• Title/Summary/Keyword: Smartphone use

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Survey on the Utilization of Weather and Air Quality Information and Needs of Patients with Respiratory Diseases (호흡기질환자의 기상 및 대기질 정보 활용현황과 요구도 조사)

  • Jo, Eun-Jung;Park, Hye-Kyung;Kim, Chang-Hoon;Won, Kyung-Mi;Kim, Yoo-Keun;Jeong, Ju-Hee;An, Hye Yeon;Hwang, Mi-Kyoung
    • Journal of Environmental Science International
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    • v.28 no.1
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    • pp.85-97
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    • 2019
  • Meteorological factors and air pollutants are associated with respiratory diseases, and appropriate use of weather and air quality information is helpful in the management of patients with such diseases. This study was performed to investigate both the utilization of weather and air quality information by, and the needs of, patients with respiratory diseases. Questionnaires were administered to 112 patients with respiratory diseases, 60.7% of whom were female. The rates of bronchial asthma and chronic obstructive pulmonary disease among patients were 67.0% and 10.7%, respectively. The majority of subjects (90%) responded that prevention was important for respiratory disease management and indicated that they used weather and air quality information either every day or occasionally. However, respondents underestimated the importance of weather and air quality information for disease management and were unaware of some types of weather information. The subjects agreed that respiratory diseases were sensitive to weather and air quality. The most important weather-related factors were diurnal temperature range, minimum temperature, relative humidity, and wind, while those for air quality were particulate matter and Asian dust. Information was gleaned mainly from television programs in patients aged 60 years and older and from smartphone applications for those below 60 years of age. The subjects desired additional information on the management and prevention of respiratory diseases. This study identified problems regarding the utility of weather and air quality information currently available for patients with respiratory diseases, who indicated that they desired disease-related information, including information in the form of action plans, rather than simple health- and air quality-related information. This study highlights the necessity for notification services that can be used to easily obtain information, specifically regarding disease management.

Design of IoT Gateway based Event-Driven Architecture for Intelligent Buildings. (IoT 게이트웨이 기반 지능형 건물의 이벤트 중심 아키텍쳐 설계)

  • Nkenyereye, Lionel;Jang, Jong-Wook
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.10a
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    • pp.256-259
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    • 2016
  • The growth of mobile devices in Internet of Things (IoT) leads to a number of intelligent buildings related IoT applications. For instance, home automation controlling system uses client system such web apps on smartphone or web service to access the home server by sending control commands. The home server receives the command, then controls for instance the light system. The gateway based RESTful technology responsible for handling clients' requests attests an internet latency in case a large number of clients' requests submit toward the gateway increases. In this paper, we propose the design tasks of the IoT gateway for handling concurrency events. In the procedure of designing tasks, concurrency is best understood by employing multiple levels of abstraction. The way that is eminently to accomplish concurrency is to build an object-oriented environment with support for messages passing between concurrent objects. We also investigate the performance of event-driven architecture for building IoT gateway using node.js on one side and communication protocol based message-oriented middleware known as XMPP to handle communications of intelligent building control devices connected to the gateway through a centralized hub. The Node.JS is 40% faster than the traditional web server side features thread-based approach. The use of Node.js server-side handles a large number of clients' requests, then therefore, reduces delay in performing predefined actions automatically in intelligent building IoT environment.

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Formulating Strategies from Consumer Opinion Analysis on AI Kids Phone using Text Mining (AI 키즈폰의 소비자리뷰 분석을 통한 제품개선 전략에 대한 연구)

  • Kim, Dohun;Cha, Kyungjin
    • The Journal of Society for e-Business Studies
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    • v.24 no.2
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    • pp.71-89
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    • 2019
  • In order to come up with satisfying product and improvement, firms use traditional marketing research methods to obtain consumers' opinions and further try to reflect them. Recently, gathering data from consumer communication platforms like internet and SNS has become popular methods. Meanwhile, with the development of information technology, mobile companies are launching new digital products for children to protect them from harmful content and provide them with necessary functions and information. Among these digital products, Kids Phone, which is a wearable device with safe functions that enable parents to learn childern's location. Kids phone is relatively cheaper and simpler than smartphone but it is noted that there are several problems such as some useless functions and frequent breakdowns. This study analyzes the reviews of Kids phones from domestic mobile companies, identifies the characteristics, strengths and weaknesses of the products, proposes improvement methods strategies for devices and services through SNS consumer analysis. In order to do that customer review data from online shopping malls was gathered and was further analyzed through text mining methods such as TF/IDF, Sentiment Analysis, and network analysis. Customer review data was gathered through crawling Online shopping Mall and Naver Blog/$Caf\acute{e}$. Data analysis and visualization was done using 'R', 'Textom', and 'Python'. Such analysis allowed us to figure out main issues and recent trends regarding kids phones and to suggest possible service improvement strategies based on sentiment analysis.

Automatic Video Editing Technology based on Matching System using Genre Characteristic Patterns (장르 특성 패턴을 활용한 매칭시스템 기반의 자동영상편집 기술)

  • Mun, Hyejun;Lim, Yangmi
    • Journal of Broadcast Engineering
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    • v.25 no.6
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    • pp.861-869
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    • 2020
  • We introduce the application that automatically makes several images stored in user's device into one video by using the different climax patterns appearing for each film genre. For the classification of the genre characteristics of movies, a climax pattern model style was created by analyzing the genre of domestic movie drama, action, horror and foreign movie drama, action, and horror. The climax pattern was characterized by the change in shot size, the length of the shot, and the frequency of insert use in a specific scene part of the movie, and the result was visualized. The model visualized by genre developed as a template using Firebase DB. Images stored in the user's device were selected and matched with the climax pattern model developed as a template for each genre. Although it is a short video, it is a feature of the proposed application that it can create an emotional story video that reflects the characteristics of the genre. Recently, platform operators such as YouTube and Naver are upgrading applications that automatically generate video using a picture or video taken by the user directly with a smartphone. However, applications that have genre characteristics like movies or include video-generation technology to show stories are still insufficient. It is predicted that the proposed automatic video editing has the potential to develop into a video editing application capable of transmitting emotions.

Analysis of Educational Elements of Educational Online Games - Focused on Real Farm Games - (교육용 온라인 게임의 교육적 요소 분석 - 레알팜 게임을 중심으로 -)

  • Jung, Mi-A;Jung, Hyung-Won
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.3
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    • pp.173-180
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    • 2020
  • According to KISA, many people play smartphone games. stress relieving, time is the reason to beat. Attempts to combine mobile games and education in the Korean game market are continuing. Studies have shown that using commercial games for education can be effective. Also, researches for activation educational games are increasing. Creating educational games requires a lot of time and money. Due to the nature of mobile games, the service is often terminated without updating. If you are able to acquire a naturally educational part while playing mobile games, you will see the effect of one pair of fun and education, both at once. We analyzed the education factors of the game with 'Real Farm' which is a simulation farm game. We focused on analyzing information acquisition and utilization part through indirect experience which is characteristic of simulation and examined educational factors based on design elements of educational game. This can signal the positive aspects of the game and the educational content of existing games. If you use smartphones as a pedagogy, you can expect a positive perception of games and an increase in the average life expectancy of mobile games.

Proposed Application Design for Community-Based Rehabilitation Services Access in Community Care System: Occupation and Activity Based (커뮤니티케어 제도 내 지역사회중심재활 서비스 접근을 위한 애플리케이션 디자인의 제안 : 작업과 활동 중심으로)

  • Bae, Seong-Hwan;Jang, Yeon-Sig;Baek, Ji-Young
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.4
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    • pp.325-335
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    • 2021
  • Chronic diseases have been increasing recently as the average life expectancy of humans has been extended, and this trend has caused problems such as the widespread demand for health and rehabilitation services and rising medical costs. In order to solve this problem, the community-based rehabilitation has been developed and strengthened in Korea and gradually promoted since 2019. It is important to secure access to clients who want to use services to revitalize community-based rehabilitation. So in this study, as part of the community-based rehabilitation, intends to devise smartphone applications designs and develop a prototype to secure access to community-based occupational therapy services based on occupation and activities. For Occupational Therapy Practice Framework (OTPF), International Classification of Functioning, Disability and Health (ICF), and Allen Diagnostic Module-2 (ADM-2) were used to devise and categorize occupation and activity based application content, and link OTPF, ICF, and ADM-2 through prior research analysis and expert meetings. The derived content was visualized through literature review and activity analysis, and was implemented to enable direct playback within the application using the YouTube API, and finally developed a prototype application. The Android Studio 3.5.2 for Windows 64-bit was used to build the application prototype. In further research, converging various digital technologies for user convenience and additionally researching community-based occupational therapy service providers opinions and service user satisfaction will improve accessibility to community-based occupational therapy services for clients who have difficulty occupational performance in the community.

A comparative analysis of metadata structures and attributes of Samsung smartphone voice recording files for forensic use (법과학적 활용을 위한 삼성 스마트폰 음성 녹음 파일의 메타데이터 구조 및 속성 비교 분석 연구)

  • Ahn, Seo-Yeong;Ryu, Se-Hui;Kim, Kyung-Wha;Hong, Ki-Hyung
    • Phonetics and Speech Sciences
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    • v.14 no.3
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    • pp.103-112
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    • 2022
  • Due to the popularization of smartphones, most of the recorded speech files submitted as evidence of recent crimes are produced by smartphones, and the integrity (forgery) of the submitted speech files based on smartphones is emerging as a major issue in the investigation and trial process. Samsung smartphones with the highest domestic market share are distributed with built-in speech recording applications that can record calls and voice, and can edit recorded speech. Unlike editing through third-party speech (audio) applications, editing by their own builtin speech applications has a high similarity to the original file in metadata structures and attributes, so more precise analysis techniques need to prove integrity. In this study, we constructed a speech file metadata database for speech files (original files) recorded by 34 Samsung smartphones and edited speech files edited by their built-in speech recording applications. We analyzed by comparing the metadata structures and attributes of the original files to their edited ones. As a result, we found significant metadata differences between the original speech files and the edited ones.

Improvement Mechanism for Automatic Web Vulnerability Diagnosis (웹취약점 자동진단 개선방안)

  • Kim, Tae-Seop;Jo, In-June
    • The Journal of the Korea Contents Association
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    • v.22 no.2
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    • pp.125-134
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    • 2022
  • Due to the development of smartphone technology, as of 2020, 91.9% of people use the Internet[1] to frequently acquire information through websites and mobile apps. As the number of homepages in charge of providing information is increasing every year, the number of applications for web vulnerability diagnosis, which diagnoses the safety of homepages, is also increasing. In the existing web vulnerability check, the number of diagnostic personnel should increase in proportion to the number of homepages that need diagnosis because the diagnosticians manually test the homepages for vulnerabilities. In reality, however, there is a limit to securing a web vulnerability diagnosis manpower, and if the number of diagnosis manpower is increased, a lot of costs are incurred. To solve these problems, an automatic diagnosis tool is used to replace a part of the manual diagnosis. This paper explores a new method to expand the current automatic diagnosis range. In other words, automatic diagnosis possible items were derived by analyzing the impact of web vulnerability diagnosis items. Furthermore, automatic diagnosis identified possible items through comparative analysis of diagnosis results by performing manual and automatic diagnosis on the website in operation. In addition, it is possible to replace manual diagnosis for possible items, but not all vulnerability items, through the improvement of automatic diagnosis tools. This paper will explore some suggestions that can help improve plans to support and implement automatic diagnosis. Through this, it will be possible to contribute to the creation of a safe website operating environment by focusing on the parts that require precise diagnosis.

Validation of a physical activity classification table in Korean adults and elderly using a doubly labeled water method (한국 성인과 노인을 대상으로 이중표식수법을 이용한 신체활동분류표 타당도 평가)

  • Hye-Ji Han ;Ha-Yeon Jun;Jonghoon Park;Kazuko Ishikawa-Takata;Eun-Kyung Kim
    • Journal of Nutrition and Health
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    • v.56 no.4
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    • pp.391-403
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    • 2023
  • Purpose: This study evaluated the validity of a physical activity classification table (PACT) based on total energy expenditure (TEE) and physical activity level (PAL) measured using the doubly labeled water (DLW) method in Korean adults and the elderly. Methods: A total of 141 (male 70, female 71) adults and elderly were included. The reference standards TEEDLW, PALDLW were measured over a 14-day period using DLW. A 24-hour physical activity diary was kept for three days (two days during the week and one day on the weekend). PALPACT was calculated by classifying the activity type and intensity using the PACT. PALPACT was multiplied by resting energy expenditure measured by indirect calorimetry to estimate TEEPACT. Results: The mean age of the study participants was 50.5 ± 18.8 years, and the mean body mass index was 23.4 ± 3.3 kg/m2. A comparison of TEEDLW and TEEPACT by sex and age showed no significant differences. The bias, the difference between TEEDLW and TEEPACT, was male 17.3 kcal/day and female -4.5 kcal/day. The percentage of accurate predictions (values within ± 10% of the TEEDLW) of TEEPACT was 58.6% in males and 54.9% in females, with the highest prediction values in the age group 40-64 years (70.9%) in males and over 65 years (73.9%) in females. The spearman correlation coefficient (r) between TEEPACT and TEEDLW was 0.769, indicating a significant positive correlation (p < 0.001). Conclusion: In this study, the use of a new PACT for calculating TEE and PAL was evaluated as valid. A web version of the software program and a smartphone application need to be developed using PACT to make it easier to apply for research purposes.

KHistory: A System for Automatic Generation of Multiple Choice Questions on the History of Korea (KHistory: 한국사 객관식 문제 자동 생성 시스템)

  • Kim, Seong-Won;Jung, Hae-Seong;Jin, Jae-Hwan;Lee, Myung-Joon
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.1
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    • pp.253-263
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    • 2017
  • As needs for knowledge on Korean history and the attention of the people are rapidly increasing, various smartphone applications for learning the history have appeared during recent years. These applications provide multiple choice questions to users through their own problem banks. But, since these questions are selected from the fixed set of problems that are stored previously, the learning efficiency of users is inevitably decreased when they use the applications repeatedly. In this paper, we present a question generation system named K-History which generates multiple choice questions in an automatic way using the database on the history of Korea. In addition, we also describe the development of the application Korean History Infinite Challenge as a learning application for Korean history. To develop K-History, we classify typical types of learning problems through various problems based on Korean history learning materials, proposing algorithms to generate problems according to the types found. Through the developed techniques, various learning systems can reduce the cost for creating questions, while increasing the learning efficiency of users.