• Title/Summary/Keyword: connection devices

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Technology to Remove Trace Pollutants in Sewage Treatment Water Using Jellyfish Characteristics (해파리의 특성을 활용한 하수처리장 처리수 내 미량오염물질 제거 기술)

  • Hyeok Jin Park;Eun Jin Kim;Kyung Sil Choo;Joo Eun Shim;Min-Kyeong Yeo
    • Applied Chemistry for Engineering
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    • v.35 no.1
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    • pp.54-60
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    • 2024
  • The present study was aimed to evaluate the removal of the trace pollutants (heavy metals and microplastics) in the sewage treatment plant by using the jellyfish Extract at Immunity reaction (JEI) of Aurelia coerulea. The experiment was conducted on two different scales: the lab scale using a Jar-tester and the Pilot system scale equipped with two newly developed devices in the laboratory, the active tube connection mixed system and the concentration integrated separation device. Compared to anionic polymers currently used in the field, JEI showed similar or higher efficiency to remove the trace pollutants. When JEI was added to the effluent through the Pilot system, the combination of JEI and the trace pollutants was maximized through two mixing processes, and as a result, the removal rate of the trace pollutants was greatly improved. Based on these results, we propose the present technology as an alternative to removing trace pollutants that can reduce ecosystem risk and minimize the generation of inorganic waste, away from the existing method.

A Study on Intuitive IoT Interface System using 3D Depth Camera (3D 깊이 카메라를 활용한 직관적인 사물인터넷 인터페이스 시스템에 관한 연구)

  • Park, Jongsub;Hong, June Seok;Kim, Wooju
    • The Journal of Society for e-Business Studies
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    • v.22 no.2
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    • pp.137-152
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    • 2017
  • The decline in the price of IT devices and the development of the Internet have created a new field called Internet of Things (IoT). IoT, which creates new services by connecting all the objects that are in everyday life to the Internet, is pioneering new forms of business that have not been seen before in combination with Big Data. The prospect of IoT can be said to be unlimited in its utilization. In addition, studies of standardization organizations for smooth connection of these IoT devices are also active. However, there is a part of this study that we overlook. In order to control IoT equipment or acquire information, it is necessary to separately develop interworking issues (IP address, Wi-Fi, Bluetooth, NFC, etc.) and related application software or apps. In order to solve these problems, existing research methods have been conducted on augmented reality using GPS or markers. However, there is a disadvantage in that a separate marker is required and the marker is recognized only in the vicinity. In addition, in the case of a study using a GPS address using a 2D-based camera, it was difficult to implement an active interface because the distance to the target device could not be recognized. In this study, we use 3D Depth recognition camera to be installed on smartphone and calculate the space coordinates automatically by linking the distance measurement and the sensor information of the mobile phone without a separate marker. Coordination inquiry finds equipment of IoT and enables information acquisition and control of corresponding IoT equipment. Therefore, from the user's point of view, it is possible to reduce the burden on the problem of interworking of the IoT equipment and the installation of the app. Furthermore, if this technology is used in the field of public services and smart glasses, it will reduce duplication of investment in software development and increase in public services.

Development of a Modular Clothing System for User-Centered Heart Rate Monitoring based on NFC (NFC 기반 사용자 중심의 모듈형 심박측정 의류 시스템 개발)

  • Cho, Hakyung;Cho, SangWoo;Cho, Kwang Nyun
    • Science of Emotion and Sensibility
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    • v.23 no.2
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    • pp.51-60
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    • 2020
  • This study aimed to develop a modular smart clothing system for heart rate monitoring that reduces the inconvenience caused by battery charging and the large size of measurement devices. The heart rate monitoring system was modularized into a temporary device and a continuous device to enable heart rate monitoring depending on the requirement. The temporary device with near-field communication (NFC) and heart rate sensors was developed as a clothing attachment type that enables heart rate monitoring via smart phone tagging when required. The continuous device is based on Bluetooth Low Energy (BLE) communication and batteries and was developed to enable continuous heart rate measurement via a direct connection to the temporary device. Furthermore, the temporary device was configured to connect with a textile electrode made of a silver-based knitted fabric designed to be located below the pectoralis major muscle for heart rate measurement. Considering the user-experience factors, key functions, and the ease of use, we developed an application to automatically log through smart phone tagging to improve usability. To evaluate the accuracy of the heart rate measurement, we recorded the heart rate of 10 healthy male subjects with a modular smart clothing system and compared the results with the heart rate values measured by the Polar RS800. Consequently, the average heart rate value measured by the temporary system was 85.37, while that measured by the reference device was 87.03, corresponding to an accuracy of 96.73%. No significant difference was found in comparison with the reference device (T value = -1.892, p = .091). Similarly, the average heart rate measured by the continuous system was 86.00, while that measured by the reference device was 86.97, corresponding to an accuracy of 97.16%. No significant difference was found in terms of the heart rate value between the two signals (T value = 1.089, p = .304). The significance of this study is to develop and validate a modular clothing system that can measure heart rates according to the purpose of the user. The developed modular smart clothing system for heart rate monitoring enables dual product planning by reducing the price increase due to unnecessary functions.

A Study on effective directive technique of 3D animation in Virtual Reality -Focus on Interactive short using 3D Animation making of Unreal Engine- (가상현실에서 효과적인 3차원 영상 연출을 위한 연구 -언리얼 엔진의 영상 제작을 이용한 인터렉티브 쇼트 중심으로-)

  • Lee, Jun-soo
    • Cartoon and Animation Studies
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    • s.47
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    • pp.1-29
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    • 2017
  • 360-degree virtual reality has been a technology that has been available for a long time and has been actively promoted worldwide in recent years due to development of devices such as HMD (Head Mounted Display) and development of hardware for controlling and executing images of virtual reality. The production of the 360 degree VR requires a different mode of production than the traditional video production, and the matters to be considered for the user have begun to appear. Since the virtual reality image is aimed at a platform that requires enthusiasm, presence and interaction, it is necessary to have a suitable cinematography. In VR, users can freely enjoy the world created by the director and have the advantage of being able to concentrate on his interests during playing the image. However, the director had to develope and install the device what the observer could concentrate on the narrative progression and images to be delivered. Among the various methods of transmitting images, the director can use the composition of the short. In this paper, we will study how to effectively apply the technique of directing through the composition of this shot to 360 degrees virtual reality. Currently, there are no killer contents that are still dominant in the world, including inside and outside the country. In this situation, the potential of virtual reality is recognized and various images are produced. So the way of production follows the traditional image production method, and the shot composition is the same. However, in the 360 degree virtual reality, the use of the long take or blocking technique of the conventional third person view point is used as the main production configuration, and the limit of the short configuration is felt. In addition, while the viewer can interactively view the 360-degree screen using the HMD tracking, the configuration of the shot and the connection of the shot are absolutely dependent on the director like the existing cinematography. In this study, I tried to study whether the viewer can freely change the cinematography such as the composition of the shot at a user's desired time using the feature of interaction of the VR image. To do this, 3D animation was created using a game tool called Unreal Engine to construct an interactive image. Using visual scripting of Unreal Engine called blueprint, we create a device that distinguishes the true and false condition of a condition with a trigger node, which makes a variety of shorts. Through this, various direction techniques are developed and related research is expected, and it is expected to help the development of 360 degree VR image.

A Study on the Oral Health Behavior of High School Students in Jeolla-bukdo (전북지역 일부 고등학생의 구강보건형태에 관한 연구)

  • Yu, Mi-Sun;Goo, Kyong-Mi;Kim, Jeong-Suk
    • Journal of dental hygiene science
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    • v.9 no.2
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    • pp.225-230
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    • 2009
  • This study executed questionnaire 388 high school boy students in Jeolla-bukdo Namwon from June 9, 2008 to 20th prepares basic data about boy student's oral health behavior, and examines closely the connection factor and plans oral health promotion. Questionnaire distributed getting classroom teacher's cooperation and reclaimed through classroom teacher after make questionnaire by students. The collected data executed Chi-square test and descriptive statistics using SPSS program and the result is as following. 1. Response that responded that students of 61.1% are 2 times in toothbrushing number of times on 1 day, and appeared by thing which 69.1% does toothbrushing most much after way in the morning, and cleans up and down by toothbrushing method was the most by 36.6%. A student of only 8.5% was using auxiliary oral hygiene devices. 2. The oral medical examination and treatment engine use experience rate was 93.6%, and students of 82.9% do treatment as reason by last oral medical examination and treatment use purpose and did coming to help. The 1 year within use experience rate was 47.7%, and students of 77.1% were satisfied for medical examination and treatment. 3. Toothbrushing frequency of smoked students appeared low compared to students woo do not smoke, and students, who do drinking, was expose toothbrushing number by 3 limes compared to students who do not. 4. The activity limitation experience rate by oral disease was 16.0%, and the year absence experience rate was 5.2%, and the studies achievement hindrance experience rate appeared by 13. 1%. As a result, is considered to strengthen on-time oral medical examination and oral health education, and need prevention and policy of early treatment putting first.

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An Exploratory Study on Smart Wearable and Game Service Design for U-Silver Generation: U-Hospital Solution for the Induction of Interest to Carry Out Personalized Exercise Prescription (U-실버세대를 위한 스마트 웨어러블 및 연동 게임의 서비스 디자인 방안 탐색: 개인 맞춤형 운동처방 실행을 위한 흥미 유도 목적의 U-Hospital 솔루션)

  • Park, Su Youn;Lee, Joo Hyeon
    • Science of Emotion and Sensibility
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    • v.22 no.1
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    • pp.23-34
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    • 2019
  • The U-Healthcare era has evolved with the development of the Internet of things (IoT) in the early stages of being connected as a society. Already, many changes such as increased well-being and the extension of human life are becoming evident across cultures. Korea entered the growing group of aging societies in 2017, and its silver industry is expected to grow rapidly by adopting the IoT of a super-connected society. In particular, the senior shift phenomenon has resulted in increased interest in the promotion of the health and well-being of the emergent silver generation which, unlike the existing silver generation, is highly active and wields great economic power. This study conducted in-depth interviews to investigate the characteristics of the new silver generation, and to develop the design for a wearable serious game that intends to boost the interest of the elderly in exercise and fitness activities according to their personalized physical training regimes as prescribed by the U-Hospital service. The usage scenario of this wearable serious game for the 'U-silver generation' is derived from social necessity. Medical professionals can utilize this technology to conduct health examinations and to monitor the rehabilitation of senior patients. The elderly can also use this tool to request checkups or to interface with their healthcare providers. The wearable serious game is further aimed at mitigating concerns about the deterioration of the physical functions of the silver generation by applying personalized exercise prescriptions. The present investigation revealed that it is necessary to merge the on / off line community activities to meet the silver generation's daily needs for connection and friendship. Further, the sustainability of the serious game must be enhanced through the inculcation of a sense of accomplishment as a player rises through the levels of the game. The proposed wearable serious game is designed specifically for the silver generation that is inexperienced in using digital devices: simple game rules are applied to a familiar interface grounded on the gourmet travels preferred by the target players to increase usability.

Mediating Roles of Attachment for Information Sharing in Social Media: Social Capital Theory Perspective (소셜 미디어에서 정보공유를 위한 애착의 매개역할: 사회적 자본이론 관점)

  • Chung, Namho;Han, Hee Jeong;Koo, Chulmo
    • Asia pacific journal of information systems
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    • v.22 no.4
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    • pp.101-123
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    • 2012
  • Currently, Social Media, it has widely a renown keyword and its related social trends and businesses have been fastly applied into various contexts. Social media has become an important research area for scholars interested in online technologies and cyber space and their social impacts. Social media is not only including web-based services but also mobile-based application services that allow people to share various style information and knowledge through online connection. Social media users have tendency to common identity- and bond-attachment through interactions such as 'thumbs up', 'reply note', 'forwarding', which may have driven from various factors and may result in delivering information, sharing knowledge, and specific experiences et al. Even further, almost of all social media sites provide and connect unknown strangers depending on shared interests, political views, or enjoyable activities, and other stuffs incorporating the creation of contents, which provides benefits to users. As fast developing digital devices including smartphone, tablet PC, internet based blogging, and photo and video clips, scholars desperately have began to study regarding diverse issues connecting human beings' motivations and the behavioral results which may be articulated by the format of antecedents as well as consequences related to contents that people create via social media. Social media such as Facebook, Twitter, or Cyworld users are more and more getting close each other and build up their relationships by a different style. In this sense, people use social media as tools for maintain pre-existing network, creating new people socially, and at the same time, explicitly find some business opportunities using personal and unlimited public networks. In terms of theory in explaining this phenomenon, social capital is a concept that describes the benefits one receives from one's relationship with others. Thereby, social media use is closely related to the form and connected of people, which is a bridge that can be able to achieve informational benefits of a heterogeneous network of people and common identity- and bonding-attachment which emphasizes emotional benefits from community members or friend group. Social capital would be resources accumulated through the relationships among people, which can be considered as an investment in social relations with expected returns and may achieve benefits from the greater access to and use of resources embedded in social networks. Social media using for their social capital has vastly been adopted in a cyber world, however, there has been little explaining the phenomenon theoretically how people may take advantages or opportunities through interaction among people, why people may interactively give willingness to help or their answers. The individual consciously express themselves in an online space, so called, common identity- or bonding-attachments. Common-identity attachment is the focus of the weak ties, which are loose connections between individuals who may provide useful information or new perspectives for one another but typically not emotional support, whereas common-bonding attachment is explained that between individuals in tightly-knit, emotionally close relationship such as family and close friends. The common identify- and bonding-attachment are mainly studying on-offline setting, which individual convey an impression to others that are expressed to own interest to others. Thus, individuals expect to meet other people and are trying to behave self-presentation engaging in opposite partners accordingly. As developing social media, individuals are motivated to disclose self-disclosures of open and honest using diverse cues such as verbal and nonverbal and pictorial and video files to their friends as well as passing strangers. Social media context, common identity- and bond-attachment for self-presentation seems different compared with face-to-face context. In the realm of social media, social users look for self-impression by posting text messages, pictures, video files. Under the digital environments, people interact to work, shop, learn, entertain, and be played. Social media provides increasingly the kinds of intention and behavior in online. Typically, identity and bond social capital through self-presentation is the intentional and tangible component of identity. At social media, people try to engage in others via a desired impression, which can maintain through performing coherent and complementary communications including displaying signs, symbols, brands made of digital stuffs(information, interest, pictures, etc,). In marketing area, consumers traditionally show common-identity as they select clothes, hairstyles, automobiles, logos, and so on, to impress others in any given context in a shopping mall or opera. To examine these social capital and attachment, we combined a social capital theory with an attachment theory into our research model. Our research model focuses on the common identity- and bond-attachment how they are formulated through social capitals: cognitive capital, structural capital, relational capital, and individual characteristics. Thus, we examined that individual online kindness, self-rated expertise, and social relation influence to build common identity- and bond-attachment, and the attachment effects make an impact on both the willingness to help, however, common bond seems not to show directly impact on information sharing. As a result, we discover that the social capital and attachment theories are mainly applicable to the context of social media and usage in the individual networks. We collected sample data of 256 who are using social media such as Facebook, Twitter, and Cyworld and analyzed the suggested hypotheses through the Structural Equation Model by AMOS. This study analyzes the direct and indirect relationship between the social network service usage and outcomes. Antecedents of kindness, confidence of knowledge, social relations are significantly affected to the mediators common identity-and bond attachments, however, interestingly, network externality does not impact, which we assumed that a size of network was a negative because group members would not significantly contribute if the members do not intend to actively interact with each other. The mediating variables had a positive effect on toward willingness to help. Further, common identity attachment has stronger significant on shared information.

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