• Title/Summary/Keyword: mobile contents

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Beauty Education of University Considering the Characteristics of Generation Z (Z세대의 특성을 고려한 대학의 미용교육)

  • Oh, Seo-Hyun;Nah, Ken
    • Journal of the Korea Convergence Society
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    • v.10 no.9
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    • pp.153-159
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    • 2019
  • With the development of related industries, there is a growing demand for the training of beauty professionals. At a time when there is a growing social interest in Cosmetology, there is a need to review functional Beauty Education. Generation Z, born after 1995, has the characteristics of a 'Digital Native' and is expected to be the main driver of future consumption. This study is intended to propose the orientation of Beauty Education of University considering the characteristics of the digital generation, Generation Z, in an era of declining school-age population. The results from the preceding and literary studies are as follows: First, Generation Z regards cosmetology as fun tool for self-realization. Second, Beauty Education of University should be designed as a creative curriculum combined with psychology, philosophy, aesthetics, etc., as well as acquiring professional skills. Third, it is believed that the learner-centered Beauty Education method using mobile video contents will be effective. Since the discussion of Beauty Education considering the characteristics of Generation Z is still in its early stages, further research on the direction of Education needs to be made in the future.

Recognition of Bill Form using Feature Pyramid Network (FPN(Feature Pyramid Network)을 이용한 고지서 양식 인식)

  • Kim, Dae-Jin;Hwang, Chi-Gon;Yoon, Chang-Pyo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.25 no.4
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    • pp.523-529
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    • 2021
  • In the era of the Fourth Industrial Revolution, technological changes are being applied in various fields. Automation digitization and data management are also in the field of bills. There are more than tens of thousands of forms of bills circulating in society and bill recognition is essential for automation, digitization and data management. Currently in order to manage various bills, OCR technology is used for character recognition. In this time, we can increase the accuracy, when firstly recognize the form of the bill and secondly recognize bills. In this paper, a logo that can be used as an index to classify the form of the bill was recognized as an object. At this time, since the size of the logo is smaller than that of the entire bill, FPN was used for Small Object Detection among deep learning technologies. As a result, it was possible to reduce resource waste and increase the accuracy of OCR recognition through the proposed algorithm.

A Study on User Experience Design of Personalized OTT Content Preview (개인 맞춤형 OTT 콘텐츠 미리보기의 사용자 경험 디자인 연구)

  • Kim, Hyun-Woo;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.19 no.7
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    • pp.283-287
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    • 2021
  • The purpose of this study is to analyze personalized contents and previews of OTT service based on user experience and to suggest the improvements of the preview viewing experience. Current domestic OTT mobile applications were researched to find out how services are offering content. Plus, the 20s-30s were recruited to analyze user experience. An online survey and in-depth interview were conducted by using Stephen P. Anderson's Creating Pleasurable Interface Model. As a result, preview help users to select content but it doesn't suit their taste. Also, the preview is hard to watch however they want. Therefore, it can be inferred that the preview requires the function for improving efficiency, preference, and accessibility. This study is expected to be used as research material on user experience or preview experience of OTT content.

A Study on the Library Activation Plan Using Autonomous Objects (자율사물을 활용한 도서관 활성화 방안 연구)

  • Noh, Younghee;Shin, Youngji
    • Journal of Korean Library and Information Science Society
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    • v.52 no.1
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    • pp.27-54
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    • 2021
  • This study examines the overall contents of robots, drones, and autonomous driving that can be applied to libraries among autonomous objects, and proposes a plan that can be introduced and applied to libraries in the future based on this. As a result of the study, in the case of the building, robots and drones can be used to apply from collection inspection, collection transport, collection arrangement, collection classification, book location guidance, book recommendation, loan/return, library general guidance, and reference information service. Outside of the building, robots, drones, and autonomous vehicles can be used for book delivery service, book return service, and unmanned mobile libraries. This study is a basic research for the introduction and application of autonomous objects in the library, and follow-up studies such as perception survey and application model development for systematic introduction should be conducted in the future.

Learning data preprocessing technique for improving indoor positioning performance based on machine learning (기계학습 기반의 실내 측위 성능 향상을 위한 학습 데이터 전처리 기법)

  • Kim, Dae-Jin;Hwang, Chi-Gon;Yoon, Chang-Pyo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.24 no.11
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    • pp.1528-1533
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    • 2020
  • Recently, indoor location recognition technology using Wi-Fi fingerprints has been applied and operated in various industrial fields and public services. Along with the interest in machine learning technology, location recognition technology based on machine learning using wireless signal data around a terminal is rapidly developing. At this time, in the process of collecting radio signal data required for machine learning, the accuracy of location recognition is lowered due to distorted or unsuitable data for learning. In addition, when location recognition is performed based on data collected at a specific location, a problem occurs in location recognition at surrounding locations that are not included in the learning. In this paper, we propose a learning data preprocessing technique to obtain an improved position recognition result through the preprocessing of the collected learning data.

Design of Hybrid V2X Communication Platform for Evaluation of Commercial Vehicle Autonomous Driving and Platooning (상용차 자율 군집 주행 평가를 위한 하이브리드 V2X 통신 플랫폼 설계)

  • Jin, Seong-keun;Jung, Han-gyun;Kwak, Jae-min
    • Journal of Advanced Navigation Technology
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    • v.24 no.6
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    • pp.521-526
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    • 2020
  • In this paper, we propose a design method and process for hybrid V2X communication platform that combines WAVE communication and LTE-V2X communication which are C-ITS communication protocols for vehicle environments and Legacy LTE communication which is a commercial mobile communication for evaluating the autonomous platooning platform of commercial vehicles. For a safe and efficient autonomous platooning platform, an low-latency communication function based on C-ITS communication is required, and to control it, commercial communication functions such as Legacy LTE, which can be connected at all times, are required. In order to evaluate such a system, the evaluation equipment must have the same level of communication performance or higher. The main design contents presented in this paper will be applied to the implementation of hybrid V2X terminals for functional evaluation.

Indoor positioning method using WiFi signal based on XGboost (XGboost 기반의 WiFi 신호를 이용한 실내 측위 기법)

  • Hwang, Chi-Gon;Yoon, Chang-Pyo;Kim, Dae-Jin
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.1
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    • pp.70-75
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    • 2022
  • Accurately measuring location is necessary to provide a variety of services. The data for indoor positioning measures the RSSI values from the WiFi device through an application of a smartphone. The measured data becomes the raw data of machine learning. The feature data is the measured RSSI value, and the label is the name of the space for the measured position. For this purpose, the machine learning technique is to study a technique that predicts the exact location only with the WiFi signal by applying an efficient technique to classification. Ensemble is a technique for obtaining more accurate predictions through various models than one model, including backing and boosting. Among them, Boosting is a technique for adjusting the weight of a model through a modeling result based on sampled data, and there are various algorithms. This study uses Xgboost among the above techniques and evaluates performance with other ensemble techniques.

Ultimate-Game Automatic Trace and Analysis System Using IoT (사물인터넷 기반 얼티미트 경기 자동추적 및 분석 시스템)

  • Lim, Jea Yun
    • KIPS Transactions on Software and Data Engineering
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    • v.11 no.1
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    • pp.59-66
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    • 2022
  • In this paper, by applying IoT technology to the Ultimate game, which is one of the games using Flyingdisc, the process of the game is traced based on the players and the flyingdisc, and a comprehensive relationship analysis between players is performed on the results of the game. A WiFi module with built-in GPS is attached in the players and flyingdisc. The player's ID, latitude/longitude values received from GPS and time are stored in the database in realtime during the game. Process informations of the game is also stored in the database at the same time using mobile Ultimate game App. Based on this informations after the game is over, we developed a system that can perform comprehensive analysis of the game contents. By using the informations stored in the database, the player-based game process and the flyingdisc-based scoring process are visualized in the virtual playground. Various game result informations for players are graphically analyzed using Python.

Implementation of Digital Game-based Learning Feature for Package Tour Management Application (패키지 투어 관리 애플리케이션을 위한 디지털 게임 기반의 학습 기능 구현)

  • Wahyutama, Aria Bisma;Hwang, Mintae
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.7
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    • pp.1004-1012
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    • 2022
  • This paper contains the implementation of a game as a feature of a package tour management application with the Digital Game-based Learning approach that helps tourists learn about tourism spots. The game is written in Java language for an Android smartphone that is designed to be integrated with Content Management System (CMS) to manage the game's contents and assets. The game contains one tourism spots introductory level and five quiz game levels with each having a reward (points) and punishment (time penalty) system, then summed the results to obtain the total score from all levels. The total score will determine a tourist's performance and be listed on an online leaderboard to increase competitiveness among tourists. The conducted performance evaluation of the game shows satisfactory results of 0.9 seconds of response time from the database to the game. Implementing the game presented in this paper will potentially reduce the burden of the tour guide and increase the efficiency of managing the tour group.

Trace element levels and selenium uptake in cereals grown in lower Austria

  • Sager M.;Hoesch J.
    • 한국지구물리탐사학회:학술대회논문집
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    • 2003.11a
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    • pp.479-492
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    • 2003
  • Wheat, barley, rye, and maize were grown in field and pot experiments at various non-contaminated soils in order to establish uptake rates for added selenate, and to find baseline concentrations for various soil types. Edible parts (grains) and stalks of the crops were analyzed separately for Se, as well as for Ca, Cu, Fe, Mn, P, S, and Zn. The addition of Na-selenate in admixture with the NPK 20:8:8 fertilizer had no influence on the composition of the other elements investigated. The proportions of added nitrate: selenate, and sulfate:selenate were kept constant. The Se- uptake rate differed among the cereals tested, it was highest for winter wheat. Utilization of added Se in the field ranged from $0,4-4,7\%$, and and in the pots from $3,3-5,4\%$, it was markedly lower in clay soil. Whereas P and Zn were preferably found in the grains, Ca-Fe-Mn-S got enriched in the stalks. For the fields, the location had some influence upon Fe, Mn, and Zn, whereas it was not important for P, S, Cu, and strikingly, Ca. Pot and field experiments on similar soils led to different results, except for P and S. Maize (whole grains) was significantly lower in Ca, Cu, and Mn, and might even cause trace element deficiencies, if exclusively fed. Few correlations between the trace elements investigated led to the conclusion that most element contents were governed by plant metabolism. Variations of mobile Fe in the soils were balanced by uptake into the stalks. The data are compared with data from other presumably non-contaminated sites.

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