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Analysis of Serious Game Elements of the Contents for Smart Device Based First-Aid Education (스마트 기기 기반 응급 처치 교육 콘텐츠의 기능성 게임 요소 분석 연구)

  • Suh, Dong-hee
    • Cartoon and Animation Studies
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    • s.47
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    • pp.273-294
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    • 2017
  • Korea has suffered numerous casualties due to a lot of accidents caused by safety insufficiency in recent years. Therefore, safety education is more important than ever before, and 'how to educate with what contents' is an important subject. Especially, experience education is effective rather than theoretical education because of the nature of safety education. However, it is not easy to design and develop these safety education programs. There is not much opportunity to access first-aid training, which is a part of safety education, unless it is compulsory to learn through public institutions. As a result, program utilization on safety education in Korea is still insufficient to what it should be. With that taken into account, this study proposed an effective serious game with fun and immersion for medical first-aid education. To do this, we analyzed five medical games through 20 cases of first-aid applications and elicited five factors that enhance the usability of serious games. With an analysis of five medical games, we selected one game to borrow the game rules, and applied the elicited five elements in the forms of level-up structure, iterative learning, compensation outcomes, competition system, and information transfer. The proposed medical education functional games should have 1) a character that plays a role of a patient, 2) a narrative flow that shows the situation, 3) the user should judge the situation and induce first aid. 4) compensation, levels, and simple repetition should be designed, and 5) information should be shared with the others in the given community. The results of this study is believed to contribute to enhance the medical emergency education in Korea.

A Study on Rhythm Information Visualization Using Syllable of Digital Text (디지털 텍스트의 음절을 이용한 운율 정보 시각화에 관한 연구)

  • Park, seon-hee;Lee, jae-joong;Park, jin-wan
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.120-126
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    • 2009
  • As the information age grows rapidly, the amount of digital texts has been increasing as well. It has brought an increasing of visualization case in order to figure out lots of digital texts. Existing visualized design of digital text is merely concentrating on figuration of subject word through adoption of stemming algorithm and word frequency extraction, prominence of meaning of text, and connection in between sentences. So it is a fact that expression of rhythm that can visualize sentimental feeing of digital text was insufficient. Syllable is a phoneme unit that can express rhythm more efficiently. In sentences, syllable is a most basic pronunciation unit in pronouncing word, phase and sentence. On this basis, accent, intonation, length of rhythm factor and others are based on syllable. Sonority, which is most closely associated with definitions of syllable, is expressed through air flow of igniting lung and acoustic energy that is specified kinetic energy into sonority. Seen from this perspective, this study examines phonologic definition and characteristics based on syllable, which is properties of digital text, and research the way to visualize rhythm through diagram. After converting digital text into phonetic symbol by the experiment, rhythm information are visualized into images using degree of resonance, which was started from rhythm in all languages, and using syllable establishment of digital text. By visualizing syllable information, it provides syllable information of digital text and express sentiment of digital text through diagram to assist user's understanding by systematic formula. Therefore, this study is aimed at planning for easy understanding of text's rhythm and realizing visualization of digital text.

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Lightweight Authentication Scheme for Secure Data Transmission in Terrestrial CNPC Links (지상 CNPC 링크에서 안전한 데이터 전송을 위한 경량화된 인증기법)

  • Kim, Man Sik;Jun, Moon-Seog;Kang, Jung Ho
    • KIPS Transactions on Software and Data Engineering
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    • v.6 no.9
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    • pp.429-436
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    • 2017
  • Unmanned Aerial Vehicles (UAV) that are piloted without human pilots can be commanded remotely via frequencies or perform pre-inputted missions. UAVs have been mainly used for military purposes, but due to the development of ICT technology, they are now widely used in the private sector. Teal Group's 2014 World UAV Forecast predicts that the UAV market will grow by 10% annually over the next decade, reaching $ 12.5 billion by 2023. However, because UAVs are primarily remotely controlled, if a malicious user accesses a remotely controlled UAV, it could seriously infringe privacy and cause financial loss or even loss of life. To solve this problem, a secure channel must be established through mutual authentication between the UAV and the control center. However, existing security techniques require a lot of computing resources and power, and because communication distances, infrastructure, and data flow are different from UAV networks, it is unsuitable for application in UAV environments. To resolve this problem, the study presents a lightweight UAV authentication method based on Physical Unclonable Functions (PUFs) that requires less computing resources in the ground Control and Non-Payload Communication (CNPC) environment, where recently, technology standardization is actively under progress.

Developing an Automatic Classification System Based on Colon Classification: with Special Reference to the Books housed in Medical and Agricultural Libraries (콜론분류법에 바탕한 자동분류시스템의 개발에 관한 연구 - 농학 및 의학 전문도서관을 사레로 -)

  • Lee Kyung-Ho
    • Journal of the Korean Society for Library and Information Science
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    • v.23
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    • pp.207-261
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    • 1992
  • The purpose of this study is (1) to design and test a database which can be automatically classified, and (2) to generate automatic classification number by processing the keywords in titles using the code combination method of Colon Classification(CC) as well as an automatic recognition of subjects in order to develop an automatic classification system (Auto BC System) based on CC which can be applied to any research library. To conduct this study, 1,510 words in the fields of agricultrue and medicine were selected, analized in terms of [P], [M], [E], [S], [T] employed in CC, and included in a database for classification. For the above-mentioned subject fields, the principle of an automatic classification was specified in order to generate automatic classification codes as well as to perform an automatic subject recognition of the titles included. Whenever necessary, editing, deleting, appending and reindexing of a database can be made in this automatic classification system. Appendix 1 shows the result of the automatic classification of books in the fields of agriculture and medicine. The results of the study are summarized below. 1. The classification number for the title of a book can be automatically generated by using the facet principles of Colon Classification. 2. The automatic subject recognition of a book is achieved by designing a database making use of a globe-principle, and by specifying the subject field for each word. 3. The automatic subject-recognition of input data is achieved by measuring the number of searched words by each subject field. 4. The combination of classification numbers is achieved by flowcharting of classification formular of each subject field. 5. The efficient control of classification numbers is achieved by designing control codes on the database for classification. 6. The automatic classification by means of Auto BC has been proved to be successful in the research library concentrating on a Single field. The general library may have some problem in employing this system. The automatic classification through Auto BC has the following advantages: 1. Speed of the classification process can be improve. 2. The revision or updating of classification schemes can be facilitated. 3. Multiple concepts can be expressed in a single classification code. 4. The consistency of classification can be achieved with the classification formular rather than the classifier's subjective judgement. 5. A user's retrieving process can be made after combining the classification numbers through keywords relating to the material to be searched. 6. The materials can be classified by a librarian without subject backgrounds. 7. The large body of materials can be quickly classified by means of a machine processing. 8. This automatic classification is expected to make a good contribution to design of the total system for library operations. 9. The information flow among libraries can be promoted owing to the use of the same program for the automatic classification.

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Analysis on Attraction Power and Holding Power of Exhibition Areas at Science Museum(II) - Focused on Analysis on Exhibition Method of Exhibition Spaces - (과학계 박물관 전시공간의 흡입력과 지속력 분석(II) - 전시영역별 연출매체의 분포특성 분석을 중심으로 -)

  • Lim, Che-Zinn;Choo, Sung-Won;Park, Moo-Ho
    • Korean Institute of Interior Design Journal
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    • v.20 no.4
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    • pp.174-182
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    • 2011
  • This study analyzed visitors' behaviors in the viewpoint of Attraction Power and Holding Power of exhibits on the basis of exhibition layout of real science museums. Through the analysis, the study grasped efficiency of analysis index and exhibition environment elements which might have an effect on planning the exhibition space of a large-scale museum and producing detailed ranges of exhibition. The main indicators used are: 1. Attraction Power: it indicates the relative incidence of people who have stopped in front of an object/exhibit during the exhibition tour. It is calculated by dividing the number of people who stop by the total number of people who have visited the museum or gallery. 2. Holding Power: it measures the average time spent in front of an information/communication element. It is calculated by dividing the average time of stay by the time "necessary" to read an element. As a result of analyzing the exhibition areas of National Science Museum (Daejeon) and National Museum of Emerging Science and Innovation(Tokyo), the Holding Power was found to be relatively lower than the Attracting Power. This means that 3.5 out of 10 visitors stop in front of the exhibit in 6 exhibition areas, and among these, only 1/10 is used when compared to the user required time of the exhibits. In other words, like the method of deriving an analysis index, the stage of viewing can be categorized as Attracting Power and Holding Power, and because the stage from Attracting Power to the stage of Holding Power are strongly linked, it shows that it is not easy to display a meaningful result. Except, the general distribution of Attracting Power was shown to be high from the entrance area of the exhibition hall based on the standard of viewing sequence. Also, the Holding Power became sequentially lower according to the sequence of exhibition viewing and displayed a meaningful interrelationship with the distribution ratio of island exhibits. In the case of island exhibition method, it is less influenced by the movement flow of visitors when compared to the wall type method of exhibition and can be understood as an exhibition method that provides spatial chances enabling stopping and viewing.

Physical symptoms generated by internet game addiction and relationship between physical symptom and game addiction grade. (인터넷 게임 중독으로 발생하는 신체증상과 중독성 사이의 상관성 연구)

  • Cho, Sung-Min;Yoon, Kyung-Hee;Koh, Duck-Jae;You, Han-Jung;Lee, Jin-Yong;Kim, Deog-Gon
    • The Journal of Pediatrics of Korean Medicine
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    • v.20 no.3
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    • pp.143-160
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    • 2006
  • Objectives : As the side effect brought up by internet game addiction, many reports come out, but most of past articles are for middle or high school students. There is seldom a poisoning game treatise to a primary school student, if there is treatise, it is real condition that treatise for lead pipe with psychological reasons is seldom discussion about physical symptoms. This research searches high grade elementary students' game use actual conditions and when divide to general user group, latent danger use group, high dangerous use group, according to serious illness degree of game poisoning, three groups and game poisoning happens, recognized about body symptoms that happen much. Methods : Target population of these questionnaire are fifth and sixth grade elementary student of Seoul city 2 school. Chose 263 elementary students, 144 men, 119 women who understand purpose of research and admit participation is 25 October, 2006 since 1 September, 2006 Results : As poisoning serious illness degree is high, there are many number of game times, much more boys are addicted to internet game than girs, insomnia is apt to happen frequently in game poisoning danger group, and correlation is high by megrim, shoulder ache, digestive trouble. Insomnia, symptoms that show next even if some symptoms show first because there is high correlation between megrim, shoulder ache, digestive trouble is high possibility to happen among four symptoms. Insomnia, megrim, shoulder ache, digestive trouble that happen by internet game poisoning, is apt to increase by increasing addiction. Symptoms treatment can divide by internal treatment that treat insomnia, megrim, digestive trouble, external treatment that is typical symptoms of VDT syndrome shoulder ache, headache, fatigue persimmon. Root treatment is mind symptoms treatment. Game addiction treatment is relationship method 'seven emotions injury treatment' in oriental medicine. 'promote the normal flow of qi' and 'adjustment of suitable emotion' can talk as pivotal point of treatment.

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Glass Antenna Using Transparent IZTO/Ag/IZTO Multilayer Electrode (IZTO/Ag/IZTO 다층 투명전극을 이용한 안경용 웨어러블 안테나)

  • Hong, Seungman;Kim, Youngsung;Jung, Chang Won
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.2
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    • pp.372-377
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    • 2016
  • Communication flow is changing rapidly. Recently, a range of wearable devices such as wearable glasses and wearable watch, have been launched. These kinds of wearable devices help people to live a more comfortable life. Wearable devices most have an antenna for wireless communication. This paper reports a transparent antenna that is made of an optically transparent material for wearable glasses. Transparent antenna can be applied to smart windows and will not disturb the view of user. IZTO/Ag/IZTO multilayer electrode has higher electrical and optical properties. This antenna is available because of its good electrical properties. This study measured the performance of the proposed transparent antenna, which is made of a multilayer electrode, applied to a lens. The proposed antenna was simulated with several substrates. The antenna impedance was matched with length and width of the antenna. The antenna's conductivity and transparency was measured using a HMS-3000 and UV-spectrometer. A 40nm thick Ag single layer antenna was fabricated on a flexible polyimide substrate for comparing the antenna performances. The fabricated antenna is useable at a frequency of 2.4-2.5GHz, which is suitable for Wifi communications and has peak gain of 2.89dBi and an efficiency of 34%.

Implementation of a TCP/IP Offload Engine Using High Performance Lightweight TCP/IP (고성능 경량 TCP/IP를 이용한 소프트웨어 기반 TCP/IP 오프로드 엔진 구현)

  • Jun, Yong-Tae;Chung, Sang-Hwa;Yoon, In-Su
    • Journal of KIISE:Computing Practices and Letters
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    • v.14 no.4
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    • pp.369-377
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    • 2008
  • Today, Ethernet technology is rapidly developing to have a bandwidth of 10Gbps beyond 1Gbps. In such high-speed networks, the existing method that host CPU processes TCP/IP in the operating system causes numerous overheads. As a result of the overheads, user applications cannot get the enough computing power from the host CPU. To solve this problem, the TCP/IP Offload Engine(TOE) technology was emerged. TOE is a specialized NIC which processes the TCP/IP instead of the host CPU. In this paper, we implemented a high-performance, lightweight TCP/IP(HL-TCP) for the TOE and applied it to an embedded system. The HL-TCP supports existing fundamental TCP/IP functions; flow control, congestion control, retransmission, delayed ACK, processing out-of-order packets. And it was implemented to utilize Ethernet MAC's hardware features such as TCP segmentation offload(TSO), checksum offload(CSO) and interrupt coalescing. Also we eliminated the copy overhead from the host memory to the NIC memory when sending data and we implemented an efficient DMA mechanism for the TCP retransmission. The TOE using the HL-TCP has the CPU utilization of less than 6% and the bandwidth of 453Mbps.

Application of Total Station for Structure and Terrain Displacement Monitoring (구조물 및 지형변위 모니터링을 위한 토털스테이션의 활용)

  • Park, Joon-Kyu;Um, Dae-Yong
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.4
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    • pp.582-587
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    • 2020
  • Recently, disasters caused by extreme weather and the damage caused by them are increasing worldwide. The interest in disasters, such as earthquakes, typhoons, and ground subsidence, is increasing in Korea. Korea has enacted a special law based on disaster management, and has built monitoring systems for individual facility units by building precision sensors and related systems to measure the displacement status of long bridges and high-rise composite buildings. On the other hand, the application of a real-time monitoring system is insufficient for slopes, open-pit mines, small and medium structures due to weather, measurement methods, cost, and constant monitoring difficulties. In this study, the displacement monitoring method using the total station was studied and the applicability was suggested through the experiment. Through the research, the concept and operation flow of a monitoring system that can measure the displacement of the terrain or the structure using the total station was presented. The monitoring system allows the user to select the location and operation method of the equipment so that the equipment can be installed according to the site situation, and set the number of observations, the period, and the observation range of the object. Using the experiment on the monitoring system, the station was monitored with precision within 5mm, and it was suggested that the displacement of the object can be monitored using the total station. Further research will be needed to assess the applicability of monitoring to real slopes and structures.

Development of a Flood Disaster Evacuation Map Using Two-dimensional Flood Analysis and BIM Technology (2차원 침수해석과 BIM 기술을 활용한 홍수재난 대피지도 작성)

  • Jeong, Changsam
    • Journal of Korean Society of Disaster and Security
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    • v.13 no.2
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    • pp.53-63
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    • 2020
  • In this study, the two-dimensional flow analysis model Hydro_AS-2D model was used to simulate the situation of flooding in Seongsangu and Uichang-gu in Changwon in the event of rising sea levels and extreme flooding, and the results were expressed on three-dimensional topography and the optimal evacuation path was derived using BIM technology. Climate change significantly affects two factors in terms of flood damage: rising sea levels and increasing extreme rainfall ideas. The rise in sea level itself can not only have the effect of flooding coastal areas and causing flooding, but it also raises the base flood level of the stream, causing the rise of the flood level throughout the stream. In this study, the rise of sea level by climate change, the rise of sea level by storm tidal wave by typhoon, and the extreme rainfall by typhoon were set as simulated conditions. The three-dimensional spatial information of the entire basin was constructed using the information of topographical space in Changwon and the information of the river crossing in the basic plan for river refurbishment. Using BIM technology, the target area was constructed as a three-dimensional urban information model that had information such as the building's height and location of the shelter on top of the three-dimensional topographical information, and the results of the numerical model were expressed on this model and used for analysis for evacuation planning. In the event of flooding, the escape route is determined by an algorithm that sets the path to the shelter according to changes in the inundation range over time, and the set path is expressed on intuitive three-dimensional spatial information and provided to the user.