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Trends of Packaging and Micro-joining Technologies for Car Electronics (자동차용 전장품의 패키징 및 마이크로 접합기술 동향)

  • Lee, Gyeong Ah;Cho, Do Hoon;Sri Harini, Rajendran;Jung, Jae Pil
    • Journal of the Microelectronics and Packaging Society
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    • v.29 no.1
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    • pp.7-16
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    • 2022
  • Recently, the automobile industry is rapidly changing due to technological development. Next-generation cars with high technology and new functions are on the market. It is essential to develop electronic devices to meet the condition of next-generation cars. In this study, the authors have reviewed recent trends of automotive electronics and packaging technology. Automotive electronics are used in harsh environments compared with other industries. Thus, it is important to improve the reliability of device junctions that directly affect electronics performance. Soldering, TLP (transient liquid phase bonding), and sintering are introduced for the bonding methods in car electronics.

A Study on the Implementation of gamification in Mobile Payment Services (모바일 페이먼트 서비스의 게임화 구현에 관한 연구)

  • Chen, Tzu-Ying;Pan, Young-Hwan
    • Journal of the Korea Convergence Society
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    • v.13 no.4
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    • pp.213-226
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    • 2022
  • The importance of gamification is garnering increased attention in the corporate world. Gamification refers to using game mechanics and thinking patterns in non-game domains to promote user engagement. By reviewing the definition of gamification and related literary research, we aim to understand how to put theory into practice and determine the organization of gamification's main features. Next, in order to understand the current implementation methods of mobile payment gamification marketing. We analyze popular mobile payment apps as case studies. To examine the effectiveness of game mechanics on mobile payment marketing to determine whether there is a positive impact on brand loyalty and stickiness. The results are used to identify shortcomings in gamified mobile payment systems. Finally, we propose a gamification framework model for mobile payments and offer recommendations for underutilized game mechanics based on previous cases. Future research can reference our model for deeper studies on the effectiveness and impact of gamified mobile payments.

Research of Data Collection for AI Education Using Physical Computing Tools (피지컬 교구를 이용한 인공지능 교육용 데이터 수집 연구)

  • Lee, Jaeho;Jun, Doyeon
    • Journal of Creative Information Culture
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    • v.7 no.4
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    • pp.265-277
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    • 2021
  • Data is the core of AI technology. With the development of technology, AI technology is also accelerating as the amount of data increases explosively than before. However, compared to the interest in AI education, research on data education with AI is still insufficient. According to the case analysis of exsisting AI data education, there were cases of educating the process and part of data science, but it was hard to find studies related to data collection. Cause physical computing tools have a positive effect on AI education for elementary school students, data collection cases using tools were studied, but researches related to data collection were rare. Therefore, in this study, an efficient data collection method using physical tools was designed. A structural diagram of a data collection program was created using COBL S, a modular physical computing teaching tool, and examples of program screens from the service side and the user side were configured. This study has limitations in that the establishment of an AI education platform that can be used in conjunction with future program production and programs should be prioritized as a proposal in terms of design.

Performance of Exercise Posture Correction System Based on Deep Learning (딥러닝 기반 운동 자세 교정 시스템의 성능)

  • Hwang, Byungsun;Kim, Jeongho;Lee, Ye-Ram;Kyeong, Chanuk;Seon, Joonho;Sun, Young-Ghyu;Kim, Jin-Young
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.22 no.5
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    • pp.177-183
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    • 2022
  • Recently, interesting of home training is getting bigger due to COVID-19. Accordingly, research on applying HAR(human activity recognition) technology to home training has been conducted. However, existing paper of HAR proposed static activity instead of dynamic activity. In this paper, the deep learning model where dynamic exercise posture can be analyzed and the accuracy of the user's exercise posture can be shown is proposed. Fitness images of AI-hub are analyzed by blaze pose. The experiment is compared with three types of deep learning model: RNN(recurrent neural network), LSTM(long short-term memory), CNN(convolution neural network). In simulation results, it was shown that the f1-score of RNN, LSTM and CNN is 0.49, 0.87 and 0.98, respectively. It was confirmed that CNN is more suitable for human activity recognition than other models from simulation results. More exercise postures can be analyzed using a variety learning data.

A Study on the Development of Customized Home Care Beauty Device (맞춤형 홈 케어 뷰티 디바이스 개발에 관한 연구)

  • Kim, Tae-Won;Kim, Hyun-Woong;Lee, Chun-Hee;Min, Hye-Jin;Kim, Da-Du;Kim, Dong-Hun;Park, Sang-Yong
    • The Journal of the Korea Contents Association
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    • v.22 no.1
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    • pp.23-34
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    • 2022
  • Due to the regular usage of face masks during the COVID-19 pandemic, many people developed skin issues. As a result, interest in skin care which can be performed independently at home has increased. The purpose of this study is to design a customized home beauty care device to respond to these market trends. In order to do so, the double diamond model was applied in the design thinking process, and the design development process proceeded in the order of discovery, definition, development, and delivery. This study is meaningful in that it focused on the user-centered design development approach by fusing design thinking processes rather than styling-oriented design processes, and suggested new possibilities for design development using information based on the data measured.

Travel Route Recommendation Utilizing Social Big Data

  • Yu, Yang Woo;Kim, Seong Hyuck;Kim, Hyeon Gyu
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.5
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    • pp.117-125
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    • 2022
  • Recently, as users' interest for travel increases, research on a travel route recommendation service that replaces the cumbersome task of planning a travel itinerary with automatic scheduling has been actively conducted. The most important and common goal of the itinerary recommendations is to provide the shortest route including popular tour spots near the travel destination. A number of existing studies focused on providing personalized travel schedules, where there was a problem that a survey was required when there were no travel route histories or SNS reviews of users. In addition, implementation issues that need to be considered when calculating the shortest path were not clearly pointed out. Regarding this, this paper presents a quantified method to find out popular tourist destinations using social big data, and discusses problems that may occur when applying the shortest path algorithm and a heuristic algorithm to solve it. To verify the proposed method, 63,000 places information was collected from the Gyeongnam province and big data analysis was performed for the places, and it was confirmed through experiments that the proposed heuristic scheduling algorithm can provide a timely response over the real data.

Exploring the Impact of Interaction Privacy Controls on Self-disclosure

  • Gimun, Kim
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.1
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    • pp.171-178
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    • 2023
  • As the risk of privacy invasion due to self-disclosure increases in SNS environment, many studies have tried to discover the influencing factors of self-disclosure. This study is an extension of this research stream and pays attention to the role of interaction privacy controls(friend list and privacy settings) as a new influencing factor. Specifically, the study theorizes and test the logic that the ability to effectively control interactions between individuals using IPC(called IPC usefulness) satisfies the three psychological needs(autonomy, relationship, and competency needs) suggested by the Self-Determination Theory, and in turn increase the amount of self-disclosure. As a result of data analysis, it was found that IPC usefulness has a very strong influence on the satisfaction of psychological needs and is a major factor in increasing the degree of self-disclosure by users. Based on these findings, the study discusses the theoretical and practical implications as well as future research directions.

Digital Transformation, Business Model and Metaverse (디지털 전환, 비즈니스 모형 관점에서 본 메타버스)

  • Kim, Taekyung;Kim, Shinkon
    • Journal of Digital Convergence
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    • v.19 no.11
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    • pp.215-224
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    • 2021
  • Business stakeholders have shown huge interests on the way how to increase business value by integrating real world businesses with a rising metaverse concept. To understanding the utility of metaverse regarding digital transformation, this study conducted a qualitative study based on a metaverse framework from 2006 Metaverse Roadmap and reference theories on business models. Specifically, a multiple comparative case approach was adopted to investigate three metaverse application cases from 2000 to 2020. From findings, it was revealed that different metaverse features were tried to leverage traditional simulation games, social communities, and virtual communication activities to build business models. Secondly, the use of metaverse features were likely to be helpful in getting competitive advantages. However, we are also aware that stakeholder credibility should be carefully managed to sustain businesses.

Matrix Character Relocation Technique for Improving Data Privacy in Shard-Based Private Blockchain Environments (샤드 기반 프라이빗 블록체인 환경에서 데이터 프라이버시 개선을 위한 매트릭스 문자 재배치 기법)

  • Lee, Yeol Kook;Seo, Jung Won;Park, Soo Young
    • KIPS Transactions on Computer and Communication Systems
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    • v.11 no.2
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    • pp.51-58
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    • 2022
  • Blockchain technology is a system in which data from users participating in blockchain networks is distributed and stored. Bitcoin and Ethereum are attracting global attention, and the utilization of blockchain is expected to be endless. However, the need for blockchain data privacy protection is emerging in various financial, medical, and real estate sectors that process personal information due to the transparency of disclosing all data in the blockchain to network participants. Although studies using smart contracts, homomorphic encryption, and cryptographic key methods have been mainly conducted to protect existing blockchain data privacy, this paper proposes data privacy using matrix character relocation techniques differentiated from existing papers. The approach proposed in this paper consists largely of two methods: how to relocate the original data to matrix characters, how to return the deployed data to the original. Through qualitative experiments, we evaluate the safety of the approach proposed in this paper, and demonstrate that matrix character relocation will be sufficiently applicable in private blockchain environments by measuring the time it takes to revert applied data to original data.

Development of Wireless Healthcare System for Emergency Treatment (응급상황을 대비한 무선의료관리시스템 개발)

  • Park, Sung-Chul;Moon, Byung-Hyun;Lim, Byung-Hyun;Hwang, Bum-Suk;Choi, Sang-Min
    • Journal of Korea Society of Industrial Information Systems
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    • v.14 no.5
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    • pp.125-130
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    • 2009
  • Today, the handicapped or old people require continuous care, but there are a lot of practical difficulties. In this paper, the system measuring health conditions of the handicapped or old people (pulse and temperature) is developed. If urgent health conditions occur, measurement values are delivered to doctors or close family members using SMS (Short Message Service) of cellular phone. In the developed system, Pulse rate is measured by sensing bloodstream using high luminance LED and CdS illumination sensors. Body temperature is also measured by contactless temperature sensor. Also, the measured values are transmitted to a server computer using Zigbee communications. Also, the measured values the average of measurements and the time are saved. The wireless healthcare system is designed to help the emergency for the handicapped and old people by using SMS.