• Title/Summary/Keyword: Smart toy

Search Result 28, Processing Time 0.032 seconds

Implementation Strategy for the Elderly Care Solution Based on Usage Log Analysis: Focusing on the Case of Hyodol Product (사용자 로그 분석에 기반한 노인 돌봄 솔루션 구축 전략: 효돌 제품의 사례를 중심으로)

  • Lee, Junsik;Yoo, In-Jin;Park, Do-Hyung
    • Journal of Intelligence and Information Systems
    • /
    • v.25 no.3
    • /
    • pp.117-140
    • /
    • 2019
  • As the aging phenomenon accelerates and various social problems related to the elderly of the vulnerable are raised, the need for effective elderly care solutions to protect the health and safety of the elderly generation is growing. Recently, more and more people are using Smart Toys equipped with ICT technology for care for elderly. In particular, log data collected through smart toys is highly valuable to be used as a quantitative and objective indicator in areas such as policy-making and service planning. However, research related to smart toys is limited, such as the development of smart toys and the validation of smart toy effectiveness. In other words, there is a dearth of research to derive insights based on log data collected through smart toys and to use them for decision making. This study will analyze log data collected from smart toy and derive effective insights to improve the quality of life for elderly users. Specifically, the user profiling-based analysis and elicitation of a change in quality of life mechanism based on behavior were performed. First, in the user profiling analysis, two important dimensions of classifying the type of elderly group from five factors of elderly user's living management were derived: 'Routine Activities' and 'Work-out Activities'. Based on the dimensions derived, a hierarchical cluster analysis and K-Means clustering were performed to classify the entire elderly user into three groups. Through a profiling analysis, the demographic characteristics of each group of elderlies and the behavior of using smart toy were identified. Second, stepwise regression was performed in eliciting the mechanism of change in quality of life. The effects of interaction, content usage, and indoor activity have been identified on the improvement of depression and lifestyle for the elderly. In addition, it identified the role of user performance evaluation and satisfaction with smart toy as a parameter that mediated the relationship between usage behavior and quality of life change. Specific mechanisms are as follows. First, the interaction between smart toy and elderly was found to have an effect of improving the depression by mediating attitudes to smart toy. The 'Satisfaction toward Smart Toy,' a variable that affects the improvement of the elderly's depression, changes how users evaluate smart toy performance. At this time, it has been identified that it is the interaction with smart toy that has a positive effect on smart toy These results can be interpreted as an elderly with a desire to meet emotional stability interact actively with smart toy, and a positive assessment of smart toy, greatly appreciating the effectiveness of smart toy. Second, the content usage has been confirmed to have a direct effect on improving lifestyle without going through other variables. Elderly who use a lot of the content provided by smart toy have improved their lifestyle. However, this effect has occurred regardless of the attitude the user has toward smart toy. Third, log data show that a high degree of indoor activity improves both the lifestyle and depression of the elderly. The more indoor activity, the better the lifestyle of the elderly, and these effects occur regardless of the user's attitude toward smart toy. In addition, elderly with a high degree of indoor activity are satisfied with smart toys, which cause improvement in the elderly's depression. However, it can be interpreted that elderly who prefer outdoor activities than indoor activities, or those who are less active due to health problems, are hard to satisfied with smart toys, and are not able to get the effects of improving depression. In summary, based on the activities of the elderly, three groups of elderly were identified and the important characteristics of each type were identified. In addition, this study sought to identify the mechanism by which the behavior of the elderly on smart toy affects the lives of the actual elderly, and to derive user needs and insights.

A Study on Voice Command Learning of Smart Toy using Convolutional Neural Network (합성곱 신경망을 이용한 스마트 토이의 음성명령 학습에 관한 연구)

  • Lee, Kyung-Min;Park, Chul-Won
    • The Transactions of The Korean Institute of Electrical Engineers
    • /
    • v.67 no.9
    • /
    • pp.1210-1215
    • /
    • 2018
  • Recently, as the IoT(Internet of Things) and AI(Artificial Intelligence) technologies have developed, smart toys that can understand and act on the language of human beings are being studied. In this paper, we study voice learning using CNN(Convolutional Neural Network) by applying artificial intelligence based voice secretary technology to smart toy. When a human voice command gives, Smart Toy recognizes human voice, converts it into text, analyzes the morpheme, and conducts tagging and voice learning. As a result of test for the simulator program implemented using Python, no malfunction occurred in a single command. And satisfactory results were obtained within the selected simulation condition range.

Design Preference & Consumer Trend of Younger Children's Parents for Smart Animal Toy (영유아 부모의 동물형 스마트 토이 디자인 선호도 및 구매요인)

  • Hyun, Eunja;Yoon, Hyunmin
    • The Journal of the Korea Contents Association
    • /
    • v.15 no.9
    • /
    • pp.72-83
    • /
    • 2015
  • The purpose of this study was firstly, to explore the design preference, consumer experience and purchasing factors of parents for smart animal toys and secondly, investigate whether there is a difference by children's sex and age. For this purpose, the questionnaire survey was conducted with 344 parents of younger children in Seoul and Gyeonggi Province. As a result, the white or brown colored 20~30cm, dog-type smart toy was preferred and the sound was considered as the most important function. Besides role of toy, smart toy was expected to play as a pet, a friend and a younger sibling. Actually, dog-type smart toy were most frequently purchased. And main satisfied causes were fun, interactivity and design and dissatisfied causes were noise, price, battery life and durability of purchased smart toys. Finally, the important factors in purchasing smart toy were the safety, durability, battery life, sustainable play, education and washability. The parents' preference, customer experience and purchasing factors showed little significant differences according to the sex and the age of the children. This research will be useful in understanding parents purchasing activity of smart animal toys and provide valuable data for function construction, design and service planning necessary to develop the smart animal toy.

A Study on Application Usability Evaluation for Smart Toy (스마트토이를 위한 애플리케이션 사용성 평가 연구)

  • Cho, Donghwan;Choi, Hun
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.23 no.11
    • /
    • pp.1391-1396
    • /
    • 2019
  • With the recent increase in the importance of software, software education is required in elementary schools in Korea. At this point, coding education combining play and education using smart toys is widely used. One of the most widely used smart toys is a block type smart toy. In this study, usability evaluation was performed to improve user's usability for block type smart toy with smartphone application. In order to achieve the purpose of this study, a heuristic technique with experts, one of various usability evaluation techniques, was performed. As a result of the analysis, it was found that the buttons and the switch of the menu were not well distinguished, and the cause of the error was not provided to the user. The results of this study can be the basis for improving the usability of applications for smart toy in the future.

Acceptability & Acceptance Intention of Younger Children's Parents for Smart Animal Toy (동물형 스마트 토이에 대한 영유아 부모의 수용성 및 수용의도)

  • Hyun, Eunja;Yoon, Hyunmin
    • The Journal of the Korea Contents Association
    • /
    • v.15 no.5
    • /
    • pp.639-650
    • /
    • 2015
  • The purpose of this study was firstly, to explore the acceptability and acceptance intention of parents for smart animal toys and secondly, investigate whether there is a difference by sex and age. For this purpose, the questionnaire survey was conducted with 344 parents of younger children in Seoul and Gyeonggi Province. As a result, there were significant positive correlations among the relative advantage, aesthetics, social image of smart animal toys, the attitude of the new technology and the parents' acceptability. Whereas there were significant negative correlations among the acceptance risk and the parents' acceptability. The parents' acceptability showed differences in the relative advantages and social image according to the age of the parents and no significant difference according to purchasing experience of smart animal toys. These results indicated that the parents' acceptability and acceptance intention of smart animal toys were similar with the adoption process of innovative products or smart devices. And it was also informed that the most impact factors on parents' acceptance for smart toy were the relative advantage, social image, and the attitude of the new technology. This research will be useful in understanding parents purchasing intention of smart toys and provide valuable implication for smart toy companies, manufacturers, and developers.

A Preliminary Study of Computerized Cognitive Ability Enhancement Program Using Smart-Toy for Children (스마트 토이를 활용한 아동용 인지능력 증진 프로그램의 예비 효과 연구)

  • Shin, Min-Sup;Lee, Jungeun;Lee, Jihyun;Lee, Jinjoo;Kwon, Eunmi;Jeon, Hyejin;Lee, Seunghwan
    • Journal of the Korean Academy of Child and Adolescent Psychiatry
    • /
    • v.28 no.2
    • /
    • pp.106-114
    • /
    • 2017
  • Objectives: This study was to examine the effectiveness of computerized cognitive ability enhancement program (CCAEP) using Smarttoy. The CCAEP using Smart-toy which can interact with children via bluetooth is a kids-friendly and convenient method for improving children's cognitive abilities by increasing their motivation for performing the program. We developed the CCAEP which designed to train auditory-verbal memory, visual-spatial memory, auditory-verbal working memory, and visual-spatial working memory. Methods: Eighteen children aged 8 to 10 participated in CCAEP individual training composed of 8 sessions of 40 minutes each for 4 weeks. The effect of the training was measured with Smart Toyweb's cognitive assessment tasks (smart device based assessment) as well as traditional neuropsychological tests before and after the training. Results: Children showed significant improvement in auditory-verbal memory, visual-spatial memory, auditory-verbal working memory and visual-spatial working memory abilities after the training. Conclusion: This study demonstrated promising results suggesting the effectiveness of CCAEP using Smart-Toy in clinical settings as well as school and home situations. Further controlled study with larger sample size including various clinical groups is needed to confirm the present results.

A Study on design for User Data Collection Interface using the Smart-Toy (스마트 토이를 활용한 사용자 데이터 수집 인터페이스 설계에 관한 연구)

  • Lee, Myeongsoo;Jang, Yun-Jung;Kim, Dongmin
    • Proceedings of the Korea Information Processing Society Conference
    • /
    • 2018.10a
    • /
    • pp.978-980
    • /
    • 2018
  • 스마트 토이(Smart Toy)란 인공지능이나 사물인터넷과 같은 차세대 정보통신기술이 접목된 장난감을 의미한다. 장난감의 고유 특성상 사용자의 만족감을 부여하는 목적만을 전부로 하지만, 스마트 토이의 기능들을 활용하여 사용자로부터 흥미도 및 이용 측면 등의 데이터를 수집할 수 있다면, 사용자의 만족감 및 발달 정보 등의 부가 효과들을 기대할 수 있다. 이에 본 연구에서는 스마트 토이를 활용한 사용자의 데이터 수집을 위한 인터페이스를 설계하고, 그 내용을 기술한다.

Recognition of Model Cars Using Low-Cost Camera in Smart Toy Games (저가 카메라를 이용한 스마트 장난감 게임을 위한 모형 자동차 인식)

  • Minhye Kang;Won-Kee Hong;Jaepil Ko
    • IEMEK Journal of Embedded Systems and Applications
    • /
    • v.19 no.1
    • /
    • pp.27-32
    • /
    • 2024
  • Recently, there has been a growing interest in integrating physical toys into video gaming within the game content business. This paper introduces a novel method that leverages low-cost camera as an alternative to using sensor attachments to meet this rising demand. We address the limitations associated with low-cost cameras and propose an optical design tailored to the specific environment of model car recognition. We overcome the inherent limitations of low-cost cameras by proposing an optical design specifically tailored for model car recognition. This approach primarily focuses on recognizing the underside of the car and addresses the challenges associated with this particular perspective. Our method employs a transfer learning model that is specifically trained for this task. We have achieved a 100% recognition rate, highlighting the importance of collecting data under various camera exposures. This paper serves as a valuable case study for incorporating low-cost cameras into vision systems.

Research on synchronization between smart toys and smart phones for classifying smart toys

  • Jung, Sugkyu
    • International Journal of Internet, Broadcasting and Communication
    • /
    • v.9 no.4
    • /
    • pp.25-30
    • /
    • 2017
  • Market of smart toys is showing rapid growth globally. Recently, new types of toys which can be synced with smart phones, so called smart toys, are being released continuously. As a result, products from RC cars with camera attached that can be driven and monitored using a connected smart phone to toys that would call kid's name once it has been entered through a mobile app. It has been confirmed that there are various way to connect those toys with mobile devices. In this paper, functions of smart toys are classified, and research on different synchronization methods of the toys sold in market as of July, 2017 are explained.

Research on toy design based on children's education and experience (교육 및 체험 기반으로 한 어린이 장난감 디자인에 관한 연구)

  • Wang, Zheng;Hong, Dongsik
    • Journal of the Korea Convergence Society
    • /
    • v.13 no.5
    • /
    • pp.119-127
    • /
    • 2022
  • Based on the theory of interactive experience in children's toy design, this paper analyzes and explores the interactive experience of education children's toys. Based on the basic elements of product design, a case study of the popular children's educational toys in the Korean sales rankings was carried out. In addition, according to the user experience model, a questionnaire survey was conducted on the popular children's educational toys sold in Korea. The results show that the top three children's educational toys by sales are smart toys. Satisfaction is highest for feeling, feeling, thinking, acting, and related experiences. It provides a theoretical basis for the interactive experience design of children's smart toys. Design experiential toys that are more suitable for children's physical and mental health and more suitable for children's psychological development.