• Title/Summary/Keyword: Smart technology

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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.

Detection Ability of Occlusion Object in Deep Learning Algorithm depending on Image Qualities (영상품질별 학습기반 알고리즘 폐색영역 객체 검출 능력 분석)

  • LEE, Jeong-Min;HAM, Geon-Woo;BAE, Kyoung-Ho;PARK, Hong-Ki
    • Journal of the Korean Association of Geographic Information Studies
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    • v.22 no.3
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    • pp.82-98
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    • 2019
  • The importance of spatial information is rapidly rising. In particular, 3D spatial information construction and modeling for Real World Objects, such as smart cities and digital twins, has become an important core technology. The constructed 3D spatial information is used in various fields such as land management, landscape analysis, environment and welfare service. Three-dimensional modeling with image has the hig visibility and reality of objects by generating texturing. However, some texturing might have occlusion area inevitably generated due to physical deposits such as roadside trees, adjacent objects, vehicles, banners, etc. at the time of acquiring image Such occlusion area is a major cause of the deterioration of reality and accuracy of the constructed 3D modeling. Various studies have been conducted to solve the occlusion area. Recently the researches of deep learning algorithm have been conducted for detecting and resolving the occlusion area. For deep learning algorithm, sufficient training data is required, and the collected training data quality directly affects the performance and the result of the deep learning. Therefore, this study analyzed the ability of detecting the occlusion area of the image using various image quality to verify the performance and the result of deep learning according to the quality of the learning data. An image containing an object that causes occlusion is generated for each artificial and quantified image quality and applied to the implemented deep learning algorithm. The study found that the image quality for adjusting brightness was lower at 0.56 detection ratio for brighter images and that the image quality for pixel size and artificial noise control decreased rapidly from images adjusted from the main image to the middle level. In the F-measure performance evaluation method, the change in noise-controlled image resolution was the highest at 0.53 points. The ability to detect occlusion zones by image quality will be used as a valuable criterion for actual application of deep learning in the future. In the acquiring image, it is expected to contribute a lot to the practical application of deep learning by providing a certain level of image acquisition.

Knowledge Extraction Methodology and Framework from Wikipedia Articles for Construction of Knowledge-Base (지식베이스 구축을 위한 한국어 위키피디아의 학습 기반 지식추출 방법론 및 플랫폼 연구)

  • Kim, JaeHun;Lee, Myungjin
    • Journal of Intelligence and Information Systems
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    • v.25 no.1
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    • pp.43-61
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    • 2019
  • Development of technologies in artificial intelligence has been rapidly increasing with the Fourth Industrial Revolution, and researches related to AI have been actively conducted in a variety of fields such as autonomous vehicles, natural language processing, and robotics. These researches have been focused on solving cognitive problems such as learning and problem solving related to human intelligence from the 1950s. The field of artificial intelligence has achieved more technological advance than ever, due to recent interest in technology and research on various algorithms. The knowledge-based system is a sub-domain of artificial intelligence, and it aims to enable artificial intelligence agents to make decisions by using machine-readable and processible knowledge constructed from complex and informal human knowledge and rules in various fields. A knowledge base is used to optimize information collection, organization, and retrieval, and recently it is used with statistical artificial intelligence such as machine learning. Recently, the purpose of the knowledge base is to express, publish, and share knowledge on the web by describing and connecting web resources such as pages and data. These knowledge bases are used for intelligent processing in various fields of artificial intelligence such as question answering system of the smart speaker. However, building a useful knowledge base is a time-consuming task and still requires a lot of effort of the experts. In recent years, many kinds of research and technologies of knowledge based artificial intelligence use DBpedia that is one of the biggest knowledge base aiming to extract structured content from the various information of Wikipedia. DBpedia contains various information extracted from Wikipedia such as a title, categories, and links, but the most useful knowledge is from infobox of Wikipedia that presents a summary of some unifying aspect created by users. These knowledge are created by the mapping rule between infobox structures and DBpedia ontology schema defined in DBpedia Extraction Framework. In this way, DBpedia can expect high reliability in terms of accuracy of knowledge by using the method of generating knowledge from semi-structured infobox data created by users. However, since only about 50% of all wiki pages contain infobox in Korean Wikipedia, DBpedia has limitations in term of knowledge scalability. This paper proposes a method to extract knowledge from text documents according to the ontology schema using machine learning. In order to demonstrate the appropriateness of this method, we explain a knowledge extraction model according to the DBpedia ontology schema by learning Wikipedia infoboxes. Our knowledge extraction model consists of three steps, document classification as ontology classes, proper sentence classification to extract triples, and value selection and transformation into RDF triple structure. The structure of Wikipedia infobox are defined as infobox templates that provide standardized information across related articles, and DBpedia ontology schema can be mapped these infobox templates. Based on these mapping relations, we classify the input document according to infobox categories which means ontology classes. After determining the classification of the input document, we classify the appropriate sentence according to attributes belonging to the classification. Finally, we extract knowledge from sentences that are classified as appropriate, and we convert knowledge into a form of triples. In order to train models, we generated training data set from Wikipedia dump using a method to add BIO tags to sentences, so we trained about 200 classes and about 2,500 relations for extracting knowledge. Furthermore, we evaluated comparative experiments of CRF and Bi-LSTM-CRF for the knowledge extraction process. Through this proposed process, it is possible to utilize structured knowledge by extracting knowledge according to the ontology schema from text documents. In addition, this methodology can significantly reduce the effort of the experts to construct instances according to the ontology schema.

The Effects of Game User's Social Capital and Information Privacy Concern on SNGReuse Intention and Recommendation Intention Through Flow (게임 이용자의 사회자본과 개인정보제공에 대한 우려가 플로우를 통해 SNG 재이용의도와 추천의도에 미치는 영향)

  • Lee, Ji-Hyeon;Kim, Han-Ku
    • Management & Information Systems Review
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    • v.37 no.4
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    • pp.21-39
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    • 2018
  • Today, Mobile Instant Message (MIM) has become a communication means which is commonly used by many people as the technology on smart phones has been enhanced. Among the services, KakaoGame creates much profits continuously by using its representative Kakao platform. However, even though the number of users of KakaoGame increases and the characteristics of the users are more diversified, there are few researches on the relationship between the characteristics of the SNG users and the continuous use of the game. Since the social capital that is formed by the SNG users with the acquaintances create the sense of belonging, its role is being emphasized under the environment of social network. In addition, game user's concerns about the information privacy may decrease the trust on a game APP, and it also caused to threaten about the game system. Therefore, this study was designed to examine the structural relationships among SNG users' social capital, concerns about the information privacy, flow, SNG reuse intention and recommendation intention. The results from this study are as follow. First of all, the participants' bridging social capital had a positive effect on the flow of an SNG, but the bonding social capital had a negative effect on the flow of an SNG. In addition, awareness of information privacy concern had a negative effects on the flow of an SNG, but control of information privacy concern had a positive effect on the flow of an SNG. Lastly, the flow of an SNG had a positive effect on the reuse intention and recommendation intention of an SNG. Also, reuse intention of an SNG had a positive effect on the recommendation intention. Based on the results from this study, academic and practical implications can be drawn. First, This study focused on KakaoTalk which has both of the closed and open characteristics of an SNS and it was found that the SNG user's social capital might be a factor influencing each user's behaviors through the user's flow experiences in SNG. Second, this study extends the scope of prior researches by empirically analysing the relationship between the concerns about the SNG user's information privacy and flow of an SNG. Finally, the results of this research can provide practical guidelines to develop effective marketing strategies considering them for SNG companies.

A Study on the Structural Relationship between IoT Usage and Life Satisfaction Among University Students (대학생의 사물인터넷 이용과 생활만족의 구조적 관계 연구)

  • Lee, Sangho;Cho, Kwangmoon
    • Journal of Internet of Things and Convergence
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    • v.7 no.2
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    • pp.55-63
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    • 2021
  • The purpose of this study was to investigate the structural relationship between the use motives of the Internet of Things (IoT), which was presented as a technology strategy priority for university students, on usage attitudes, usability performance and life satisfaction. From April 1 to April 30, 2021, a non-face-to-face survey was conducted targeting university students living in Gwangju Metropolitan City and Jeollanam-do, and the study was conducted in a total of 213 copies. The collected questionnaires were analyzed using IBM's SPSS 21.0 and AMOS 21.0 programs. The research results are as follows. First, the motivation for using IoT was found to have an effect on usage attitude, and it was found to have an effect on life satisfaction and also on usage performance. Second, it was found that the attitude of using the Internet of Things had an effect on the usability performance. However, it was found that there was no effect on life satisfaction. Third, it was found that the use of IoT has an effect on the life satisfaction of college students. Fourth, it was found that the indirect effect on the attitude of use had an indirect effect on the relationship between the motivation for use and the performance of use. However, it was found that there was no indirect effect on the relationship between use motivation and life satisfaction. Fifth, the indirect effect on the usability performance was found to have an indirect effect on the relationship between use motivation and life satisfaction, Also, it was found that there was an indirect effect on the relationship between usage attitude and life satisfaction. Sixth, in the relationship between use motivation and life satisfaction, there was no double indirect effect via use attitude and utilization performance. Based on these results, the motivation for using the Internet of Things for college students and a solution to the information gap were proposed.

A study on the impact and activation plan of unmanned aerial vehicle service (무인항공기 서비스 영향성과 활성화 방안 연구)

  • Yoo, Soonduck
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.22 no.2
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    • pp.1-7
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    • 2022
  • The purpose of this study is to discuss the impact of unmanned aerial vehicle service and how to activate it. The discussion on the impact of the introduction of the unmanned aerial vehicle service was examined in terms of economic, environmental, and social acceptance, and a plan to revitalize the industry was presented. In terms of economic impact, if transportation services are increased using unmanned aerial vehicles in the future, road-based transportation cargo may decrease and road movement speed may increase due to reduced road congestion. This can have a positive effect on the increase in the value of land or real estate assets, and it also provides an impact on smart city design. In terms of environmental impact, unmanned aerial vehicles (UAVs) generally move through electricity, so they emit less exhaust gas compared to other existing devices, such as vehicles and railroads, and thus have less environmental impact. However, noise can have a negative impact on the habitat in the presence of wild animals along their migration routes. In terms of social acceptability of unmanned aerial vehicles (UAV) technology, areas that are declining due to the emergence of new services may appear, and at the same time, organizations that create profits may appear, causing conflicts between industries. Therefore, it is essential to form a social consensus on the acceptance of emerging industries. The government should come up with various countermeasures to minimize the negative impact that reflects the characteristics of the unmanned aerial vehicle use service. Just as various systems such as road signs were introduced so that vehicles can be operated on the ground to secure air routes in the mid- to long-term for revitalization of unmanned-based industries, development and establishment of services that should be introduced and applied prior to constructing air routes I need this. In addition, the design and implementation of information collection and operation plans for unmanned air traffic management in Korea and a plan to secure a control system for each region should also be made. This study can contribute to providing ideas for mid- to long-term research on new areas with the development of the unmanned aerial vehicle industry.

Optimization and Application Research on Triboelectric Nanogenerator for Wind Energy Based High Voltage Generation (정전발전 기반 바람에너지 수확장치의 최적화 및 고전압 생성을 위한 활용 방안)

  • Jang, Sunmin;Ra, Yoonsang;Cho, Sumin;Kam, Dongik;Shin, Dongjin;Lee, Heegyu;Choi, Buhee;Lee, Sae Hyuk;Cha, Kyoung Je;Seo, Kyoung Duck;Kim, Hyung Woo;Choi, Dongwhi
    • Korean Chemical Engineering Research
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    • v.60 no.2
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    • pp.243-248
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    • 2022
  • As the scope of use of portable and wearable electronic devices is expanding, the limitations of heavy and bulky solid-state batteries are being revealed. Given that, it is urgent to develop a small energy harvesting device that can partially share the role of a battery and the utilization of energy sources that are thrown away in daily life is becoming more important. Contact electrification, which generates electricity based on the coupling of the triboelectric effect and electrical induction when the two material surfaces are in contact and separated, can effectively harvest the physical and mechanical energy sources existing in the surrounding environment without going through a complicated intermediate process. Recently, the interest in the harvest and utilization of wind energy is growing since the wind is an infinitely ecofriendly energy source among the various environmental energy sources that exist in human surroundings. In this study, the optimization of the energy harvesting device for the effective harvest of wind energy based on the contact electrification was analyzed and then, the utilization strategy to maximize the utilization of the generated electricity was investigated. Natural wind based Fluttering TENG (NF-TENG) using fluttering film was developed, and design optimization was conducted. Moreover, the safe high voltage generation system was developed and a plan for application in the field requiring high voltage was proposed by highlighting the unique characteristics of TENG that generates low current and high voltage. In this respect, the result of this study demonstrates that a portable energy harvesting device based on the contact electrification shows great potential as a strategy to harvest wind energy thrown away in daily life and use it widely in fields requiring high voltage.

Analysis of Thermal Environment Characteristics by Spatial Type using UAV and ENVI-met (UAV와 ENVI-met을 활용한 공간 유형별 열환경 특성 분석)

  • KIM, Seoung-Hyeon;PARK, Kyung-Hun;LEE, Su-Ah;SONG, Bong-Geun
    • Journal of the Korean Association of Geographic Information Studies
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    • v.25 no.1
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    • pp.28-43
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    • 2022
  • This study classified UAV image-based physical spatial types for parks in urban areas of Changwon City and analyzed thermal comfort characteristics according to physical spatial types by comparing them with ENVI-met thermal comfort results. Physical spatial types were classified into four types according to UAV-based NDVI and SVF characteristics. As a result of ENVI-met thermal comfort, the TMRT difference between the tree-dense area and other areas was up to 30℃ or more, and it was 19. 6℃ at 16:00, which was the largest during the afternoon. As a result of analyzing UAV-based physical spatial types and thermal comfort characteristics by time period, it was confirmed that the physical spatial types with high NDVI and high SVF showed a similar to thermal comfort change patterns by time when using UAV, and the physical spatial types with dense trees and artificial structures showed a low correlation to thermal comfort change patterns by time when using UAV. In conclusion, the possibility of identifying the distribution of thermal comfort based on UAV images was confirmed for the spatial type consisting of open and vegetation, and the area adjacent to the trees was found to be more thermally pleasant than the open area. Therefore, in the urban planning stage, it is necessary to create an open space in consideration of natural covering materials such as grass and trees, and when using artificial covering materials, it is judged that spatial planning should be done considering the proximity to trees and buildings. In the future, it is judged that it will be possible to quickly and accurately identify urban climate phenomena and establish urban planning considering thermal comfort through ground LIDAR and In-situ measurement-based UAV image correction.

Seeking for a Curriculum of Dance Department in the University in the Age of the 4th Industrial Revolution (4차 산업혁명시대 대학무용학과 커리큘럼의 방향모색)

  • Baek, Hyun-Soon;Yoo, Ji-Young
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.3
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    • pp.193-202
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    • 2019
  • This study focuses on what changes are required as to a curriculum of dance department in the university in the age of the 4th industrial revolution. By comparing and analyzing the curricula of dance department in the five universities in Seoul, five academic subjects as to curricula of dance department, which covers what to learn for dance education in the age of the 4th industrial revolution, are presented. First, dance integrative education, the integration of creativity and science education, can be referred to as a subject that stimulates ideas and creativity and raises artistic sensitivity based on STEAM. Second, the curriculum characterized by prediction of the future prospect through Big Data can be utilized well in dealing with dance performance, career path of dance-majoring people, and job creation by analyzing public opinion, evaluation, and feelings. Third, video education. Seeing the images as modern major media tends to occupy most of the expressive area of art, dance by dint of video enables existing dance work to be created as new form of art, expanding dance boundaries in academic and performing art viewpoint. Fourth, VR and AR are essential techniques in the era of smart media. Whether upcoming dance studies are in the form of performance or education or industry, for VR and AR to be digitally applied into every relevant field, keeping with the time, learning about VR and AR is indispensable. Last, the 4th industrial revolution and the curriculum of dance art are needed to foresee the changes in the 4th industrial revolution and to educate changes, development and seeking in dance curriculum.

Operation Measures of Sea Fog Observation Network for Inshore Route Marine Traffic Safety (연안항로 해상교통안전을 위한 해무관측망 운영방안에 관한 연구)

  • Joo-Young Lee;Kuk-Jin Kim;Yeong-Tae Son
    • Journal of the Korean Society of Marine Environment & Safety
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    • v.29 no.2
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    • pp.188-196
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    • 2023
  • Among marine accidents caused by bad weather, visibility restrictions caused by sea fog occurrence cause accidents such as ship strand and ship bottom damage, and at the same time involve casualties caused by accidents, which continue to occur every year. In addition, low visibility at sea is emerging as a social problem such as causing considerable inconvenience to islanders in using transportation as passenger ships are collectively delayed and controlled even if there are local differences between regions. Moreover, such measures are becoming more problematic as they cannot objectively quantify them due to regional deviations or different criteria for judging observations from person to person. Currently, the VTS of each port controls the operation of the ship if the visibility distance is less than 1km, and in this case, there is a limit to the evaluation of objective data collection to the extent that the visibility of sea fog depends on the visibility meter or visual observation. The government is building a marine weather signal sign and sea fog observation networks for sea fog detection and prediction as part of solving these obstacles to marine traffic safety, but the system for observing locally occurring sea fog is in a very insufficient practical situation. Accordingly, this paper examines domestic and foreign policy trends to solve social problems caused by low visibility at sea and provides basic data on the need for government support to ensure maritime traffic safety due to sea fog by factually investigating and analyzing social problems. Also, this aims to establish a more stable maritime traffic operation system by blocking marine safety risks that may ultimately arise from sea fog in advance.