• Title/Summary/Keyword: User Life

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Proposed Application Design for Community-Based Rehabilitation Services Access in Community Care System: Occupation and Activity Based (커뮤니티케어 제도 내 지역사회중심재활 서비스 접근을 위한 애플리케이션 디자인의 제안 : 작업과 활동 중심으로)

  • Bae, Seong-Hwan;Jang, Yeon-Sig;Baek, Ji-Young
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.4
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    • pp.325-335
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    • 2021
  • Chronic diseases have been increasing recently as the average life expectancy of humans has been extended, and this trend has caused problems such as the widespread demand for health and rehabilitation services and rising medical costs. In order to solve this problem, the community-based rehabilitation has been developed and strengthened in Korea and gradually promoted since 2019. It is important to secure access to clients who want to use services to revitalize community-based rehabilitation. So in this study, as part of the community-based rehabilitation, intends to devise smartphone applications designs and develop a prototype to secure access to community-based occupational therapy services based on occupation and activities. For Occupational Therapy Practice Framework (OTPF), International Classification of Functioning, Disability and Health (ICF), and Allen Diagnostic Module-2 (ADM-2) were used to devise and categorize occupation and activity based application content, and link OTPF, ICF, and ADM-2 through prior research analysis and expert meetings. The derived content was visualized through literature review and activity analysis, and was implemented to enable direct playback within the application using the YouTube API, and finally developed a prototype application. The Android Studio 3.5.2 for Windows 64-bit was used to build the application prototype. In further research, converging various digital technologies for user convenience and additionally researching community-based occupational therapy service providers opinions and service user satisfaction will improve accessibility to community-based occupational therapy services for clients who have difficulty occupational performance in the community.

A Study on Utilization Method of the Metaverse in Digital Heritage (디지털 문화유산의 메타버스 활용방안 연구)

  • Seol, Yeonsu;Joo, Chungmin;Yoo, Jongwon
    • Smart Media Journal
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    • v.10 no.4
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    • pp.111-120
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    • 2021
  • This study looked at how the digital cultural heritage, which is being actively built by the government and public institutions, can be utilized in the metaverse service. Through an expert interview, we investigated how the digital cultural heritage of Bulguksa can be serviced with the four elements of the metaverse: augmented reality, mirror world, lifelogging, and virtual world. As a result of the study, it was confirmed that when digital cultural heritage is used in a virtual space called metaverse, interactive and realistic services can be provided to users. In addition, it was found that users can exhibit, experience, and educate online parts that are not available in real life in the same situation as if they were in the field. Through this, it was confirmed that if digital cultural heritage is designed as a metaverse service, it can provide functions and services of a different level than before. In particular, the result was obtained that it is possible to provide services considering the characteristics of each of the four elements of the metaverse. First, it is possible to obtain the convenience of augmenting the senses by using augmented reality, and secondly, it is possible to obtain the scalability and efficiency of reproducing the real space by using it as a mirror world element. Third, by using the lifelogging element, communication can be strengthened through the user's record and connection, and fourthly, through the virtual world element, roles and activities in the virtual world can be given to the user. Therefore, if digital cultural heritage is developed as a metaverse service in consideration of these factors, a more active and open experience environment can be provided to users.

Implementation of Real-time Sedentary Posture Correction Cushion Using Capacitive Pressure Sensor Based on Conductive Textile

  • Kim, HoonKi;Park, HyungSoo;Oh, JiWon
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.2
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    • pp.153-161
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    • 2022
  • Physical activities are decreasing and sitting time is increasing due to the automation, smartization, and intelligence of necessary household items throughout daily life. Recent healthcare studies have reported that the likelihood of obesity, diabetes, cardiovascular disease, and early death increases in proportion to sitting time. In this paper, we develop a sitting posture correction cushion in real time using capacitive pressure sensor based on conductive textile. It develops a pressure sensor using conductive textile, a key component of the posture correction cushion, and develops a low power-based pressure measurement circuit. It provides a function to transmit sensor values measured in real time to smartphones using BLE short-range wireless communication on the posture correction cushion, and develops a mobile application to check the condition of the sitting posture through these sensor values. In the mobile app, you can visualize your sitting posture and check it in real time, and if you keep it in the wrong posture for a certain period of time, you can notify it through an alarm. In addition, it is possible to visualize the sitting time and posture accuracy in a graph. Through the correction cushion in this paper, we experiment with how effective it is to correct the user's posture by recognizing the user's sitting posture, and present differentiation and excellence compared to other product.

A Study on the Korean Patent Registration Trend of Outdoor Exercise Equipment for the Elderly (노인 관련 야외운동기구의 국내 특허 등록 동향에 관한 연구)

  • Dong-Cheol Chi;Hong-Young Jang
    • Journal of Industrial Convergence
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    • v.21 no.6
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    • pp.43-51
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    • 2023
  • This study analyzed the patent status of the outdoor exercise equipment used primarily by the elderly. The purpose is to utilize the basic data obtained to promote the health of the elderly. The information on the patent was collected from KIPRIS, an information search service provided by the Korean Intellectual Property Office. The search term used was 'outdoor exercise equipment', directly related patents were selected, and a final 157 were analyzed. As a result of the analysis, first, patent registration began in 2007, and 2-3 patents were registered on average every year. Second, patents from the perspective of sports convergence that provide an exercise prescription system using wireless communication, such as the ability to generate electricity by operating a power generation module, providing information on the user's exercise amount, or preventing the loss and theft of weights and safety accidents due to their characteristics, were searched for. Lastly, patents related to exercise equipment that can provide user convenience and increase the frequency of use of exercise equipment were searched. The results of this study confirmed that outdoor exercise equipment is being developed more for the elderly and their convenience, and that companies and public institutions are showing increased interest in outdoor exercise equipment for the elderly. In addition to patent trends analysis, follow-up research in connection with exercise programs using outdoor exercise equipment is needed to develop practical and convenient outdoor exercise equipment in the future.

Discovering abstract structure of unmet needs and hidden needs in familiar use environment - Analysis of Smartphone users' behavior data (일상적 사용 환경에서의 잠재니즈, 은폐니즈의 추상구조 발견 - 스마트폰 사용자의 행동데이터 수집 및 해석)

  • Shin, Sung Won;Yoo, Seung Hun
    • Design Convergence Study
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    • v.16 no.6
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    • pp.169-184
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    • 2017
  • There is a lot of needs that are not expressed as much as the expressed needs in familiar products and services that are used in daily life such as a smartphone. Finding the 'Inconveniences in familiar use' make it possible to create opportunities for value expanding in the existing products and service area. There are a lot of related works, which have studied the definition of hidden needs and the methods to find it. But, they are making it difficult to address the hidden needs in the cases of familiar use due to focus on the new product or service developing typically. In this study, we try to redefine the hidden needs in the daily familiarity and approach it in the new way to find out. Because of the users' unability to express what they want and the complexity of needs which can not be explained clearly, we can not approach it as the quantitative issue. For this reason, the basic data type selected as the user behavior data excluding all description is the screen-shot of the smartphone. We try to apply the integrated rules and patterns to the individual data using the qualitative coding techniques to overcome the limitations of qualitative analysis based on unstructured data. From this process, We can not only extract meaningful clues which can make to understand the hidden needs but also identify the possibility as a way to discover hidden needs through the review of relevance to actual market trends. The process of finding hidden needs is not easy to systemize in itself, but we expect the possibility to be conducted a reference frame for finding hidden needs of other further studies.

Design and Implementation of a Project Work Unit-based Scheduling Application (프로젝트 작업 단위 기반 일정 관리 애플리케이션의 설계 및 구현)

  • Bomin Kim;Minyoung Kim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.6
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    • pp.1173-1178
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    • 2023
  • In modern society, there is a tendency to emphasize efficiency and lead to detailed planning of team projects and individual tasks within organizations. In a 24-hour routine, the ability to use time effectively is considered an indicator of conscientiousness, and people try to imitate planned and organized people and utilize various systems to manage their daily lives. The reason why you want to perform a given task efficiently is because it affects the success or failure of the project by completing the task within a set period of time. Neglecting the project schedule is considered a major risk that threatens a successful outcome. This applies not only to large-scale organizational projects but also to individual life, and utilizes a variety of schedule management tools that emphasize time-based efficient management. In project management, it is necessary to carefully understand the detailed work progress rather than simply based on Today. In this paper, we propose an Android application that can manage schedules by accessing the user's project in units of tasks rather than dates, and introduce its implementation. The application we implemented in this paper can manage the project's goals and schedule by registering the project to which the user belongs. In addition, it provides the ability to approach work efficiently by visualizing the progress of the entire project or individual goals. As a result, users can use the application we propose in this paper to focus on their projects and manage schedules by task, thereby improving the overall efficiency of the project.

Development and Efficacy Validation of an ICF-Based Chatbot System to Enhance Community Participation of Elderly Individuals with Mild Dementia in South Korea (우리나라 경도 치매 노인의 지역사회 참여 증진을 위한 ICF 기반 Decision Tree for Chatbot 시스템 개발과 효과성 검증)

  • Haewon Byeon
    • Journal of Advanced Technology Convergence
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    • v.3 no.3
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    • pp.17-27
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    • 2024
  • This study focuses on the development and evaluation of a chatbot system based on the International Classification of Functioning, Disability, and Health (ICF) framework to enhance community participation among elderly individuals with mild dementia in South Korea. The study involved 12 elderly participants who were living alone and had been diagnosed with mild dementia, along with 15 caregivers who were actively involved in their daily care. The development process included a comprehensive needs assessment, system design, content creation, natural language processing using Transformer Attention Algorithm, and usability testing. The chatbot is designed to offer personalized activity recommendations, reminders, and information that support physical, social, and cognitive engagement. Usability testing revealed high levels of user satisfaction and perceived usefulness, with significant improvements in community activities and social interactions. Quantitative analysis showed a 92% increase in weekly community activities and an 84% increase in social interactions. Qualitative feedback highlighted the chatbot's user-friendly interface, relevance of suggested activities, and its role in reducing caregiver burden. The study demonstrates that an ICF-based chatbot system can effectively promote community participation and improve the quality of life for elderly individuals with mild dementia. Future research should focus on refining the system and evaluating its long-term impact.

Federated learning-based client training acceleration method for personalized digital twins (개인화 디지털 트윈을 위한 연합학습 기반 클라이언트 훈련 가속 방식)

  • YoungHwan Jeong;Won-gi Choi;Hyoseon Kye;JeeHyeong Kim;Min-hwan Song;Sang-shin Lee
    • Journal of Internet Computing and Services
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    • v.25 no.4
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    • pp.23-37
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    • 2024
  • Digital twin is an M&S (Modeling and Simulation) technology designed to solve or optimize problems in the real world by replicating physical objects in the real world as virtual objects in the digital world and predicting phenomena that may occur in the future through simulation. Digital twins have been elaborately designed and utilized based on data collected to achieve specific purposes in large-scale environments such as cities and industrial facilities. In order to apply this digital twin technology to real life and expand it into user-customized service technology, practical but sensitive issues such as personal information protection and personalization of simulations must be resolved. To solve this problem, this paper proposes a federated learning-based accelerated client training method (FACTS) for personalized digital twins. The basic approach is to use a cluster-driven federated learning training procedure to protect personal information while simultaneously selecting a training model similar to the user and training it adaptively. As a result of experiments under various statistically heterogeneous conditions, FACTS was found to be superior to the existing FL method in terms of training speed and resource efficiency.

A Implementation of VNC Server Based Message Transfer and Remote Computer Control System (VNC 서버 기반의 메시지 전송 및 원격 컴퓨터 제어 시스템 구현)

  • Kim, Kil-Young;Seo, Jung-Hee;Park, Hung-Bog
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2008.05a
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    • pp.933-936
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    • 2008
  • Mobile devices such as cellular phones and PDA become a part of our life by extreme improvement of Wireless internet and arriving the age of Ubiquitous. Especially it makes increasing rapidly the expectations about a field of remote control that is great advantage of Mobile devices. Existing computer remote control systems are hard to meet user's appropriate manage when error happened because Clients could not recognize the state of several remote controlled computers which connected to web server. This paper Implementation remote computer control system that immediately after errors happen by send error massages in the from of a SMS to client by set the clients with cellular phone that most generally used Mobile devices.

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Comparison and Analysis of Web Accessibility for the Korea, USA, and Japan's Broadcast Web Sites (한·미·일 지상파 방송사의 웹 접근성 비교·분석)

  • Park, Seong-Je;Kim, Yung-Keun;Kim, Jong-Weon
    • Journal of Korea Society of Industrial Information Systems
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    • v.19 no.4
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    • pp.105-117
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    • 2014
  • Acquisition of information through the broadcast media is essential for modern life and each broadcaster has progressed its service over the internet with the development of digital technology. Under this circumstance, this study presented the results which compared and analyzed the web accessibility evaluation for Korea, USA, and Japan's leading broadcaster web sites. According to the study results, there was no significant difference in the level of accessibility in all web sites of three countries, but accessibility compliance rate such as alternate text, skip-navigation of repeated region, and title was somewhat insufficient for Korean web sites. In addition, accessibility errors in the brightness contrast of the text contents, the run of the functions that a user doesn't have any intention, the clear statement of the default language, and the label provision were investigated. Therefore, Korean broadcasters should urgently improve and modify these errors and problems for effective web accessibility.