• Title/Summary/Keyword: use of digital devices

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Design of Compatible Set-Top Box for Healthcare (헬스케어를 위한 호환 가능한 셋톱박스 설계)

  • Han, Jung-Soo
    • Journal of Digital Convergence
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    • v.12 no.7
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    • pp.285-290
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    • 2014
  • In these days the patient can be easy to see the treatment results at home without going directly to hospital. Despite the many advantages that the patient is got optimum service timely, the currently used personal healthcare devices have no compatibility because the manufacturer use the proprietary software and hardware protocols. For these issues, standardization is required between the set-top box and the individual healthcare devices. In this paper, we designed the healthcare set-top box possible to biometric data transmission by using a standard IEEE P11073 between the device and the set-top box. Because the set-top box using IEEE P11073 standardization can transfer data independently, we are expected to make it contribute significantly to the healthcare business.

The Influence of Health Apps Efficacy, Satisfaction and Continued Use Intention on Wearable Device Adoption: A Convergence Perspective (헬스 앱의 효능감과 만족도, 지속적 사용의도가 웨어러블 기기의 수용에 미치는 효과: 융복합적 관점)

  • Park, Dong-Jin;Choi, Joung-Hwa;Kim, Do-Jin
    • Journal of Digital Convergence
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    • v.13 no.7
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    • pp.137-145
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    • 2015
  • Mobile's health care and diagnostic capabilities are accepted as the most innovative sectors, and the combination with wearable device is being predicted as the future's most promising industries. However, the level of consumer acceptance and utilization is still insufficient compared to the development of technology. This study explores the use intention of wearable device based on previous studies about health apps. In particular, health-related use efficacy of the app, app use intention and app satisfaction are analyzed through a structural equation model. The use of health-related apps revealed that there is a statistically significant relationship with the use of the wearable device. The results suggest that the importance of app use efficacy, satisfaction, apps use should be considered for the successful diffusion of wearable health devices.

Real-time Haze Removal Method using Brightness Transformation based on Atmospheric Scatter Coefficient Rate and Local Histogram Equalization (대기 산란 계수 비율 기반의 밝기변환과 지역적 히스토그램 평활화를 이용한 실시간 안개 제거 방법)

  • Lee, Jae-Won;Hong, Sung-Hoon
    • Journal of Korea Multimedia Society
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    • v.19 no.1
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    • pp.10-21
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    • 2016
  • Images taken from outdoor are degraded quality by fog or haze, etc. In this paper, we propose a method that provides the visibility improved images through fog or haze removal. We proposed haze removal method that uses brightness transform based on atmospheric scatter coefficient rate with local histogram equalization. To calculate the transmission rate that indicate fog rate in original image, we use atmospheric scatter coefficient rate based on quadratic equations about haze model. And primary brightness transformed image can be obtained by using the obtained transmission rate. Also we use local histogram equalization with proposed brightness transform for effectively image visibility enhancement. Unlike existing methods, our method can process real-time with stable and effect image visibility enhancement. Proposed method use only the luminance images processed by good performance surveillance systems because it represents the real-time processing is required, black-box, digital camera and multimedia equipment is applicable. Also because it shows good performance only with the luminance images processed, Surveillance systems, black boxes, digital cameras, and multimedia devices etc, that require real-time processing can be applied.

The Interaction Expressed in 21st Century's Digital Fashion - Focused on the Luminescence digital fashion designs - (21세기 디지털 패션에 나타난 인터랙션 - 발광형 디지털 패션디자인을 중심으로 -)

  • Heo, Seungyeun;Lee, Younhee
    • Journal of the Korean Society of Costume
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    • v.63 no.4
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    • pp.17-29
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    • 2013
  • The purpose of this study is to analyze the factors of action and reaction through the examples of luminescence digital fashion design, which is a part of the interactive digital paradigm in 21st century, and to classify types of interaction expressed in luminescence digital fashion design. The significance of this study is to provide an effective database for researches on new ideas and expression methods of fashion design using luminescence digital device. The contents are as follows. First, identifying the concepts of interaction, digital fashion, and luminescence digital device. Second, analyzing the factors that put the luminescence digital device into effect through materials such as the collected photos and the stimulus behind the materials. Third, analyzing and classifying types of reaction according to the types of stimulus in luminescence digital fashion design. Detailed use of luminescence digital devices in Fashion designs did not start until after 2000 so the scope of this study starts from 2000 and on. The methods of this study are as follows. The theoretical frameworks of digital fashion and interaction were setup by using information from various related books, papers, and internet sites. In addition, the empirical analysis was performed using collected photos and explanations through related Internet sites of digital fashion. Through the study, the interaction types in 21st century's luminescence digital fashion design can be expressed variously according to the current input type, biometric recognition type, environment recognition type.

The Study of the System Development on the Safe Environment of Children's Smartphone Use and Contents Recommendations (유아들의 안전한 스마트폰 사용 환경 및 콘텐츠 추천 시스템 개발)

  • Lee, Kyung-A;Park, Eun-Young
    • Journal of Digital Contents Society
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    • v.19 no.5
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    • pp.845-852
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    • 2018
  • This study has developed a preventive launcher from smartphone addiction for the digital generation and the contents recommendation based on machine learning which used multiple and collective intelligence. This could provide convenient digital nurturing experience for the parents who fear their children's over use of digital devices and also suggest individually adaptive digital learning methods that enhance the learning efficiency and pleasurable and safe learning environment for the children. Suggested application is a kind of gamification launcher that protects children from harmful contents and from smartphone addiction with time limit settings. For parents who find difficulty choosing from various kinds of contents and applications for education, this suggested system could provide a learning analytic report based on big data after collecting and analyzing the data of their children's learning and activities and recommend contents necessary for their kids using recommended algorithm by collective intelligence.

Web-based Controlled Delivery and Consumption of Multimedia in MPEG-21 Framework

  • Hendry Hendry;Cha Kyung-Ae;Park Keunsoo;Kim Munchurl
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2004.11a
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    • pp.43-46
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    • 2004
  • MPEG-21 is an on-progress project of the Moving Picture Expert Group (MPEG) that has been started in many independent parts such as part for standardizing the declaration of a digital item (MPEG-21 Part 2: Digital Item Declaration), right expression language (MPEG-21 Part S: Rights Expression Language), way to process the digital item (MPEG-21 Part 10: Digital Item Processing), etc. All this part is intended to form a framework to enable transparent and augmented use of multimedia resources across a wide range of networks and devices (1). In this paper, we show our research initiative to develop a web-based application that utilized many parts of MPEG-21 technology. The implemented concept uses a digital item and license providers in the server side while the MPEG-21 Conformant application is implemented as a plug-in application that will be downloaded to the user terminal when user accesses the webpage for the frist time. The result of this research shows that with some combination of MPEG-21 parts, we can develop an authorized multimedia delivery and consumption application.

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The Design of an Improved ZCZVS Resonant Type Converter by Digital I-PD Phase-shift Controller (디지털 I-PD 위상 쉬프트 제어기를 가진 개선된 영전류.영전압 스위칭 공진형 컨버터의 설계)

  • Kim, Young-Moon;Ahn, In-Mo;Kim, Hae-Jae;Shin, Dong-Ryul;Kim, Dong-Wan
    • Proceedings of the KIEE Conference
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    • 2000.07e
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    • pp.66-70
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    • 2000
  • This paper deal with a design and a constant output power control of Zero Current Zero Voltage Switching(ZCZVS) resonant type DC-DC converter by a digital I-PD phase shift controller. When the DC-DC converter for a high density and a high effect control is operated in high speed switching, the switching loss and switching stress of the switching devices are increased. So, the ZCZVS method, which has the phase shift control with the digital I-PD controller, must be use in order to reduce its. And the constant output power voltage that controlled by the digital I-PD controller tracks a reference without steady state error in variable input voltage. The validity of control strategy that proposed is verified experimental results by the Digital Signal Processor TMS320C32.

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Planning of Various Storytelling Virtual Reality Game Contents for Brain Enhancement (두뇌증진을 위한 다양한 스토리텔링 가상현실 게임 콘텐츠 기획)

  • Jin, Hwa-su;Song, Eun-jee
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2021.05a
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    • pp.323-325
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    • 2021
  • With the recent revitalization of virtual reality and game industries, digital therapeutics for medical purposes are emerging. Digital therapeutics refer to sports-based therapeutics such as virtual reality contents and games that are effective in preventing, managing, and treating diseases, not drugs. Through this study, we plan and develop contents for healing and brain enhancement using virtual reality technology as a therapeutic digital therapy. Through this, it can help to improve the brain of children who are dependent on electronic devices in the digital age and rarely use their brains.

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MPEG-21 Event Reporting Message Structure based on digital data broadcasting use case scenarios (디지털 데이터 방송 유즈케이스 시나리오에 기반한 MPEG-21 이벤트 리포팅 구조 설계)

  • 송영주;홍진우;문남미;지경희
    • Journal of Broadcast Engineering
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    • v.8 no.4
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    • pp.399-409
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    • 2003
  • In this paper, we present an Event Reporting which is one of the major items of MPEG-21 and exemplify two digital data broadcasting use case scenarios, and according1y we propose the Event Reporting message structure for MPEG-21 broadcasting contents that is based on these use case scenarios. Every interaction with a Digital Item in the multimedia framework can be called an Event. The need to standardize Event Reporting within the Multimedia Framework arise from the need to monitor and communicate amongst Peers and Users the Events relating to Digital Items and/or the programs and devices that operate on them at any given time. However, there are a number of difficulties in providing an accurate report about an Event. Different observers of the Event may have vastly different perspectives. In this paper, we describe a structure and vision of the Event Reporting. Besides we show the activities on MPEG-21 Event Reporting standardization.

Development of Evaluation Indicators and Analysis of Usability on Learning with a Robot for the Elderly - the case of Content using the Humanoid Robot 'LiKU' (장노년층을 위한 로봇 활용 교육의 사용성 평가 지표 개발 및 평가 분석 - 휴머노이드 로봇 'LiKU'의 콘텐츠 사례)

  • Sin, Eun-joo;Song, Joo-bong;Lim, Soon-bum
    • The Journal of the Korea Contents Association
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    • v.21 no.11
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    • pp.56-63
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    • 2021
  • To solve the digital divide of the elderly, various institutions are educating how to use various smart devices for the elderly. However, it cannot be expected to have a great effect due to the disadvantages of instructor-to-face education and the learning characteristics of the elderly. Accordingly, educational contents using digital devices using robots for the elderly were developed. In this study, Evaluation Indicators were developed to evaluate the usability of digital education using robots. Also, by using usability evaluation based on the developed Evaluation Indicators, we tried to verify the usability of education using robots and to confirm the possibility of expanding the application area. In order to successfully apply the developing robot technology to various fields, it is essential to verify the usability of contents using robots, and this study on Evaluation Indicators and Evaluation methods is expected to serve as a foundation.