• Title/Summary/Keyword: User Utility

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Development of Autonomous Driving Electric Vehicle for Logistics with a Robotic Arm (로봇팔을 지닌 물류용 자율주행 전기차 플랫폼 개발)

  • Eui-Jung Jung;Sung Ho Park;Kwang Woo Jeon;Hyunseok Shin;Yunyong Choi
    • The Journal of Korea Robotics Society
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    • v.18 no.1
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    • pp.93-98
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    • 2023
  • In this paper, the development of an autonomous electric vehicle for logistics with a robotic arm is introduced. The manual driving electric vehicle was converted into an electric vehicle platform capable of autonomous driving. For autonomous driving, an encoder is installed on the driving wheels, and an electronic power steering system is applied for automatic steering. The electric vehicle is equipped with a lidar sensor, a depth camera, and an ultrasonic sensor to recognize the surrounding environment, create a map, and recognize the vehicle location. The odometry was calculated using the bicycle motion model, and the map was created using the SLAM algorithm. To estimate the location of the platform based on the generated map, AMCL algorithm using Lidar was applied. A user interface was developed to create and modify a waypoint in order to move a predetermined place according to the logistics process. An A-star-based global path was generated to move to the destination, and a DWA-based local path was generated to trace the global path. The autonomous electric vehicle developed in this paper was tested and its utility was verified in a warehouse.

A Multi-Objective Shortest Paths Finding Considering Multi-Class in A Multi-Modal Transit Network for Providing User-Customized Route Information (사용자 맞춤형 대중교통 경로정보제공을 위한 다계층의 다목적 경로탐색기법 연구)

  • Lee, Mee-Young;Park, Je-Jin;Jeong, Jeom-Rae;Park, Dong-Joo
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.7 no.3
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    • pp.1-14
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    • 2008
  • Mass transit information should contribute many benefits to users. Especially transportation information technology is developing highly with information technology in Korea recently. Hereafter it is expected to provide customized transportation information to users individually with the advent of ubiquitous age in earnest. This public transportation information service can be realized by path finding algorithms in public transportation networks including travel and transfer attributes. In this research, multi objectives such as travel time, transfer time, and number of transfer and so on are constructed with the primary facts influencing users. Moreover, the method reducing user's path finding alternatives arbitrarily is proposed by selecting the best alternative which provides maximum utility to users among non dominated paths. Therefore, the ultimate goal of this study proposes a multi objective shortest paths finding algorithm which can take into account multiple user classes in a transit network with multiple travel modes. The proposed algorithm is demonstrated based on the two case studies - a small toy network and the large-scaled Seoul Metropolitan subway network.

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A Study on User's Perception Survey for the Validity of Establishment of a Public Libraries: Focused on Sasanggu in Busan (공공도서관 건립의 타당성을 위한 이용자 인식조사 연구 - 부산시 사상구를 중심으로 -)

  • Kang, Eun Yeong
    • Journal of the Korean Society for Library and Information Science
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    • v.54 no.2
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    • pp.79-104
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    • 2020
  • This is a study to establish the feasibility in terms of the use of the J library, which will be built in Jurye-dong, Sasang-gu, Busan. Accordingly, this study conducted a community analysis and user survey to confirm the necessity of building a library and suggested directions for services that the library should provide in the future. To this end, a community analysis was conducted primarily on Sasang-gu, such as population distribution status, cultural institution status, and Sasang-gu vision. Afterwards, visitors to Sasang Library, Small Library, and Community Center were surveyed on the status of use of existing public libraries and the awareness of J Library to be built in the future. As a result of the survey, the necessity and intention to use J Library were found to be high, and the expectation for prompt provision of sufficient printed materials such as books and magazines was the highest. In the case of the desired space, the demand for 'open space' and 'small meeting space(family room)' was high, In the case of specialized services, there was a high demand for humanities, arts & music, movies, etc., but it was shown that they showed a general interest in various fields.

A Study on the Classification of Role-playing as a Design Method and Its Utilization (디자인 방법으로서의 롤플레잉의 분류와 그 활용 기법에 관한 연구)

  • Hwang, Ga Young;Yeoun, Myeong Heum
    • Design Convergence Study
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    • v.16 no.3
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    • pp.51-68
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    • 2017
  • User-centered design and Experience Design are emerging in the design area. Therefore, the Role-Playing Method has been actively utilized in the process of design development. But the terms of Role-Playing Method which follow these trends. has not been integrated. Further, it is hard to utilize the process of design development because the process method is not settled yet. Therefore, this study is into two parts of the research: Defining the concept of Role-Playing and the experiment of Role-Playing. Firstly, defining concept part is to research the design method corresponds to a wide range of Role-Playing that has a similar definition. After then, analyzed the examples of Role-Playing Methods which was derived matrix from Role-Playing classification. With this process, two axes of the matrix have been produced such as role·scenario and puppet. Through the analysis of the utility and vulnerability of the Role-Playing classification matrix, this study was able to propose the using step of the Role-Playing in the double diamond model. Secondly, two experiments were conducted in the experiment part. Through the pilot experiment explored the possibility of a study of the Role-Playing Method. In the second experiment, the process was conducted with Role-Playing classification matrix. As a result, each Role-Playing has different insights. In terms of design, different aspects of composing elements were found. Plus, in the position of the user, Role-Playing are can observe different parts of user's cognition between acting and puppet. Thus, the role-playing was proven to be useful to find out the point of improvement and insight in service from different perspectives and it resulted in the role playing which can be utilized selectively according to the type of service.

L-CAA : An Architecture for Behavior-Based Reinforcement Learning (L-CAA : 행위 기반 강화학습 에이전트 구조)

  • Hwang, Jong-Geun;Kim, In-Cheol
    • Journal of Intelligence and Information Systems
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    • v.14 no.3
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    • pp.59-76
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    • 2008
  • In this paper, we propose an agent architecture called L-CAA that is quite effective in real-time dynamic environments. L-CAA is an extension of CAA, the behavior-based agent architecture which was also developed by our research group. In order to improve adaptability to the changing environment, it is extended by adding reinforcement learning capability. To obtain stable performance, however, behavior selection and execution in the L-CAA architecture do not entirely rely on learning. In L-CAA, learning is utilized merely as a complimentary means for behavior selection and execution. Behavior selection mechanism in this architecture consists of two phases. In the first phase, the behaviors are extracted from the behavior library by checking the user-defined applicable conditions and utility of each behavior. If multiple behaviors are extracted in the first phase, the single behavior is selected to execute in the help of reinforcement learning in the second phase. That is, the behavior with the highest expected reward is selected by comparing Q values of individual behaviors updated through reinforcement learning. L-CAA can monitor the maintainable conditions of the executing behavior and stop immediately the behavior when some of the conditions fail due to dynamic change of the environment. Additionally, L-CAA can suspend and then resume the current behavior whenever it encounters a higher utility behavior. In order to analyze effectiveness of the L-CAA architecture, we implement an L-CAA-enabled agent autonomously playing in an Unreal Tournament game that is a well-known dynamic virtual environment, and then conduct several experiments using it.

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Design and Implementation of File Cloud Server by Using JAVA SDK (Java SDK를 이용한 파일 클라우드 시스템의 설계 및 구현)

  • Lee, Samuel Sangkon
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.8 no.2
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    • pp.86-100
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    • 2015
  • Cloud computing is a computing term that evolved in the late 2000s, based on utility and consumption of computer resources. Google say that "Cloud computing involves deploying groups of remote servers and software networks that allow different kinds of data sources be uploaded for real time processing to generate computing results without the need to store processed data on the cloud. Cloud computing relies on sharing of resources to achieve coherence and economies of scale, similar to a utility (like the electricity grid) over a network. At the foundation of cloud computing is the broader concept of converged infrastructure and shared services. Cloud computing, or in simpler shorthand just "the cloud", also focuses on maximizing the effectiveness of the shared resources." The cloud service is a smart and/or intelligent service to save private files in any device, anytime, anywhere. Dropbox, OAuth, PAClous are required that the accumulated user's data are archives with cloud service. Currently we suggest an implementation technique to process many tasks to the cloud server with a thread pooling. Thread pooling is one of efficient implementating technique for client and service environment. In this paper, to present the implementation technique we suggest three diagrams in the consideration of software engineering.

Consumer Acceptance of Mobile Gift Certificates - Focused on UTAUT2 - (밀레니얼 세대의 모바일 상품권 수용태도에 관한 연구 - 확장된 통합기술수용모형을 중심으로 -)

  • Choi, Byung-Cheon;Kim, Hye-Jin;Chung, Ji-Bok
    • Journal of Digital Convergence
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    • v.17 no.9
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    • pp.97-104
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    • 2019
  • With the development and spread of smart devices, the proportion of mobile shopping is gradually increasing, and the market for mobile gift certificates is also increasing. This study examines the usage status and acceptance attitude of mobile gift certificates for university students who are major customers of mobile gift certificates. Also, based on the extended integrated technology acceptance model (UTAUT2), the results of the analysis of the mediating effect of the intention of the user on the relationship between acceptance of mobile vouchers and recommendation intention were presented. As a result of the analysis, it was shown that the effort expectation, hedonic motivation, price utility, and habit had significant influence on the intention to use the mobile gift certificates. Also, the intention to use mobile gift certificates has mediating effects between effort expectation, hedonic motivation, price utility and recommendation intention. The results of this study can be applied to strategic marketing such as recruitment of new customers through mobile gift certificates while explaining customers' acceptance of technology to mobile gift vouchers or future prospective customers.

A Study on the Utilization of Public Interaction Design Convergence (공공성 구현을 위한 인터랙션을 활용한 융복합 공공디자인 연구)

  • Park, Gun-Kyu;Kim, Won-Seok;Ro, Hae-Sin
    • Journal of Digital Convergence
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    • v.13 no.8
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    • pp.449-455
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    • 2015
  • This paper is about the utilization of public interaction design in terms of design convergence study. As there are different perspectives about public character in various academic fields, it is not simple to define the concept of it. In Korea, since 1960's, the public art which considered only about places has received more and more people's attention. But, there still remain disputes over the residents' participation and communication problems. It is more important to debate mainly on the value judgments of the public design considering artistic experience, ease, functionality, and utility in the interaction rather than a focus on user's experience. On the basis of this, it is suggested bench design which includes flower motif to access and utilize freely to necessary information and the bench design will be helpful to provoke interaction and design convergence in the era of new media technology.

Design and Implementation of Electronic Text Books in order to Utilize Regional Text Books for Social Studies (사회과 지역교과서 활용을 위한 전자교과서의 설계 및 구현)

  • Kang, Oh-Han;Park, Hui-Seong
    • The Journal of Korean Association of Computer Education
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    • v.9 no.1
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    • pp.19-28
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    • 2006
  • In this paper, we have developed electronic textbooks for social studies centering on contents of a public educational process so that primary schools can use them as a text book. Also, we conducted a survey to find out how teachers perceived electronic textbooks in respect to site accessibility and utility, instructional design, progress of lesson, validity and accuracy of learning content, interface design, and web-based multimedia. In this paper, we presented a new model for electronic textbooks development, which is expected to be useful in developing electronic textbooks as a main text book, unlike other existing models. We applied the navigation utilizing book metaphors to the user interface, on the basis of the results from the analysis of the existing electronic textbooks. In addition, we provided affluent multi-media materials as well as hyperlink, a strong point of on-lines. Experimental results show that the academic achievement was high in knowledge-understanding areas and functional areas in the perspective of academic achievements of the learners.

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Validation of a Cognitive Task Simulation and Rehearsal Tool for Open Carpal Tunnel Release

  • Paro, John A.M.;Luan, Anna;Lee, Gordon K.
    • Archives of Plastic Surgery
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    • v.44 no.3
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    • pp.223-227
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    • 2017
  • Background Carpal tunnel release is one of the most common surgical procedures performed by hand surgeons. The authors created a surgical simulation of open carpal tunnel release utilizing a mobile and rehearsal platform app. This study was performed in order to validate the simulator as an effective training platform for carpal tunnel release. Methods The simulator was evaluated using a number of metrics: construct validity (the ability to identify variability in skill levels), face validity (the perceived ability of the simulator to teach the intended material), content validity (that the simulator was an accurate representation of the intended operation), and acceptability validity (willingness of the desired user group to adopt this method of training). Novices and experts were recruited. Each group was tested, and all participants were assigned an objective score, which served as construct validation. A Likert-scale questionnaire was administered to gauge face, content, and acceptability validity. Results Twenty novices and 10 experts were recruited for this study. The objective performance scores from the expert group were significantly higher than those of the novice group, with surgeons scoring a median of 74% and medical students scoring a median of 45%. The questionnaire responses indicated face, content, and acceptability validation. Conclusions This mobile-based surgical simulation platform provides step-by-step instruction for a variety of surgical procedures. The findings of this study help to demonstrate its utility as a learning tool, as we confirmed construct, face, content, and acceptability validity for carpal tunnel release. This easy-to-use educational tool may help bring surgical education to a new- and highly mobile-level.