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Implementation of CoMirror System with Video Call and Messaging Function between Smart Mirrors (스마트 미러간 화상 통화와 메시징 기능을 가진 CoMirror 시스템 구현)

  • Hwang, Kitae;Kim, Kyung-Mi;Kim, Yu-Jin;Park, Chae-Won;Yoo, Song-Yeon;Jung, Inhwan;Lee, Jae-Moon
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.22 no.6
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    • pp.121-127
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    • 2022
  • Smart mirror is an IoT device that attaches a display and an embedded computer to the mirror and provides various information to the useer along with the mirror function. This paper went beyond the form of dealing with smart mirrors only stand alone device the provide information to users, and constructed a network in which smart mirrors are connected, and proposed and implemented a CoMirror system that allows users to talk and share information with other smart mirror users. The CoMirror system has a structure in which several CoMirror clients are connected on one CoMirror server. The CoMirror client consists of Raspberry Pi, a mirror film, a touch pad, a display device, an web camera, etc. The server has functions such as face learning and recognition, user management, a relay role for exchanging messages between clients, and setting up for video call. Users can communicate with other CoMirror users via the server, such as text, image, and audio messages, as well as 1:1 video call.

An Empirical Study on the Effects of Venture Company's Website Properties on Bounce Rate (벤처기업 웹사이트의 속성이 웹사이트 이탈률에 미치는 영향에 관한 실증연구)

  • Yun Do Hwang;Tae Kwan Ha
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.18 no.2
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    • pp.67-79
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    • 2023
  • The bounce rate is the rate at which a user leaves immediately after visiting, and this study aimed to find out what attributes of a website affect the bounce rate. Web site evaluation items were defined as a total of 4 items and 27 evaluation attributes, including usability, information, service interaction, and technology, so that they can be commonly applied to venture companies in various industries through prior research. As a result of the study, 6 website attributes that affect the bounce rate were verified to be significant by discriminant analysis and decision tree analysis. Suggestions to reduce the bounce rate of venture business websites through this study are as follows. First, the path name of the website is displayed as mandatory and a pull-down menu function is added to facilitate movement to other pages. Second, it is good to expose core content that can attract users' attention in the form of a banner, and place internal link banners in the right place on sub-pages. Third, external links should be linked to a new window so that they do not leave the current page immediately so that they can be re-entered. Lastly, it is recommended to expose the contact information of the person in charge and consultation function as direct information for communication with customers, but if individual response is difficult, at least the consultation function must be added. These suggestions are expected to be of practical help in various fields such as website development, operation, and marketing. However, in special cases, a high bounce rate may be normal, so it should be considered according to the situation.

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Improving University Homepage FAQ Using Semantic Network Analysis (의미 연결망 분석을 활용한 대학 홈페이지 FAQ 개선방안)

  • Ahn, Su-Hyun;Lee, Sang-Jun
    • Journal of Digital Convergence
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    • v.16 no.9
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    • pp.11-20
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    • 2018
  • The Q&A board is widely used as a means of communicating service enquiries, and the need for efficient management of the enquiry system has risen because certain questions are being repeatedly and frequently registered. This study aims to construct a student-centered FAQ, centered on the unstructured data posted on the university homepage's Q&A board. We extracted major keywords from 690 postings registered in the recent 3 years, and conducted the semantic network analysis to find the relationship between the keywords and the centrality analysis in order to carry out network visualization. The most central keywords found through the analysis, in order of centrality, were application, curriculum, credit point, completion, graduation, approval, period, major, portal, department. Also, the major keywords were classified into 8 groups of course, register, student life, scholarship, library, dormitory, IT and commute. If the most frequent questions are organized into these areas to form the FAQ, based on the results above, it is expected to contribute to user convenience and the efficiency of administration by simplifying the service enquiry process for repeated questions, as well as enabling smooth two-way communication among the members of the university.

Implementing a Smart Space Service Testbed based on the Concept of Reconfigurable Spatial Functions (Reconfigurable Space 개념에 의한 스마트공간서비스 시나리오의 테스트베드 구현)

  • Cho, Yun-Jung;Kim, Sung-Ah
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.855-861
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    • 2009
  • This paper presents the concept of dynamically reconfigurable space by introducing smart building components. Thanks to the advances in ubiquitous computing and ITC technology, we are able to expect, in the near future, the aspects of future buildings which may transform their appearance and states to perform specific functions. In other words, it is certain that the building space will actively reconfigure itself to accommodate user's needs once we acquire proper technologies. Based on the assumption that building components may not be transformed through the magical process, but change its physical states (e.g. transparency, illumination, display contents, etc.) and functions of embedded devices (e.g. audio, actuators, sensors, etc.), we can envision a dynamically reconfigurable smart space. In order to conceptualize such spaces, critical surveys have been conducted on current works of leading architects. When the room needs to be used as a specific function room, the components need to change theirs states or to behave in a certain manner to create an optimum environment. Our model defines the relationships and elements to describe the mechanism of reconfigurable space. We expect this model provides a conceptual guideline for developing a smart building components based on spatial service scenarios. Therefore, a future smart spaces implemented by integrating various technologies are not designed in deterministic manner, so that spatial functions are expanded without constrained by physical existence.

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Semantic Multi-agents Framework for Ubiquitous Systems (유비쿼터스 시스템을 위한 시맨틱 다중 에이전트)

  • Choi Jung-Hwa;Park Young-Tack
    • Journal of KIISE:Software and Applications
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    • v.32 no.3
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    • pp.192-201
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    • 2005
  • For the past ten years, the goal of ubiquitous computing research has been the establishment of a new technology system with the aim 'Anytime, Anywhere, and Any form'. The needs for agent technology innovations such as ontology-based structure, ontology-based agent communication language, and multi-agents frameworks have been identified. This paper proposes a noble multi-agents architecture for ubiquitous systems. We suggest four major steps in the interaction between human and agents which enable ubiquitous agents to process by themselves to provide adaptive service to meet human's needs. First, we propose a semantic web technology to represent the association between information resources more explicitly Second, we construct a semantic ontology so that agents can recognize web contents.'Third, we propose a method to communicate between agents using OWL ontologies. Finally, we suggest a multi-agents structure based on the JADE of FIPA to analyze messages and get information. The semantic multi-agents framework proposed in this paper infers semantic situations using semantic web technology based on ontologies. A service provided is inferred differently according to user state because the multi-agents communicate by using OWL ontology language. Therefore, our system better infers context information than other without ontologies.

MPEG-21 Terminal (MPEG-21 터미널)

  • 손유미;박성준;김문철;김종남;박근수
    • Journal of Broadcast Engineering
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    • v.8 no.4
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    • pp.410-426
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    • 2003
  • MPEG-21 defines a digital item as an atomic unit lot creation, delivery and consumption in order to provide an integrated multimedia framework in networked environments. It is expected that MPEG-21 standardization makes it Possible for users to universally access user's preferred contents in their own way they want. In order to achieve this goal, MPEG-21 has standardized the specifications for the Digital Item Declaration (DID). Digital Identification (DII), Rights Expression Language (REL), Right Data Dictionary (RDD) and Digital Item Adaptation (DIA), and is standardizing the specifications for the Digital Item Processing (DIP), Persistent Association Technology (PAT) and Intellectual Property Management and Protection (IPMP) tot transparent and secured usage of multimedia. In this paper, we design an MPEG-21 terminal architecture based one the MPEG-21 standard with DID, DIA and DIP, and implement with the MPEG-21 terminal. We make a video summarization service scenario in order to validate ow proposed MPEG-21 terminal for the feasibility to of DID, DIA and DIP. Then we present a series of experimental results that digital items are processed as a specific form after adaptation fit for the characteristics of MPEG-21 terminal and are consumed with interoperability based on a PC and a PDA platform. It is believed that this paper has n important significance in the sense that we, for the first time, implement an MPEG-21 terminal which allows for a video summarization service application in an interoperable way for digital item adaptation and processing nth experimental results.

VIDEO GAME CULTURE AND INTERACTIVITY -An exploration of digital interactive media through a metaphorical approach to video game culture-

  • U, Tak
    • 한국게임학회지
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    • v.6 no.1
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    • pp.70-72
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    • 2009
  • This research is focused on defining interaction within the context of digital media and creating a multi cultural definition of interactivity. The concept of multi digital culture and a definition of interaction in digital media have often been overlooked by other researchers and this has caused the emergence of many different notions on this issue. As a result of these varied notions of the concept, public confusion has arisen regarding interactivity. The main purpose of this research is to find a suitable multi definition of interaction through examining local digital culture. In order to analogise multi digital culture, the video game culture is employed as a metaphor to interpret local digital culture. The reason for this is that a specific national culture can be easily identified within the video game culture. Four countries, South Korea, Japan, the U.S. and the UK have been chosen for comparison purposes. Case study, questionnaire and publicly accessible video game related data, such as, video game charts, are used for formalising and analysing unique local digital culture. The Heyri POP UP IMAGE Festival, S. Korea, was also used as a pilot study, with some of the above research methods being employed to analyse South Korean digital culture. In relation to western cases, interview and questionnaire were primarily used. The data from the case countries was carefully compared and analysed and then it became the basis of a theory of multi definition of interaction in digital media. The case study employed the cultural metaphor for this research and in addition video game culture related questionnaires and interviews with experts of interactive art genre, regarding new notions of digital interaction were utilised. The survey was conducted simultaneously in the four different cultural case nations of this research. Twenty respondents from each case nation participated in the survey, in order to investigate firstly, the existence of 'local digital culture' and secondly, the trends and phenomena of 'digital culture' in these four different 'local digital cultural areas'. In terms of interviews with experts of the interactive art genre, these were focused on obtaining their understanding of contemporary digital culture in their research. Using gathered data from the observation of local digital culture, the basic theory of interaction and the terminology of interaction are reformed. Localised definitions of interaction on digital media, control based interaction and communication based interaction are presented, in order to identify a 'locality' in terms of various contemporary digital cultures. As a result of analysing digital culture, new definitions of 'multi definition of digital interaction' were formulated. As mentioned above, 'control' and 'communication' based interaction were initiated, based on 'user to media' relationships. Based on the degree of physical interaction, 'liminal' and 'transitive' interactions were initiated. Less physical digital interaction is named 'liminal' interaction and more physical digital interaction is named' transitive' interaction. These new definitions of interaction were applied to the real world examples of uses of digital interaction, such as, digital interactive installation artworks and video games. The newly defined meaning of digital interaction can be applied to analysing digital interactive installation artworks and possibly indicate their future development and the prospects of future electronic games. Three leading digital interactive artists were selected for this analysis and their works were studied in terms of the implementation of 'multi definition of digital interaction'. Throughout these processes, the meaning of 'communication' in digital interactive media was emphasised. Many of the selected artists' digital installations were focused on 'communication' or 'interaction between each user through digital media', rather than the concept of 'control' in digital interaction, otherwise termed, 'communication with digital media'. In their artworks, interaction between each audience was digitally engaged within the physical interactive environment which was created by the digital media. Both the audience's action and all the reaction throughout the interaction between the audiences, triggered the digital media' s reaction. This audience-audience-media interaction is the key to understanding the concept of 'communication' in physical digital media and it is the main interactive concept upon which the selected digital interactive installation artists for this research and many other artists from similar fields, are concentrating their efforts. In the case of the video game, a similar trend was noticed to that of digital interactive installations. Based on this research's 'multi definition of digital interaction', the video game has evolved from the early stage of being conventional game, which was focused on control based interaction, to the on-line game which was focused on communication based interaction, to physical interactive games, such as, Nintendo Wii, which are focused on more physical interaction and finally, the ubiquitous interactive game, which is mainly concentrated on the concept of 'communication' in physical digital interaction. It is possible that this evolution of the video game concept of interaction is comparable to the progress of digital interactive artworks. This view is based on the fact that both genres show evidence that they are developing in the direction of the concept of 'communication', in terms of physical digital interaction. The important emphasis of this research's results is 'locality' and 'communication' in physical digital interaction. The existence of different digital culture trends, which were assessed by the 'multi definition of digital interaction', can explain the concept of 'locality' in digital interaction. This meaning of 'locality' may assist in understanding contemporary digital culture and can reduce possible misunderstanding as regards 'local' digital culture. In the application of the concept of digital interaction to the field of either artworks or video games, it is possible to form the opinion that an innovative concept of physical digital interaction is 'communication' within this context. This concept and its applications can improve the potential of both digital interactive culture and technology.

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A Symbolic Manipulation Computer Program for Structural Analysis (구조해석(構造解析)을 위한 Symbolic Manipulation Program)

  • Shim, Jae Soo
    • KSCE Journal of Civil and Environmental Engineering Research
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    • v.3 no.4
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    • pp.95-107
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    • 1983
  • The general purpose programs are in their fixed algorithm and theory of mechanics which can not be altered without painful program modifications. Users are usually guided by user's manual for data input. The several symbolic manipulation programs for structural analysis are introduced recently. These programs allow users to include a wide class of solution algorithm and to specify, by means of some symbolic manipulation, a combination of analytical steps to suit a particular problem. As they can solve a single domain problem, a large computer is usually needed. The scope of this study is to develop an efficient symbolic manipulation program with space beam element, plate bending element and eigen value routines. The incorporated Substructure capability and generation capability of finite element characteristic arrays (e.g., stiffness matrix, mass matrix) enables users to analyse multidomain problem with small computer. The program consists of modulized independent processors, each having its own specific function and is easily modified, eliminated and added. The processors are efficiently handling data by the Data base approach which is the concept of integrated program network(IPN).

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Optimization and Performance Analysis of Partial Multiplexing (부분 다중화의 성능 분석 및 최적화)

  • Kim, Seong Hwan;Ban, Tae Won;Jung, Bang Chul
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.17 no.7
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    • pp.1589-1596
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    • 2013
  • Recently, spectral efficiency or reliability is required to be improved in the scenario of multiple access. In this paper, we consider a scenario where two source nodes access one destination node. Different with conventional multiple access studies, in our research, a part of the allocated resource is shared by two source nodes and this scheme is called partial multiplexing. Let $R_s$ denote the ratio of the amount of the shared resource to that of the resource allocated to each user. We analyze and optimize the performance of the partial multiplexing in term of $R_s$. We show that the optimal $R_s$ to maximize the throughput is 1 or 0 based on approximated bit error rate (BER). In addition, if we set a constraint on frame error rate (FER), $R_s$ can have a value between 0 and 1. We also find the approximated $R_s$ to meet the constraint as a closed form. Partial multiplexing can be a novel multiple access scheme.

A study on old trees as they relate to the organization of space in Pusan -Attaching importance to the growth environment and arrangement form in space- (부산시 노거수의 공간구성에 관한 연구 -생육환경 및 배치형태를 중심으로-)

  • 김승환;김순희
    • Journal of the Korean Institute of Landscape Architecture
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    • v.24 no.2
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    • pp.86-98
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    • 1996
  • This study is intended to revaluate old tree, five of the shot of the Natural Monument and 66 shot trees under protection in the city at present. The study covers distribution, management of usage, investigation and research into various matters relating to the situation of old trees in Pusan. Because 60% of the old trees selected for protection is on private land, citizens have difficulty gaining access to them. Also space for growth is impinged on by various urban facilities. Some trees have problems of growth because the land is covered with cement and asphalt. As regards space for old trees, many places have been destroyed due to the lack of protection fences and the failure to establish a guidance board. Only 40% of the space has been set aside for rest. In these places the establishment of rest areas, benches and handy chairs is needed. And there are 20 holy places where people observe religious ceremonies. As for space security necessary for old trees according to trunk width, the minimum trunk width and availale area needed are more than 1:1.5, but less than 30% have the necessary space. The growth of many old trees is threatended because of the small apace for growth. The prescription of the boundary space is divided between inside and outside. This indicates the domain nature and space rank of the old tree. It can be classified into five forms for research purposes. The elements for prescription of critical space outside are connected with the security of space, and the elements relating to inside space portray the conditions for sensitive growth according to the institution and the ground conditions. The open and closed nature of old tree space has some connection with the relationship between usage and the intimacy of the user. Most of the spaces for old trees can't be used or are difficult to gain access to, so it is necessary to secure enough space for them. The 18 places, despite having easy access, are near farmland, hills or forest. So the intimacy factor is low, and the security of space of the old trees is not generally sufficient. Henceforth, it will be necessary to have security of area for old trees as well as maintenance control to protect them. Also the space should be used as a communal and recreation are in the city. It is the time to construct a landscaped area which people can easily approach, a place with a secure entrance where they can play, rest and converse.

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