• Title/Summary/Keyword: User Life

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A Design of Enhanced Lower-Power Data Dissemination Protocol for Wireless Sensor Networks (무선 센서 네트워크를 위한 개선된 저전력형 데이터 확산 프로토콜 설계)

  • Choi Nak-Sun;Kim Hyun-Tae;Kim Hyoung-Jin;Ra In-Ho
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2006.05a
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    • pp.437-441
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    • 2006
  • Wireless sensor network consists of sensor nodes which are disseminated closely to each other to collect informations for the various requests of a sensor application applied for sensing phenomenons in real world. Each sensor node delivers sensing informations to an end user by conducting cooperative works such as processing and communicating between sensor nodes. In general, the power supply of a sensor node is depends on a battery so that the power consumption of a sensor node decides the entire life time of a sensor network. To resolve the problem, optimal routing algorithm can be used for prolong the entire life time of a sensor network based on the information on the energy level of each sensor node. In this paper, different from the existing Directed Diffusion and SPTN method, we presents a data dissemination protocol based on lower-power consumption that effectively maximizes the whole life time of a sensor network using the informations on the energy level of a sensor node and shortest-path hops. With the proposed method, a data transfer path is established using the informations on the energy levels and hops, and the collected sensing information from neighboring nodes in the event-occurring area is merged with others and delivered to users through the shortest path.

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A Study on the Conceptual Design of Integrated Management System for Public SW Project Information (공공 소프트웨어(SW) 사업정보 통합 관리체계의 개념적 설계에 관한 연구)

  • Shin, Kitae;Park, Chankwon
    • The Journal of Society for e-Business Studies
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    • v.24 no.2
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    • pp.199-216
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    • 2019
  • The public SW market is 3 trillion won, which is less than 10% of the total SW market. However, due to the nature of the domestic market, it is an important market with a relatively large impact on small and medium-sized software companies. In this market, government is operating the Public SW Project Demand Forecasting System in order to support the marketing activities of small and medium sized SW companies and establish a fair market order. The current system has limitations such as lack of user convenience, insufficient analysis capability and less business connection. This study was conducted to identify the problems of these systems and to propose a new system for improving the convenience of users and expanding the information utilization of SMEs. To this end, we analyzed the requirements of each stakeholder. We proposed the 2-phased forecasting cycle, the management cycle, and the system life cycle of public SW projects and created a unified identifier (UID) so that the information of those projects can be identified and linked among them. As a result, an integrated reference model of project information management based on system life cycle was developed, which can explain the demand forecasting and project information, and the improved processes was also designed to implement them. Through the result of this study, it is expected that integrated management of public SW projects will be possible.

Design Improvement Based on the Analysis of Informational Materials for University Hospital Inpatient Hospitalization (대학병원 입원생활 안내문의 현황 분석과 디자인 개선 제안)

  • Kim, Ye Ji;Paik, Jin Kyung
    • Design Convergence Study
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    • v.14 no.5
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    • pp.1-14
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    • 2015
  • The purpose of this research is to analyze the current status of hospital life guides in Korean and overseas hospitals, draw problems, and propose a design improvement. in order to improve the visual convenience and efficiency of information delivery of hospital life guidelines. As a result of examining and analyzing the current status of the notice on hospital life in 16 hospitals at home and abroad, problems such as information selection without certain standard, increase of items due to unnecessary items, and forms that do not consider the convenience for notice use were discovered. In order to solve them, this study suggested a survey questionnaire for finding detailed improvements, and it divided the participants into two groups of 50 patients/nurses and 50 nurses in each. The study carried out a user awareness investigation and survey on the efficiency and understanding of information, number and importance of items, and color and form, and then made another sample notice to conduct a detailed survey on color and form. As a result, the study could identify that important items for each users were different. It is considered that a new design with improved visual convenience of users and efficiency of information delivery, by applying layout and graphic elements as well as selecting information that meets consumer demand, will be proposed based on this.

An Exploratory Study on Smart Wearable and Game Service Design for U-Silver Generation: U-Hospital Solution for the Induction of Interest to Carry Out Personalized Exercise Prescription (U-실버세대를 위한 스마트 웨어러블 및 연동 게임의 서비스 디자인 방안 탐색: 개인 맞춤형 운동처방 실행을 위한 흥미 유도 목적의 U-Hospital 솔루션)

  • Park, Su Youn;Lee, Joo Hyeon
    • Science of Emotion and Sensibility
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    • v.22 no.1
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    • pp.23-34
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    • 2019
  • The U-Healthcare era has evolved with the development of the Internet of things (IoT) in the early stages of being connected as a society. Already, many changes such as increased well-being and the extension of human life are becoming evident across cultures. Korea entered the growing group of aging societies in 2017, and its silver industry is expected to grow rapidly by adopting the IoT of a super-connected society. In particular, the senior shift phenomenon has resulted in increased interest in the promotion of the health and well-being of the emergent silver generation which, unlike the existing silver generation, is highly active and wields great economic power. This study conducted in-depth interviews to investigate the characteristics of the new silver generation, and to develop the design for a wearable serious game that intends to boost the interest of the elderly in exercise and fitness activities according to their personalized physical training regimes as prescribed by the U-Hospital service. The usage scenario of this wearable serious game for the 'U-silver generation' is derived from social necessity. Medical professionals can utilize this technology to conduct health examinations and to monitor the rehabilitation of senior patients. The elderly can also use this tool to request checkups or to interface with their healthcare providers. The wearable serious game is further aimed at mitigating concerns about the deterioration of the physical functions of the silver generation by applying personalized exercise prescriptions. The present investigation revealed that it is necessary to merge the on / off line community activities to meet the silver generation's daily needs for connection and friendship. Further, the sustainability of the serious game must be enhanced through the inculcation of a sense of accomplishment as a player rises through the levels of the game. The proposed wearable serious game is designed specifically for the silver generation that is inexperienced in using digital devices: simple game rules are applied to a familiar interface grounded on the gourmet travels preferred by the target players to increase usability.

The Effect of Corporate SNS Marketing on User Behavior: Focusing on Facebook Fan Page Analytics (기업의 SNS 마케팅 활동이 이용자 행동에 미치는 영향: 페이스북 팬페이지 애널리틱스를 중심으로)

  • Jeon, Hyeong-Jun;Seo, Bong-Goon;Park, Do-Hyung
    • Journal of Intelligence and Information Systems
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    • v.26 no.1
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    • pp.75-95
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    • 2020
  • With the growth of social networks, various forms of SNS have emerged. Based on various motivations for use such as interactivity, information exchange, and entertainment, SNS users are also on the fast-growing trend. Facebook is the main SNS channel, and companies have started using Facebook pages as a public relations channel. To this end, in the early stages of operation, companies began to secure a number of fans, and as a result, the number of corporate Facebook fans has recently increased to as many as millions. from a corporate perspective, Facebook is attracting attention because it makes it easier for you to meet the customers you want. Facebook provides an efficient advertising platform based on the numerous data it has. Advertising targeting can be conducted using their demographic characteristics, behavior, or contact information. It is optimized for advertisements that can expose information to a desired target, so that results can be obtained more effectively. it rethink and communicate corporate brand image to customers through contents. The study was conducted through Facebook advertising data, and could be of great help to business people working in the online advertising industry. For this reason, the independent variables used in the research were selected based on the characteristics of the content that the actual business is concerned with. Recently, the company's Facebook page operation goal is to go beyond securing the number of fan pages, branding to promote its brand, and further aiming to communicate with major customers. the main figures for this assessment are Facebook's 'OK', 'Attachment', 'Share', and 'Number of Click' which are the dependent variables of this study. in order to measure the outcome of the target, the consumer's response is set as a key measurable key performance indicator (KPI), and a strategy is set and executed to achieve this. Here, KPI uses Facebook's ad numbers 'reach', 'exposure', 'like', 'share', 'comment', 'clicks', and 'CPC' depending on the situation. in order to achieve the corresponding figures, the consideration of content production must be prior, and in this study, the independent variables were organized by dividing into three considerations for content production into three. The effects of content material, content structure, and message styles on Facebook's user behavior were analyzed using regression analysis. Content materials are related to the content's difficulty, company relevance, and daily involvement. According to existing research, it was very important how the content would attract users' interest. Content could be divided into informative content and interesting content. Informational content is content related to the brand, and information exchange with users is important. Interesting content is defined as posts that are not related to brands related to interesting movies or anecdotes. Based on this, this study started with the assumption that the difficulty, company relevance, and daily involvement have an effect on the dependent variable. In addition, previous studies have found that content types affect Facebook user activity. I think it depends on the combination of photos and text used in the content. Based on this study, the actual photos were used and the hashtag and independent variables were also examined. Finally, we focused on the advertising message. In the previous studies, the effect of advertising messages on users was different depending on whether they were narrative or non-narrative, and furthermore, the influence on message intimacy was different. In this study, we conducted research on the behavior that Facebook users' behavior would be different depending on the language and formality. For dependent variables, 'OK' and 'Full Click Count' are set by every user's action on the content. In this study, we defined each independent variable in the existing study literature and analyzed the effect on the dependent variable, and found that 'good' factors such as 'self association', 'actual use', and 'hidden' are important. Could. Material difficulties', 'actual participation' and 'large scale * difficulties'. In addition, variables such as 'Self Connect', 'Actual Engagement' and 'Sexual Sexual Attention' have been shown to have a significant impact on 'Full Click'. It is expected that through research results, it is possible to contribute to the operation and production strategy of company Facebook operators and content creators by presenting a content strategy optimized for the purpose of the content. In this study, we defined each independent variable in the existing research literature and analyzed its effect on the dependent variable, and we could see that factors on 'good' were significant such as 'self-association', 'reality use', 'concernal material difficulty', 'real-life involvement' and 'massive*difficulty'. In addition, variables such as 'self-connection', 'real-life involvement' and 'formative*attention' were shown to have significant effects for 'full-click'. Through the research results, it is expected that by presenting an optimized content strategy for content purposes, it can contribute to the operation and production strategy of corporate Facebook operators and content producers.

Building up User-Oriented Road Planning and Design Schemes (국민참여형 도로계획의 수립방향)

  • Kim, Eung-Cheol;Kwon, Young-In;Yun, Seong-Soon;Kang, Jin-Goo
    • Journal of Korean Society of Transportation
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    • v.23 no.5 s.83
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    • pp.47-55
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    • 2005
  • Roads deeply affect the life of people and keep doing an important role to support economic growth of a country. According to the budget plan of the ministry of construction and transportation of Korea, 8.1 trillion won have been allotted for road investment in the year of 2002 which occupy 61% of the transportation infrastructure special account (13.3 trillion won) and 4.7% of the total national budget (1,740 trillion won). It is true that services generated from road investment such as mobility enhancement and increased accessibility have shown positive effects through shortened travel time and decreased vehicle operating cost. However, it is also notable that many negative effects are gradually being discussed and those are nowadays getting severer due to enhanced people interests about road construction, increased concerns on environment and active public involvement that were evoked by traffic accidents, air pollution & noise and destruction of environment. Road construction processes in Korea are normally governed by administrative sectors (suppliers) not by users. These processes ate very weak to accomodate user s needs and community concerns thus easy to fail finalizing a road project without hassles. A public hearing process is supposed to be held in the processes of detailed design step and the environmental impact analysis. However, it is not enough to grab user's needs and community concerns. Increased public involvement frequencies, optimized public involvement timing and enhanced depth of public involvement magnitude are suggested to improve the current poor public involvement schemes in road planning and design processes. The application of these recommended methods to the road planning and design processes may guarantee the change from the current supplier-oriented schemes to the new user-oriented one. Also, this study suggests to reset objectivity and clarity of road construction process, to make conciliation guidelines based on many practical cases that produced good results, to introduce public involvement techniques in a stepwise basis, and to foster the professionals via education and training programs.

The effects of dental prostheses to the quality of life among the elderly (일부 노인의 치과보철물 상태가 구강건강관련 삶의 질에 미치는 영향)

  • Hur, Ik-Gang;Lee, Tae-Yong;Dong, Jin-Keun;Hong, Song-Hee
    • The Journal of Korean Academy of Prosthodontics
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    • v.48 no.2
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    • pp.101-110
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    • 2010
  • Purpose: This study has been conducted in order to examine the oral health status and dental prostheses status, and the effects of dental prostheses to the oral health related quality of life among the elderly using social welfare centers. Material and methods: For this purpose, the researcher conducted a questionnaire survey and oral examination of 275 samples of old persons using 7 social welfare centers located in Daejeon metropolitan city. The oral health related quality of life was measured by GOHAI (Geriatric Oral Health Assessment Index). Results: 1. The less age and the more education and the more subjective economic status and living with spouse of family status, the higher GOHAI showed. 2. Mean age of first using of removable denture is 62.11 years old and average life cycle of removable denture is 10.76years. 57.5% of study subjects use removable denture and complete denture user of study subjects are 13.8%. 3. In the case that they use fixed prostheses rather than removable ones and in the complete denture they use both sides (upper and lower) rather than single side, showed higher GOHAI. 4. In the case that they showed higher degrees of satisfaction with dental prostheses and can use them always and showed no necessity for new dental prostheses and denture adaptation is good, GOHAI showed higher. Conclusion: In order to improve oral health related quality of life among the elderly who have many missing teeth, it is required to restore their masticatory ability to the normal level by restoring the missing teeth which has lost its function through providing proper dental prostheses.

A Comparison of Usability between the Height Adjustable Keyboard and the Adaptive Touch Keyboard on Smartphones

  • Choi, Jinhae
    • Journal of the Ergonomics Society of Korea
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    • v.36 no.2
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    • pp.145-156
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    • 2017
  • Objective: This study aims to compare the usability of the adaptive touch design method with that of the height adjustable design method that are applied to the Korean QWERTY keyboard and Naratgul keyboard on smartphones, examine the results, and present practical implications. Background: Smartphone manufacturers have failed to satisfy every user with their uniform touch keyboard designs that do not consider the high use rates of keypad use. In reality, touch keyboard designing customized for every individual is impossible, but there need to be researches on was to improve usability by having touch areas changed automatically depending on user behaviors or having users adjust the keyboard height depending on their hand size. Method: As for the design methods, an object group was given smartphones with the adaptive touch design method and the other group those with the height adjustable design method. As they entered the same characters in the smartphones, typing error rates and text input speed were measured and the average values were compared. 35 individuals who would frequently use smartphones in daily life participated in the experiment. The group variable was the type of touch keyboards, and the test variables were typing error rates and text input speed, for which a T-test was implemented. Results: As for the QWERTY keyboard, the significant improvement effect was verified as the typing error rate of the adaptive touch design method was 4.21% but that of the height adjustable design method was 3.28% although there was no significant difference in terms of text input speed. As for the Naratgul keyboard, in contrast, the typing error rate of the adaptive touch design method was 2.5% while that of the height adjustable design method was 1.48%, which indicates a measure of improvement, but the effect was not significant. On the other hand, the text input speed per minute was improved as much as 22.2%, which is significant. Conclusion: First, the Korean touch keyboard usability of the adaptive touch design method and that of the height adjustable design method, when applied to Model A of Company L, showed significant difference from each other. Second, the height adjustable design method was applied to the QWERTY keyboard, the typing error rate was improved significantly. This indicates that as the keyboard height was raised, the number of buttons within the range of fingering decreased, decreasing the touch bias was reduced. Third, the height adjustable design method was applied to the Naratgul keyboard, the text input speed was improved. Application: When the QWERTY keyboard was applied to a smartphone as small as 5.5inch or less, it is highly probably that the height adjustable design method decreases the typing error rate. It may be considered to develop additional UX functions to make the keyboard font larger or give users the option to adjust button intervals in utilization of the SW advantages of the height adjustable design method.

A Study on Light-weight Algorithm of Large scale BIM data for Visualization on Web based GIS Platform (웹기반 GIS 플랫폼 상 가시화 처리를 위한 대용량 BIM 데이터의 경량화 알고리즘 제시)

  • Kim, Ji Eun;Hong, Chang Hee
    • Spatial Information Research
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    • v.23 no.1
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    • pp.41-48
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    • 2015
  • BIM Technology contains data from the life cycle of facility through 3D modeling. For these, one building products the huge file because of massive data. One of them is IFC which is the standard format, and there are issues that large scale data processing based on geometry and property information of object. It increases the rendering speed and constitutes the graphic card, so large scale data is inefficient for screen visualization to user. The light weighting of large scale BIM data has to solve for process and quality of program essentially. This paper has been searched and confirmed about light weight techniques from domestic and abroad researches. To control and visualize the large scale BIM data effectively, we proposed and verified the technique which is able to optimize the BIM character. For operating the large scale data of facility on web based GIS platform, the quality of screen switch from user phase and the effective memory operation were secured.

A study on macro detection using information of touch events in Android mobile game environment (안드로이드 모바일 게임 환경에서의 터치 이벤트 정보를 이용한 매크로 탐지 기법 연구)

  • Kim, Jeong-hyeon;Lee, Sang-jin
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.25 no.5
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    • pp.1123-1129
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    • 2015
  • Macro(automatic hunting) of mobile game is a program that touch the screen by defined rules like a game bot in PC online games, and it is used by make various ways like android application or windows application program. This gives honest users deprivation and make to lose their interest. Finally they would leave the game and gradually game life would be shorten. Although many studies to prevent these problems in PC online game are conducted, applying mobile game to PC's way is difficult because mobile games are limited to use the network and device performance is different with PC. In this paper, we propose a framework for macro detection by using the touch event information. A touch event on the mobile game is a necessary control command to the game. Because macro touches the screen with the same pattern, there is a difference between normal user's behavior and macro's operation. In mobile games that casual games are mostly, Touch event is the best difference that identify normal user against macro for a short period of time. As a result of detecting macros used in real mobile game by using the proposed framework it showed 100% accuracy and 0% false positive rate.