• Title/Summary/Keyword: User study

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A Study on Resolving Shadow Area of LoRa-based Communication for Workplace Safety (작업현장의 안전을 위한 LoRa기반 통신의 음영지역 해소를 위한 연구)

  • Kim, Seungyong;Kim, Dongsik;Hwang, Incheol;Kim, Kyoungsoo;Kim, Gyoungyong
    • Journal of the Society of Disaster Information
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    • v.16 no.2
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    • pp.402-410
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    • 2020
  • Purpose: The purpose of this research is to eliminate communication shadowing loss of the 'smart safety management system'. The 'smart safety management system' can monitor and relay real time data of workers working in high risk workplace (i.e: industrial scene, disaster scene). The data will provide the rescue team the 'golden hour' in their rescue operations. Method: In this research, safety tag was designed and implemented so that it acts as a repeater for the user. Result: In other words, when communication in-between the safety tag and headquarters' communication terminal is jeopardized, the safety tag will act as a repeater-terminal for other safety tags in the area. Conclusion: The research tested if a specific building with communication shadowing loss problem was resolved when safety tags were implemented. Communication shadowing was first identified in-between the safety tag and headquarters' communication terminal. When extra safety tags were deployed in the same situation, the results showed that the communication shadowing loss was resolved. The repeater safety tags could resolve communication shadowing loss of up to three basement levels in this test building.

Psychometric Analysis for Designing Elderly Customized Walking Assist Device (고령자 맞춤형 보행보조서비스 설계를 위한 심리측정 분석)

  • Kim, Junghwa;Jang, Jeong-ah;Choi, Keechoo
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.15 no.1
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    • pp.39-51
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    • 2016
  • In accordance to rapid aging of population, the accidents of elderly pedestrian and pedestrian safety are becoming very important issues. In terms of smartphone technologies, older people are increasingly looking for useful and friendly ICT services that which can add a value on their silver life. This paper introduced a new IT-based service for elderly walking assist using a smart-phone accompanied by a wearable watch. We describe the functional requirements and a systems architecture model with an interface between a smart-phone and wearable watch. Moreover, this study attempted to verify what services are needed and to estimate elderly pedestrians' WTP (willingness to pay) for IT-based walking assistance device. A total of 189 elderly pedestrians were randomly surveyed through face-to-face interviews. The questionnaire consisted of 3 categories: (1) questions pertaining to socio-economic status, (2) 12 questions regarding walking attitudes, and (3) a question to measure WTP. With this gathered data, factor analysis and path model estimating were conducted. The results identified the elderly user requirements and the use-value of new innovative products for IT-based walking assistance services by two groups(latent elderly and elderly). The modeling result shows that elderly's service preference would increase the possibilities for the commercialization of IT-based walking device with improving their walking safety.

The Relations Between Elementary Pupils' Game Addiction, Aggression and Personality (초등학교 학생들의 게임 중독과 공격성 및 인성과의 관계)

  • Lee, Chul-Hyun;Jeong, Gye-Hwan
    • Journal of The Korean Association of Information Education
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    • v.9 no.3
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    • pp.417-438
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    • 2005
  • The purpose of this study was to find out the relations between elementary children's game addition, aggression, and personality, by making a survey with 360 children of 5th and 6th grade in the Metropolitan are. The results were made as follows: First, as it examined the real condition of computer addition, it presented a low level of addiction. There was a meaningful difference according to their gender, however no meaningful differences were found between the grades. It found that the more they had game experience, game frequency, game concentration, the more they were addicted. Second, there were significant differences when investigated the relations of game addiction and aggression, students who were in severe addicted group showed more aggressive attitudes. Aggression in general, seemed less related to the gender, but related to the level of addiction, showing higher level of physical, linguistic, negative, indirect aggression in the more addicted group. Third, when it compared the difference between the general personality by the level of game addiction, there was a meaningful difference statistically in the addicted level of p<0.01. In detail, more addicted children showed low level of sociality, achievement, mobility, stability, and they showed lower figures in comparison with normal user group. It is interpreted that they dislike to get along with friends, and unstable emotionally.

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A Study on Enhancing the Performance of Detecting Lip Feature Points for Facial Expression Recognition Based on AAM (AAM 기반 얼굴 표정 인식을 위한 입술 특징점 검출 성능 향상 연구)

  • Han, Eun-Jung;Kang, Byung-Jun;Park, Kang-Ryoung
    • The KIPS Transactions:PartB
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    • v.16B no.4
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    • pp.299-308
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    • 2009
  • AAM(Active Appearance Model) is an algorithm to extract face feature points with statistical models of shape and texture information based on PCA(Principal Component Analysis). This method is widely used for face recognition, face modeling and expression recognition. However, the detection performance of AAM algorithm is sensitive to initial value and the AAM method has the problem that detection error is increased when an input image is quite different from training data. Especially, the algorithm shows high accuracy in case of closed lips but the detection error is increased in case of opened lips and deformed lips according to the facial expression of user. To solve these problems, we propose the improved AAM algorithm using lip feature points which is extracted based on a new lip detection algorithm. In this paper, we select a searching region based on the face feature points which are detected by AAM algorithm. And lip corner points are extracted by using Canny edge detection and histogram projection method in the selected searching region. Then, lip region is accurately detected by combining color and edge information of lip in the searching region which is adjusted based on the position of the detected lip corners. Based on that, the accuracy and processing speed of lip detection are improved. Experimental results showed that the RMS(Root Mean Square) error of the proposed method was reduced as much as 4.21 pixels compared to that only using AAM algorithm.

A Study on Cross-correlation Control Schemes on Walsh and Golay Codes Based on the Orthogonal Transformation and BER Performance Evaluation of Asynchronous CDMA System Using the Modified Codes (직교변환에 의한 Walsh 및 Golay 코드의 상호상관 제어방식과 수정된 코드를 사용한 비동기 CDMA 시스템의 비트오율 성능에 관한 연구)

  • Lee, Won-Chang;Kim, Myoung-Jin
    • Journal of the Institute of Convergence Signal Processing
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    • v.9 no.4
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    • pp.304-312
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    • 2008
  • Orthogonal codes like Walsh and Golay codes may have large correlation value when they are not synchronized, hence they are seldom used in asynchronous CDMA systems. Wysocki[1] showed that by multiplying the original Walsh-Hadamard matrix with an orthogonal transformation matrix the resultant matrix sustains orthogonality between row vectors and their cross-correlation can be reduced. Soberly and Wysocki[2] proposed similar scheme on Golay codes. This implies that using the proper orthogonal transformation cross-correlation of Walsh and Golay codes can be reduced, and the transformed codes can be used for user separation in the CDAM reverse link. In this paper we discuss cross-correlation related parameters which affect the performance of an asynchronous CDMA link, and we investigate the correlation properties of the transformed codes. When we designed orthogonal transformation matrices for Walsh and Golay codes, we minimized the maximum value of aperiodic cross-correlation of the codes ($ACC_{max}$) or the mean square value of the aperiodic cross-correlation($R_{cc}$) with preserving the orthogonality of the modified codes. We also evaluate the asynchronous CDMA system that uses the transformed Walsh and Golay codes.

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A Study on Iris Image Restoration Based on Focus Value of Iris Image (홍채 영상 초점 값에 기반한 홍채 영상 복원 연구)

  • Kang Byung-Jun;Park Kang-Ryoung
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.43 no.2 s.308
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    • pp.30-39
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    • 2006
  • Iris recognition is that identifies a user based on the unique iris texture patterns which has the functionalities of dilating or contracting pupil region. Iris recognition systems extract the iris pattern in iris image captured by iris recognition camera. Therefore performance of iris recognition is affected by the quality of iris image which includes iris pattern. If iris image is blurred, iris pattern is transformed. It causes FRR(False Rejection Error) to be increased. Optical defocusing is the main factor to make blurred iris images. In conventional iris recognition camera, they use two kinds of focusing methods such as lilted and auto-focusing method. In case of fixed focusing method, the users should repeatedly align their eyes in DOF(Depth of Field), while the iris recognition system acquires good focused is image. Therefore it can give much inconvenience to the users. In case of auto-focusing method, the iris recognition camera moves focus lens with auto-focusing algorithm for capturing the best focused image. However, that needs additional H/W equipment such as distance measuring sensor between users and camera lens, and motor to move focus lens. Therefore the size and cost of iris recognition camera are increased and this kind of camera cannot be used for small sized mobile device. To overcome those problems, we propose method to increase DOF by iris image restoration algorithm based on focus value of iris image. When we tested our proposed algorithm with BM-ET100 made by Panasonic, we could increase operation range from 48-53cm to 46-56cm.

Application of OGC WPS 2.0 to Geo-Spatial Web Services (공간정보 웹 서비스에서 OGC WPS 2.0 적용)

  • YOON, Goo-Seon;LEE, Ki-Won
    • Journal of the Korean Association of Geographic Information Studies
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    • v.19 no.3
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    • pp.16-28
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    • 2016
  • Advancing geo-spatial web technologies and their applications require compatible and interoperable heterogeneous browsers and platforms. Reduction of common or supporting components for web-based system development is also necessary. If properly understood and applied, OGC-based standards can be utilized as effective solutions for these problems. Thus, OGC standards are central to the design and development of web-based geo-spatial systems, and are particularly applicable to web services, which contain data processing modules. However, the application for OGC WPS 2.0 is at an early stage as compared with other OGC standards; thus, this study describes a test implementation of a web-based geo-spatial processing system with OGC WPS 2.0 focused on asynchronous processing functionality. While a binary thresholding algorithm was tested in this system, further experiments with other processing modules can be performed on requests for many types of processing from multiple users. The client system of the implemented product was based on open sources such as jQuery and OpenLayers, and server-side running on Spring framework also used various types of open sources such as ZOO project, and GeoServer. The results of geo-spatial image processing by this system implies further applicability and extensibility of OGC WPS 2.0 on user interfaces for practical applications.

Analysis of mediating effects of presence, emotional attachment, and focus of attention for augmented reality immersion - In the case of augmented reality game Pokémon Go users (증강현실 몰입에 대한 현존감 및 정서적 애착과 주의집중의 매개효과 연구 - 증강현실 게임 포켓몬 고 이용자를 사례로)

  • Han, Yoon Jung
    • Journal of the HCI Society of Korea
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    • v.12 no.4
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    • pp.27-35
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    • 2017
  • This study aims to investigate the influence of engagement of augmented reality game on immersion. The relationship between engagement and flow was examined through the mediating effects of emotional attachment and focus of attention on presence and the mediating effects of presence on flow. In order to verify the research hypothesis, online questionnaire was conducted with the consent of $Pok\acute{e}mon$ Go game user group. The questionnaire items were translated from the Augmented Reality Immersion Questionnaire. A total of 200 questionnaires were collected and used for analysis. Using the SPSS 23.0 program and the Mplus 7.0 program, the reliability of the scale was confirmed through the Cronbach's coefficient and the causal relationship and the mediating effects were verified by path analysis. As a result, there was no direct causal relationship between engagement and flow. However, causal relationship was evident when emotional attachment and focus of attention were mediated in the process of engagement in augmented reality game. In conclusion, systematic explanations of participant's emotional attachment and attentional state as a main factor in the process of participating in the augmented reality game involvement, reveal the elements to be noticed by the augmented reality game.

A Nationwide Survey on the Preference Characteristics of Minor Ingredients for Winter Kimchi (김장김치 담금시 부재료 특성 및 지역별 기호도 조사)

  • 차용준;이영미;정연정;정은정;김소정;박승영;윤성숙;김은정
    • Journal of the Korean Society of Food Science and Nutrition
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    • v.32 no.4
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    • pp.555-561
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    • 2003
  • This study was attempted to investigate preference characteristics affecting for winter kimchi. Questionnaire were collected by 646 nationwide households during 3 months from December 2000 in Korea, and the data were analyzed by SPSS program. The results were as follows: (1) Seven minor ingredients including red pepper, garlic, ginger, green onion, paste (e.g. glutinous rice, rice and/or wheat flour paste), sugar and sesame were user in high preference for making winter kimchi in that odor. Seafoods (oyster, shrimp, Alaska pollack, yellow corvenia, squid and hairtail) were also utilized for making winter kimchi related with regional characteristics. (2) Two jeotkals, anchovy and anchovy juice, were popular ingredients for winter kimchi in southern region, while shrimp jeotkal in middle region including Seoul, Chungnam, Chungbuk, Daejeon, Daegu, Gwangju and Jeju northern sand lance juice jeotkal in western region, respectively. (3) Two kimchi, green onion and leek kimchi were high favored by people in spring regardless of region, and baby radish kimchi and cucumber kimchi in summer, pony-tail kimchi and gutjuli (fresh kimchi) in autumn, respectively. Except for winter cabbage kimchi, however, dongchimi and godulbaegi (Korean lettuce kimchi) were high favorite kimchi in winter. It was estimated that Koreans consume about 80 g of kimchi per person per day.

A Study on Game Moral System Plan for the Moral Improvement of the Children and Teenagers (아동 및 청소년의 도덕성 향상을 위한 게임 도덕시스템 연구)

  • He, Yu-Xuan;Lee, Dong-Yeop;Lee, Wan-Bok;Kyung, Byung-Pyo;Ryu, Seuc-Ho;Lee, Dong-lyeor
    • Journal of Digital Convergence
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    • v.13 no.12
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    • pp.359-366
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    • 2015
  • In Pingyu, China, 2003, murders caused by the game occurred. The perpetrator murdered 17 people under 20 years old by imitating the character of warrior of the game in the real world. This event was to draw the public's attention to a change of mentality and morality of the youth from the game. People have pointed to the problem of emotional design in the process of designing online games. Game designers have not considered making the game in the most ethical component. The moral element of the game design is a very important factor in forming the psychological changes and outlook on life and values of gamers. Therefore, to understand the rational moral standards is an important part of the online game design. This paper aims the design of a "moral system" role, contents and tasks settings and community game design elements of the game by using a systematic process of the moral element in online gaming. Hence the result is the formation of moral attitudes and values to the user of the online game allows the gamers to introduce a moral system in online games.