tend to separate and allot spaces according to the vertical scroll reading method of the internet browser and include animations, sound effects and background music. This trend is also in accordance with the preferences of modern readers. Modern society has complicated social structures with the development of various media; the public is therefore exposed to different stimuli and shows characteristics of differentiated perceptions. In other words, webtoons display more relevant and entertaining characteristics by inserting sounds and using moving texts and characters in specific frames, while traditional comics require an appreciation of withdrawal and immersion like other published media. Motions in webtoons are partially applied for dramatic tension or to create an effective expression of action. For example, hand-drawn animation is adopted to express motions by dividing motion images into many layers. Sounds are also utilized, such as background music with episode-related lyrics, melodies, ambient sounds and motion-related sound effects. In addition, webtoons provide readers with new amusement by giving tactile stimuli via the vibration of a smart phone. As stated above, the vertical direction, time-based nature of animation motions and tactile stimuli used in webtoons are differentiated from published comics. However, webtoons' utilization of innovative techniques hasn't yet reached its full potential. In addition to the fact that the software used for webtoon effects is operationally complex, this is a transitional phenomenon since there is still a lack of technical understanding of animation and sound application amongst the general public. For example, a sound might be programmed to play when a specific frame scrolls into view on the monitor, but the frame may be scrolled faster or slower than the author intended; in this case, sound can end before or after a reader sees the whole image. The motion of each frame is also programmed to start in a similar fashion. Therefore, a reader's scroll speed is related to the motion's speed. For this reason, motions might miss the intended timing and be unnatural because they are played out of context. Also, finished sound effects can disturb the concentration of readers. These problems come from a shortage of continuity; to solve these, naturally activated consecutive sounds or animations, like the simple rotation of joints when a character moves, is required.