• Title/Summary/Keyword: user daily lives

Search Result 70, Processing Time 0.165 seconds

Design and Implementation of Context-aware Application on Smartphone Using Speech Recognizer

  • Kim, Kyuseok
    • Journal of Advanced Information Technology and Convergence
    • /
    • v.10 no.2
    • /
    • pp.49-59
    • /
    • 2020
  • As technologies have been developing, our lives are getting easier. Today we are surrounded by the new technologies such as AI and IoT. Moreover, the word, "smart" is a very broad one because we are trying to change our daily environment into smart one by using those technologies. For example, the traditional workplaces have changed into smart offices. Since the 3rd industrial revolution, we have used the touch interface to operate the machines. In the 4th industrial revolution, however, we are trying adding the speech recognition module to the machines to operate them by giving voice commands. Today many of the things are communicated with human by voice commands. Many of them are called AI things and they do tasks which users request and do tasks more than what users request. In the 4th industrial revolution, we use smartphones all the time every day from the morning to the night. For this reason, the privacy using phone is not guaranteed sometimes. For example, the caller's voice can be heard through the phone speaker when accepting a call. So, it is needed to protect privacy on smartphone and it should work automatically according to the user context. In this aspect, this paper proposes a method to adjust the voice volume for call to protect privacy on smartphone according to the user context.

A Study on the Development of Healing VR Content Based on Horticulture (원예 기반 힐링형 VR 콘텐츠 개발 연구)

  • Min-Gyeong Hwang;Jung-Yi Kim
    • The Journal of the Convergence on Culture Technology
    • /
    • v.9 no.4
    • /
    • pp.681-686
    • /
    • 2023
  • The study aims to develop horticulture-based VR content so that users can find rest in their chaotic daily lives. Healing contents that increase user participation, immersion, emotional stability, and creativity and concentration were implemented by using teleports, plant illustrations, inventory, NPC functions, and drawing games. Garden viewing content using VR technology requires technical research and development to overcome the difference from reality, which can increase the reality of the content and the completeness of the experience. The reality of the VR experience will be increased by using high-resolution displays, high-performance processors, and sensors, and user feedback will be collected and continuously improved. Through this, users present new methods by relieving stress, feeling emotional stability, and providing experiences that are impossible in reality.

The Effect of the User Attitude towards Digital Device of the Middle and Older Adults on Life Satisfaction: Mediating Effect of the Utilization Performance of Digital Device (장노년층의 디지털기기 이용태도가 삶의 만족도에 미치는 영향 : 디지털기기 이용성과의 매개효과)

  • Kim, Su Kyoung;Shin, Hye Ri;Kim, Young Sun
    • The Journal of Information Systems
    • /
    • v.30 no.1
    • /
    • pp.85-104
    • /
    • 2021
  • Purpose This study aims to verify the mediating effect of the utilization performance of digital device on the relationship between user attitude and life satisfaction. Design/methodology/approach Using the data of 2018 Digital Divide Survey conducted by the National Information Society Agency(NIA), the mediating effect was verified by Baron & Kenny (1986)'s 3 step process, targeting 1,662 adults older than 55. Findings The result is as follows: first, the user attitude of middle and older aged people has a positive effect on their life satisfaction. Second, the effect of user Attitude towards Digital Device of middle and older citizens is partially mediated by the utilization performance of digital device. The results of this study indicate that when providing informatization education in the local community to promote the use of digital devices for the elderly, efforts should be made to grasp the level and inclination of informatization individually, and furthermore present improvements for wireless devices that the elderly can easily access in their daily lives. This study is expected to be a groundwork for a practical intervention to boost positive attitude towards using digital device to enhance the utilization performance of digital device and the life satisfaction of middle and older aged people.

Analysis of User Experience and Usage Behavior of Consumers Using Artificial Intelligence(AI) Devices (인공지능(AI) 디바이스 이용 소비자의 사용행태 및 사용자 경험 분석)

  • Kim, Joon-Hwan
    • Journal of Digital Convergence
    • /
    • v.19 no.6
    • /
    • pp.1-9
    • /
    • 2021
  • Artificial intelligence (AI) devices are rapidly emerging as a core platform of next-generation information and communication technology (ICT), this study investigated consumer usage behavior and user experience through AI devices that are widely applied to consumers' daily lives. To this end, data was collected from 600 consumers with experience in using AI devices were derived to recognize the attributes and behavior of AI devices. The analysis results are as follows. First, music listening was the most used among various attributes and it was found that simple functions such as providing weather information were usefully recognized. Second, the main devices used by AI device users were identified as AI speakers, smartphone, PC and laptops. Third, associative images of AI devices appeared in the order of fun, useful, novel, smart, innovative, and friendly. Therefore, practical implications are suggested to contribute to provision of user services using AI devices in the future by analyzing usage behaviors that reflect the characteristics of AI devices.

The Interface between Wearable Devices and Metaverse: A Study on Soccer Game Character Ability Mapping using Mi Band (웨어러블 디바이스와 메타버스의 접점: 미밴드를 이용한 축구 게임 캐릭터 능력치 매핑 연구)

  • Hyun-Su Kim;Mi-Kyeong Moon
    • The Journal of the Korea institute of electronic communication sciences
    • /
    • v.18 no.6
    • /
    • pp.1345-1352
    • /
    • 2023
  • With the development of virtual reality (VR) and blockchain technology, Metaverse is being used in various fields such as games, education, and social networking. At the same time, shipments of wearable devices such as smartwatches are growing every year, becoming more and more integrated into people's daily lives. This study presents a new possibility of reflecting the user's body signals measured through the combination of the two phenomena in the metaverse character. Various biometric information such as the user's heart rate and amount of exercise collected through the smartwatch are reflected on the character in the metaverse, allowing the user's physical condition to be reflected in the virtual world. Through this, Metaverse is expected to provide a new experience that can be called 'extended reality' beyond simple virtual reality, improve user's satisfaction with Metaverse, and suggest a direction for the development of smartwatches.

A Study of Java-based PKI System for Secure Authentication on Mobile Devices (모바일 단말기 상에서 안전한 인증을 위한 자바 기반의 PKI 시스템 연구)

  • Choi, Byeong-Seon;Kim, Sang-Kuk;Chae, Cheol-Joo;Lee, Jae-Kwang
    • The KIPS Transactions:PartC
    • /
    • v.14C no.4
    • /
    • pp.331-340
    • /
    • 2007
  • Mobile network environments are the environments where mobile devices are distributed invisible in our daily lives so that we can conventionally use mobile services at my time and place. The fact that we can work with mobile devices regardless of time and place, however, means that we are also in security threat of leaking or forging the information. In particular, without solving privacy concern, the mobile network environments which serve convenience to use, harmonized without daily lives, on the contrary, will cause a serious malfunction of establishing mobile network surveillance infrastructure. On the other hand, as the mobile devices with various sizes and figures, public key cryptography techniques requiring heavy computation are difficult to be applied to the computational constrained mobile devices. In this paper, we propose efficient PKI-based user authentication and java-based cryptography module for the privacy-preserving in mobile network environments. Proposed system is support a authentication and digital signature to minimize encrypting and decrypting operation by compounding session key and public key based on Korean standard cryptography algorithm(SEED, KCDSA, HAS160) and certificate in mobile network environment. Also, it has been found that session key distribution and user authentication is safety done on PDA.

Home Network Observation System Using Activate Pattern Analysis of User and Multimedia Streaming (사용자의 행동 패턴 분석과 멀티미디어 스트리밍 기술을 이용한 홈 네트워크 감시 시스템)

  • Oh Dong-Yeol;Oh Hae-Seok;Sung Kyung-Sang
    • Journal of Korea Multimedia Society
    • /
    • v.8 no.9
    • /
    • pp.1258-1268
    • /
    • 2005
  • While the concept of Home Network is laying by and its interests are increasing by means of digitalizing of the information communication infrastructure, many efforts are in progress toward convenient lives. Moreover, as information household appliances which have a junction of connecting to the network are appearing over the past a few years, the demands against intellectual Home Services are increasing. In this paper, by being based upon Multimedia which is an essential factor for developing of various application services on ubiquitous computing environments, we suggest a simplified application model that could apply the information to the automated processing system after studying user's behavior patterns using authentication and access control for identity certification of users. In addition, we compared captured video images in the fixed range by pixel unit through some time and checked disorder of them. And that made safe of user certification as adopting self-developed certification method which was used 'Hash' algorism through salt function of 12 byte. In order to show the usefulness of this proposed model, we did some testing by emulator for control of information after construction for Intellectual Multimedia Server, which ubiquitous network is available on as a scheme so as to check out developed applications. According to experimental results, it is very reasonable to believe that we could extend various multimedia applications in our daily lives.

  • PDF

A Low Power Lifelog Management Scheme Based on User Movement Behaviors in Wireless Networks (무선 네트워크 환경에서 사용자 이동행위 기반 저전력 라이프로그 관리기법)

  • Yi, Myung-Kyu;Hwang, Hee-Joung
    • The Journal of the Institute of Internet, Broadcasting and Communication
    • /
    • v.15 no.2
    • /
    • pp.157-165
    • /
    • 2015
  • With the ever-improving performance of smartphone cameras and the universal dissemination of cloud services, users can now record and store the events in their daily lives more easily and conveniently. The advent of lifelogging technology has been changing the uses as well as the paradigm of internet services, and emphasizing the importance of services being personalization. As the amount of lifelog data becomes vast, it requires an efficient way to manage and store such vast information. In this paper, we propose an low power lifelog management scheme based on user movement behaviors in wireless networks. In order to reduce the power consumption of a smartphone, in our proposal, frequency of data collection and transfer can be dynamically adjusted based on a user's movement pattern. The analytical results show that our approach achieves better performance than that of the existing lifelog management scheme.

Development of Walk Score Application GUI in Smart Device for Improvement of User Convenience (사용자 편의성 향상을 위한 스마트 단말에서의 워크스코어 어플리케이션 GUI 개발)

  • An, Donghyeok;Kim, Eun Jung
    • Smart Media Journal
    • /
    • v.8 no.2
    • /
    • pp.86-93
    • /
    • 2019
  • The purpose of this study is to develop walk score application GUI in a smart device for improving user convenience. This study uses the walk score dataset of Seoul City developed in previous studies. Application GUI consists of five parts: address input window and search button, detail information (address, latitude, longitude, walk score), window switching and input window for a number of data, data input window, and menu button. For verifying application GUI, this study uses 12 locations (sets of address, latitude, longitude, and walk score) near Gangnam Station and Myungdong Station in Seoul in several scenarios. First, this study checks if the application has been implemented with address and keyword search options. Then, new data insertion and file output operations are evaluated. The application system developed in this study operated properly in all scenarios. This walk score application can be a useful device in our daily lives.

Design and Embodiment for Constructing Mobile Medical Information System Combining Bio-sensor and IT Technology (바이오센서 기술과 IT기술을 융합한 휴대용 의료정보 시스템 구축을 위한 설계 및 구현)

  • Kim, Heon;Lee, Sung-Koo
    • Journal of Digital Contents Society
    • /
    • v.9 no.1
    • /
    • pp.27-31
    • /
    • 2008
  • u-Health is a representative realization method of ubiquitous IT and it is being embossed as an industry that can make our lives abundant. Through the u-Health, the diagnosis will go beyond the restriction of space, which is based on hospital, and be positioned as a universal value in a daily life by combining diagnosis and life naturally. The purpose of this study is to suggest systematic, intelligent, mobile medical information system that has the same effect as the assistant of specialist by providing scientific and objective knowledge, which is suitable for u-Health age. Mobile medical information system can provide user with the opinion of specialist by planting the experience, knowledge and decision making process of specialist that are necessary for solving the problem requiring special medical knowledge and passing through an inference process.

  • PDF