• Title/Summary/Keyword: User-scenario

Search Result 475, Processing Time 0.024 seconds

Development of Bridge Maintenance Method based on Life-Cycle Performance and Cost (생애주기 성능 및 비용에 기초한 교량 유지관리기법 개발)

  • Park, Kyung Hoon;Kong, Jung Sik;Hwang, Yoon Koog;Cho, Hyo Nam
    • KSCE Journal of Civil and Environmental Engineering Research
    • /
    • v.26 no.6A
    • /
    • pp.1023-1032
    • /
    • 2006
  • In this paper, a new method for the bridge maintenance is proposed to overcome the limit of the existing methods and to implement the preventive bridge maintenance system. The proposed method can establish the lifetime optimum maintenance strategy of the deteriorating bridges considering the life-cycle performance as well as the life-cycle cost. The lifetime performance of the deteriorating bridges is evaluated by the safety index based on the structural reliability and the condition index detailing the condition state. The life-cycle cost is estimated by considering not only the direct maintenance cost but also the user and failure cost. The genetic algorithm is applied to generate a set of maintenance scenarios which is the multi-objective combinatorial optimization problem related to the life-cycle cost and performance. The study examined the proposed method by establishing a maintenance strategy for the existing bridge and its advantages. The result shows that the proposed method can be effectively applied to deciding the bridge maintenance strategy.

Study on Compliance of Personal Health Record Application in Patients with Atopic Dermatitis (아토피피부염 환자의 개인별 증상 기록에 대한 순응도 연구)

  • Seo, Jin Soon;Kim, Young Eun;Kim, An Na;Kim, Ick Tae;Son, Yun Hee;Jang, Hyun Chul
    • Journal of Society of Preventive Korean Medicine
    • /
    • v.24 no.2
    • /
    • pp.71-82
    • /
    • 2020
  • Objectives : The purpose of this study is to evaluate clinical utilization by measuring compliance with the use of mobile health applications (AtopyPHR developed in a previous study) for patients with atopic dermatitis. Methods : Based on the AtopyPHR and the input period and frequency survey results for each symptom item, a scenario for measuring compliance was derived. The study period was 4 weeks. Participants installed AtopyPHR app and Telegram app on their smartphones, conducted user training on the app, and recorded symptoms using the app for 4 weeks. At the 2nd and 4th week visits, the AtopyPHR data recorded by the user can be viewed on the web page and used for medical decision. Compliance was analyzed by the date the symptoms were recorded. Results : There were 28 participants, all (100%) were compliant, and the compliance was 96.8. The patients were 1 to 18 years old, and the average age was 8.2±5.7 years, 10 males and 18 females. The actual date of participation in recording symptoms was 28.6±0.56 on average. Compared to Week 1, compliance decreased at Week 2, and Week 4 had the highest compliance. Daily check, daily emotion, stool/urine/sleep, and meal management showed high compliance, SCORAD and quality of life were higher than required to record. Conclusions : AtopyPHR was effective in compliance. The results of this study could be used to collect personal health data in daily life through the AtopyPHR, improving participant compliance. It is considered to be meaningful because it measured the compliance with the symptom record actually recorded using the mobile app rather than a questionnaire. This study may be useful not only for personal health care but also for medical decisions, as opinions are given by experts who treat atopic dermatitis.

Design of Serendipity Service Based on Near Field Communication Technology (NFC 기반 세렌디피티 시스템 설계)

  • Lee, Kyoung-Jun;Hong, Sung-Woo
    • Journal of Intelligence and Information Systems
    • /
    • v.17 no.4
    • /
    • pp.293-304
    • /
    • 2011
  • The world of ubiquitous computing is one in which we will be surrounded by an ever-richer set of networked devices and services. Especially, mobile phone now becomes one of the key issues in ubiquitous computing environments. Mobile phones have been infecting our normal lives more thoroughly, and are the fastest technology in human history that has been adapted to people. In Korea, the number of mobile phones registered to the telecom company, is more than the population of the country. Last year, the numbers of mobile phone sold are many times more than the number of personal computer sold. The new advanced technology of mobile phone is now becoming the most concern on every field of technologies. The mix of wireless communication technology (wifi) and mobile phone (smart phone) has made a new world of ubiquitous computing and people can always access to the network anywhere, in high speed, and easily. In such a world, people cannot expect to have available to us specific applications that allow them to accomplish every conceivable combination of information that they might wish. They are willing to have information they want at easy way, and fast way, compared to the world we had before, where we had to have a desktop, cable connection, limited application, and limited speed to achieve what they want. Instead, now people can believe that many of their interactions will be through highly generic tools that allow end-user discovery, configuration, interconnection, and control of the devices around them. Serendipity is an application of the architecture that will help people to solve a concern of achieving their information. The word 'serendipity', introduced to scientific fields in eighteenth century, is the meaning of making new discoveries by accidents and sagacity. By combining to the field of ubiquitous computing and smart phone, it will change the way of achieving the information. Serendipity may enable professional practitioners to function more effectively in the unpredictable, dynamic environment that informs the reality of information seeking. This paper designs the Serendipity Service based on NFC (Near Field Communication) technology. When users of NFC smart phone get information and services by touching the NFC tags, serendipity service will be core services which will give an unexpected but valuable finding. This paper proposes the architecture, scenario and the interface of serendipity service using tag touch data, serendipity cases, serendipity rule base and user profile.

3G+ CDMA Wireless Network Technology Evolution: Application service QoS Performance Study (3G+ CDMA망에서의 기술 진화: 응용 서비스 QoS 성능 연구)

  • 김재현
    • Journal of the Institute of Electronics Engineers of Korea TC
    • /
    • v.41 no.10
    • /
    • pp.1-9
    • /
    • 2004
  • User-Perceived application-level performance is a key to the adoption and success of CDMA 2000. To predict this performance in advance, a detailed end-to-end simulation model of a CDMA network was built to include application traffic characteristics, network architecture, network element details, and protocol features. We assess the user application performance when a Radio Access Network (RAN) and a Core Network (CN) adopt different transport architectures such as ATM and If. For voice Performance, we found that the vocoder bypass scenario shows 8% performance improvement over the others. For data packet performance, we found that HTTP v.1.1 shows better performance than that of HTTP v.1.0 due to the pipelining and TCP persistent connection. We also found that If transport technology is better solution for higher FER environment since the IP packet overhead is smaller than that of ATM for web browsing data traffic, while it shows opposite effect to small size voice packet in RAN architecture. Though simulation results we showed that the 3G-lX EV system gives much better packet delay performance than 3G-lX RTT, the main conclusion is that end-to-end application-level performance is affected by various elements and layers of the network and thus it must be considered in all phases of the technology evolution process.

A Study on A Biometric Bits Extraction Method Using Subpattern-based PCA and A Helper Data (영역기반 주성분 분석 방법과 보조정보를 이용한 얼굴정보의 비트열 변환 방법)

  • Lee, Hyung-Gu;Jung, Ho-Gi
    • Journal of the Institute of Electronics Engineers of Korea SP
    • /
    • v.47 no.5
    • /
    • pp.183-191
    • /
    • 2010
  • Unique and invariant biometric characteristics have been used for secure user authentication. Storing original biometric data is not acceptable due to privacy and security concerns of biometric technology. In order to enhance the security of the biometric data, the cancelable biometrics was introduced. Using revocable and non-invertible transformation, the cancelable biometrics can provide a way of more secure biometric authentication. In this paper, we present a new cancelable bits extraction method for the facial data. For the feature extraction, the Subpattern-based Principle Component Analysis (PCA) is adopted. The Subpattern-based PCA divides a whole image into a set of partitioned subpatterns and extracts principle components from each subpattern area. The feature extracted by using Subpattern-based PCA is discretized with a helper data based method. The elements of the obtained bits are evaluated and ordered according to a measure based on the fisher criterion. Finally, the most discriminative bits are chosen as the biometric bits string and used for authentication of each identity. Even if the generated bits string is compromised, new bits string can be generated simply by changing the helper data. Because, the helper data utilizes partial information of the feature, the proposed method does not reveal privacy sensitive biometric information of the user. For a security evaluation of the proposed method, a scenario in which the helper is compromised by an adversary is also considered.

Harmony Arrangements using B-Spline Tension Curves (B-스플라인 텐션 곡선을 이용한 음악 편곡)

  • Yoo, Min-Joon;Lee, In-Kwon;Kwon, Dae-Hyun
    • Journal of the HCI Society of Korea
    • /
    • v.1 no.1
    • /
    • pp.1-8
    • /
    • 2006
  • We suggest a graphical representation of the tension flow in tonal music using a piecewise parametric curve, which is a function of time illustrating the changing degree of tension in a corresponding chord progression. The tension curve can be edited by using conventional curve editing techniques to reharmonize the original music with reflecting the user's demand to control the tension of music. We introduce three different methods to measure the tension of a chord in terms of a specific key, which can be used to represent the tension of the chord numerically. Then, by interpolating the series of numerical tension values, a tension curve is constructed. In this paper, we show the tension curve editing method can be effectively used in several interesting applications: enhancing or weakening the overall feeling of tension in a whole song, the local control of tension in a specific region of music, the progressive transition of tension flow from source to target chord progressions, and natural connection of two songs with maintaining the smoothness of the tension flow. Our work shows the possibility of controlling the perceptual factor (tension) in music by using numerical methods. Most of the computations used in this paper are not expensive so they can be calculated in real time. We think that an interesting application of our method is an interactive modification of tension in background music according to the user's emotion or current scenario in the interactive environments such as games.

  • PDF

A Study of Mobile Collaboration Environment based on Distributed Object Group Framework and Its application (분산객체그룹프레임워크 기반 모바일 협업 환경 및 적용에 관한 연구)

  • Kim, Dong-Seok;Jeong, Chang-Won;Joo, Su-Chong
    • The KIPS Transactions:PartD
    • /
    • v.13D no.6 s.109
    • /
    • pp.847-856
    • /
    • 2006
  • In this paper, we suggested a mobile collaboration framework for supporting mobile services among mobile devices, and designed and implemented on this environment. The suggested framework has three elements; groups of sensors and mobile devices(Fixed and Moving-typed PDAs) and a home server. We designed interfaces for interactions with each other in collaboration environment with three elements described above. The information collected by sensors can be share and exchanged by mobile devices or a home server in accordance with Push and Pull methods. This framework is based on the distributed object group framework(DOGF) we implemented before. Therefore the DOGF provides functions of object group management, storing information and security services to our mobile collaboration framework via application interfaces defined. The information collected by sensors is arranged according to user's security 'demands. And user profile information is used for checking authority of each service object. Each component for executing functions of mobile devices and a home server is implemented by TMO scheme. And we used the TMOSM for interactions between distributed components. Finally, we showed via GUI the executablity of a given healthcare application scenario on our mobile collaboration framework.

Interface of Interactive Contents using Vision-based Body Gesture Recognition (비전 기반 신체 제스처 인식을 이용한 상호작용 콘텐츠 인터페이스)

  • Park, Jae Wan;Song, Dae Hyun;Lee, Chil Woo
    • Smart Media Journal
    • /
    • v.1 no.2
    • /
    • pp.40-46
    • /
    • 2012
  • In this paper, we describe interactive contents which is used the result of the inputted interface recognizing vision-based body gesture. Because the content uses the imp which is the common culture as the subject in Asia, we can enjoy it with culture familiarity. And also since the player can use their own gesture to fight with the imp in the game, they are naturally absorbed in the game. And the users can choose the multiple endings of the contents in the end of the scenario. In the part of the gesture recognition, KINECT is used to obtain the three-dimensional coordinates of each joint of the limb to capture the static pose of the actions. The vision-based 3D human pose recognition technology is used to method for convey human gesture in HCI(Human-Computer Interaction). 2D pose model based recognition method recognizes simple 2D human pose in particular environment On the other hand, 3D pose model which describes 3D human body skeletal structure can recognize more complex 3D pose than 2D pose model in because it can use joint angle and shape information of body part Because gestures can be presented through sequential static poses, we recognize the gestures which are configured poses by using HMM In this paper, we describe the interactive content which is used as input interface by using gesture recognition result. So, we can control the contents using only user's gestures naturally. And we intended to improve the immersion and the interest by using the imp who is used real-time interaction with user.

  • PDF

A Semiconductor Etching Process Monitoring System Development using OES Sensor (OES 센서를 이용한 반도체 식각 공정 모니터링 시스템 개발)

  • Kim, Sang-Chul
    • Journal of the Korea Society of Computer and Information
    • /
    • v.18 no.3
    • /
    • pp.107-118
    • /
    • 2013
  • In this paper, we developed the semiconductor monitoring system for the etching process. Around the world, expert companies are competing fiercely since the semiconductor industry is a leading value-added industry that produces the essential components of electronic products. As a result, many researches have been conducted in order to improve the quality, productivity, and characteristics of semiconductor products. Process monitoring techniques has an important role to give an equivalent quality and productivity to produce semiconductor. In fact, since the etching process to form a semiconductor circuit causes great damage to the semiconductors, it is very necessary to develop a system for monitoring the process. The proposed monitoring system is mainly focused on the dry etching process using plasma and it provides the detailed observation, analysis and feedback to managers. It has the functionality of setting scenarios to match the process control automatically. In addition, it maximizes the efficiency of process automation. The result can be immediately reflected to the system since it performs real-time monitoring. UI (User Interface) provides managers with diagnosis of the current state in the process. The monitoring system has diverse functionalities to control the process according to the scenario written in advance, to stop the process efficiently and finally to increase production efficiency.

Design Concept Value Competitive Research Between Service Provider and Service Receiver (수면무호흡 환자의 양압기 제품서비스디자인 개발에 대한 서비스 제공자와 수혜자가 느끼는 디자인 컨셉 가치 비교연구)

  • Lee, Sung Pil;Jung, Ju Young;Lee, Sang Ki;Hong, Jung Pyo
    • Journal of Service Research and Studies
    • /
    • v.7 no.4
    • /
    • pp.39-50
    • /
    • 2017
  • As a comparative study on the value of design concept between service provider (Developer) and service receiver (Customer) group, the aims of this study was to present a service model focused on Continuous positive airway pressure (CPAP) based on U-health care and user environment. Double Diamond-based methods led to a case study that conducted jointly by the department of otolaryngology in U hospital, Ulsan. By targeted on Sleep Apnea patients from the stage of diagnosis to CPAP treatment, variety of meaningful experiences have been extracted and classified into several types of customers. In the final analysis of the 13 service scenario models, Kano Satisfaction and Potential Customer Satisfaction Improvement Index (PCSI) were conducted with the customers, yet Score Model and Concept Position were evaluated by the service provider groups who engaged in development services. The results of this study showed that 7 items in the total of 12 items reached a consensus of viewpoint on value between service receiver and service provider, which the attributes of the service model are based on user environment. Whereas the other 5 items showed the divergent viewpoint on value which included the attributes of U-healthcare service model.