• Title/Summary/Keyword: Users Movement

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Distributed Development and Evaluation of Software using Agile Techniques (애자일 기법을 이용한 소프트웨어 분산 개발 및 평가)

  • Lee, Sei-Young;Yong, Hwan-Seung
    • The KIPS Transactions:PartD
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    • v.16D no.4
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    • pp.549-560
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    • 2009
  • The Agile movement is a phenomenon that is part of the next phase of the software engineering evolution. At the same time, globally distributed software development is another trend delivering high-quality software to global users at lower costs. In this paper, Agile Framework for Distributed Software Development (AFDSD) has been suggested, and Chameleon project of Yahoo! Inc. has been implemented based on the framework. Also, the project has been evaluated by measuring Agile adoption and improvement levels, degrees of agility and agile project success, and comparing the performance and quality with the previous version. The overall performance and satisfaction with Chameleon increased by more than 30% since Agile techniques were adopted. Our objective is to highlight successful practices and suggest a framework to support adoption and evaluation of Agile techniques in a distributed environment.

Using the Android Communication Module and Sensor the Movement Method Output System of According to Accelerated (안드로이드 통신모듈 및 센서를 이용한 가속에 따른 이동방법 산출 시스템)

  • Park, Sung-Hyun;Jang, Ki-Man;Yuk, Jung-Soo;Huh, Tae-Sang;Jung, Hoe-Kyung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.05a
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    • pp.672-674
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    • 2014
  • Mobile communication technology was one of the GPS technology, SmartPhone, Tablet PC is equipped with a GPS. So the user has a navigation, speed and his position to send and receive a variety of information. Therefore, in this paper, Mobile devices, GPS, Wi-Fi and mobile networks, and the communication module uses algorithms to analysis of acceleration and output, the user is currently using the system to find out the kind of transportation. This is the users who are using a particular transport unnecessary information and apply it to different areas do not think I will be able to.

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A Study on the Development of Curation Services of Specialized Library (특화도서관의 큐레이션 서비스 개발에 관한 연구)

  • Kwak, Woojung;Noh, Younghee
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.30 no.1
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    • pp.53-75
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    • 2019
  • This study has examined the policy status of the specialized libraries and analyzed the status of curation services of libraries and similar institutions and portals, and proposed policy directions for the curation services provision of the specialized libraries. As for the results of this study, first, curation information is collected and selected through the participation of various curators, and the curation information is regularly updated on the websites and online gateways toward maximizing the perception of the book collections in place and the use of collections. Second, the scope of the specialized libraries' curation services are diversified, such as research support services, one-on-one customized curation services, and book curation. Third, digital curation services are constructed in connection with specialized themes. Fourth, beacon is installed inside, and based on the information received from the information forwarding media, individualized user services are provided via such data as the scope of movement of the users and the time entailed for dwelling in a space.

An analysis of eye tracking experiment on the patients' viewing characteristics in dental clinic (치과 진료 시 공간 요소에 대한 환자의 주시특성파악 연구)

  • Lee, Jong-Ho;Jung, Yoona;Song, Eunsung;Ju, Kyungwon;Kim, Wonhyeon;Kim, Bongju
    • The Journal of the Korean dental association
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    • v.57 no.2
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    • pp.52-63
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    • 2019
  • Technological advances in contemporary medicine has discovered the causes of countless diseases and recorded a noticeable medical performance. As technology develops, the role of hospitals is expanding to include disease prevention of inpatients, on top of their fundamental role of treating diseases. Recently, hospitals are becoming more influential as they create environments to provide comfort and stability to patients. In this regard, contemporary hospitals are increasingly shifting their focus to create a patient-centric environment as well as develop into humanistic establishments. The same goes to dentists, as well. Since inpatients often have fear and frustration over treatment, hospitals should figure out the environmental factors that are more effective and relaxing for patients and design medical services to provide them. The patients' movement and spaces during their treatment were categorized by stages and collected for gazing information using eye tracking. It analyzed users' gaze information according to Heatmap analysis of distribution and frequency and was determined the presence or absence of stimuli on the components of space. This research is an advanced research to study and enhance treatment environment based on the analysis of patients' gazes. It attempted to create an opportunity to get closer to patient-centric environment by understanding the stimulants and obstacles and controlling the background settings.

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B-COV:Bio-inspired Virtual Interaction for 3D Articulated Robotic Arm for Post-stroke Rehabilitation during Pandemic of COVID-19

  • Allehaibi, Khalid Hamid Salman;Basori, Ahmad Hoirul;Albaqami, Nasser Nammas
    • International Journal of Computer Science & Network Security
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    • v.21 no.2
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    • pp.110-119
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    • 2021
  • The Coronavirus or COVID-19 is contagiousness virus that infected almost every single part of the world. This pandemic forced a major country did lockdown and stay at a home policy to reduce virus spread and the number of victims. Interactions between humans and robots form a popular subject of research worldwide. In medical robotics, the primary challenge is to implement natural interactions between robots and human users. Human communication consists of dynamic processes that involve joint attention and attracting each other. Coordinated care involves sharing among agents of behaviours, events, interests, and contexts in the world from time to time. The robotics arm is an expensive and complicated system because robot simulators are widely used instead of for rehabilitation purposes in medicine. Interaction in natural ways is necessary for disabled persons to work with the robot simulator. This article proposes a low-cost rehabilitation system by building an arm gesture tracking system based on a depth camera that can capture and interpret human gestures and use them as interactive commands for a robot simulator to perform specific tasks on the 3D block. The results show that the proposed system can help patients control the rotation and movement of the 3D arm using their hands. The pilot testing with healthy subjects yielded encouraging results. They could synchronize their actions with a 3D robotic arm to perform several repetitive tasks and exerting 19920 J of energy (kg.m2.S-2). The average of consumed energy mentioned before is in medium scale. Therefore, we relate this energy with rehabilitation performance as an initial stage and can be improved further with extra repetitive exercise to speed up the recovery process.

Effect of an Intensive Rehabilitation Program on Physical Activity and Wearing Satisfaction in Traumatic Lower Limb Amputees -A Retrospective Study- (집중재활프로그램이 하지 절단 환자의 신체활동 및 의지 착용감에 미치는 영향 -후향적 연구-)

  • Kim, Jin-Hong;Hong, Ye-Ji;Kim, Yu-Ri;Lee, Gang-Pyo
    • PNF and Movement
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    • v.18 no.3
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    • pp.453-463
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    • 2020
  • Purpose: This study aimed to investigate the effect of an intensively rehabilitation program on the gait, balance, functional performance, and wearing satisfaction of patients with traumatic lower extremity amputations caused by industrial accidents. Methods: In this study, the anonymized electronic medical records of individuals who participated in the intensive rehabilitation program (among those who were admitted to the hospital belonging to the Labor Welfare Corporation) due to an industrial accident from August 2018 to September 2019 were collected. As a result, the records of 12 subjects meeting the screening criteria were analyzed. Results: According to the time of application to the intensive rehabilitation program, the 10 Meter Walk Test (10MWT) (p < 0.01), Berg Balance Scale (BBS) (p < 0.01), Timed Up and Go Test (TUG) (p = 0.01), the L Test of Functional Mobility (L-test) (p < 0.01), Prosthetic Limb Users Survey of Mobility (Plus-M) (p < 0.01), and Houghton Score Question (HSQ) (p < 0.01) values significantly improved with time. Conclusion: This study confirmed the positive effect of an intensive rehabilitation program on the gait, balance, functional performance, and wearing satisfaction of patients with traumatic lower extremity amputations caused by industrial accidents. However, this study was limited by the absence of a control group, and, thus, it highlights the need for more extensive research with a large sample.

Development of An Interactive System Prototype Using Imitation Learning to Induce Positive Emotion (긍정감정을 유도하기 위한 모방학습을 이용한 상호작용 시스템 프로토타입 개발)

  • Oh, Chanhae;Kang, Changgu
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.14 no.4
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    • pp.239-246
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    • 2021
  • In the field of computer graphics and HCI, there are many studies on systems that create characters and interact naturally. Such studies have focused on the user's response to the user's behavior, and the study of the character's behavior to elicit positive emotions from the user remains a difficult problem. In this paper, we develop a prototype of an interaction system to elicit positive emotions from users according to the movement of virtual characters using artificial intelligence technology. The proposed system is divided into face recognition and motion generation of a virtual character. A depth camera is used for face recognition, and the recognized data is transferred to motion generation. We use imitation learning as a learning model. In motion generation, random actions are performed according to the first user's facial expression data, and actions that the user can elicit positive emotions are learned through continuous imitation learning.

A Proposal for Zoom-in/out View Streaming based on Object Information of Free Viewpoint Video

  • Seo, Minjae;Paik, Jong-Ho;Park, Gooman
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.16 no.3
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    • pp.929-946
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    • 2022
  • Free viewpoint video (FVV) service is an immersive media service that allows a user to watch it from a desired location or viewpoint. It is composed of various forms according to the direction of the viewpoint of the provided video, and includes zoom in/out in the service. As consumers' demand for active watching is increasing, the importance of FVV services is expected to grow gradually. However, additional considerations are needed to seamlessly stream FVV service. FVV includes a plurality of videos, video changes may occur frequently due to movement of the viewpoint. Frequent occurrence of video switching or re-request another video can cause service delay and it also can lower user's quality of service (QoS). In this case, we assumed that if a video showing an object that the user wants to watch is selected and provided, it is highly likely to meet the needs of the viewer. In particular, it is important to provide an object-oriented FVV service when zooming in. When video zooming in in the usual way, it cannot be guaranteed to zoom in around the object. Zoom function does not consider about video viewing. It only considers the viewing screen size and it crop the video view as fixed screen location. To solve this problem, we propose a zoom in/out method of object-centered dynamic adaptive streaming of FVV in this paper. Through the method proposed in this paper, users can enjoy the optimal video service because they are provided with the desired object-based video.

A Case Study on Tangible Contents Development for Contactless Physical Education (비대면 체육 교육을 위한 실감 콘텐츠 개발 사례)

  • Eun, Kwang-Ha;Hur, Young
    • The Journal of the Korea Contents Association
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    • v.22 no.1
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    • pp.47-57
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    • 2022
  • Demands for tangible contents using VR/AR technologies are much bigger as contactless services such as sports, physical activity, and fitness are expanded after COVID-19. A variety of technologies such as an offer and analysis of tangible data through a sensor technology, users' physical movement sensing through a motion recognition sensor, a real-time measurement of a physical skeleton point a multiple access to a real-time video, and AI training are being utilized as main technologies. This case study utilized motion recognition technologies as the study on tangible contents necessary for indoor-based physical education, sports, and fitness in the contactless environment and suggested cases to develop the physical measurement contents by design approach for the measurement assessment necessary for the development in tangible contents. The research established lists of the measurement assessment based on professionals' consultations within the measurement assessment function through the test to plan tangible contents and developed tangible contents by reflecting them as assessment measurement elements of tangible contents. The research can be utilized as the design approach of industrial companies which intend to develop tangible contents as well as reference cases of the research on contactless tangible contents for the sports and physical education.

Analysis of the Utilization of Mobile Applications by Generation Z using Topic Modeling :Focusing on Users' Essay Data (토픽모델링을 활용한 Z세대의 애플리케이션 효용성에 대한 분석: 이용자의 에세이 데이터를 중심으로)

  • Park, Ju-Yeon;Jeong, Do-Heon
    • Journal of Industrial Convergence
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    • v.20 no.1
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    • pp.43-51
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    • 2022
  • The purpose of this study is to provide basic information necessary for the establishment of mobile service marketing strategies, educational service development, and engineering education for Generation Z by analyzing the utilitization of various applications by Gen Z. To this end, 177 essays on mobile service usage experience were collected, major topics were analyzed using topic modeling, and these were visualized through word cloud analysis. As a result of the study, the main topics were related to 'transportation' such as movement and public transportation, 'personal management' such as schedule management, financial management, food management, 'transaction' such as checkout, meeting, purchase, 'leisure' such as eating out, travel, study, culture. Additionally, words such as time, thought, people, life, bus, information, confirmation, payment, KakaoTalk, and so on were found to have a high of frequency of use. Also, there was found to be a difference between topics by college. This study is meaningful in that it collected essays, which are unstructured data, and analyzed them through topic modeling.