• Title/Summary/Keyword: contents access

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Development of Digital Contents for ADHD Treatment Specialized for VR-based Children

  • Dae-Won Park;Chun-Ok Jang
    • International Journal of Advanced Culture Technology
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    • v.11 no.3
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    • pp.302-309
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    • 2023
  • This study aimed to develop a VR-based digital therapeutic intervention for the diagnosis and treatment of ADHD. The research combined medical data with virtual reality technology to develop an algorithm for ADHD diagnostic scales and implemented a VR-based digital therapeutic platform using a head-mounted display (HMD). This platform can be used for the diagnosis and treatment of ADHD in children and adolescents. Additionally, we four VR games were developed, including archery timing, Antarctic exploration, grocery shopping, and rhythm-based drumming(RBD), incorporating various psychiatric treatment techniques based on cognitive-behavioral therapy(CBT). To evaluate the usability of this digital therapeutic intervention, a group of experts specialized in counseling psychology participated in the study. The evaluations received highly positive feedback regarding the ability to access the system menu while wearing the HMD, the consistency of terminology used in menus and icons, the usage of actual size for 3D graphic elements, and the support for shortcut key functionality. The assessments also indicated that the games could improve attention, working memory, and impulse control, suggesting potential therapeutic effects for ADHD. This intervention could provide a daily treatment method for families experiencing financial constraints that limit hospital-based therapies, thereby reducing the burden.

A Study on Web Accessibility Evaluation (웹 접근성 평가에 관한 연구)

  • Kwon, Young-Jik;Zhang, Hongwei
    • Journal of Korea Society of Industrial Information Systems
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    • v.14 no.5
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    • pp.155-168
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    • 2009
  • A website should be developed by considering web accessibility for being possible to access the Internet without any difficulties through the Web. In order to do this, after evaluating web accessibility with targeted 15 web sites based on KWCAG 1.0 which is a guideline of Korean type web contents accessibility and WCAG 2.0 which is a guideline of W3C's web serviceability by using KADO-WAH 2.0, this paper suggests improvements of web accessibility after deriving problems of web accessibility according to a web site type.

Edge Computing-Based Medical Information Platform for Automatic Authentication Using Patient Situations

  • Gyu-Sung Ham;Mingoo Kang;Suck-Tae Joung;Su-Chong Joo
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.17 no.4
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    • pp.1049-1065
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    • 2023
  • Recently, with the development of IoT, AI, and mobile terminals, medical information platforms are expanding. The medical information platform can determine a patient's emergency situation, and medical staff can easily access patient information through a mobile terminal. However, in the existing platform, emergency situation decision is delayed, and faster and stronger authentication is required in emergency situations. Therefore, we propose an edge computing-based medical information platform for automatic authentication using patient situations. We design an edge computing-based medical information platform architecture capable of rapid transmission of biometric data of IoT and quick emergency situation decision, and implement the platform data flow in emergency situations. Relying on this platform, we propose the automatic authentication using patient situations. The automatic authentication protects patient information through patient-centered authentication by using the patient's situation as an authentication factor, and enables quick authentication by automatically proceeding with mobile terminal authentication after user authentication in emergencies without user intervention. We compared the proposed platform with existing platforms to show that it can make quick and stable emergency decisions. In addition, comparing the automatic authentication with existing authentication showed that it is fast and protects medical information centered on patient situations in emergency situations.

SaaS application mashup based on High Speed Message Processing

  • Chen, Zhiguo;Kim, Myoungjin;Cui, Yun
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.16 no.5
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    • pp.1446-1465
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    • 2022
  • Diversified SaaS applications allow users more choices to use, according to their own preferences. However, the diversification of SaaS applications also makes it impossible for users to choose the best one. Furthermore, users can't take advantage of the functionality between SaaS applications. In this paper, we propose a platform that provides an SaaS mashup service, by extracting interoperable service functions from SaaS-based applications that independent vendors deploy and supporting a customized service recommendation function through log data binding in the cloud environment. The proposed SaaS mashup service platform consists of a SaaS aggregation framework and a log data binding framework. Each framework was concreted by using Apache Kafka and rule matrix-based recommendation techniques. We present the theoretical basis of implementing the high-performance message-processing function using Kafka. The SaaS mashup service platform, which provides a new type of mashup service by linking SaaS functions based on the above technology described, allows users to combine the required service functions freely and access the results of a rich service-utilization experience, using the SaaS mashup function. The platform developed through SaaS mashup service technology research will enable various flexible SaaS services, expected to contribute to the development of the smart-contents industry and the open market.

A Study on Information Needs of Senior Users and Service Improvement in Public Library (공공도서관 시니어 이용자의 정보이용요구 조사 및 서비스 개선방안 연구)

  • Oh, Euikyung;Park, Ok Nam
    • Journal of the Korean Society for Library and Information Science
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    • v.56 no.1
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    • pp.449-472
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    • 2022
  • The purpose of this study is to investigate the information need of senior users of public libraries and to present ways to improve senior services based on this. To this end, demographics and public library statistics were analyzed, and opinions and demands on book collection, programs, services, and spaces were investigated for senior users of Gangseo-gu libraries. The survey was conducted with surveys and interviews, and based on the results of the survey, it was suggested that the improvement of senior service should be carried out to customized contents collection, program connecting the past, present and future, services with enhanced access and publicity and securing dedicated space for seniors.

A System for Automatic Classification of Traditional Culture Texts (전통문화 콘텐츠 표준체계를 활용한 자동 텍스트 분류 시스템)

  • Hur, YunA;Lee, DongYub;Kim, Kuekyeng;Yu, Wonhee;Lim, HeuiSeok
    • Journal of the Korea Convergence Society
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    • v.8 no.12
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    • pp.39-47
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    • 2017
  • The Internet have increased the number of digital web documents related to the history and traditions of Korean Culture. However, users who search for creators or materials related to traditional cultures are not able to get the information they want and the results are not enough. Document classification is required to access this effective information. In the past, document classification has been difficult to manually and manually classify documents, but it has recently been difficult to spend a lot of time and money. Therefore, this paper develops an automatic text classification model of traditional cultural contents based on the data of the Korean information culture field composed of systematic classifications of traditional cultural contents. This study applied TF-IDF model, Bag-of-Words model, and TF-IDF/Bag-of-Words combined model to extract word frequencies for 'Korea Traditional Culture' data. And we developed the automatic text classification model of traditional cultural contents using Support Vector Machine classification algorithm.

Automatic TV Program Recommendation using LDA based Latent Topic Inference (LDA 기반 은닉 토픽 추론을 이용한 TV 프로그램 자동 추천)

  • Kim, Eun-Hui;Pyo, Shin-Jee;Kim, Mun-Churl
    • Journal of Broadcast Engineering
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    • v.17 no.2
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    • pp.270-283
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    • 2012
  • With the advent of multi-channel TV, IPTV and smart TV services, excessive amounts of TV program contents become available at users' sides, which makes it very difficult for TV viewers to easily find and consume their preferred TV programs. Therefore, the service of automatic TV recommendation is an important issue for TV users for future intelligent TV services, which allows to improve access to their preferred TV contents. In this paper, we present a recommendation model based on statistical machine learning using a collaborative filtering concept by taking in account both public and personal preferences on TV program contents. For this, users' preference on TV programs is modeled as a latent topic variable using LDA (Latent Dirichlet Allocation) which is recently applied in various application domains. To apply LDA for TV recommendation appropriately, TV viewers's interested topics is regarded as latent topics in LDA, and asymmetric Dirichlet distribution is applied on the LDA which can reveal the diversity of the TV viewers' interests on topics based on the analysis of the real TV usage history data. The experimental results show that the proposed LDA based TV recommendation method yields average 66.5% with top 5 ranked TV programs in weekly recommendation, average 77.9% precision in bimonthly recommendation with top 5 ranked TV programs for the TV usage history data of similar taste user groups.

Research on the Structure of 4 Panel Comic Strips and Rhetoric Expression for the Education of Comic Contents: with of Kyunghyangsinmoon (만화콘텐츠 교육을 위한 네칸만화 구조와 수사법 연구: 경향신문 <장도리>를 중심으로)

  • Park, Keong-Cheol
    • Cartoon and Animation Studies
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    • s.19
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    • pp.17-35
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    • 2010
  • We can say that there are several majors in the course of cartoon education of college; cartoon, manpyung, 4 panel comic strips, editorial cartoon, webtoon and so on. Among them, this study starts with concrete question; "How can we encourage students to understand 4 panel comic strips better in the educational course of 4 panel comic strips?" 4 panel comic strips divided into two groups, depending on the materials. The first is daily cartoon which depicts the emotion in daily life. The second is editorial cartoon which deals with the problems of society in the ironical and witty way. Judging from my own thoughts that it would be better in the understanding and analysis of structures to take editorial cartoon in which materials are confined to social problems, this study treats rhetoric expression and structures of 4 panel comic strips. Introduction, development, turn and conclusion of "Jangdori" on Kyunghyangsinmoon are good materials for this study. So, "Jangdori" is in the center of this study. The objective of this study is to provide knowledge in creating 4 panel comic strips with the understanding the area of 4 panel comic strips through the analysis of the rhetoric expression and structures of this field. Even though this study has a limit, no access to daily 4 panel comic strips, I hope that this study would be a little help in any places in which the education of 4 panel comic strips is needed as a part of a course of cartoon in college.

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Automatic Recommendation of (IP)TV programs based on A Rank Model using Collaborative Filtering (협업 필터링을 이용한 순위 정렬 모델 기반 (IP)TV 프로그램 자동 추천)

  • Kim, Eun-Hui;Pyo, Shin-Jee;Kim, Mun-Churl
    • Journal of Broadcast Engineering
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    • v.14 no.2
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    • pp.238-252
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    • 2009
  • Due to the rapid increase of available contents via the convergence of broadcasting and internet, the efficient access to personally preferred contents has become an important issue. In this paper, for recommendation scheme for TV programs using a collaborative filtering technique is studied. For recommendation of user preferred TV programs, our proposed recommendation scheme consists of offline and online computation. About offline computation, we propose reasoning implicitly each user's preference in TV programs in terms of program contents, genres and channels, and propose clustering users based on each user's preferences in terms of genres and channels by dynamic fuzzy clustering method. After an active user logs in, to recommend TV programs to the user with high accuracy, the online computation includes pulling similar users to an active user by similarity measure based on the standard preference list of active user and filtering-out of the watched TV programs of the similar users, which do not exist in EPG and ranking of the remaining TV programs by proposed rank model. Especially, in this paper, the BM (Best Match) algorithm is extended to make the recommended TV programs be ranked by taking into account user's preferences. The experimental results show that the proposed scheme with the extended BM model yields 62.1% of prediction accuracy in top five recommendations for the TV watching history of 2,441 people.

Analysis of Serious Game Elements of the Contents for Smart Device Based First-Aid Education (스마트 기기 기반 응급 처치 교육 콘텐츠의 기능성 게임 요소 분석 연구)

  • Suh, Dong-hee
    • Cartoon and Animation Studies
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    • s.47
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    • pp.273-294
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    • 2017
  • Korea has suffered numerous casualties due to a lot of accidents caused by safety insufficiency in recent years. Therefore, safety education is more important than ever before, and 'how to educate with what contents' is an important subject. Especially, experience education is effective rather than theoretical education because of the nature of safety education. However, it is not easy to design and develop these safety education programs. There is not much opportunity to access first-aid training, which is a part of safety education, unless it is compulsory to learn through public institutions. As a result, program utilization on safety education in Korea is still insufficient to what it should be. With that taken into account, this study proposed an effective serious game with fun and immersion for medical first-aid education. To do this, we analyzed five medical games through 20 cases of first-aid applications and elicited five factors that enhance the usability of serious games. With an analysis of five medical games, we selected one game to borrow the game rules, and applied the elicited five elements in the forms of level-up structure, iterative learning, compensation outcomes, competition system, and information transfer. The proposed medical education functional games should have 1) a character that plays a role of a patient, 2) a narrative flow that shows the situation, 3) the user should judge the situation and induce first aid. 4) compensation, levels, and simple repetition should be designed, and 5) information should be shared with the others in the given community. The results of this study is believed to contribute to enhance the medical emergency education in Korea.