• Title/Summary/Keyword: kiosk

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An User-Friendly Kiosk System Based on Deep Learning (딥러닝 기반 사용자 친화형 키오스크 시스템)

  • Su Yeon Kang;Yu Jin Lee;Hyun Ah Jung;Seung A Cho;Hyung Gyu Lee
    • Journal of Korea Society of Industrial Information Systems
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    • v.29 no.1
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    • pp.1-13
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    • 2024
  • This study aims to provide a customized dynamic kiosk screen that considers user characteristics to cope with changes caused by increased use of kiosks. In order to optimize the screen composition according to the characteristics of the digital vulnerable group such as the visually impaired, the elderly, children, and wheelchair users, etc., users are classified into nine categories based on real-time analysis of user characteristics (wheelchair use, visual impairment, age, etc.). The kiosk screen is dynamically adjusted according to the characteristics of the user to provide efficient services. This study shows that the system communication and operation were performed in the embedded environment, and the used object detection, gait recognition, and speech recognition technologies showed accuracy of 74%, 98.9%, and 96%, respectively. The proposed technology was verified for its effectiveness by implementing a prototype, and through this, this study showed the possibility of reducing the digital gap and providing user-friendly "barrier-free kiosk" services.

Development of User Interface for Motion-based Screen Sports Game (체감형 스크린 스포츠 게임 유저 인터페이스 개발)

  • Yoo, Wang-Yun;Oh, Jong-Hwan
    • Journal of Korea Game Society
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    • v.17 no.1
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    • pp.109-118
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    • 2017
  • The screen sports game is a motion-based game developed by combining the PC game and the sensor so that the user can directly participate in the game. Following screen golf, which was very popular in the 2000s, screen baseball has been on the rise since 2016. Most of the games released today employ the interface of traditional PC games. However, there is a need for a method that allows the user to manipulate the screen baseball in a more intuitive manner. In this study, we utilize a Kiosk independent of the game, which enables users to intervene naturally without disturbing the flow of the game. Such a Kiosk-based interface results in increased immersion in the game.

Consumers' Resistance and Continued Use Intention of Self-service Kiosk (셀프서비스 키오스크에 대한 소비자의 저항 및 지속사용의도의 결정 요인)

  • Kim, Hyo-Jung;Lee, Jin-Myong
    • Human Ecology Research
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    • v.58 no.3
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    • pp.401-416
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    • 2020
  • Service providers have introduced interactive devices such as self-service kiosks to provide convenient and efficient services to consumers. Self-service kiosks are one of the most diverse technological forms of self-service technologies that provide control and freedom to consumers as well as reduce the frustration of line-ups. This study explores the predictors of consumer resistance and continued use intention with regard to self-service kiosks. It adopts three constructs on the following variables: perceived innovation characteristics, consumer characteristics, and gamification. An online self-administered survey was conducted, and 343 users of self-service kiosk services, aged between 20 and 59, were included in the analysis. The study used the SPSS 23.0 program to perform a descriptive analysis along with, t-test, ANOVA, correlation analysis, and regression analysis. First, convenience, controllability, and gamification negatively influenced consumer resistance to self-service kiosks. Second, human alienation and sociability positively influenced consumer resistance to self-service kiosks. Third, convenience and gamification positively influenced the continued use intention with regard to self-service kiosks. Last, the risk of functionality, human alienation, and sociability negatively influenced continued use intention with regard to self-service kiosks. The results contribute to the literature because few studies have examined what drives the resistance of users and continued use intention with regard to self-service kiosks. It also provides service providers and practitioners with insights and strategies on how to overcome consumer resistance.

A Security Vulnerability Analysis for Printer Kiosks (무인 복합 출력기 솔루션의 취약성 분석)

  • Ji, Woojoong;Kim, Hyoungshick
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.29 no.1
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    • pp.165-174
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    • 2019
  • They are frequently used today in public places such as street, subway, school or library. Since users can sometimes print documents that contain confidential data using Printer Kiosks, the devices should store and manage the documents securely. In this paper, we identify potential security threats in Printer Kiosks and suggest practical attack scenarios that can take place. To show the feasibility of suggested attack, we analyzed network traffic that were generated by the real Printer Kiosk device. As a result of our analysis, we have found that attackers can access other users' scanned files and access other users' documents from Printer Kiosk's home page. We confirmed that using our attack, we could retrieve other users' personal data.

Piosk : A Practical Kiosk To Prevent Information Leakage

  • Lee, Suchul;Lee, Sungil;Oh, Hayoung;Han, Seokmin
    • International journal of advanced smart convergence
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    • v.8 no.2
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    • pp.77-87
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    • 2019
  • One of important concerns in information security is to control information flow. It is whether to protect confidential information from being leaked, or to protect trusted information from being tainted. In this paper, we present Piosk (Physical blockage of Information flow Kiosk) that addresses both the problems practically. Piosk can forestall and prevent the leakage of information, and defend inner tangible assets against a variety of malwares as well. When a visitor who carries a re-writable portable storage device, must insert the device into Piosk installed next to the security gate. Then, Piosk scans the device at the very moment, and detects & repairs malicious codes that might be exist. After that, Piosk writes the contents (including sanitized ones) on a new read-only portable device such as a compact disk. By doing so, the leakage of internal information through both insiders and outsiders can be prevented physically. We have designed and prototyped Piosk. The experimental verification of the Piosk prototype implementation reveals that, Piosk can accurately detect every malware at the same detection level as Virus Total and effectively prevent the leakage of internal information. In addition, we compare Piosk with the state-of-the-art methods and describe the special advantages of Piosk over existing methods.

A Development of an Low Cost Smart Parcel Service System with Enhanced Security (보안을 강화한 저비용 스마트 택배시스템의 융복합 기술개발)

  • Kim, Keunsik;Kim, Jong-Hoon
    • Journal of Convergence for Information Technology
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    • v.8 no.6
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    • pp.193-199
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    • 2018
  • The commonly used delivery system for online merchandise has potential problems, not only missing but also criminal case. Also, the contemporary Kiosk type approach for delivery system has some problems in an initial installation cost, expense of management system and especially security weaknesses in the wireless communication. To resolve these issues, this paper is proposing a securely unmaned smart locker system that can handle up to 64 parcels. This is easily controlled and monitored by a smartphone. In addition to the system, an algorithm is proposed to make the security of wireless communications better. Finally, a method is proposed to minimize the cost of delivery by using centralized server.

A Study on the Refinement of a University's Information Display for User-oriented Contents -Focused on Yong In University- (대학홍보용 인포메이션 디스플레이의 이용자중심 콘텐츠개발 개선방향에 대한 연구 -용인대학교를 중심으로-)

  • Park, Jinhee
    • Journal of Digital Convergence
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    • v.17 no.9
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    • pp.383-389
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    • 2019
  • The purpose of this study was to investigate the information display at Yong In University through the use of field observations and surveys to improve the facility that adheres to the user's comfort and accessibility. The study has found that the arrangement of importance of subjects that are more relevant to the intended audience and the placement of the information kiosk at places where people would stay for longer durations have higher chances of absorbing the information provided in the kiosk. Though the study has been investigated in a limited setting of Yong In University, the broader implications of this study can be extend to public spaces that also provide information kiosks.

Development of Smart Kiosk for Controlling and Monitoring (제어 및 모니터링을 위한 스마트 키오스크 개발)

  • Kim, Jin-Sa
    • Journal of the Korean Institute of Electrical and Electronic Material Engineers
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    • v.35 no.2
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    • pp.160-164
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    • 2022
  • In this paper, through the development of a smart panel (LCD kiosk) controller, contents to develop a system that can be operate in a desired environment by operating the window control and ventilation facilities according to the automatic controller operation based on the set values such as temperature, humidity, sunlight, and rainfall. In particular, the MQTT protocol-based sensor module can be directly manufactured and applied at any time based on various communication and power sources such as wireless, wired, and PLC (power line communication) to obtain the desired data, as well as fire, power failure, and intrusion in the house. It is also a system that enables operation and monitoring from a remote location based on the cloud environment by connecting sensors. Kiosks are currently being used in many places, and the demand for them is on the rise, and an active influx of young people can be expected through environmental improvement. It is expected to increase interest and understanding for improvement.

Ordering system for the disabled and the weak using a KIOSK with speech recognition technology (키오스크를 이용한 장애인 및 약자를 위한 음성인식 주문시스템)

  • Lee, Hyo-Jai;Hong, Changho;Cho, Sung Ho;Yoon, Chaiwon;Kim, Dongwan;Choi, Seunghwa
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2021.05a
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    • pp.544-546
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    • 2021
  • Recently, the number of unmanned stores is increasing due to COVID-19. In unmanned stores, payments are mainly made using kiosks, but some people with physical disabilities or people with disabilities who use wheelchairs are not easy to use it. Also, young children and the elderly are also having difficulty using new technologies such as kiosks as they get older. In this study, in order to compensate for these problems, we intend to design and implement a system capable of performing order by a speech recognition function as well as a visual system when a user interacts with a kiosk.

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User Behavior Model Based on Shooting Photograph Interaction for Funology ; Focused on 'PhoDoSee' Kiosk (퍼놀로지를 위한 사진 촬영 인터랙션 기반에서의 사용자 행태 모델 ; '포도씨' 키오스크를 중심으로)

  • Kim, Hanjae;Kwon, Jieun
    • Cartoon and Animation Studies
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    • s.36
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    • pp.643-667
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    • 2014
  • Recently, shooting photographs have become highly popular among general public and been used by various media such as digital camera, mobile, and kiosk. We could find that users prefer to Funology which is combined by fun and hardware technology on emotional point of view. Shooting photographs attracts user participation and makes effect of design to expand. The goal of this study is to classify user actions in a electronic kiosk which includes digital photography function based on the perspective of Funology and to bulit user behaviors model. Therefore user group model will be defined, and then interaction design guidelines of shooting photographs will be proposed. For this research, first of all, the concepts of Funology and user interaction with taking photographs are classified to three types which is based on literature investigation. Secondly, "Phodosee" kiosk is examined with Funology design elements which have been categorized beforehand. Then user's behaviors which are shown their interaction with "Phodosee" kiosk are observed and analyzed using video ethnography based on Funology perspectives. Finally, four persona models are suggested based on user's behaviors as follows; 1) to avoid being taken photography, 2) to try to shoot photography, 3) to participate shooting photography and 4) to lead others to take photography. To summarize this study, effects and limitations of Funology design elements using digital photography are discussed and guideline is suggested to improve user experience design.