• Title/Summary/Keyword: 기술혁신시스템

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Development of Electrical Sequence Control Safety Module Circuit Using Artificial Intelligence Controller (인공지능 컨트롤러를 이용한 전기 시퀀스 제어 안전 모듈 회로 개발)

  • Hong Yong Kim
    • Journal of the Society of Disaster Information
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    • v.18 no.4
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    • pp.699-705
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    • 2022
  • Purpose: Sequence control is widely used by being applied to manufacturing, distribution, construction, and automation in the medical industry. With the development of the fourth industry, artificial intelligence convergence technology in the control field is becoming an important factor in the industry. In particular, it is required to evaluate the safety and innovation of facilities where microprocessors and artificial intelligence are fused to existing systems and develop reliable equipment, so it is intended to develop equipment for educational purposes and drive the development of the field. Method: The self-developed all-in-one artificial intelligence controller module is a device that combines artificial intelligence capabilities with existing sequence and PLC control circuits. As the performance evaluation items of this equipment, the recognition ability of motion, voice, text, color, etc. and the stability and reliability of the circuit were evaluated. Conclusion: After designing the sequence and PLC circuit, the performance evaluation items of the integrated integrated artificial intelligence controller module were all satisfied, and there was no problem in the safety and reliability of the circuit.

Factors Influencing the Intention to Participate in Digital Cultural Tourism on the Metaverse Platform (메타버스 플랫폼에서의 문화관광 활동 참여 의도에 영향을 미치는 요인에 관한 연구)

  • Jiaping Zang;Eunjin Kim
    • Journal of Intelligence and Information Systems
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    • v.29 no.3
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    • pp.341-359
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    • 2023
  • The metaverse applies various technological means such as digital twin modeling, 3D rendering, and holographic imaging, which can provide an immersive tourism service experience. However, since the development of the metaverse is still in its infancy, there is relatively little research on digital tourism from the perspective of the metaverse. This research empirically studies the factors that promote the participation behavior of users on the metaverse platform for digital cultural tourism. Our results show that users' internal motivations for learning and entertainment and the functions provided by metaverse, which are sensory stimulation and social interaction lead to the intention to participate in cultural tourism on metaverse with the mediating effects of immersion experience and perceived pleasure.

Testing case analysis of Database Software (데이터베이스 소프트웨어의 시험 사례 분석)

  • Yang, Hae-Sool;Kang, Bae-Keun;Lee, Ha-Yong
    • Journal of the Korea Society of Computer and Information
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    • v.14 no.5
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    • pp.167-174
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    • 2009
  • The meaning of Database in order to manage the data which is huge in the meeting of the record which logically had become the fire tube or file 'efficiently' is widely used from the place which controls a many double meaning data. Like this data base it creates, it manages, the programs which send an answer back according to demand of the user as DBMS it calls. Like this it will be able to grasp the quality level of the data base software product which is important index from the research which index it buys it defined. Also, in order to produce the result of index it selects the collection item which is necessary and collection and analysis it leads and what kind of defect types occur substantially mainly, and it confirmed and the test and evaluation model in about data base software and a tentative instance it developed it analyzed.

Study on Energy Efficiency Improvement in Manufacturing Core Processes through Energy Process Innovation (에너지 프로세스 혁신을 통한 제조 핵심 공정의 에너지 효율화 방안 연구)

  • Sang-Joon Cho;Hyun-Mu Lee;Jin-Soo Lee
    • Journal of Advanced Technology Convergence
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    • v.2 no.4
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    • pp.43-48
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    • 2023
  • Globally, there is a collaborative effort to achieve global carbon neutrality in response to climate change. In the case of South Korea, greenhouse gas emissions are rapidly increasing, presenting an urgent situation that requires resolution. In this context, this study developed a thermal energy collection device named a 'steam trap' and created an AI model capable of predicting future electricity usage by collecting energy usage data through steam traps. The average accuracy of electricity usage prediction with this AI model was 96.7%, demonstrating high precision. Consequently, the AI model enables the prediction and management of days with high electricity consumption and identifies which facilities contribute to elevated power usage. Future research aims to optimize energy consumption efficiency through efficient equipment operation using anomaly detection in steam traps and standardizing energy management systems, with the ultimate goal of reducing greenhouse gas emissions.

A Research on Forecasting Change and Service Direction for the Future Mobility System (미래 모빌리티 체계 변화 예측 및 서비스 방향 연구)

  • Kwon, Yeongmin;Kim, Hyungjoo;Lim, Kyungil;Kim, Jaehwan;Son, Woongbee
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.19 no.3
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    • pp.100-115
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    • 2020
  • The manufacturing-oriented mobility system is being reorganized around the future mobility system represented by electrification, sharing, and autonomy, driven by the social demand for sustainable development. Changes in future mobility systems are expected to accelerate thanks to advances in IT technology. To this end, this study conducted an expert survey (N=23) to predict the direction of changes in the future mobility system. Through the survey, 'mobility sharing' was selected as a key factor in the future mobility system among four future mobility. In addition, 'safety' was selected as the most important service factors in future mobility system among eight future mobility service factors. We hope that the results of this study will be used as basic information to design policies and service directions of preparation for the future mobility system.

A Study on the Phobia Treatment Using 3D Virtual Reality System (3D 가상환경시스템 이용한 공포증 치료에 대한 연구)

  • Paek Seung-Eun
    • The Journal of Information Technology
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    • v.5 no.4
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    • pp.45-55
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    • 2002
  • Virtual Reality(VR) is a new technology which makes humans communicate with computer. It allows the user to see, hear, feel and interact in a three-dimensional virtual world created graphically. In this paper, we introduced VR into psychotherapy area and developed VR system for the exposure therapy of acrophobia. Acrophobia is an abnormal fear of heights. Medications or cognitive-behavior methods have been mainly used as a treatment. Lately the virtual reality technology has been applied to that kind of anxiety disorders. A virtual environment provides patient with stimuli which arouses phobia, and exposing to that environment makes him having ability to over come the fear. In this study, the elevator stimulator that composed with a position sensor, head mount display, and audio system, is suggested. To illustrate the physiological difference between a person who has a feel of phobia and without phobia, heart rate was measured during experiment. And also measured a person's HR after the virtual reality training. In this study, we demonstrated the subjective effectiveness of virtual reality psychotherapy through the clinical experiment.

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The Effect of Use Value and Benefit Attributes of Mobile Online Games on Use Satisfaction of Chinese Users (모바일 온라인 게임의 이용 가치 및 편익 속성이 중국 이용자의 이용 만족도에 미치는 영향)

  • Liu, Bing;Kim, Hwa-Dong
    • Journal of the Korea Convergence Society
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    • v.13 no.4
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    • pp.261-270
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    • 2022
  • For mobile online games, this study examines how use pursuit propensity, use interest, use, service quality, and system quality, which are attributes that evaluate the use value and benefit for Chinese users, have an effect on use satisfaction. Empirical analysis results; all composing factors of four attribute had a positive effect, and the degree of effect was different according to game types in use interest and use, service quality. In terms of use pursuit, there was no difference between game types, and innovation pursuit and relationship pursuit were found to be similarly important effecting factors. In terms of use interest, there was a difference between game types. Sense of solidarity in single-player game and sense of achievement in multi-player game was found to be the most important effecting factor. In terms of service quality, there was a difference between game types. Easy of game in single-player game and function of game in multi-player game was the most important effecting factor. In terms of system quality, use convenience was found the most important effecting factor without difference between game types. Based on these results, this study suggested a strategy to enhance game development and loyalty to companies in the game industry.

Korean Start-up Ecosystem based on Comparison of Global Countries: Quantitative and Qualitative Research (글로벌 국가 비교를 통한 한국 기술기반 스타트업 생태계 진단: 정량 및 정성 연구)

  • Kong, Hyewon
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.14 no.1
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    • pp.101-116
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    • 2019
  • Technology-based start-up is important in that it encourages innovation, facilitates the development of new products and services, and contributes to job creation. Technology-based start-up activates entrepreneurship when appropriate support is provided within the ecosystem. Thus, understanding the technology-based start-up ecosystem is crucial. The purpose of this study is as follows. First, in Herrmann et al.'s(2015) study, we compare and analyze the ecosystem of each country by selecting representative regions such as Silicon Valley, Tel Aviv, London and Singapore which have the highest ranking in the start-up ecosystem. Second, we try to deeply understand the start-up ecosystem based on in-depth interviews with various stakeholders such as VC investors, start-ups, support organizations, and professors related to the Korean start-up ecosystem. Finally, based on the results of the study, we suggest development and activation of Korean technology-based start-up ecosystem. As a result, the Seoul start-up ecosystem showed a positive evaluation of government support compared to other advanced countries. In addition, it was confirmed that the ratio of tele-work and start-up company working experience of employees was higher than other countries. On the other hand, in Seoul, It was confirmed that overseas market performance, human resource diversity, attracting investment, hiring technological engineers, and the ratio of female entrepreneurs were lower than those of overseas advanced countries. In addition, according to the results of the interview analysis, Seoul was able to find that start-up ecosystems such as individual angel investors, accelerators, support institution, and media are developing thanks to the government's market-oriented policy support. However, in order for this development to continue, it is necessary to improve the continuous investment system, expansion of diversity, investment return system, and accessibility to the global market. A discussion on this issue is presented.

New Insights on Mobile Location-based Services(LBS): Leading Factors to the Use of Services and Privacy Paradox (모바일 위치기반서비스(LBS) 관련한 새로운 견해: 서비스사용으로 이끄는 요인들과 사생활염려의 모순)

  • Cheon, Eunyoung;Park, Yong-Tae
    • Journal of Intelligence and Information Systems
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    • v.23 no.4
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    • pp.33-56
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    • 2017
  • As Internet usage is becoming more common worldwide and smartphone become necessity in daily life, technologies and applications related to mobile Internet are developing rapidly. The results of the Internet usage patterns of consumers around the world imply that there are many potential new business opportunities for mobile Internet technologies and applications. The location-based service (LBS) is a service based on the location information of the mobile device. LBS has recently gotten much attention among many mobile applications and various LBSs are rapidly developing in numerous categories. However, even with the development of LBS related technologies and services, there is still a lack of empirical research on the intention to use LBS. The application of previous researches is limited because they focused on the effect of one particular factor and had not shown the direct relationship on the intention to use LBS. Therefore, this study presents a research model of factors that affect the intention to use and actual use of LBS whose market is expected to grow rapidly, and tested it by conducting a questionnaire survey of 330 users. The results of data analysis showed that service customization, service quality, and personal innovativeness have a positive effect on the intention to use LBS and the intention to use LBS has a positive effect on the actual use of LBS. These results implies that LBS providers can enhance the user's intention to use LBS by offering service customization through the provision of various LBSs based on users' needs, improving information service qualities such as accuracy, timeliness, sensitivity, and reliability, and encouraging personal innovativeness. However, privacy concerns in the context of LBS are not significantly affected by service customization and personal innovativeness and privacy concerns do not significantly affect the intention to use LBS. In fact, the information related to users' location collected by LBS is less sensitive when compared with the information that is used to perform financial transactions. Therefore, such outcomes on privacy concern are revealed. In addition, the advantages of using LBS are more important than the sensitivity of privacy protection to the users who use LBS than to the users who use information systems such as electronic commerce that involves financial transactions. Therefore, LBS are recommended to be treated differently from other information systems. This study is significant in the theoretical point of contribution that it proposed factors affecting the intention to use LBS in a multi-faceted perspective, proved the proposed research model empirically, brought new insights on LBS, and broadens understanding of the intention to use and actual use of LBS. Also, the empirical results of the customization of LBS affecting the user's intention to use the LBS suggest that the provision of customized LBS services based on the usage data analysis through utilizing technologies such as artificial intelligence can enhance the user's intention to use. In a practical point of view, the results of this study are expected to help LBS providers to develop a competitive strategy for responding to LBS users effectively and lead to the LBS market grows. We expect that there will be differences in using LBSs depending on some factors such as types of LBS, whether it is free of charge or not, privacy policies related to LBS, the levels of reliability related application and technology, the frequency of use, etc. Therefore, if we can make comparative studies with those factors, it will contribute to the development of the research areas of LBS. We hope this study can inspire many researchers and initiate many great researches in LBS fields.

A Study on the IPTV Use Perception and Factors Influencing IPTV Adoption (IPTV 이용자의 이용인식과 수용결정요인에 관한 연구)

  • Kim, Mi-Sun
    • Korean journal of communication and information
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    • v.52
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    • pp.177-202
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    • 2010
  • IPTV has been drawing attention as a representative convergence media. The analysis of the convergence media, as like IPTV, requires an investigation into the use perception and multidimensional factors. So this research examines the IPTV usage, based on the Technology Acceptance Model. The analysis was made with the 500 users, based on the online survey. The first results is concerned with the user characteristics. A positive influential relationship between the user characteristics and use perception was confirmed, along with the individual attribute and environmental influence. The second, 'perceived ease of use' was found to positively influence 'perceived usefulness' and 'perceived playfulness'. This finding suggests that it is an important diffusion strategy to enhance the ease of use of IPTV. The third is the emphasis of playfulness of IPTV. Since IPTV is multimedia, playfulness played a significant role in diffusing IPTV. The application of the TAM to the media analysis of IPTV, which reflects the environments of the convergence media and use perception, was successful in drawing a significant outcome.

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