• Title/Summary/Keyword: Wearable Platform

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Application of Standard Terminologies for the Development of a Customized Healthcare Service based on a PHR Platform

  • Jung, Hyun Jung;Park, Hyun Sang;Kim, Hyun Young;Kim, Hwa Sun
    • Journal of Multimedia Information System
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    • v.6 no.4
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    • pp.303-308
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    • 2019
  • The personal health record platform can store and manage medical records, health-monitoring data such as blood pressure and blood sugar, and life logs generated from various wearable devices. It provides services such as international standard-based medical document management, data pattern analysis and an intelligent inference engine, and disease prediction and domain contents. This study aims to construct a foundation for the transmission of international standard-based medical documents by mapping the diagnosis items of a general health examination, special health examination, life logs, health data, and life habits with the international standard terminology systems. The results of mapping with international standard terminology systems show a high mapping rate of 95.6%, with 78.8% for LOINC, 10.3% for SNOMED, and 6.5% when mapped with both LOINC and SNOMED.

Stretchable Transistors Fabricated on Polydimethylsiloxane Elastomers

  • Jung, Soon-Won;Choi, Jeong Seon;Park, Chan Woo;Na, Bock Soon;Lim, Sang Chul;Lee, Sang Seok;Cho, Kyoung Ik;Chu, Hye Yong;Koo, Jae Bon
    • Proceedings of the Korean Vacuum Society Conference
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    • 2014.02a
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    • pp.389.2-389.2
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    • 2014
  • Polydimethylsiloxane (PDMS) based electronic devices are widely used for various applications in large area electronics, biomedical wearable interfaces and implantable circuitry where flexibility and/or stretchability are required. A few fabrication methods of electronic devices directly on PDMS substrate have been reported. However, it is well known that micro-cracks appear in the metal layer and in the lithography pattern on a PDMS substrate. To solve the above problems, a few studies for fabrication of stiff platform on PDMS substrate have been reported. Thin-film islands of a stiff region are fabricated on an elastomeric substrate, and electronic devices are fabricated on these stiff islands. When the substrate is stretched, the deformation is mainly accommodated by the substrate, and the stiff islands and electronic devices experience relatively small strains. Here, we report a new method to achieve stiff islands structures on an elastomeric substrate at a various thickness, as the platform for stretchable electronic devices. The stiff islands were defined by conventional photolithography on a stress-free elastomeric substrate. This technique can provide a practical strategy for realizing large-area stretchable electronic circuits, for various applications such as stretchable display or wearable electronic systems.

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Design and Implementation of Interactive-typed Bluetooth Device interact with Android Platform-based Contents Character (안드로이드 플랫폼 기반의 콘텐츠 캐릭터와 연동되는 체감형 블루투스 기기의 설계 및 구현)

  • Park, Byoung-Seob;Choi, Hyo-Hun
    • Journal of the Korea Society of Computer and Information
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    • v.19 no.11
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    • pp.127-135
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    • 2014
  • Interactive-typed devices and contents that have been often applied in the field of entertainment and game are the technology that allows you to maximize the enjoyment and participation of users through the interaction of each. In this paper, we designed an interactive-typed smartphone app that is based on the Android platform, implemented the wearable Bluetooth device to control via a interactive interface with a vibration sensor and three-axis acceleration sensor. We tested the functionality and 3-axis motion's operability by using smartphone app, interface interactive-typed device that has been developed, prove useful as a wearable Bluetooth device that has the convenience of the user. Further, it is shown that by implementing the optimized protocol of the sensor data transfer over Bluetooth, it is possible to reduce the malfunction of the content of the smart phone.

Metaverse business research for revitalizing the music ecosystem in the web 3.0 era: Focusing on strategies for building music platform (웹 3.0 시대 음악 생태계 활성을 위한 메타버스 비즈니스연구: 음악 플랫폼의 발전 양상 및 구축 전략을 중심으로)

  • Jiwon Kim;Yuseon Won
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.5
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    • pp.787-800
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    • 2023
  • This paper is a study aimed at facilitating a comprehensive understanding of the music metaverse platform that will emerge in the era of Web 3.0 and exploring productive strategies for its construction. We examine the significance of the metaverse music platform from various perspectives and investigate the developmental process of digital music platforms from Web 1.0 to 3.0. Subsequently, assuming the emergence of metaverse platforms as a transition to Web 3.0, we align this transition with technological(VR technology, wearable devices, generative AI), cultural(digital avatars, fandom), and economic(NFT) discussions related to Web 3.0. These discussions are integrated with the developmental strategies of the metaverse music platform. Through this study, we hope to enhance the understanding of the metaverse music platform and provide insights into potential construction strategies.

Abstraction of players action in tennis games over various platform (플랫폼에 따른 테니스 게임 플레이어 액션의 추상화 연구)

  • Chung, Don-Uk
    • Journal of Digital Contents Society
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    • v.16 no.4
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    • pp.635-643
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    • 2015
  • This study conducted a case study using various platforms centered on a tennis game to examine what forms the movements of a game player had when they were abstracted in the game. In particular, it summarized the forms of the player's experience that could be attained from the abstracted tennis actions into the 4 types: movement, swing, direction & intensity, and skill; and observed and schematized them in the early video games, console games, mobile games, Gesture recognition games, and wearable games. In conclusion, the development of technology offers the players with greater experience. For example the change of the platform of simple games of pressing buttons into swinging. Furthermore, the study found a consistency in the context even though the difference of action was slightly found by the interface.

Study on Real-Time Monitoring Platform for Countermeasures for Heatwave (폭염재난 대응 실시간 관제 플랫폼에 관한 연구)

  • Jung, Kang Hee;Kwak, Chang Hyeok
    • KIPS Transactions on Computer and Communication Systems
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    • v.11 no.4
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    • pp.113-118
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    • 2022
  • Global warming has also increased the number of casualties caused by heat-related diseases caused by heat waves along with an increase in global temperature. The vulnerable groups from heat wave damage are outdoor workers and the elderly in particular, and it is necessary to respond the increasing heat wave damage. We propose a real-time control platform in order to reduce casualties of the vulnerable group from heatwaves, this research collects and analyzes user's vital signs data from wearable devices that generates alarms out of the suspected victims who are expected to be affected by heat-related illness and to respond quickly.

Implementation of Virtual Environment System for Multi-joint Manipulator Designed for Special Purpose Equipment with Wearable Joystick used in Disaster Response (웨어러블 조작기 기반 재난·재해 특수 목적기계 다관절 작업기의 가상 환경 작업시스템 구현)

  • Cha, Young Taek;Lee, Yeon Ho;Choi, Sung Joon
    • Journal of Drive and Control
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    • v.17 no.3
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    • pp.33-46
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    • 2020
  • We introduce a piece of special-purpose equipment for responding to disasters that has a dual-arm manipulator consisting of six-axis multi joints, and a master-slave operating system controlled by a wearable joystick for intuitive and convenient operation. However, due to the complexity and diversity of a disaster environment, training and suitable training means are needed to improve the interaction between the driver and equipment. Therefore, in this paper, a system that can improve the operator's immersion in the training simulation is proposes, this system is implemented in a virtual environment. The implemented system consists of a cabin installed with the master-slave operation system, a motion platform, visual and sound systems, as well as a real-time simulation device. This whole system was completed by applying various techniques such as a statistical mapping method, inverse kinematics, and a real-time physical model. Then, the implemented system was evaluated from a point of view of the appropriateness of the mapping method, inverse kinematics, the feasibility for real-time simulations of the physical environment through some task mode.

Recent Progress in Energy Harvesters Based on Flexible Thermoelectric Materials (유연한 열전소재를 이용한 에너지 하베스터 연구개발 동향)

  • Park, Jong Min;Kim, Seoha;Na, Yujin;Park, Kwi-Il
    • Journal of the Korean Institute of Electrical and Electronic Material Engineers
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    • v.35 no.2
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    • pp.119-128
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    • 2022
  • Recent advancement of Internet of Things (IoT) and energy harvesting technology enable realization of flexible thermoelectric energy harvester (f-TEH), with technological prowess for use in biomedical monitoring system integrated applications. To expand a flexible thermoelectric energy harvesting platform, the f-TEH must be required for optimized flexible thermoelectric materials and device structure. In response to these demands related to thermoelectric energy harvesting, many research groups have investigated various f-TEHs applied as a power source for wearable electronics. As a key member of the f-TEH, film-based f-TEHs possess significant applicability in research to realize self-powered wearable electronics, owing to their excellent flexibility, low thermal conductivity, and convenient fabrication process. Thus, based on the rapid growth of thermoelectric film technology, this review aims to overview comprehensively the f-TEH made of various inorganic/organic thermoelectric materials including developed fabrication methods, high thermoelectric performance, and wide-range applications.

Design and Implementation of Gamified Tourtainment Service Platform (게임화 투어테인먼트 서비스 플랫폼 설계 및 구현)

  • Lee, Deuk-Woo;Cho, Byung-Sang;Hwang, Ho-Sung;Kim, Se-Hyeon
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.17 no.3
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    • pp.153-158
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    • 2017
  • With the fast increment of fusion ICT(Information and Communication Technology), new creative tourism model is required for the revival of local economy. We come up with new frame that is able to increase tourists and revive local economy through ICT fusion such as spatial informaion, contents, game, smart phone, wearable device and wireless internet. In this paper, we propose 'Gamified Tourtainment Service Platform' that can be provided tourists with user custom tour guidance and gamified tour services for motivation, fun, contest, reward in the environment of outdoor. This platform is a kind of framework for creating and providing gamified creative tour services and a gateway for increasing tourist and reviving commercial local economy. We also propose the real tourtainment service application that is implemented with this platform and smart phone.

A collaborative Serious Game for fire disaster evacuation drill in Metaverse (재난 탈출 협동 훈련 기능성 게임의 메타버스 플랫폼 구현)

  • Lee, Sangho;Ha, Gyutae;Kim, Hongseok;Kim, Shiho
    • Journal of Platform Technology
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    • v.9 no.3
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    • pp.70-77
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    • 2021
  • The purpose of Serious games in immersive Metaverse platform to provide users both fun and intriguing learning experiences. We proposes a serious game for self-trainable fire evacuation drill with collaboration among avatars synchronized with multiple trainees and optionally with real-time supervising placed at different remote physical locations. The proposed system architecture is composed of wearable motion sensors and a Head Mounted Display to synchronize each user's intended motions to her/his avatar activities in a cyberspace in Metaverse environment. The proposed system provides immersive as well as inexpensive environments for easy-to-use user interface for cyber experience-based fire evacuation training system. The proposed configuration of the user-avatar interface, the collaborative learning environment, and the evaluation system on the VR serious game are expected to be applied to other serious games. The game was implemented only for the predefined fire scenario for buildings, but the platform can extend its configuration for various disaster situations that may happen to the public.