• Title/Summary/Keyword: User Device

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A study on metaverse construction and use cases for non-face-to-face education (비대면 교육을 위한 메타버스 구축 및 활용 사례에 대한연구)

  • Kim, Joon Ho;Lee, Byoung Sung;Choi, Seong Jhin
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.1
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    • pp.483-497
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    • 2022
  • Recently, due to COVID-19, non-face-to-face online lectures are being held all over the world. In higher education in the post-corona era, distance learning has become the main teaching and learning method. At this time, Metaverse is being proposed as a new alternative. Metaverse has basic elements such as avatars, 3D space, and activities accompanied by interaction, which can be seen as a difference compared to existing VR (Virtual Reality) contents. This study designed and built an educational metaverse platform that can be applied to actual lectures by reflecting the three elements of the metaverse.In addition, we implemented a cross-device-platform that supports various devices such as HMDs, smartphones, tablets, and PCs by reflecting user requirements through usability tests such as middle school, high school, college students, and parents, so that anyone can easily participate in Metaverse lectures. Currently, the metaverse platform is being developed and serviced in various ways, but there are hardly any services designed for education. Just as services such as Zoom, the existing video conferencing solution, were used for non-face-to-face education, some functions of the currently serviced metaverse are utilized for education and used in the form of a one-time event. The educational metaverse platform developed through this study is expected to be a reference in constructing the metaverse for education in the future.

Analysis of Feature Map Compression Efficiency and Machine Task Performance According to Feature Frame Configuration Method (피처 프레임 구성 방안에 따른 피처 맵 압축 효율 및 머신 태스크 성능 분석)

  • Rhee, Seongbae;Lee, Minseok;Kim, Kyuheon
    • Journal of Broadcast Engineering
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    • v.27 no.3
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    • pp.318-331
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    • 2022
  • With the recent development of hardware computing devices and software based frameworks, machine tasks using deep learning networks are expected to be utilized in various industrial fields and personal IoT devices. However, in order to overcome the limitations of high cost device for utilizing the deep learning network and that the user may not receive the results requested when only the machine task results are transmitted from the server, Collaborative Intelligence (CI) proposed the transmission of feature maps as a solution. In this paper, an efficient compression method for feature maps with vast data sizes to support the CI paradigm was analyzed and presented through experiments. This method increases redundancy by applying feature map reordering to improve compression efficiency in traditional video codecs, and proposes a feature map method that improves compression efficiency and maintains the performance of machine tasks by simultaneously utilizing image compression format and video compression format. As a result of the experiment, the proposed method shows 14.29% gain in BD-rate of BPP and mAP compared to the feature compression anchor of MPEG-VCM.

A Study on the remote acuisition of HejHome Air Cloud artifacts (스마트 홈 헤이 홈 Air의 클라우드 아티팩트 원격 수집 방안 연구)

  • Kim, Ju-eun;Seo, Seung-hee;Cha, Hae-seong;Kim, Yeok;Lee, Chang-hoon
    • Journal of Internet Computing and Services
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    • v.23 no.5
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    • pp.69-78
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    • 2022
  • As the use of Internet of Things (IoT) devices has expanded, digital forensics coverage of the National Police Agency has expanded to smart home areas. Accordingly, most of the existing studies conducted to acquire smart home platform data were mainly conducted to analyze local data of mobile devices and analyze network perspectives. However, meaningful data for evidence analysis is mainly stored on cloud storage on smart home platforms. Therefore, in this paper, we study how to acquire stored in the cloud in a Hey Home Air environment by extracting accessToken of user accounts through a cookie database of browsers such as Microsoft Edge, Google Chrome, Mozilia Firefox, and Opera, which are recorded on a PC when users use the Hey Home app-based "Hey Home Square" service. In this paper, the it was configured with smart temperature and humidity sensors, smart door sensors, and smart motion sensors, and artifacts such as temperature and humidity data by date and place, device list used, and motion detection records were collected. Information such as temperature and humidity at the time of the incident can be seen from the results of the artifact analysis and can be used in the forensic investigation process. In addition, the cloud data acquisition method using OpenAPI proposed in this paper excludes the possibility of modulation during the data collection process and uses the API method, so it follows the principle of integrity and reproducibility, which are the principles of digital forensics.

Development of Accelerator Control System for Wet Shotcrete Spraying Equipment (습식 숏크리트 뿜칠 장비의 급결제 유량 제어 시스템 개발)

  • Tae-Ho, Kang;Soo-Ho, Chang;Soon-Wook, Choi;Jin-Tae, Kim;Bong-Gyu, Kim;Chulho, Lee
    • Tunnel and Underground Space
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    • v.32 no.6
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    • pp.353-362
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    • 2022
  • The wet shotcrete refers to a method in which all materials are mixed and then supplied to the spraying device, compressed air is added to the nozzle, and the spraying speed is improved to spray on the target surface. In order to reproduce the amount of shotcrete used in the wet method in the field and the situation at the laboratory scale, it is essential to control the discharge amount of the equipment. In this study, in order to increase the reproducibility of field conditions at the laboratory scale, a flow control system for shotcrete mortar spraying equipment was developed and applied to the equipment. To verify the developed equipment, a discharge control test using water and mortar was performed. In the developed control system, the discharge was smoothly controlled according to the user input value for the mono pump, but the discharge was not properly controlled according to the input value for the screw pump because of a reducer. When a speed reducer is attached, it is necessary to adjust the operation rate of the screw pump close to the target flow rate by increasing the operation rate of the screw pump while lowering the operation rate of the mono pump.

Usability Comparison of Educational Webtoon between Touch Display and VR Device Using AttrakDiff (AttrakDiff를 활용한 터치디스플레이와 VR장비의 교육용 웹툰 사용성 비교)

  • Kim, Young-Jin;Yoo, Hoon-Sik
    • Science of Emotion and Sensibility
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    • v.25 no.1
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    • pp.103-114
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    • 2022
  • Global virtual reality (VR) and augmented reality (AR) markets are growing as VR and AR become a new source of revenue for industries around the world. In the edutech sector, an industry that combines traditional education, research on new innovative educational models and business models are scarce, and improvements are needed in the technology group and business environment to realize edutech in detail. Therefore, this study aims to define the elements strategically required for VR Toon development by comparing and analyzing the characteristics of existing touch panel-based display Toon and VR Toon content experiences. Tablet PC Toon and VR Toon were selected to conduct the research. Thirty people (19 men and 11 women) from their teens through their forties were surveyed using questionnaires. The questionnaires were formulated through a quantitative method by using AttrakDiff with a 7-point scale (-3: negative words to 3: positive words). Qualitative evaluations were also performed addressing nine concepts (satisfaction, novelty, operability, creativity, understanding, education, interest, participation, expressiveness). As a result, the usability test results of educational content using tablet personal computers and VR equipment were analyzed from the viewpoint of user experience to define elements expected to be strategically required for VR Toon development.

Development of Intelligent Outlets for Real-Time Small Power Monitoring and Remote Control (실시간 소전력 감시 및 원격제어용 지능형 콘센트 개발)

  • Kyung-Jin Hong
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.2
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    • pp.169-174
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    • 2023
  • Currently, overall power usage is also increasing as power demand such as homes, offices, and factories increases. The increase in power use also raised interest in standby power as a change in awareness of energy saving appeared. Home and office devices are consuming power even in standby conditions. Accordingly, there is a growing need to reduce standby power, and it aims to have standby power of 1W or less. An intelligent outlet uses a near-field wireless network to connect to a home network and cut or reduce standby power of a lamp or appliance connected to an outlet. This research aims to develop a monitoring system and an intelligent outlet that can remotely monitor the amount of electricity used in a lighting lamp or a home appliance connected to an outlet using a short-range wireless network (Zigbee). Also, The intelligent outlet and monitoring system developed makes it possible for a user to easily cut off standby power by using a portable device. Intelligent outlets will not only reduce standby power but also be applicable to fire prevention systems. Devices that cut off standby power include intelligent outlets and standby power cutoff switches, so they will prevent short circuits and fires.

Effects of Implementing Living Lab to Change Users' Perception of Smart Housing Residential Service Technologies (스마트하우징 주거서비스 기술에 대한 이용자 인식 개선을 위한 리빙랩 활용성 분석 연구)

  • Byung-Chang Kwag;Won-Gil Ji;Sung-Ze Yi;Gil-Tae Kim
    • Land and Housing Review
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    • v.14 no.3
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    • pp.125-135
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    • 2023
  • In South Korea, it has been increased the necessity of supplying housing services to meet the needs and desires of various residents by reflecting various demographic and social changes. In particular, various smart device has been widely utilized in South Korea and the smart technologies, such as artificial intelligence and the Internet of Things has been developed rapidly. These smart technologies could support smart housing that allows residents to easily and comfortably employ residential services. However, it is necessary to improve the awareness of users in order to spread the smart housing residential services connected to smart technologies. For this reason, this study observed changes in users' perceptions of smart housing residential service technology using Living Lab. As a result, after experiencing the Living Lab, users' awareness of smart housing housing service increased, and it was observed that the preferred housing service technology was more detailed than before the Living Lab experience. This study shows that it is important to raise users' awareness for the dissemination of smart housing residential service technology, and that Living Lab can be an effective means for this purpose.

A Study on the Introduction of Library Services Based on Blockchain (블록체인 기반의 도서관 서비스 도입 및 활용방안에 관한 연구)

  • Ro, Ji-Yoon;Noh, Younghee
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.33 no.1
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    • pp.371-401
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    • 2022
  • If the blockchain means storing information in a distributed environment that cannot be forged or altered, it is mentioned that this is similar to what librarians collect, preserve, and share authoritative information. In this way, this study examined blockchain technology as a way to collect and provide reliable information, increase work efficiency inside and outside the library, and strengthen cooperative networks. This study attempted to propose various ways to utilize blockchain technology in book relations based on literature surveys and case studies in other fields. To this end, this study first analyzed the field and cases of blockchain application to confirm the possibility and value of blockchain application in the library field, and proposed 12 ways to utilize it based on this. The utilization model was proposed by dividing it into operation and service sectors. In the operation sector, it is a digital identity-based user record storage and authentication function, transparent management and traceable monitoring function, voting-based personnel and recruitment system, blockchain governance-based network efficiency function, and blockchain-based next-generation device management and information integration function. The service sector includes improved book purchase and sharing efficiency due to simplification of intermediaries, digital content copyright protection and management functions, customized service provision based on customer behavior analysis, blockchain-based online learning platforms, sharing platforms, and P2P-based reliable information sharing platforms.

Performance Evaluation of CoMirror System with Video Call and Messaging Function between Smart Mirrors (스마트 미러간 화상 통화와 메시징 기능을 가진 CoMirror 시스템의 성능평가)

  • Kitae Hwang;Kyung-Mi Kim;Yu-Jin Kim;Chae-Won Park;Song-Yeon Yoo;In-Hwan Jung;Jae-Moon Lee
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.3
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    • pp.51-57
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    • 2023
  • Smart mirror is an IoT device that attaches a display and an embedded computer to the mirror and provides various information to the user along with the mirror function. This paper presents performance evaluation of the CoMirror system as an extension of the previous research in which proposed and implemented the CoMirror system that connects Smart Mirrors using a network. First, the login performance utilizing face recognition was evaluated. As result of the performance evaluation, it was concluded that the 40 face images are most suitable for face learning and only one face image is most suitable for face recognition for login. Second, as a result of evaluating the message transmission time, the average time was 0.5 seconds for text, 0.63 seconds for audio, and 2.9 seconds for images. Third, as a result of measuring a video communication performance, the average setup time for video communication was 1.8 seconds and the average video reception time was 1.9 seconds. Finally, according to the performance evaluation results, we conclude that the CoMirror system has high practicality.

Smartphone vs Wearable, Finding the Correction Factor for the Actual Step Count - Based on the In-situ User Behavior of the Two Devices - (스마트폰 vs 웨어러블, 실제 걸음 수 산출을 위한 보정계수의 발견 - 두 기기의 In-situ 활용 행태 비교를 바탕으로 -)

  • Han, Sang Kyu;Kim, Yoo Jung;An, A Ju;Heo, Eun Young;Kim, Jeong Whun;Lee, Joong Seek
    • Design Convergence Study
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    • v.16 no.6
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    • pp.123-135
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    • 2017
  • In recent mobile health care service, health management using number of steps is becoming popular. In addition, a variety of activity trackers have made it possible to measure the number of steps more accurately and easily. Nevertheless, the activity tracker is not popularized, and it is a trend to use the pedometer sensor of the smartphone as an alternative. In this study, we tried to find out how much the number of steps collected by the smartphone versus the actual number of steps in actual situations, and what factors make the difference. We conducted an experiment to collect number of steps data of 21 people using the smartphone and wearable device simultaneously for 7 days. As a result, we found that the average number of steps of the smartphone is 62% compared to the actual number of steps, and that there is a large variation among users. We derived a regression model in which the accuracy of smartphone increases with the degree of awareness of smartphone. We expect that this can be used as a factor to correct the difference from the actual number of steps in the smartphone alone healthcare service.