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T-commerce Trends and Development Model Proposal -Focusing on Broadcasting Screens and Customer Data Utilization- (T커머스 동향 및 발전모델 제안 -방송화면 및 고객데이터 활용중심-)

  • Lee, Jae-Yong;Shin, Seung-Jung
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.21 no.2
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    • pp.49-54
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    • 2021
  • The purpose of this study is to identify trends in T commerce and further propose ways to improve customer data-based services and development models for changes in broadcasting screens with the expansion of IPTV subscribers. Implementing a customized shopping model like mobile through TV media and improving customer satisfaction will reduce customer departures and provide a more convenient shopping environment through large screens. We would like to learn about the current status and problems of T commerce broadcasting and explain some technically validated models (channel-in-channel, AI speaker) and talk about improvement of legal (broadcasting and Internet multimedia business law) constraints.

2-Stage Detection and Classification Network for Kiosk User Analysis (디스플레이형 자판기 사용자 분석을 위한 이중 단계 검출 및 분류 망)

  • Seo, Ji-Won;Kim, Mi-Kyung
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.5
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    • pp.668-674
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    • 2022
  • Machine learning techniques using visual data have high usability in fields of industry and service such as scene recognition, fault detection, security and user analysis. Among these, user analysis through the videos from CCTV is one of the practical way of using vision data. Also, many studies about lightweight artificial neural network have been published to increase high usability for mobile and embedded environment so far. In this study, we propose the network combining the object detection and classification for mobile graphic processing unit. This network detects pedestrian and face, classifies age and gender from detected face. Proposed network is constructed based on MobileNet, YOLOv2 and skip connection. Both detection and classification models are trained individually and combined as 2-stage structure. Also, attention mechanism is used to improve detection and classification ability. Nvidia Jetson Nano is used to run and evaluate the proposed system.

Analysis of Research Topic Trend in Library and Information Science Using Dynamic Topic Modeling (다이나믹토픽모델링을 활용한 문헌정보학 분야의 토픽 변화 분석)

  • Kim, SeonWook;Yang, Kiduk;Lee, HyeKyung
    • Journal of Korean Library and Information Science Society
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    • v.53 no.2
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    • pp.265-284
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    • 2022
  • This study applied dynamic topic modeling on titles and abstracts of 55,442 academic papers in 85 SSCI journals from 2001 to 2020 in order to analyze research topic trend in library and information science. The analysis revealed four major themes of library management, informatics, library service, and library system in 10 major topics. The results also showed subtopics in information science and library management topic areas to change over time, while library service remained stable over 20 years to establish itself as a robust topic. In addition, medical information emerged as a significant sub-topic of informatics, thus exemplifying the interdisciplinary characteristics of library and information science field.

Development of Competency Model for Police' Digital Forensic Examiner (경찰 디지털증거분석관 역량모델 개발)

  • Oh SoJung;Jeong JunSeon;Cho EunByul;Kim GiBum
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.33 no.4
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    • pp.647-659
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    • 2023
  • As digital evidence becomes more important in criminal investigations, disputes are increasing in court. As media diversifies and the scope of analysis expands, the level of expertise in digital forensics is also increasing. However, no competency model has been developed to define the capabilities of digital evidence examiners or to judge their expertise. There have been some studies that have derived the capabilities necessary for digital evidence examiner, but they are still insufficient. Therefore, in this study, 25 competency evaluation factors in a total of 9 competency groups were defined using methodologies such as expert FGI and Delphi survey. Specifically, it was defined as Digital Forensics Theory, Digital Evidence Collection&Management, Disk Forensics, Mobile Forensics, Video Forensics, infringement forensics, DB Forensics, Embedded(IoT) Forensics, and Cloud Forensics. The digital evidence examiner competency model is expected to be used in various fields such as recruitment, education and training, and performance evaluation in the future.

An analysis on the difference in banking app usability by elderly age - Focusing on the PACMAD model - (고령층 연령에 따른 뱅킹앱 사용성 인식에 대한 차이 분석 -PACMAD 모델을 중심으로-)

  • Hyun Suk Joung
    • Journal of Korea Society of Industrial Information Systems
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    • v.28 no.2
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    • pp.61-75
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    • 2023
  • This study aims to evaluate the usability of a banking app that is frequently used by the elderly. To this end, the usability PACMAD(People At the Center of Mobile Application Development) model that can be used in mobile was explained and the usability evaluation was empirically verified for the elderly over 60 years of age. For this study, descriptive statistics and variance analysis were conducted using SPSS 25.0 for 165 elderly people who had experience using banking apps. Looking at the analysis results of this study, efficiency, satisfaction, and effectiveness showed relatively high scores, and learnability, memorability, error, and cognitive load showed relatively low scores. In addition, in the verification of differences by age, it was confirmed that there were differences in all variables by age. These results suggest that the elderly's usability evaluation of banking apps and differences by age could be confirmed, but there is also a limitation that comparison with the general public is difficult because the age is limited to the elderly.

Implementation of total management system for exhibitions and Convention using beacon (Beacon기술을 이용한 MICE시스템 설계 및 구현)

  • Kim, Young-Ick;Kim, Mijung;Kim, Hyu-Chan
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.6 no.2
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    • pp.35-44
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    • 2016
  • MICE industry is emerging as a new growth engine recently. Most of the domestic MICE events are carried out at low cost on a small scale. The event organizers want to cut down on costs of prints such as brochures and other promotional printed materials, as well as the personnel costs for the simple guide job needed on site, which are generated repeatedly and wastefully. The existing mobile web has a defect that the participants can't easily earn the information in the fixed menu, but have to search by themselves wasting lots of time. Therefore, it is necessary to develop the solution enables providing information efficiently at low cost for short-term use during the events. In this study, we implemented specific total management system for exhibitions and convention using beacon. The information system for exhibitions and events using beacon can raise the management efficiency, and the digital brochure function based on CMS heightens the information retrieval ability and also reduces costs. Organizers can manage their event efficiently in a small exhibition and convention event by running an online website and operate a site management system by them selves.

A Study on Spatial Co-experience through Social Data (소셜 데이터를 통한 공간적 공동경험에 관한 연구)

  • Cha, Min-Geum;Lee, Jooyoup
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.6
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    • pp.851-859
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    • 2017
  • Today, with the advent and development of Social Network Service (SNS), various types of information that have been difficult to observe have been pouring out. Recently, Vertical Social Networking Service (SNS), a service that shares specific interests with users' Vertical Social Networking Service) is emerging as a major research area. Especially, various human, social and spatial characteristics can be observed through geolocation data and social data collected through mobile GPS, and it is used in various studies. In this study, we analyze the social data collected through the image - based vertical SNS Instagram, and measure the user 's experience based on the social media based on the user' s spatial context. Therefore, in this study, we investigate what types of spatial patterns exist between experiential elements of sharing experiences and geographical characteristics through social data, and examine a new model of shared experience structure through extracted data.

Artificial Intelligence Based LOS Determination for the Cyclists-Pedestrians Mixed Road Using Mobile Mapping System (인공지능 기반 MMS를 활용한 자전거보행자겸용도로 서비스 수준 산정)

  • Tae-Young Lee;Myung-Sik Do
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.22 no.3
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    • pp.62-72
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    • 2023
  • Recently, the importance of monitoring and management measures for bicycle road related facilities has been increasing. However, research on the monitoring and evaluation of users' safety and convenience in walking spaces including bicycle path is insufficient. In this study, we would like to construct health monitoring data for cylists-pedestrians mixed road using a mobile mapping system, and propose a plan to calculate the level of service of the mixed roads from the perspective of pedestrians and cyclists using artificial intelligence based object detection techniques. The monitoring and level of service calculation method of cylists-pedestrians mixed roads proposed in this study is expected to be used as basic information for planning and management such as maintenance and reconstruction of walking spaces in preparation for the increase of electric bicycles and personal mobility in the future.

Deep-Learning-Based Mine Detection Using Simulated Data (시뮬레이션 데이터 기반으로 학습된 딥러닝 모델을 활용한 지뢰식별연구)

  • Buhwan Jeon;Chunju Lee
    • Journal of The Korean Institute of Defense Technology
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    • v.5 no.4
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    • pp.16-21
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    • 2023
  • Although the global number of landmines is on a declining trend, the damages caused by previously buried landmines persist. In light of this, the present study contemplates solutions to issues and constraints that may arise due to the improvement of mine detection equipment and the reduction in the number of future soldiers. Current mine detectors lack data storage capabilities, posing limitations on data collection for research purposes. Additionally, practical data collection in real-world environments demands substantial time and manpower. Therefore, in this study, gprMax simulation was utilized to generate data. The lightweight CNN-based model, MobileNet, was trained and validated with real data, achieving a high identification rate of 97.35%. Consequently, the potential integration of technologies such as deep learning and simulation into geographical detection equipment is highlighted, offering a pathway to address potential future challenges. The study aims to somewhat alleviate these issues and anticipates contributing to the development of our military capabilities in becoming a future scientific and technological force.

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Conceptual framework for Emotions in Usability of Products (제품 사용성과 감성에 관한 개념적 연구)

  • Lee Kun-Pyo;Jeong Sang-Hoon
    • Science of Emotion and Sensibility
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    • v.8 no.1
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    • pp.17-28
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    • 2005
  • With the advent of computer technology, the fundamental nature of products has shaped from physical forms towards product interactivity, The focus is now on usability of the product with ease and efficiency rather than conversing with just the looks of the product. However, most definitions of usability and contemporary usability-related researches, have focused on the performance-oriented functional aspects of usability (i.e., how well users perform tasks using a product). Today, user expectations are higher; products that bring not only functional benefits but also emotional satisfaction. So far, there have been many studies on human emotions and the emotional side of products in the field of emotional engineering. Contemporary emotion-related researches have focused mainly on the relationship between product aesthetics and the emotional responses elicited by the products, but little is known about emotions elicited from using the products. The main objective of our research is analyzing user's emotional changes while using a product, to reveal the influence of usability on human emotions. In this research, we suggested conceptual framework for the study on the relationship between usability of products, and human emotions with emphasis on mobile phones. We also extracted emotional words for measuring user's emotions expressed not from looking at the product's appearance, but from using the product. First, we assembled a set of emotions that is sufficiently extensive to represent a general overview of the full repertoire of Korean emotions from the literature study. Secondly, we found emotional words in the after note by the users on the websites. Finally, verbal protocols in which the user says out loud what he/she ks feeling while he/she ks carrying out a task were collected. And then, the appropriateness of extracted emotional words was verified by the members of the consumer panel of a company through web survey. It is expected that emotional words extracted in this research will be used to measure user's emotional changes while using a product. Based on the conceptual framework suggested in this research, basic guidelines on interface design methods that reflect user's emotions will be illustrated.

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