Interest in Fintech is extremely growing as O2O which means the binding of online and offline appears. The scale of private consumption in South korea reached about 700 trillion won, however, the online trading is only about 60 trillion won, which means 640 trillion won is still trading in offline. The reason the Fintech industry comes into the spotlight is because the foundation of related industries such as the rise of mobile traffic and the fast growth of the financial transaction through the mobile channel is forming. Especially, the introduction of payment systems among these Fintech industries offers convenience to the consumer. Mobile payment has been generalized in daily life such as utility bills and taxi fares. Use of O2O service in various industrial fields in commerce gives convenience to consumers and increase in sales to business in recent commercial transaction which is moving to on-demand channel services. People in smartphone life are supposed to find more convenient services for saving time using their phone, and this kind of environment makes the ordering goods and services through Fintech payments increase. The emergence of O2O services influences the development of Fintech industry and the emergence of convenient and reliable Fintech service through the deregulation of Fintech also affects the activation of O2O services. The complementary relationships between O2O services and Fintech would contribute to economic activation. From the standpoint of the researchers, I would like to further study the methods that can lead to a new paradigm of the financial payments industry through the development of Fintech and the drafts for the market expansion of the current offline commerce making it online in the advent of O2O services in variety industries.
The Journal of Korea Institute of Information, Electronics, and Communication Technology
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v.11
no.1
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pp.34-39
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2018
Along with the development of ICT technology, wearable devices of various sizes and shapes have been developed. In addition, performance and specifications are rebuilt with IOT fusion products so that they can connect with the current smartphone. This is one of the general-purpose technologies of the 4th industrial revolution, which is spot-lighted with technology that changes the quality and environment of our lives. Along with this, as new technology products combining health care technology increases, various functions are provided to users who need it. Wearable technology is ongoing trend of technology development. It also sells products developed as products in the form of smart watches. At present, various related products are made in various ways, and it is recommended to use the Arduino processor in accordance with the application. In this study, we developed wearable physical activity monitoring system using open source hardware based TinyDuino. TinyDuino is an ultra-compact Arduino compatible board made on the basis of Atmega process Board, and it can be programmed in open source integrated development environment(named Sketch). The physical activity monitoring system of the welfare body can be said to be a great advantage, as a smart u-Healthcare system that can perform daily health management.
Real-time high-precision image georeferencing is important for the realization of image based precise navigation or sophisticated augmented reality. In general, high-precision image georeferencing can be achieved using the conventional simultaneous bundle adjustment algorithm, which can be performed only as post-processing due to its processing time. The recently proposed sequential bundle adjustment algorithm can rapidly produce the results of the similar accuracy and thus opens a possibility of real-time processing. However, since the processing time still increases linearly according to the number of images, if the number of images are too large, its real-time processing is not guaranteed. Based on this algorithm, we propose a modified fast algorithm, the processing time of which is maintained within a limit regardless of the number of images. Since the proposed algorithm considers only the existing images of high correlation with the newly acquired image, it can not only maintain the processing time but also produce accurate results. We applied the proposed algorithm to the images acquired with 1Hz. It is found that the processing time is about 0.02 seconds at the acquisition time of each image in average and the accuracy is about ${\pm}5$ cm on the ground point coordinates in comparison with the results of the conventional simultaneous bundle adjustment algorithm. If this algorithm is converged with a fast image matching algorithm of high reliability, it enables high precision real-time georeferencing of the moving images acquired from a smartphone or UAV by complementing the performance of position and attitude sensors mounted together.
Journal of the Korea Academia-Industrial cooperation Society
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v.21
no.7
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pp.262-269
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2020
Recently, many attempts have been made to reduce the time required for payment in various shopping environments. In addition, for the Fourth Industrial Revolution era, artificial intelligence is advancing, and Internet of Things (IoT) devices are becoming more compact and cheaper. So, by integrating these two technologies, access to building an unmanned environment to save people time has become easier. In this paper, we propose a smart shopping cart system based on low-cost IoT equipment and deep-learning object-detection technology. The proposed smart cart system consists of a camera for real-time product detection, an ultrasonic sensor that acts as a trigger, a weight sensor to determine whether a product is put into or taken out of the shopping cart, an application for smartphones that provides a user interface for a virtual shopping cart, and a deep learning server where learned product data are stored. Communication between each module is through Transmission Control Protocol/Internet Protocol, a Hypertext Transmission Protocol network, a You Only Look Once darknet library, and an object detection system used by the server to recognize products. The user can check a list of items put into the smart cart via the smartphone app, and can automatically pay for them. The smart cart system proposed in this paper can be applied to unmanned stores with high cost-effectiveness.
OSMU is now one of the most important keywords in the media industry. However, how to educate future media workers who can design and implement OSMU is an unsolved problem to media educators. In order to overcome the limitations of two perspectives of OSMU, namely economic perspective and storytelling perspective, this study propose a new OSMU education model for college students. Beginning with creating local content using MediaWiki, this model consists of five phases of media windowing, including MediaWiki, smartphone application, Web design, multimedia e-magazine for tablet PC, and publication. A Chuncheon-based university has been experimenting with this new OSMU education program. MediaWiki has played important role for creating local content collaboratively. All That Chuncheon application is now on service via SKT Tstore and Chuncheon Web pages has been designed successfully. Multimedia e-magazine and book publication is under preparation. The experiment has been successful so far, mainly due to the strategic choice of local content as the source of following media window. Also students have been strongly motivated for participating in this OSMU program.
Journal of the Korea Academia-Industrial cooperation Society
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v.19
no.7
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pp.283-304
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2018
mankind has evolved to stand upright a million years ago. However entering an industrial society, much has changed in only a few decades. Human beings spend more time sitting down and working, which negatively affects their bodies. Leading medical studies have shown that the prolonged working conditions have significantly affected the causes of adult illnesses that we have known. Human beings have evolved in a moving direction. So, like modern societies, sitting or standing in one space for long periods of time without movement brings various side effects to the body. Reflecting this background, this study has led to think of work in an environment that is taking the evolutionary biology perspective from a traditional standing, standing work environment. They also plan to conduct an experiment to handle work with smartphones in the hopes of expanding their mobile office environment to use smartphones in the field, which is a type of smart work. The study could help build and establish a mobile office environment, a type of smart work. In addition to using smartphones, a working environment can be created that works by moving around. Furthermore, the paradigm of the work environment of businesses and students could be changed.
Journal of the Korean Society for information Management
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v.31
no.3
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pp.29-63
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2014
This study attempted to reveal the characteristics of the Y generation, to derive the services of the next generation digital library, and to compare differences between the demands of the baby boom generation and the Y generation to some extent. As a result, first, it is shown that the digital device the Y generation uses the most, was a cell phone or smartphone, followed by desktop PC, notebook PC, and digital camera. Although there were some differences, the Y generation's use ratio of digital devices was substantially similar to the baby boomers'. Second, there was a significant difference between the Y generation and baby boom generation in terms of using digital services. While the Y generation used internet portals the most, the baby boom generation used e-mail service the most. Third, we surveyed the services which the Y generation and baby boom generation require for the next generation digital libraries, by grouping as follows: the cloud service, infinite creative space (maker space), big data, augmented reality, Google Glass, context-aware technologies, semantic services, SNS service, digital textbook service, RFID and QRCode service, library space configuration, a state-of-the-art display technology, and other innovative services. While the most demanded service by the Y generation was big data service, the baby boom generation most demanded digital textbook service.
BACKGROUND/OBJECTIVES: The expansion of menu labeling to restaurants has created a need to study customers' behavior toward nutrition information. Therefore, the purpose of this research was to compare college students' behavior toward nutrition information communication between Korea and the US. This study consisted of three objectives: 1) to compare the frequency of usage as well as degree of trust regarding smartphone-based communication channels in the acquisition of nutrition information among college students between Korea and the US, 2) to compare knowledge-sharing behavior related to nutrition information among college students between Korea and the US, and 3) to identify the role of country in the process of knowledge-sharing behavior. SUBJECTS/METHODS: A survey was distributed via the web to college students in Korea and the US. Data were collected in the 2nd week of March 2017. Completed responses were collected from 423 Koreans and 280 Americans. Differences between Koreans and Americans were evaluated for statistical significance using a t-test. In order to verify the effects of knowledge self-efficacy and transactive memory capability on knowledge-sharing behavior related to nutrition information, a regression analysis was performed. RESULTS: Significant differences were found in the frequency of usage as well as degree of trust in communication channels related to nutrition information between Korean and American college students. While knowledge self-efficacy and tractive memory capability had positive effects on knowledge-sharing behavior related to nutrition information, country had a significant effect on the process. CONCLUSIONS: This study is the first to compare customer behavior toward nutrition information acquisition and sharing between Korea and the US. Comparative research on nutrition information revealed differences among the different countries. Therefore, this study contributes to the body of knowledge on the nutrition information research, in particular, by providing a comparison study between countries.
Management systems for electronic library have been developed on the basis of Client/Server or ASP framework in domestic market for a long time. Therefore, both service provider and user suffer from their high cost and effort in management, maintenance, and repairing of software as well as hardware. Recently in addition, mobile devices like smartphone and tablet PC are frequently used as terminal devices to access computers through the Internet or other networks, sophisticatedly customized or personalized interface for n-screen service became more important issue these days. In this paper, we propose a new scheme of integrated management system for electronic library based on SaaS and Web Standard. We design and implement the proposed scheme applying Electronic Cabinet Guidelines for Web Standard and Universal Code System. Hosted application management style and software on demand style service models based on SaaS are basically applied to develop the management system. Moreover, a newly improved concept of duplication check algorithm in a hierarchical evaluation process is presented and a personalized interface based on web standard is applied to implement the system. Algorithms of duplication check for journal, volume/number, and paper are hierarchically presented with their logic flows. Total framework of our development obeys the standard feature of Electronic Cabinet Guidelines offered by Korea government so that we can accomplish standard of application software, quality improvement of total software, and reusability extension. Scope of our development includes core services of library automation system such as acquisition, list-up, loan-and-return, and their related services. We focus on interoperation compatibility between elementary sub-systems throughout complex network and structural features. Reanalyzing and standardizing each part of the system under the concept on the cloud of service, we construct an integrated development environment for generating, test, operation, and maintenance. Finally, performance analyses are performed about resource usability of server, memory amount used, and response time of server etc. As a result of measurements fulfilled over 5 times at different test points and using different data, the average response time is about 62.9 seconds for 100 clients, which takes about 0.629 seconds per client on the average. We can expect this result makes it possible to operate the system in real-time level proof. Resource usability and memory occupation are also good and moderate comparing to the conventional systems. As total verification tests, we present a simple proof to obey Electronic Cabinet Guidelines and a record of TTA authentication test for topics about SaaS maturity, performance, and application program features.
The Journal of the Korea institute of electronic communication sciences
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v.12
no.4
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pp.679-690
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2017
The purpose of this study was to investigate the relationship between neck posture and range of motion and neck disability index(NDI) in young adults with reduced cervical lordosis. This study selected 34 young adults with cervical lordosis reduced (Cobb's angle less than 35 degrees). The assessor measured neck flexion, extension, left lateral flexion, right lateral flexion, left rotation, right rotation and forward displacements of all subjects using cervical of range motion instrument, Then, the NDI was evaluated. After all assessments, degree for cervical lordosis was divided into two groups: bottom group(severe cervical lordosis) and top group(mild cervical lordosis). The bottom group was significantly higher in Cobb's angle, extension, left lateral flexion, right lateral flexion, left rotation, right rotation and forward displacement compared to the top group (p<.05). There was no significant difference between the two groups in flexion, NDI(p >.05). In comparison of subscale of NDI, top group was significantly higher in pain, lifting, and headache than bottom group (p <.05). In correlation analysis, Cobb's angle showed significant positive correlation with flexion, extension, left lateral flexion, right lateral flexion, left rotation and right rotation(p<.05), and showed significant negative correlation with forward displacement, NDI(p<.05). Cobb's angle showed a significant negative correlation with pain, lifting, and headache of subscale of NDI(p<.05). The findings of this study potentially suggest that neck posture may affect the cervical range of motion and pain.
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