• Title/Summary/Keyword: 기능카드

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AI-based incident handling using a black box (블랙박스를 활용한 AI 기반 사고처리)

  • Park, Gi-Won;Lee, Geon-woo;Yu, Junhyeok;Kim, Shin-Hyoung
    • Proceedings of the Korea Information Processing Society Conference
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    • 2021.11a
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    • pp.1188-1191
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    • 2021
  • The function of the black box can be combined with a car to check the video through a cloud server, reduce the hassle of checking the video through a memory card, check the black box image in real time through a PC and smartphone, and check the user's Excel, brake operation status, and handle control record at the time of the accident. In addition, the goal was to accurately identify vehicle accidents and simplify accident handling through artificial intelligence object recognition of black box images using cloud services. Measures can be prepared to preserve images even if the black box itself loses, such as fire, flooding, or damage that occurs in an accident. It has been confirmed that the exact situation before and after the accident can be grasped immediately by providing object recognition and log recording functions under actual driving experimental conditions.

Research on Career Education Game Development Utilizing the Concept of Digital Transformation (디지털 전환 개념을 활용한 진로 교육용 게임 개발 연구)

  • Kwang-Hee Cho;Su-In Kim;Sung-Ho Ahn;Jung-Yi Kim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.5
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    • pp.543-548
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    • 2023
  • This study emphasizes the need to understand digital transformation and addresses the development process of functional mobile games with the theme of digital transformation. Through previous research, we found that existing mobile games do not reflect the changes in industries and jobs in the future. In this study, we designed and developed an educational mobile game that can help young people develop digital literacy skills and understand core skills for future changes in industrial structure and jobs due to digital transformation. It utilizes Unity 3D and combines the best features of puzzle, card, and board games. While there may be limitations in terms of expertise in developing educational content, it is important to note that we have presented content that can provide a futuristic view of careers through a game that is highly preferred by students. Considering the direct and indirect educational effects of the game, it is expected to be useful as a vocational education content in the classroom through tablet devices that have recently been distributed in schools.

An Implementation of Fortune Information Service System using VoiceXML (VoiceXML을 이용한 운세정보 서비스 시스템 구현)

  • Choi, Jae-Won;Kim, Dong-Gyu;Roh, Yong-Wan;Hong, Kwang-Seok
    • Proceedings of the Korea Institute of Convergence Signal Processing
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    • 2005.11a
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    • pp.256-259
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    • 2005
  • 운세정보 서비스는 전화로 일반 사용자들이 많이 이용하고 있지만 사용자들이 이용하기에 너무 비싸고 서비스 제공자가 항상 대기해야한다는 단점이 있다. 이점을 보완하는 웹서비스가 있지만 언제 어디서나 이 서비스를 활용할 수는 없다. 그래서 VoiceXML을 이용한 운세정보서비스를 구현하였다. VoiceXML은 음성을 웹 페이지처럼 작성할 수 있는 언어이고 웹과도 호환성이 좋아 기존 웹 서비스의 기능을 모두 지원하면서 독립적으로 음성 인터페이스를 제공해 전화와 웹 서비스의 장점을 모두 취할 수 있다. 본 연구에서는 웹 서비스중 오늘의 운세, 궁합, 바이오리듬, 타로카드점을 VoiceXML을 이용하여 구현했다. 12인의 피 실험자가 각 메뉴를 모두 2번씩 실험한 결과 95%이상의 동작 성공률을 보였다. 그리고 실험자에 대한 설문조사 결과 기존 웹 서비스에 비해 범용성과 경제성 면에서 장점을 갖는다는 결과가 나왔다. 앞으로 입력부분에 대화형 서비스 메뉴를 보완하여 더욱 사용이 편리한 서비스로 개선할 계획이다.

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A Study on the Development of a Scale to Measure the Ability of Consumers to Use Credit Cards (신용카드사용 소비자능력 평가를 위한 척도개발)

  • Seo, In-Joo
    • Journal of Families and Better Life
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    • v.27 no.6
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    • pp.95-109
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    • 2009
  • This study focused on the development of a scale to measure the ability of consumers to use credit cards. The purposes of this study were to develop a tool which would be able to measure consumer knowledge, consumer skills and consumer attitudes. Data were collected from 313 credit card using consumers and were analyzed by employing a goodness of fit test, principal component analysis & confirmatory factor analysis(Amos 5.0), multiple regression. The results from this study were as follows: 1) Six factors of consumer knowledge(16-items) were identified: damage salvation; credit delinquency; personal credit information; credit provision period; credit & credit card issuance; credit delinquent striking out a record & credit rating. The total variance was 55.86%. 2) Three factors of consumer skills(17-items) were identified: credit delinquency & over-consumption; credit card management; and loss & damage salvation. The total variance was 62.90%. 3) Three factors of consumer attitudes(16-items) were identified: credit delinquency & credit; credit card issuance & use; and credit card management. The total variance was 58.75%.

Extraction of Minerals and Elimination Effect of Heavy Metals in Water by Nohwado Quartz Porphyry (노화도산 맥반석의 미네랄 용출 및 중금속 제거 효과(I))

  • Hwang, Jinbong;Yang, Miok;Koo, Minseon
    • Analytical Science and Technology
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    • v.9 no.2
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    • pp.210-219
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    • 1996
  • Extraction of minerals in deionized water and elimination effect of heavy metals in water by Nohwado Quartz Porphyry were examined. When the Nohwado Quartz Porphyry was immersed and stirred in deionized water at 0.5, 1.0, 1.5 and 2.0% concentration for 3 hours, various minerals concentration of the all stirred water were suitable for potable water. Particularly, when the lead, copper, cadmium and arsenic solution were shaked with Quartz Porphyry at $20^{\circ}C$ for 24 hours, the elimination rate of each mineral was 99.5, 99.9, 95.0 and 66.5%, respectively.

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A study on the development of digital board game contents for music education of elementary schoolchild to improve cognitive recognition (인지능력 향상을 위한 초등학생 음악교육용 디지털 보드게임 콘텐츠 개발 연구)

  • Park, Eunee;Jeong, Won Jun;Oh, Seok-Hee
    • Journal of Korea Game Society
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    • v.20 no.1
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    • pp.133-142
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    • 2020
  • Digital educational game market is growing as it expands to smart platforms such as smart phones and tablet PCs. As games have become digital in the classroom evolving to two-ways. In this paper, it designed that enables elementary students to acquire musical knowledge related to musicians through digital board games. By collecting achievement cards of musicians associated with. Elementary students repeatedly gain relevant musical knowledge in the end. The developed game was simulated using Petri net to check the gameplay flow.

Analysis/Design and Implementation of 3D Print Remote Control and Printing Mobile Software (3D 프린터 원격제어 및 프린팅 모바일 소프트웨어 분석/설계 및 구현)

  • Cho, Byung-Ho
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.15 no.5
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    • pp.177-182
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    • 2015
  • Nevertheless 3D printer is propagated fast, it is difficult for us of using 3D printer at the same time because of 3D printer's slow velocity. Existing solution is to print using SD card which moves files and on PC but this method is spend too much time and can not be showed status of printing. Yet we have no 3D printer software solution which is controlled and printed remotely. Therefore, this 3D printer software solution makes 3D printer be connected on internet networks and selected to use it on smart App. And it is controlled and printed remotely. In my paper, to build an Android App. which can execute these functions, an effective analysis & design using UML and implementation method will be presented.

A study on Multiple External Storage Configuration for the Android based Set-top Box System (안드로이드 기반 셋톱박스의 다중 외장 저장장치에 관한 연구)

  • Han, Kyung-Sik;Kim, In-Ki;Kim, Byung-Jun;Sonh, Seung-Il;Kang, Min-Goo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.05a
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    • pp.653-655
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    • 2013
  • This paper is the study of Multiple External Storage Configuration for the Android based Set-top Box system. Because of Mobile OS, Android has limitation in media streaming, recording and playing for Set-top box function with only support external storage device Micro-SD card. In this paper, we research for the Multiple External Storage configuration for external disk drive, USB Memory, SD card. in Android System with Multi-Volume Management system implementation.

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A Refundable Elliptic Curve Electronic Cash in Mobile Environments (이동환경에서 환불 가능한 타원형 곡선 전자화폐)

  • Kwon, Eun-Kyeong;Cho, Yong-Gu;Chae, Ki-Joon
    • The KIPS Transactions:PartC
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    • v.11C no.3
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    • pp.287-292
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    • 2004
  • BOCC(Brand's Offline Cash with a Counter) is useful in mobile environments, but it has the possibility of attacking amount data in a smart card. To insert the upper & lower limitation of amount into a token data decreases the level of risk. If upper and lower values are same, it means a fixed amount token. Since refund can more often happen in on-line commerce, refundability is added. BOCC is based on Discrete Logarithm Problem, needs exponential computations. But mobile terminals like cell phones have low computational power. As a result, ECC is used to Improve the performance supporting same security level.

A Study on Development Processing of Spinning Ramie Jacquard Textile Design Using EAT Program (EAT 프로그램을 이용한 방적모시직물 디자인 개발)

  • Jeong, Go-Eun;U, Hyo-Jeong;Lee, Jeong-Sun
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2009.05a
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    • pp.223-226
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    • 2009
  • 최근 의생활에 있어서 가장 큰 변화는 쾌적성의 추구와 건강을 중심으로 한 기능성 소재에 대한 소비자들의 욕구가 증대된다는 것이다. 천연 섬유 중 모시는 통기성이 우수하고 감촉이 깔깔하여 고온 다습한 우리나라의 여름철 옷감으로 좋으므로 현대 의생활로의 도입이 요구되고 있다. 그동안 모시직물은 심미적인 욕구에도 잘 맞아 한국인의 정서에 좋은 이미지로 자리 잡고 있지만 수공예적 생산방식을 그대로 답습하고 있어 전통모시직물로는 많이 이용이 되어왔으나 현대 방적모시직물을 이용한 새로운 직물디자인 개발은 이루어지기 어려운 실정이었다. 그러나 최근 방적모시섬유에 대한 연구가 활발하게 진행되기 시작하면서 현대 방적모시직물의 생산이 가능하게 되었다. 따라서 본 연구에서는 원사의 특성과 제조공정 특성에 의해 미세한 감성촉감의 차이를 유발하기 좋은 폴리에스터를 경사로하고 방적모시와 라이오셀을 위사로 하여 현대 모시직물의 개발을 시도하였다. 모시의 소비를 증가시키고 현대인의 감성에 맞게 심미성을 향상시킬 수 있도록 직물문양을 디자인하였다. 직물의 복잡한 문양을 컴퓨터로 디자인하고 자동으로 제직이 가능하게 하는 시스템인 EAT 프로그램을 이용하여 자카드 직물 특유의 고급스러움을 살리며 공정과정에서의 실의 밀림 등을 고려하며 조직을 설계하였다. 설계된 직물은 제직 후 염색 가공하여 쿠션, 방석, 테이블 러너 등의 시제품으로 제작하여 고부가가치 모시제품의 개발가능성을 살펴보았다.

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