• Title/Summary/Keyword: smartphone device

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Using IoT and Apache Spark Analysis Technique to Monitoring Architecture Model for Fruit Harvest Region (IoT 기반 Apache Spark 분석기법을 이용한 과수 수확 불량 영역 모니터링 아키텍처 모델)

  • Oh, Jung Won;Kim, Hangkon
    • Smart Media Journal
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    • v.6 no.4
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    • pp.58-64
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    • 2017
  • Modern society is characterized by rapid increase in world population, aging of the rural population, decrease of cultivation area due to industrialization. The food problem is becoming an important issue with the farmers and becomes rural. Recently, the researches about the field of the smart farm are actively carried out to increase the profit of the rural area. The existing smart farm researches mainly monitor the cultivation environment of the crops in the greenhouse, another way like in the case of poor quality t is being studied that the system to control cultivation environmental factors is automatically activated to keep the cultivation environment of crops in optimum conditions. The researches focus on the crops cultivated indoors, and there are not many studies applied to the cultivation environment of crops grown outside. In this paper, we propose a method to improve the harvestability of poor areas by monitoring the areas with bad harvests by using big data analysis, by precisely predicting the harvest timing of fruit trees growing in orchards. Factors besides for harvesting include fruit color information and fruit weight information We suggest that a harvest correlation factor data collected in real time. It is analyzed using the Apache Spark engine. The Apache Spark engine has excellent performance in real-time data analysis as well as high capacity batch data analysis. User device receiving service supports PC user and smartphone users. A sensing data receiving device purpose Arduino, because it requires only simple processing to receive a sensed data and transmit it to the server. It regulates a harvest time of fruit which produces a good quality fruit, it is needful to determine a poor harvest area or concentrate a bad area. In this paper, we also present an architectural model to determine the bad areas of fruit harvest using strong data analysis.

Development of Wearable Physical Activity Monitoring System (웨어러블 신체 생체 활동 모니터링 시스템 개발)

  • Park, Eun-Ju;Park, Do-Young
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.11 no.1
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    • pp.34-39
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    • 2018
  • Along with the development of ICT technology, wearable devices of various sizes and shapes have been developed. In addition, performance and specifications are rebuilt with IOT fusion products so that they can connect with the current smartphone. This is one of the general-purpose technologies of the 4th industrial revolution, which is spot-lighted with technology that changes the quality and environment of our lives. Along with this, as new technology products combining health care technology increases, various functions are provided to users who need it. Wearable technology is ongoing trend of technology development. It also sells products developed as products in the form of smart watches. At present, various related products are made in various ways, and it is recommended to use the Arduino processor in accordance with the application. In this study, we developed wearable physical activity monitoring system using open source hardware based TinyDuino. TinyDuino is an ultra-compact Arduino compatible board made on the basis of Atmega process Board, and it can be programmed in open source integrated development environment(named Sketch). The physical activity monitoring system of the welfare body can be said to be a great advantage, as a smart u-Healthcare system that can perform daily health management.

Evaluation of Correlations in Copier's Button and Usability (복사기 조작버튼에 따른 사용성 상관관계 연구)

  • Ha, Kwang Soo
    • The Journal of the Korea Contents Association
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    • v.13 no.12
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    • pp.595-603
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    • 2013
  • Touchscreen is now installed in the majority of information devices thanks to the developed digital technology. In case of copiers, although touchscreen was installed earlier than any other information device, current user interface indicates that conventional methods have been maintained without any special re-validation. But, since common office devices such as copiers have brief usage time and clear, straightforward purposes, user experience between an user and device is perhaps an important element. Nevertheless, conservativeness of the market and the fact that users and buyers are not always the same are a stumbling block to actively changing UI. Recently, however, as hardware element, buttons, have moved to touchscreen mostly for smartphone, and common and public devices have seen rapid changes in UX, mostly with touchscreen, it has led to high demand for changes in UX of copiers. To remedy the issues with copiers, a literature review was conducted through existing studies and user evaluation based on user survey and prototype was done to examine the copier's UI elements and relevant changes in usage. In particular, a new direction for UX of copiers was suggested by analyzing the impact of differences between software button-oriented UI and hardware button-oriented UI on users and usability. This study findings could be used as basic data for improving the usability of future common devices including copier and UX design.

A Study on Physical Activity by Transportation Mode Using Heart Rate (심박수를 활용한 교통수단별 신체활동 정보 분석 연구)

  • Jeong, Eunbi;You, Soyoung Iris;Yu, Seung Min
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.19 no.4
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    • pp.100-115
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    • 2020
  • Recently, with the development of various sensors and communication technologies, the market for wearable devices capable of recording physical activity in connection with a smartphone is expanding. The purpose of this study is to analyze physical activity for each transportation modes in order to utilize wearable devices in the field of transportation. This study consists of three steps: data collection, basic statistical analysis, and physical activity analysis. Four adult males and females were recruited as investigators, and physical activity and route information were collected through Fitbit, a commercial wearable device. From the collected physical activity information, a percentage of heart rate reserve (%HRR) using a heart rate was derived and used for analysis. As a results, it was found that there is a statistically significant difference in heart rate for each transportation mode, and physical activity intensity is the highest when walking. In addition, the results of physical activity analysis for the case of using different routes for the same OD were presented. The results presented in this study are expected to be used as basic data for preparing public transportation activation policies and providing customized services for the future.

User Motion Recognition Healthcare System Using Smart-Band (스마트밴드를 이용한 사용자 모션인식 헬스 케어 시스템 구현)

  • Park, Jin-Tae;Hwang, Hyun-Seo;Yun, Jun-Soo;Park, Gyung-Soo;Moon, Il-Young
    • Journal of Advanced Navigation Technology
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    • v.18 no.6
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    • pp.619-624
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    • 2014
  • Nowadays there are various smart devices and development with the development of smart phones and that can be attached to the human body wearable computing device has been in the spotlight. In this paper, we proceeded developing wearable devices in watch type which can detect user's movement and developing a system which connects the wearable devices to smart TVs, or smart phones so that users can save and manage their physical information in those devices. Health care wearable devices already existing save information by connecting their systems to smart phones. And, smart TV health applications usually include motion detecting systems using cameras. However, there is a limit when connecting smart phone systems to different devices from various companies. Also, in case of smart TV, because some devices may not have cameras, there can be a limit for users who wants to connect their devices to smart TVs. Wearable device and user information collected by using the smart phone and when it is possible to exercise and manage anywhere. This information can also be confirmed by the smart TV applications. By using this system will be able to take advantage of the study of the behavior of the future work of the user more accurately be measured in recognition technology and other devices.

Changes of Acoustic Reflex Thresholds and Speech-In-Noise Perception Using Personal Listening Device Under Subway Interior Noise (지하철 실내 소음 하에서 음향기기 사용에 따른 음향반사역치와 소음 속 어음인지 변화)

  • Han, Woojae;Chun, Hyungi;Ma, Sunmi
    • The Journal of the Acoustical Society of Korea
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    • v.34 no.2
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    • pp.138-145
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    • 2015
  • Although it is well-known that environmental noise can lead to hearing loss in individuals, the true extent of subway noise effects in the general population remains poorly understood. The purpose of the present study is to see changes of acoustic reflex thresholds and speech perception scores when passengers listen to music presented from their personal listening device in the subway. Forty subjects with normal hearing participated being divided into two groups, experimental and control groups. As a baseline, all subjects were measured by acoustic reflex thresholds in five test frequencies and Korean speech perception in noise (KSPIN) test at 0 and -5 dB SNR. In the experiment, the control group read newspaper or magazine in the subway noise, whereas the experimental group listened to music presented from their smartphone under the subway noise through speakers at 73.45 dBA for 60 min. After completing the experiment, two groups also conducted both acoustic reflex thresholds and KSPIN tests in the same condition as the baseline. The results showed that there was a significant difference of correct percent in speech-in-noise test between experimental and control groups and of that between two signal-to-noise ratios, which means the double noise exposure of 60 min might cause some degradation of speech perception when noise increases compared to only subway noise condition that was not statistically significant difference. We concluded that a risk of some degraded speech perception ability would be expected when passengers have a habit of listening to music in the subway noisy situation for a long duration.

Automatic Video Editing Technology based on Matching System using Genre Characteristic Patterns (장르 특성 패턴을 활용한 매칭시스템 기반의 자동영상편집 기술)

  • Mun, Hyejun;Lim, Yangmi
    • Journal of Broadcast Engineering
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    • v.25 no.6
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    • pp.861-869
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    • 2020
  • We introduce the application that automatically makes several images stored in user's device into one video by using the different climax patterns appearing for each film genre. For the classification of the genre characteristics of movies, a climax pattern model style was created by analyzing the genre of domestic movie drama, action, horror and foreign movie drama, action, and horror. The climax pattern was characterized by the change in shot size, the length of the shot, and the frequency of insert use in a specific scene part of the movie, and the result was visualized. The model visualized by genre developed as a template using Firebase DB. Images stored in the user's device were selected and matched with the climax pattern model developed as a template for each genre. Although it is a short video, it is a feature of the proposed application that it can create an emotional story video that reflects the characteristics of the genre. Recently, platform operators such as YouTube and Naver are upgrading applications that automatically generate video using a picture or video taken by the user directly with a smartphone. However, applications that have genre characteristics like movies or include video-generation technology to show stories are still insufficient. It is predicted that the proposed automatic video editing has the potential to develop into a video editing application capable of transmitting emotions.

A Study on the Development of 3D Virtual Reality Campus Tour System for the Adaptation of University Life to Freshmen in Non-face-to-face Situation - Autonomous Operation of Campus Surrounding Environment and University Information Guide Screen Design Using Visual Focus Movement - (비대면 상황에서 신입생 대학생활적응을 위한 3차원 가상현실 캠퍼스 투어시스템 개발연구 - 시야초점의 움직임을 활용한 캠퍼스주변 환경의 자유로운 이동과 대학정보안내화면 GUI설계 -)

  • Lim, Jang-Hoon
    • Journal of Information Technology Applications and Management
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    • v.28 no.3
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    • pp.59-75
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    • 2021
  • This study aims to establish a foundation for autonomous driving on campus and communication of abundant university information in the HCI environment in a VR environment where college freshmen can freely travel around campus facilities. The purpose of this study is to develop a three-dimensional VR-style campus tour system to establish a media environment to provide abundant university information guidance services to freshmen in non-face-to-face situations. This study designed a three-dimensional virtual reality campus tour system to solve the problem of discontinuity in which VR360 filming space does not lead to space like reality, and to solve many problems of expertise in VR technology by constructing an integrated production environment of tour system. We aim to solve the problem of inefficiency, which requires a large amount of momentum in virtual space, by constructing a GUI that utilizes the motion of the field of view focus. The campus environment was designed as a three-dimensional virtual reality using a three-dimensional graphic design. In non-face-to-face situations, college freshmen freely transformed the HMD VR device, smartphone, FPS operation mode of the gyroscope sensor. The design elements of the three-dimensional virtual reality campus tour system were classified as ①Visualization of factual experiences, ②Continuity of space movement, ③Operation, automatic operation mode, ④Natural landscape animation, ⑤Animation according to wind direction, ⑥Actual space movement mode, ⑦Informatization of spatial understanding, ⑧GUI by experience environment, ⑨Text GUI by building, ⑩VR360, 3D360 Studio Environment, ⑪Three-dimensional virtual space coupling block module, ⑫3D360-3D Virtual Space Transmedia Zone, ⑬Transformable GUI(VR Device Dual Viewer-Gyro Sensor Full Viewer-FPS Operation Viewer) and an integrated production environment was established with each element. It is launched online (http://vautu.com/u1) by constructing a GUI for free driving mode and college information screens to adapt to college life for freshmen, and designing an environment that can be used simultaneously by current media such as PCs, Android, and iPads. Therefore, it conducted user research, held a development presentation, a forum on excellence in university innovation support projects, and applied it as a system on the website of a particular university. College freshmen will be able to experience university information directly from the web and app to the virtual reality campus environment.

Determinants of Mobile Application Use: A Study Focused on the Correlation between Application Categories (모바일 앱 사용에 영향을 미치는 요인에 관한 연구: 앱 카테고리 간 상관관계를 중심으로)

  • Park, Sangkyu;Lee, Dongwon
    • Journal of Intelligence and Information Systems
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    • v.22 no.4
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    • pp.157-176
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    • 2016
  • For a long time, mobile phone had a sole function of communication. Recently however, abrupt innovations in technology allowed extension of the sphere in mobile phone activities. Development of technology enabled realization of almost computer-like environment even on a very small device. Such advancement yielded several forms of new high-tech devices such as smartphone and tablet PC, which quickly proliferated. Simultaneously with the diffusion of the mobile devices, mobile applications for those devices also prospered and soon became deeply penetrated in consumers' daily lives. Numerous mobile applications have been released in app stores yielding trillions of cumulative downloads. However, a big majority of the applications are disregarded from consumers. Even after the applications are purchased, they do not survive long in consumers' mobile devices and are soon abandoned. Nevertheless, it is imperative for both app developers and app-store operators to understand consumer behaviors and to develop marketing strategies aiming to make sustainable business by first increasing sales of mobile applications and by also designing surviving strategy for applications. Therefore, this research analyzes consumers' mobile application usage behavior in a frame of substitution/supplementary of application categories and several explanatory variables. Considering that consumers of mobile devices use multiple apps simultaneously, this research adopts multivariate probit models to explain mobile application usage behavior and to derive correlation between categories of applications for observing substitution/supplementary of application use. The research adopts several explanatory variables including sociodemographic data, user experiences of purchased applications that reflect future purchasing behavior of paid applications as well as consumer attitudes toward marketing efforts, variables representing consumer attitudes toward rating of the app and those representing consumer attitudes toward app-store promotion efforts (i.e., top developer badge and editor's choice badge). Results of this study can be explained in hedonic and utilitarian framework. Consumers who use hedonic applications, such as those of game and entertainment-related, are of young age with low education level. However, consumers who are old and have received higher education level prefer utilitarian application category such as life, information etc. There are disputable arguments over whether the users of SNS are hedonic or utilitarian. In our results, consumers who are younger and those with higher education level prefer using SNS category applications, which is in a middle of utilitarian and hedonic results. Also, applications that are directly related to tangible assets, such as banking, stock and mobile shopping, are only negatively related to experience of purchasing of paid app, meaning that consumers who put weights on tangible assets do not prefer buying paid application. Regarding categories, most correlations among categories are significantly positive. This is because someone who spend more time on mobile devices tends to use more applications. Game and entertainment category shows significant and positive correlation; however, there exists significantly negative correlation between game and information, as well as game and e-commerce categories of applications. Meanwhile, categories of game and SNS as well as game and finance have shown no significant correlations. This result clearly shows that mobile application usage behavior is quite clearly distinguishable - that the purpose of using mobile devices are polarized into utilitarian and hedonic purpose. This research proves several arguments that can only be explained by second-hand real data, not by survey data, and offers behavioral explanations of mobile application usage in consumers' perspectives. This research also shows substitution/supplementary patterns of consumer application usage, which then explain consumers' mobile application usage behaviors. However, this research has limitations in some points. Classification of categories itself is disputable, for classification is diverged among several studies. Therefore, there is a possibility of change in results depending on the classification. Lastly, although the data are collected in an individual application level, we reduce its observation into an individual level. Further research will be done to resolve these limitations.

A Smart Security Equipment and An application for Sexual Offense Prevent GPS device (스마트 보안장비와 성범죄 예방 GPS 애플리케이션)

  • Kim, Dong-Je;Jo, Sung-Gu
    • Korean Security Journal
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    • no.33
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    • pp.27-49
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    • 2012
  • "Do not ask crimes", such as "child sexual abuse" and according to the known through media reports, the people's fear and worry increasingly severe become and the damage increasing day by day and is Still unable to find effective countermeasures that national security policy is a reality. In this study, the result was the development of new security equipment for the purpose of the research team to the solution of the problem of domestic policing these sexual offenses prevention of GPS applications and existing smartphone to suit the era of 20 million development in the online and offline sales and is proposed to complement the problems of the samdanbong multifunction smart samdanbong. First, the function will be applied according to the trend due to the increase of heinous crime, both online and offline sales surge in self-defense products that are being sold on the market, finding problems samdanbong of smart multifunctional smart samdanbong the actual crime and the corresponding effective products were planning to have a secure management system, through a legal review on the current law. Second, sexual offenses, such as Internet use, travel, residential location, and management of sexual offenses Felon Felon's daily life strictly sexual offenses prevention of GPS applications to the characteristics of the sexual offenses scrutinized nearly enough to the frequency of recurrence of 50% is high, look at the case of foreign proposed the streets of sex offenders and the development of applications that can be checked in real-time by considering the basic characteristics to manage.

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