• Title/Summary/Keyword: 애플리케이션 개발 방안

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Research and improvement of image analysis and bar code and QR recognition technology for the development of visually impaired applications (시각장애인 애플리케이션 개발을 위한 이미지 분석과 바코드, QR 인식 기술의 연구 및 개선)

  • MinSeok Cho;MinKi Yoon;MinSu Seo;YoungHoon Hwang;Hyun Woo;WonWhoi Huh
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.6
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    • pp.861-866
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    • 2023
  • Individuals with visual impairments face difficulties in accessing accurate information about medical services and medications, making it challenging for them to ensure proper medication intake. While there are healthcare laws addressing this issue, there is a lack of standardized solutions, and not all over-the-counter medications are covered. Therefore, we have undertaken the design of a mobile application that utilizes image recognition technology, barcode scanning, and QR code recognition to provide guidance on how to take over-the-counter medications, filling the existing gaps in the knowledge of visually impaired individuals. Currently available applications for individuals with visual impairments allow them to access information about medications. However, they still require the user to remember which specific medication they are taking, posing a significant challenge. In this research, we are optimizing the camera capture environment, user interface (UI), and user experience (UX) screens for image recognition, ensuring greater accessibility and convenience for visually impaired individuals. By implementing the findings from our research into the application, we aim to assist visually impaired individuals in acquiring the correct methods for taking over-the-counter medications.

A Study on the Satisfaction of User Groups of the Digital Library System (디지털자료실지원센터(DLS)의 이용자 집단간 만족도에 관한 연구)

  • Lee, Byeong-Ki
    • Journal of the Korean Society for information Management
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    • v.22 no.3 s.57
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    • pp.129-145
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    • 2005
  • DLS(Digital Library System) have been established by Ministry of Education and Human Resources Development for providing the application services to each school library managers(teacher librarian) and front end users such as students and teachers. DLS's are separately operated by 15 major metropolitan or provincial office of education to cover all elementary, middle and high schools in Korea. There is a necessity which it will analyze the current status of DLS because it's system after starting a service 2 years passed. This study suggested to improvements strategies of DLS by survey from teacher librarian, subject teacher, students of 308 schools.

A Study on the Development of the Integration Management System for the Standardized High-tech Marine Transportation Infrastructure (표준화된 첨단해양교통시설의 통합관리시스템 구축에 관한 연구)

  • Jeon, Joong-Sung;Lee, Seo-Jeong;Oh, Jin-Seok
    • Journal of Advanced Marine Engineering and Technology
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    • v.34 no.4
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    • pp.532-539
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    • 2010
  • The high tech marine transportation infrastructure is an innovative transportation infrastructure that may be able to secure a safe transportation environment as well as efficient operation by connecting up-to-date skills including a broad range of wire and wireless communication-based information, control and electronics technologies. When integrated into the marine transportation infrastructure by the standard requirements, these standard technologies help monitor and manage navigational aids. After investigated on current status of marine transportation system, verified on integrating marine transportation systems, the standard requirements have to suggest a appropriate way of integrating marine traffic systems and proper way of using old marine traffic infrastructure.

A Study on the Building of Open Operational System for the Integration Management System of the Maritime Traffic Facilities (해양교통시설 통합관리시스템을 위한 개방형 운영시스템 구축 방안에 관한 연구)

  • Jeon, Joong-Sung;Lee, Seo-Jeong
    • Journal of Advanced Marine Engineering and Technology
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    • v.34 no.8
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    • pp.1135-1144
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    • 2010
  • The high tech marine transportation infrastructure is an innovative transportation infrastructure that may be able to secure a safe transportation environment as well as efficient operation by connecting up-to-date skills including a broad range of wire and wireless communication-based information, control and electronics technologies. When integrated into the marine transportation infrastructure by the standard requirements, these standard technologies help monitoring and managing navigational aids. This paper defined a concept of middleware in the marine traffic management systems which gives characteristics of system independency, scalability, extensibility, and researches a functionality of the middleware and a software block of the middleware.

Using Smart Messages for Ad-hoc Network and Mobile-IP Connection (Smart Message를 응용한 애드혹 네트워크와 Mobile-IP의 연동)

  • Kim, Dong-Wook;Shin, Bok-Deck;Ha, Kyung-Jae
    • Proceedings of the Korea Information Processing Society Conference
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    • 2003.11b
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    • pp.991-994
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    • 2003
  • 본 논문에서는 이동 컴퓨팅 시스템 간 분산응용 프로그래밍을 위한 Smart Message(SM) 메커니즘을 이용하여, 애드혹 네트워크와 유선망과의 유동적 연결 방법을 제안한다. 네트워크연동 아키텍처에 응용되는 기술들은 애드혹 네트워크, Mobile-IP, Smart Message 아키텍처 등이 있다. 애드혹 네트워크는 라우팅 장비 없이 각각의 무선 노드들로써 구성되는 네트워크로서 각 노드들은 각기 라우팅 기능과 호스트 기능을 수행한다. Mobile-IP는 무선노드들이 유선망과의 연결을 위한 IP의 확장 프로토콜이다. 본 논문은 애드혹 네트워크 내의 일부 이동 노드가 유선망의 에이전트에 접속 할 수 없을 시에, 해당 유선망의 에이전트에 접속할 수 있는 애드혹 네트워크에 소속된 노드를 대표 노드로 지정하여, 그 대표노드를 통해 유선망에 접속하는 방안을 제시한다. 애드혹 네트워크상의 분산 애플리케이션 개발을 위한 프로그래밍 아키텍처인 SM은 본 논문에서 제안하고자 하는 유연한 라우팅을 구현하기 위해 응용된다. 또한 대표노드를 통한 간접적 접속 방안의 장단점을 전송오버헤드, 네트워킹 비용 등의 관점에서 분석하고, 최적의 유무선 네트워크 연동에 관련된 프로토타입 구현을 위한 방향을 제시한다.

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Design of the STEAM Integrated Curriculum based on Project-based Learning -Focus on Android-based Learning Content Development and Utilization- (프로젝트 기반 학습의 STEAM 융합 교육과정 설계 -안드로이드 기반 동력 전달 학습 콘텐츠 개발 및 활용 중심으로-)

  • Kim, Eun-Gil;Kim, Jong-Hoon
    • Journal of The Korean Association of Information Education
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    • v.15 no.4
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    • pp.551-560
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    • 2011
  • STEAM education is a topic-based curriculum to integrate the concepts into other subjects such as science, technology, engineering, art and mathematics in order to improve the students' interesting, understanding, integrated thinking and problem solving ability. In this paper, we designed STEAM curriculum in the form of Project-based Learning and developed the material for elementary students. We also developed the android-based application through searching for a utilization of IT simulation for enhancement the students' Project-based Learning effect.

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The Regulation of AI: Striking the Balance Between Innovation and Fairness

  • Kwang-min Lee
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.12
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    • pp.9-22
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    • 2023
  • In this paper, we propose a balanced approach to AI regulation, focused on harnessing the potential benefits of artificial intelligence while upholding fairness and ethical responsibility. With the increasing integration of AI systems into daily life, it is essential to develop regulations that prevent harmful biases and the unfair disadvantage of certain demographics. Our approach involves analyzing regulatory frameworks and case studies in AI applications to ensure responsible development and application. We aim to contribute to ongoing discussions around AI regulation, helping to establish policies that balance innovation with fairness, thereby driving economic progress and societal advancement in the age of artificial intelligence.

An Analysis of Consumer Emotion for Product Planning of Smart Clothing (스마트 의류 상품 기획을 위한 감성 효과 분석)

  • Cho, Hyun-Seung;Kim, Jung-Ho;Koo, Hye-Ran
    • Science of Emotion and Sensibility
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    • v.17 no.3
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    • pp.49-56
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    • 2014
  • This study aims at providing basic data for product planning to design smart clothing and to develop applications, focusing on consumers by satisfying their emotions through analyzing emotional factors on smart clothing, comparing emotional differences between conventional clothing and it, reviewing changes of consumers' emotion by integrating the product and clothing and researching differences of preference and purchase intention between smart clothing and traditional one. As the results of the study, emotional factors for smart clothing were analyzed with total 6 including 'technical', 'comfort', 'aesthetic', 'modern', 'fun' and 'multiple' factors. Among them, except for 'comport', five emotional factors showed emotional factors between conventional sport-casual clothing and smart clothing. That is, emotional factors of 'technical', 'aesthetic', 'modern', 'fun' and 'multiple' were emphasized more in smart clothing than conventional ones, indicating that they should be considered in planning products of smart clothing. Though there was no significant difference of preference between smart clothing and conventional clothing, in case of comparison of averages, that of smart clothing was a little higher. For purchase intention, smart clothing was lower than the conventional clothing. So preference seems to be not directly related to consumers' immediate purchase. To make consumers' interests and preference to result in purchase, it is necessary to develop smart clothing with more various applications and to prepare commercializing strategies. As the results of the analysis on free-descriptive questionnaire survey, consumers were interested in development of smart clothing to help diet with functions including energy harvesting from body motion, calorification and perspiration, measurement of motion and calory consumption as well as health-care type smart clothing to measure heartbeat and ECG. Reflecting these requirements from the consumers, they should be utilized as guidance to develop smart clothing in the future.

Service Design in Airport for Sharing the Cultural Difference Among Tourists (여행객들의 문화적 차이 공유를 위한 공항 내 서비스 디자인 제안)

  • Gu, Min Hui;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.14 no.10
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    • pp.415-421
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    • 2016
  • There has been an enormous increase not only in the international economic exchanges but also in the cultural exchanges. However, studies to settle the cultural differences have been studied a lot with in economic and business partial but research of eliminating cultural differences for travelers has not been studied. Therefore, in this study, we tried to develop the service design to eliminate the cultural differences. To set the spatial range, we choose airport which can be the hub and the door of the travelers at the same time. Moreover, we tried to understand the meaning of communication and sharing to resolve differences in culture through literature studies. Further, we analyzed the airport application and examples of Wi-Fi linked services, so can be applied to the proposal. Travelers share the cultural differences by themselves; through the Wi-Fi service in the airport, and the existing airport application. We expect to be able to resolve the cultural differences between nations and develop not only their prosperity but also the national image by this service.

Fake GPS Detection for the Online Game Service on Server-Side (모의 위치 서비스를 이용한 온라인 게임 악용 탐지 방안)

  • Han, Jaehyeok;Lee, Sangjin
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.27 no.5
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    • pp.1069-1076
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    • 2017
  • Recently $Pok\acute{e}mon$ GO implements an online game with location-based real time augmented reality on mobile. The correct play of this game should be based on collecting the $Pok\acute{e}mon$ that appears as the user moves around by foot, but as the popularity increases, it appears an abuse to play easily. Many people have used an application that provides a mock location service such as Fake GPS, and these applications can be judged to be cheating in online games because they can play games in the house without moving. Detection of such cheating from a client point of view (mobile device) can consume a large amount of resources, which can reduce the speed of the game. It is difficult for developers to apply detection methods that negatively affect game usage and user's satisfaction. Therefore, in this paper, we propose a method to detect users abusing mock location service in online game by route analysis using GPS location record from the server point of view.