• Title/Summary/Keyword: digital feedback

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Deep Learning Algorithm and Prediction Model Associated with Data Transmission of User-Participating Wearable Devices (사용자 참여형 웨어러블 디바이스 데이터 전송 연계 및 딥러닝 대사증후군 예측 모델)

  • Lee, Hyunsik;Lee, Woongjae;Jeong, Taikyeong
    • Journal of Korea Society of Industrial Information Systems
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    • v.25 no.6
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    • pp.33-45
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    • 2020
  • This paper aims to look at the perspective that the latest cutting-edge technologies are predicting individual diseases in the actual medical environment in a situation where various types of wearable devices are rapidly increasing and used in the healthcare domain. Through the process of collecting, processing, and transmitting data by merging clinical data, genetic data, and life log data through a user-participating wearable device, it presents the process of connecting the learning model and the feedback model in the environment of the Deep Neural Network. In the case of the actual field that has undergone clinical trial procedures of medical IT occurring in such a high-tech medical field, the effect of a specific gene caused by metabolic syndrome on the disease is measured, and clinical information and life log data are merged to process different heterogeneous data. That is, it proves the objective suitability and certainty of the deep neural network of heterogeneous data, and through this, the performance evaluation according to the noise in the actual deep learning environment is performed. In the case of the automatic encoder, we proved that the accuracy and predicted value varying per 1,000 EPOCH are linearly changed several times with the increasing value of the variable.

A Study on Residents' Perception and Evaluation of Urban Greenway -Centered on the Greenway of Zhengzhou Dongfeng Canal- (도시 그린웨에이 대한 감지(感知)와 평가 연구 -정주시(郑州市) 동풍거(东风渠) 그린웨이를 중심으로-)

  • Zhang, Lin;Moon, Jeong-Min
    • Journal of Digital Convergence
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    • v.20 no.5
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    • pp.919-929
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    • 2022
  • As a new type of healthy public space, greenway users carry out leisure activities, exercise, sightseeing and necessary transportation in greenway. However, at present, there is little research on greenway users' evaluation and perception of greenway, and there is no comprehensive exploration of Greenway environment from a humanistic perspective. Combined with the research and actual situation of the existing representative greenways in Chinese cities, this paper refers to a large number of documents, applies the semantic difference method and multiple regression analysis method, analyzes the current situation of the Dongfengqu greenway, explores the influencing factors and impact evaluation of the greenway environment from the perspective of greenway users' perception, and puts forward suggestions on the optimization of the greenway environment in Zhengzhou from multiple levels. The main conclusion of this paper comes from the data conclusion obtained by semantic difference method, which is feasible in the resident evaluation of greenway use. The feedback results of post use evaluation can provide a reliable reference for the planning and design of similar greenways in the future.

The Effects of Adult Literacy Learners' Understanding and Satisfaction Through the Use of ARCS-Based Distance Literacy Education (ARCS 전략을 적용한 원격 문해교육이 성인문해학습자의 이해도 및 만족도에 미치는 영향)

  • Lee, Kyoung-Yang;Kim, Sun-Mi
    • Journal of Digital Convergence
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    • v.20 no.1
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    • pp.25-32
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    • 2022
  • The purpose of this study was conducted to develop adult distance literacy education program and verify its effects. The program was developed through the examination on factors affecting online literacy education and necessary analysis and feedback. Pre- and post-tests analyzing the effects of distance literacy education measuring academic understanding factor, learner satisfaction and satisfactory levels on the academic were administered to 49 adult literacy learners before and after a distance literacy education course. Also, this paper try to explore learners who participated in distance literacy education experience, change and that meaning. The results of the content analysis on the program are summarized as follows. First, there were statistically significant differences regarding academic understanding factor, learner satisfaction and perceived learning outcome satisfaction variables since distance literacy education program which is based on ARCS model start. In addition, learners were satisfied with replaying the learning videos several times, and the improved ability to use smart devices. But they expressed regrets about not being able to go to school and the difficulty of using the devices. It means that distance literacy education based on the ARCS model draw a positive learning conclusion. On the basis of these results, suggestions for further research were discussed.

Plan to revitalize social and environmental education to improve the effectiveness of carbon neutrality in Jeju Special Self-Governing Province (제주특별자치도의 탄소중립 실효성 제고를 위한 사회환경교육 활성화 방안)

  • Kyung-Sam Moon;Tai-Hyun Ha
    • Journal of Digital Convergence
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    • v.22 no.1
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    • pp.1-14
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    • 2024
  • In order to improve the effectiveness of carbon neutrality in Jeju Special Self-Governing Province, this study identifies the current state of social environmental education through literature research, excluding school environmental education being implemented in elementary, middle, and high schools in the province, and identifies shortcomings or problems. The purpose is to establish a plan to systematically and integratedly operate social environmental education, and the derived plan can be used as a guide to change environmental awareness and induce eco-friendly behavior to improve the effectiveness of carbon neutrality. As a result of the study, Jeju Special Self-Governing Province established a consultative body with environmental education institutions, organizations and expert groups operating dispersed throughout the province through the substantial operation and support of the environmental education center currently being entrusted, to identify the current status and develop content necessary for establishing environmental education policies, establishing a platform to enable information sharing, role division, regular communication, empathy, and policy feedback, and on-site environmental education centered on the field to stimulate emotions and personalize environmental problems so that environmental problems can be properly recognized. Emphasizing the necessity.

Embodiment in Digital Animation in Relation to Media Aesthetics (디지털 애니메이션 체현에 관한 매체미학적 고찰)

  • Cheon, Hea-Hyun
    • Cartoon and Animation Studies
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    • s.41
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    • pp.533-552
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    • 2015
  • The environment of images in VR-based animation is constructed to generate and promote interactivity between the images and the viewer without any physical space like a screen, or a monitor. In this process, the images and the viewer are combined as a complex through the media technology, that is, an interface. And it is far more in the case of the animation consisted of the bio-feedback interface closely connecting with the body of viewer. As a result, the viewer experiences a permeable interaction between ego and images world, namely virtual reality. That is different from the way of seeing and interpreting the images from a distance. So it needs to analyse the perception of viewer in the world of virtual images. This paper examines the complex phenomena of both the VR-based animation and the viewer mediated by the interface in light of Media Aesthetics. Media Aesthetics is effective in analysing the phenomena of VR-based animation, for it is concerned with the perception of viewer mediated by the media technology. The perception in VR-based animation is a full-body immersion, or embodied immersion, and it is different from the contemplative immersion in that it is remediated continuously by the technological apparatus. The viewer as an immersant, especially with a bio-feedback interface, can immediately touch and control the images in VR-based animation. Such an immersion, therefore, is new every single moment. And the world of VR-based animation is ultimately constructed through the viewer's full-body, or embodied immersion crossing between the virtual and the real. So the animation is not interpreted, but embodied. And the meaning of it is constructed and reconstructed by the viewer's embodied immersion as an immersant. Here, a new frame of animation more oriented to the viewer's participation as an full-body immersant can be created.

A Study of Quality Improvement Methods of Archival Contents Service - With as the Central Figure of Cases among Korea and England and Japan - (기록정보콘텐츠의 품질향상 방안 연구 - 한국·영국·일본의 사례비교를 중심으로 -)

  • Yang, In-Ho
    • The Korean Journal of Archival Studies
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    • no.23
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    • pp.87-139
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    • 2010
  • Unlike in the past, a new paradigm has been presented which the use of records is much more important than the preservation of those in the present. It will be necessary for users to signalizes the value of records and to make themselves easily accessible to records in order that records should be more effectively used. To meet the needs of the times, it is the very 'Contents' that starts to attract public attention. National Archives in England produces and provides contents utilizing multi-media by using digital technology on various sorts of archives which England has. In addition to England, Asian Historical Records center in Japan in Japan makes Archival Contents Service reflecting users' needs and continues to update the latest contents. What is more, National Archives of Korea has recently promoted the introduction of digital archive by the change of archival paradigm in records management, and it is giving an impetus to the development of contents in the digital archive. In fact, it is crucial to keep as many contents as possible and to give service to public, but it will not be possible to get positive response from public and to offer much higher level of archival information service until the quality of contents is highly improved. Accordingly, this manuscript analyzed the feature and type of contents which National Archives of Korea provides with cases of both TNA in England and Asian Historical Records center in Japan, each of which has different characteristics. Also, it dealt with several methods of the usage of contents in those organizations. Furthermore, this study explained what kind of contents and feedback are given to users. Moreover, it divided the components of contents of three institutions as mentioned into three by information provided and evaluated the quality of contents by establishing the details of contents. In addition, there were implications for archives with regard to reference for building contents.

Wearable Computers

  • Cho, Gil-Soo;Barfield, Woodrow;Baird, Kevin
    • Fiber Technology and Industry
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    • v.2 no.4
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    • pp.490-508
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    • 1998
  • One of the latest fields of research in the area of output devices is tactual display devices [13,31]. These tactual or haptic devices allow the user to receive haptic feedback output from a variety of sources. This allows the user to actually feel virtual objects and manipulate them by touch. This is an emerging technology and will be instrumental in enhancing the realism of wearable augmented environments for certain applications. Tactual displays have previously been used for scientific visualization in virtual environments by chemists and engineers to improve perception and understanding of force fields and of world models populated with the impenetrable. In addition to tactual displays, the use of wearable audio displays that allow sound to be spatialized are being developed. With wearable computers, designers will soon be able to pair spatialized sound to virtual representations of objects when appropriate to make the wearable computer experience even more realistic to the user. Furthermore, as the number and complexity of wearable computing applications continues to grow, there will be increasing needs for systems that are faster, lighter, and have higher resolution displays. Better networking technology will also need to be developed to allow all users of wearable computers to have high bandwidth connections for real time information gathering and collaboration. In addition to the technology advances that make users need to wear computers in everyday life, there is also the desire to have users want to wear their computers. In order to do this, wearable computing needs to be unobtrusive and socially acceptable. By making wearables smaller and lighter, or actually embedding them in clothing, users can conceal them easily and wear them comfortably. The military is currently working on the development of the Personal Information Carrier (PIC) or digital dog tag. The PIC is a small electronic storage device containing medical information about the wearer. While old military dog tags contained only 5 lines of information, the digital tags may contain volumes of multi-media information including medical history, X-rays, and cardiograms. Using hand held devices in the field, medics would be able to call this information up in real time for better treatment. A fully functional transmittable device is still years off, but this technology once developed in the military, could be adapted tp civilian users and provide ant information, medical or otherwise, in a portable, not obstructive, and fashionable way. Another future device that could increase safety and well being of its users is the nose on-a-chip developed by the Oak Ridge National Lab in Tennessee. This tiny digital silicon chip about the size of a dime, is capable of 'smelling' natural gas leaks in stoves, heaters, and other appliances. It can also detect dangerous levels of carbon monoxide. This device can also be configured to notify the fire department when a leak is detected. This nose chip should be commercially available within 2 years, and is inexpensive, requires low power, and is very sensitive. Along with gas detection capabilities, this device may someday also be configured to detect smoke and other harmful gases. By embedding this chip into workers uniforms, name tags, etc., this could be a lifesaving computational accessory. In addition to the future safety technology soon to be available as accessories are devices that are for entertainment and security. The LCI computer group is developing a Smartpen, that electronically verifies a user's signature. With the increase in credit card use and the rise in forgeries, is the need for commercial industries to constantly verify signatures. This Smartpen writes like a normal pen but uses sensors to detect the motion of the pen as the user signs their name to authenticate the signature. This computational accessory should be available in 1999, and would bring increased peace of mind to consumers and vendors alike. In the entertainment domain, Panasonic is creating the first portable hand-held DVD player. This device weight less than 3 pounds and has a screen about 6' across. The color LCD has the same 16:9 aspect ratio of a cinema screen and supports a high resolution of 280,000 pixels and stereo sound. The player can play standard DVD movies and has a hour battery life for mobile use. To summarize, in this paper we presented concepts related to the design and use of wearable computers with extensions to smart spaces. For some time, researchers in telerobotics have used computer graphics to enhance remote scenes. Recent advances in augmented reality displays make it possible to enhance the user's local environment with 'information'. As shown in this paper, there are many application areas for this technology such as medicine, manufacturing, training, and recreation. Wearable computers allow a much closer association of information with the user. By embedding sensors in the wearable to allow it to see what the user sees, hear what the user hears, sense the user's physical state, and analyze what the user is typing, an intelligent agent may be able to analyze what the user is doing and try to predict the resources he will need next or in the near future. Using this information, the agent may download files, reserve communications bandwidth, post reminders, or automatically send updates to colleagues to help facilitate the user's daily interactions. This intelligent wearable computer would be able to act as a personal assistant, who is always around, knows the user's personal preferences and tastes, and tries to streamline interactions with the rest of the world.

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Patterns in the Use and Perception of Digital Breast Tomosynthesis: A Survey of Korean Breast Radiologists (디지털 유방 토모신테시스에 대한 국내 사용 현황과 인식에 관한 설문조사 연구)

  • Eun Young Chae;Joo Hee Cha;Hee Jung Shin;Woo Jung Choi;Jihye Kim;Sun Mi Kim;Hak Hee Kim
    • Journal of the Korean Society of Radiology
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    • v.83 no.6
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    • pp.1327-1341
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    • 2022
  • Purpose To evaluate the pattern of use and the perception of digital breast tomosynthesis (DBT) among Korean breast radiologists. Materials and Methods From March 22 to 29, 2021, an online survey comprising 27 questions was sent to members of the Korean Society of Breast Imaging. Questions related to practice characteristics, utilization and perception of DBT, and research interests. Results were analyzed based on factors using logistic regression. Results Overall, 120 of 257 members responded to the survey (response rate, 46.7%), 67 (55.8%) of whom reported using DBT. The overall satisfaction with DBT was 3.31 (1-5 scale). The most-cited DBT advantages were decreased recall rate (55.8%), increased lesion conspicuity (48.3%), and increased cancer detection (45.8%). The most-cited DBT disadvantages were extra cost for patients (46.7%), insufficient calcification characterization (43.3%), insufficient improvement in diagnostic performance (39.2%), and radiation dose (35.8%). Radiologists reported increased storage requirements and interpretation time for barriers to implementing DBT. Conclusion Further improvement of DBT techniques reflecting feedback from the user's perspective will help increase the acceptance of DBT in Korea.

The Influence of Altering Mobile Phone Interface on the Generation of Mental Model (모바일 폰의 인터페이스 변경이 멘탈모델 형성에 미치는 영향)

  • Park, Ye-Jin;Kim, Bon-Han
    • Science of Emotion and Sensibility
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    • v.11 no.4
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    • pp.575-588
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    • 2008
  • This study is to inquire respective patterns of mental models caused by wrongful usages which can be experienced when a user who is used to a keypad-based mobile phone starts using a touch screen mobile phone and to find out the features of the user's logical process of correcting such wrongful usages to a new mental model. In addition, design improvement to be considered for easy generation of the mental model regarding touch screen mobile phones was reviewed in this study. We set up test subjects for the most frequently used seven high priority functions among touch screen phone functions and carried out the subject assessment together with interview surveys after the video observation experiment. Our test results show that test subjects who were used to keypad-based mobile phones tend to use operation knowledge related to the computer operational system(Window) or the web browse, navigation including Tap or Double Tap in order to correct the mental model when a wrongful usage is made. In addition, the result of comparison and analysis of the subject assessment and the video observation experiment data shows that wrongful usages of touch screen mobile phones mostly occurred in the field of 'information feedback' and 'navigation' among mobile phone components.

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The Impact of Changes in Social Information Processing Mechanism on Social Consensus Making in the Information Society (정보화사회에 있어서 사회적 정보처리 메커니즘의 변화가 사회적 컨센서스 형성에 미치는 영향에 대한 연구)

  • Jin, Seung-Hye;Kim, Yong-Jin
    • Information Systems Review
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    • v.13 no.3
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    • pp.141-163
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    • 2011
  • The advancement of information technologies including the Internet has affected the way of social information processing as well as brought about the paradigm shift to the information society. Accordingly, it is very important to study the process of social information processing over the digital media through which social information is generated, distributed, and led to social consensus. In this study, we analyze the mechanism of social information processing, identify a process model of social consensus and institutionalization of the results, and finally propose a set of information processing characteristics on the internet media. We deploy the ethnographic approach to analyze the meaning of group behavior in the context of society to analyze two major events which happened in Korean society. The formation process of social consensus is found to consist of 5 steps: suggestion of social issues, selective reflection on public opinion, acceptance of the issues and diffusion, social consensus, and institutionalization and feedback. The key characteristics of information processing in the Internet is grouped into proactive response to an event, the changes in the role of opinion leader, the flexibility of proposal and analysis, greater scalability, relevance to consensus making, institutionalization and interaction. This study contributes to the literature by proposing a process model of social information processing which can be used as the basis for analyzing the social consensus making process from the social network perspective. In addition, this study suggests a new perspective where the utility of the Internet media can be understood from the social information processing so that other disciplines including politics, communications, and management can improve the decision making performance in utilizing the Internet media.