• 제목/요약/키워드: everyday life information

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안면인식 시스템을 탑재한 출입문 자동제어 시스템 설계 (Design of Image Processing System Additional into Automatic Access Control Door)

  • 이재웅;장종욱
    • 한국정보통신학회:학술대회논문집
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    • 한국정보통신학회 2017년도 추계학술대회
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    • pp.261-263
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    • 2017
  • 미래형 공상과학영화인 SF영화를 보면은 미래의 문의 모습을 쉽게 접 할 수 있다. 사람이 힘을 들여 문열 열지 않아도 시스템상 알아서 문이 열리고 닫힌다. 현재도 이러한 문은 쉽게 찾아 볼 수 있다. 하지만 사람에 대한 인식이 불가능 한 과거에는 그저 유동인구가 많은 백화점이나 마트 등 공공장소에서만 이용이 되어 왔다. 하지만 현재 많은 연구가 이루어지고 있으며 많은 발전을 거듭해온 영상처리 기술을 융합함으로써, 개인의 생활에 침해 받지 않으며 아무나 출입이 불가능한 자동출입문을 구현 함으로써, 일상생활에 좀 더 편리성을 추구한다.

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일상적 만남의 담화분석을 통한 정보탐색행위에 관한 연구: 기러기엄마를 중심으로 (A Study on the Information Seeking Behavior through the Discourse Analysis of Casual Interactions among Wild-Goose Mothers)

  • 박주범;정동열
    • 정보관리학회지
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    • 제29권2호
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    • pp.93-112
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    • 2012
  • 본 연구는 일상생활 정보탐색의 맥락에서 개인에게 생활의 모니터링 도구로 기능할 수 있는 주변 사람과의 반복적 접촉인 일상적 만남에 대해 탐색한 연구이다. 의도적 정보행위와 비의도적 정보행위의 조합인 일상적 만남의 특성을 밝히기 위해 일상생활 정보탐색 이론에 관한 연구를 바탕으로 9명의 기러기엄마와 일대일 면접을 수행하였다. 결론적으로 일상적 만남에서의 정보요구, 정보탐색과정, 정보탐색행위의 특성 등을 밝혀내고, 연구 참여자의 해석에 기초한 일상적 만남의 레퍼토리를 분석함으로써 정보원으로서의 가치를 살펴보았다.

후급성기 뇌손상 환자를 위한 인지재활 프로그램의 개발 (Development of an Integrative Cognitive Rehabilitation Program for Brain Injured Patients in the Post-acute Stage)

  • 오현수;김영란;서화숙;서연옥
    • 대한간호학회지
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    • 제35권2호
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    • pp.270-282
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    • 2005
  • Purpose: This study was conducted to develop a comprehensive cognitive rehabilitation program that can be easily applied to brain injured patients by family members or nurses in community or hospital settings. Methods: A Systemic literature review design was used. Thirty-three related studies were reviewed. Result: Based on the results of the literature review, the training tasks for attention were designated to enhancing 4 hierarchical areas, i.e., focused, selective, alternating, and divided attention. On the other hand, the memory rehabilitation tasks mainly consisted of mnemonic skills, such as the association method which helps patients memorize given information by linking together common attributes, the visual imagery method, and self-instruction method. The problem solving rehabilitation program included a task of games or plays which stimulated the patients' curiosity and interest. The training tasks for problem solving were to encourage the process of deriving reasonable solutions for a problematic situation resembling real problems that the patients were faced with in their everyday life. Conclusion: It is expected that the cognitive rehabilitation program developed from this study could help patients having difficulty in their every day life, due to a reduced cognitive ability resulting from brain injury, to effectively adapt to every day life.

가족가치관과 생활문화의 세대 비교: 가족의례를 중심으로 (Generational Comparisons of Family Values and Family Life Culture with Respect to Family Rituals)

  • 옥선화;진미정
    • 대한가정학회지
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    • 제49권4호
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    • pp.67-76
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    • 2011
  • This study had two goals: 1) to explore generational differences in traditional family rituals and 2) to investigate the association between family values and family rituals. Using survey data from 500 married men and women in their 20s to 60s, we classified three generations: 1) 1941-1950 birth cohort (aged 59-68), 2) 1951-1970 birth cohort (aged 39-58), and 3) 1971 and later cohort (aged 38 or less). These generations represented post-colonialism, modernization, and the information era in Korea, respectively. The results demonstrated that birth-related traditional family rituals had been maintained across the generations. Ancestor worship was less likely to be observed by later generations. Further, the way in which family values was associated with family rituals differed across the generations, indicating that traditional family values had different influences on everyday family life culture across generations.

Media, Sociality, and Aging Process A Study of Aging Process through New Media in Select Areas of Kolkata

  • Dhar, Debarati
    • Asian Journal for Public Opinion Research
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    • 제5권3호
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    • pp.204-227
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    • 2018
  • This paper seeks to interrogate the very assumption of "sociality" in social media at a conceptual level and substantiate it with the help of information collected on aged people's use of conventional media $vis-{\grave{a}}-vis$ so called "social media" from the field work. Although global literature has written the obituary of mass media and promoted the "sociality" of social media, one needs to critically engage with such statement. Such statements have been an outcome of the established status of the "post broadcast" model of media where conventional media is in existence for some time and accessible to everyone in society. Further, this paper seeks to explore the interplay of new media in the life of the aged population in select areas of Kolkata city in the state of West Bengal, India. There are few studies on the ageing population's use of new media in the Indian context. While many of the studies reveal the new media literacy among the youth, this is unimportant as both the new media and the youth are relatively young as a field of research in media studies in India. What is missed in the earlier studies is, how new media plays an important function in the life of the aged population. How do older adults engage with the skilling and deskilling process of media literacy in their everyday life? And finally, do new media provide an extension to their on-going social relations? With the help of substantive details, the present study addresses the aforementioned queries.

20, 30대 이혼 남녀의 이혼 후 적응에 영향을 미치는 변수 (A Study of Divorce Adjustment of Divorced Men and Women in their 20s and 30s -focus on Life Satisfaction and Health-)

  • 옥선화;성미애
    • 대한가정학회지
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    • 제42권11호
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    • pp.167-187
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    • 2004
  • This study investigated the post-divorce adjustment level, by focusing on life satisfaction, health, stress and resource factors, for divorced men and women in their 20s and 30s. Also, it examined how these factors affect life satisfaction and health. For this empirical analysis, data were collected from 114 divorced men and 112 divorced women, living in the Seoul metropolitan area, from 23rd Sep. to 20th Oct., 2002. The questionnaire for the survey dealt with demographic information, life satisfaction, health, stress and resource factor scales. The major findings of the research project were as follows.: first, the life satisfaction and health levels of the divorced men and women were low. Especially, divorced women had more physical and psychological problems than men. Second, the divorced men's satisfaction was affected by pre-divorce life events and education level, whereas the divorced women's satisfaction was affected by subjective economic dissatisfaction, pre-divorce tfe events, everyday life level when they were divorced, and social support. Finally, the attitude toward divorce of significant others and pre-divorce life events were important variables for the divorced men's health, whereas attachment toward ex-spouse, pre-divorce life events, pre-divorce marital conflict and social support were affectable variables for the divorced women's health. The results of current research are expected to contribute to the divorce adjustment programs according to gender.

스마트폰중독이 정신건강, 학교생활, 대인관계에 미치는 영향 - K대 대학생을 중심으로 (The influence of smartphone addiction on mental health, campus life and personal relations - Focusing on K university students)

  • 최현석;이현경;하정철
    • Journal of the Korean Data and Information Science Society
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    • 제23권5호
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    • pp.1005-1015
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    • 2012
  • 스마트폰이 2009년 국내에 첫 출시된 이후 사용이 보편화됨에 따라 일상생활에서 편리해진 점은 많으나 여러 가지 사회문제를 야기하고 있다. 본 연구는 대학생들의 스마트폰 이용실태를 조사하고 대학생들의 스마트폰중독 정도에 따른 문제점과 정신건강, 학교생활, 대인관계의 상호관계를 파악한다. 스마트폰중독을 예방하기 위한 방안을 제시하여 대학생들의 스마트폰중독 해결을 위한 기초 자료로 활용하고자 한다. 연구결과 스마트폰중독 현상은 정신건강, 대인관계, 학교생활 등 여러 방면에서 문제를 발생시키는 것으로 나타났다. 스마트폰중독은 대인관계에 대한 직접효과도 유의하지만 정신건강이라는 매개와 학교생활이라는 매개에 의한 간접효과도 유의하게 나타났다.

Design and Implementation of Room Finding Application using VR

  • Park, Eunju;Kim, Juryeong;Lim, Hankyu
    • Journal of Multimedia Information System
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    • 제4권3호
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    • pp.151-156
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    • 2017
  • As Internet services have spread centering on mobiles, diverse services used in everyday life have become mobile services. For humans, residential spaces have significant implications as physical and psychological environments. Therefore, being provided with accurate information on the room that must be sought to find out the residential space wanted by the user can be said to be an important element of real estate apps. However, when buying real estate, people prefer searching for information using mobiles and verifying the information by visiting the real estate firsthand due to increases in damage due to false offerings. This way approaches as inconvenience in cases where the buyer lives far away or if the conditions are not suitable. Therefore, in the present study, a 'room finding application using VR' was designed and implemented using virtual reality (VR) used for diverse purposes. VR is a technology that provides the user with the sense of presence as if the user is actually present in the space. It was used in the present study as a means to provide more accurate information. The use of the application designed and implemented in the present study is expected to reduce false offerings information at least slightly so that users can be provided with more accurate information on the real estate of interest.

조선소 야드 블록 물류 시뮬레이션을 위한 GIS 정보 체계 연구 (A Study on GIS Information System for Shipbuilding Yard Block Logistics Simulation)

  • 김상훈;이용길;우종훈;임현규
    • 대한조선학회논문집
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    • 제55권2호
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    • pp.116-123
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    • 2018
  • These days, geographic information system has released in everyday life and industries. However, the shipyard only uses it to manage the layout of the yard. In this study, we apply the Geographic Information System to shipbuilding block logistics simulation to analyse the behavior of bogies and forklifts carrying blocks and materials in the shipyard. The shipyard manages daily block logistics plans at the execution planning stage. However, since it is a daily plan, it is difficult to respond to an unexpected situation immediately, and application to judge a certain value or higher value is insufficient. Therefore, a simulation model was created using the shape and attribute information inherent in the geographic information system to verify and improve the block logistics of the mid-and long-term yards. Through this simulation model, we will analyse loads on the workplace, stockyard, and road, and contribute to overall logistics improvement from the point of view of resource planning. In addition, the results of the simulation are reflected in the planning, to help support various decisions.

구글 카드보드와 블루투스 컨트롤러를 이용한 스몸비(스마트폰 좀비) VR 체험 게임 (Implementation of the Smombie (smartphone zombie) VR experience game using Google Cardboard and Bluetooth controller)

  • 김지현;서미혜;양선영;이보현;진이슬;박수이;박정규
    • 한국정보통신학회:학술대회논문집
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    • 한국정보통신학회 2017년도 추계학술대회
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    • pp.212-215
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    • 2017
  • 본 논문에서는 보행 중 스마트폰 사용의 위험성 알림 및 경각심 고취를 위해 VR 게임을 제작하였다. VR 게임에서 구글 카드보드와 블루투스 컨트롤러를 이용해 스몸비(스마트폰과 좀비의 합성어)를 실제 상황처럼 체험할 수 있다. 일상적인 소재의 길 찾기 게임으로 설계하여 사용자는 일상 속에서 실제로 발생할 수 있는 위험 상황들을 간접적으로 경험한다. 가상공간 속에서 스마트폰 지도를 보면서 길을 찾아가고 컨트롤러를 이용해 메시지를 보낼 수 있다. VR 게임의 주요 기능인 스마트폰 지도 구현과 컨트롤러를 이용한 메시지 보내기 게임 구현 방법을 자세히 설명한다.

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