• Title/Summary/Keyword: Store environment

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Data Storage and Security Model for Mobile Healthcare Service based on IoT (IoT 기반의 모바일 헬스케어 서비스를 위한 데이터 저장 및 보호 모델)

  • Jeong, Yoon-Su
    • Journal of Digital Convergence
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    • v.15 no.3
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    • pp.187-193
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    • 2017
  • Objects Internet-based healthcare services provide healthcare and healthcare services, including measurement of user's vital signs, diagnosis and prevention of diseases, through a variety of object internet devices. However, there is a problem that new security vulnerability can occur when inter-working with the security weakness of each element technology because the internet service based on the object Internet provides a service by integrating various element technologies. In this paper, we propose a user privacy protection model that can securely process user's healthcare information from a third party when delivering healthcare information of users using wearable equipment based on IoT in a mobile environment to a server. The proposed model provides attribute values for each healthcare sensor information so that the user can safely handle, store, and store the healthcare information, thereby managing the privacy of the user in a hierarchical manner. As a result of the performance evaluation, the throughput of IoT device is improved by 10.5% on average and the server overhead is 9.9% lower than that of the existing model.

Development of a Hand Shape Editor for Sign Language Expression (수화 표현을 위한 손 모양 편집 프로그램의 개발)

  • Oh, Young-Joon;Park, Kwang-Hyun;Bien, Zeung-Nam
    • Journal of the Institute of Electronics Engineers of Korea SC
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    • v.44 no.4 s.316
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    • pp.48-54
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    • 2007
  • Hand shape is one of important elements in Korean Sign Language (KSL), which is a communication method for the deaf. To express sign motion in a virtual reality environment based on OpenGL, we need an editor which can insert and modify sign motion data. However, it is very difficult that people, who lack knowledge of sign 1anguage, exactly edit and express hand shape using the existing editors. We also need a program to efficiently construct and store the hand shape data because the number of data is very large in a sign word dictionary. In this paper we developed a KSL hand shape editor to easily construct and edit hand shape by a graphical user interface (GUI), and to store it in a database. Hand shape codes are used in a sign word editor to synthesize sign motion and decreases total amount of KSL data.

Development and Usability Analysis of a Serious Simulation Game on the Smart Phone (스마트폰 기반 기능성 시뮬레이션 게임 개발 사례 분석)

  • An, Sang-Ha;Roh, Chang-Hyun
    • Journal of Korea Game Society
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    • v.11 no.6
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    • pp.139-148
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    • 2011
  • Various types of games have been published in a smart phone game market. However, there are little serious simulation games among them. In this study, parking simulation game has been developed and published on the Apple app store and Android market, to analyze the usability and prospects of the smart phone based serious simulation game. Developed game was designed to give users realistic simulation experience with immersion in the smart phone environment. In case of Apple app store, more than 300 thousands download have been recorded. This means serious simulation games have much more potential for commercial value, even though there are constrains with small display and user interface.

A Survey on Korean Families′ Food Decision Making: I. Purchase of Fresh Fruits and Vegetables

  • Park, Dong-Yean;Rhie, Seung-Gyo;Gillespie, Ardyth H.
    • Preventive Nutrition and Food Science
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    • v.7 no.1
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    • pp.95-104
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    • 2002
  • A survey on Korean families′purchase of fresh fruits and vegetables was conducted to increase understanding of families′food decision making. Two hundred ninety seven families with at least one elementary-school age child were selected from four elementary schools to complete a questionnaire during April, 2001 in Gyeongju, Korea. Descriptive statistics, Chi-square test, T-test, and ANOVA statistics were used to analyze the data. The major findings are as follows: Families bought fresh fruits and vegetables at the public markets or the farmer′s markets and a large supermarket most frequently in both summer and winter. Families grew produce by themselves and bought them from farmers directly least frequently in both summer and winter. Families whose housewives had less than middle school education brought fruits and vegetables from Agricultural Co-ops and grew thens by themselves more frequently compared to those who had higher education. On the other hand, families whose housewives had graduated from 4 year college bought fruits and vegetables from large supermarkets more frequently compared to those who had lesser education. "Quality"and "safety production"of fruits and vegetables and "clean environment of store"were the three most important factors when they decided the place to buy fruits and vegetables. "Being treated as a valuable customer" and "ease of finding things"were the two least important factors. Families whose housewives were in their thirties valued "cleanness of the store"and "being treated as a valuable customer"important factors when they decided the place. Families whose housewives had less than middle school education thought that price, availability of public transportation, and availability of locally grown food were the important factors for deciding the place compared to those who had higher education. The price was the factor which low-income families thought important for decision making on the place to buy fruits and vegetables.

Samsung Health Application Users' Perceived Benefits and Costs Using App Review Data and Social Media Data (삼성헬스 사용자의 혜택 및 비용에 대한 연구: 앱 리뷰와 소셜미디어 데이터를 중심으로)

  • Kim, Min Seok;Lee, Yu Lim;Chung, Jae-Eun
    • Human Ecology Research
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    • v.58 no.4
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    • pp.613-633
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    • 2020
  • This study identifies consumers' perceived benefits and costs when using Samsung Health (a healthcare app) based on consumer reviews from Google Play Store's app and social media discourse. We examine the differences in the benefits and the costs of Samsung Health using these two sources of data. We conducted text frequency analysis, clustering analysis, and semantic network analysis using R programming. The major findings are as follows. First, consumers experience benefits and costs on several functions of the app, such as step counting, device interlocking, information acquisition, and competition with global consumers. Second, the results of semantic network analysis showed that there were eight benefit factors and three cost factors. We also found that the three costs correspond to the benefits, indicating that some consumers gained benefits from certain functions while others gained costs from the same functions. Third, the comparison between consumer app review and social media discourse showed that the former is appropriate to assess the performance of app functions, while the latter is appropriate to examine how the app is used in daily life and how consumers feel about it. The current study suggests managerial implications to healthcare app service providers regarding what they should strengthen and improve to enhance consumers' satisfaction. It also suggests some implications from the two media, which can be mutually complementary, for researchers who study consumer opinions.

Efficient Multicasting Mechanism for Mobile Computing Environment (무선 AP 정보를 이용한 실외 측위 시스템 설계)

  • Yi, Hyoun-Sup;Kim, Jin-Deog
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2010.05a
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    • pp.411-413
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    • 2010
  • The wireless AP positioning system is under active progress regarding research and commercialization due to its merit of being able to overcome the representing demerits of existing GPS positioning, which are signal distortion and poor signal reception. This system's feature is to collect AP information distributed throughout the real world, store it on database, and execute positioning by comparing with searched AP information. The positioning process uses collected data, whereas comparison of database data uses the fingerprinting method. The fingerprinting method is a probabilistic modeling method that acquires as much of the data collected from one location upon database composition, to store the value's average value and use it in positioning. Yet, using the average value may contain the probability of errors. Such errors are fatal weaknesses for services based on the background of accurate positioning. This paper deals with the characteristics and problems of the previously used wireless AP positioning system, and proposes measures of using AP information for outdoor positioning in order to solve the aforementioned problems.

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The mediating role of visual merchandising consciousness in offline apparel retailing (의류점포유통에서 비주얼머천다이징 의식성의 매개적 역할)

  • Lee, Kyu-Hye;Jang, Jung-Won
    • The Research Journal of the Costume Culture
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    • v.27 no.3
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    • pp.285-297
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    • 2019
  • Retail firms have begun to pursue the marketing strategies, which stimulate consumers' sensibility and lead people to purchase their products. The visible effects of visual merchandising (VM) arouse consumers' interest and play an effective role in having busy people efficiently choose products. Apparel retail stores such as SPA use the offline store to be the experiential environment of their branding. Consumers' sensitivity and response toward various visual merchandising strategies needs to be accessed. The purpose of this study is to identify VM consciousness and VM evaluation attribute factors. Relationship of such variables with other variables were accessed. As consequence variables, product satisfaction and unplanned purchase behavior were included in the study. An empirical survey data was collected from men and women of various ages. Results indicated that VM consciousness and VM evaluation attribute factors were not correlated with consumer demographic variables. VM evaluation attributes were factored into appropriateness, attractiveness and functionality dimensions. Clothing involvement and brand orientation significantly influenced product satisfaction and unplanned purchase. The direct and indirect effect (via VM consciousness) were significant. For unplanned purchase, brand orientation only had indirect effect. The influence of VM evaluation attribute factors were significant. Appropriateness had stronger effect on product satisfaction whereas attractiveness had stronger effect on unplanned behavior. Functionality dimension had only indirect effect on product satisfaction but did not show significant direct and indirect effects on unplanned purchase. This study identified the pivotal role of VM consciousness in various shopping and purchasing circumstances in offline retail store of apparel brands.

A Study on Consumer Confidence, Satisfaction, and Repurchase Intention on Convenience Store Lunch Boxes by Food-related Lifestyle Type

  • Bok, Mi-Jung;Hong, Eun-Sil
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.3
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    • pp.157-164
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    • 2022
  • This study was to analyze consumer confidence, satisfaction and repurchase intention after categorizing food-related lifestyle among 488 consumers who had experience purchasing convenience store lunch boxes. The data were analyzed with PASW 18.0 using frequency analysis, k-means cluster analysis, crosstabs analysis and one-way ANOVA. According to findings, first of all, types of food-related lifestyle are divided into 4 groups: a type of eating out(11.7%), a type of convenience seeking(18.3%), a type of food indifference(15%), a type of dietary interest(55%). Secondly, the types of food-related lifestyle showed statistically significant difference gender, age, marital status, education, monthly average household income, monthly average allowance, job, monthly average number of lunch box buying, lunch box purchase time zone and average one cost of lunch box buying of socio-economic variables. Thirdly, convenience seeking and dietary interest type showed the highest in consumer confidence and dietary interest type showed the highest level of satisfaction and repurchase intention.

Weather Data-Based Coordination Recommendation Smart Wardrobe System (날씨 데이터 기반 코디추천 스마트옷장 시스템)

  • Lee, Tae-Hun;Jeong, Hui;Kwon, Jang-Ryong;Baek, Pil-Gyu;Lee, Boong-Joo
    • The Journal of the Korea institute of electronic communication sciences
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    • v.17 no.4
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    • pp.729-738
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    • 2022
  • Existing wardrobes have been used only for storing simple clothes. Since it has a function to store clothes, there is only one way to control the environment such as humidity or temperature, and there is only one way to purchase and store items such as a desiccant. In this paper, by increasing the convenience in the existing wardrobe, automatic temperature and humidity control and various convenient functions were added. In line with the smart home market and smart phone application market that have grown over the past several years, along with the development of a wardrobe with sensors, the temperature and humidity control function and other functions inside the wardrobe through Bluetooth pairing between the wardrobe and the smartphone can be customized to the user using a smartphone. Through the clothing selection function and the weather data in the application, we want to implement convenient functions such as the function of recommending clothes in the closet to match the weather.

A study on the data transmission performance for the development of the telesounder based on LTE communication system (LTE 통신 시스템 기반의 원격 어군탐지기 개발을 위한 데이터 전송 성능에 관한 연구)

  • HEO, Gyeom;HWANG, Doo-Jin;KANG, Tae-Jong;SHIN, Hyeon-Ok
    • Journal of the Korean Society of Fisheries and Ocean Technology
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    • v.58 no.2
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    • pp.153-158
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    • 2022
  • A telesounder is a device that can monitor the appearance of fish in the sea on land and store fish detection data. This study was conducted to monitor the appearance of fish resources in coastal or near seas by using LTE communication for data transmission of the telesounder. The purpose of this study was to develop a prototype telesounder that can monitor the appearance of fish groups in the waters about 50 km away from the coast and store fish detection data. In this study, the prototype telesounder including a fish finder, communication device and battery for stable operation at sea was developed. The stability of telesounder buoy, data transmission/reception and expected use time were investigated. The expected use time of the telesounder using LTE communication with a lithium battery (12 V, 120 Ah) was about 274 hours under the conditions of 10 minutes off and 10 minutes on, about 520 hours under the conditions of 30 minutes off and 10 minutes on, and about 142 hours under continuous conditions. As a result of the sea test, it was found that the telesounder can be used in the sea area moved about 34 km from the land and the telesounder buoy was evaluated to have secured basic stability (buoyancy balance, waterproof, antenna strength, etc.) for operation in a marine environment.