• Title/Summary/Keyword: 웨어러블

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A Study on the game app production utilizing wearable smart device health care information (웨어러블 스마트 디바이스의 헬스 케어 정보를 활용한 게임 앱 제작에 관한 연구)

  • Choi, Yong-Seok;Ju, Woo-Suk
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2015.05a
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    • pp.168-169
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    • 2015
  • Recent wearable smart device products, but with a variety of features and form that go out after a series of releases in has been outside for a lack of consumer content. The device advances, the type of equipment attached to the user's body was released, which was the background to be subjected to a health-care products of interest to the user and the machine-to-machine interaction. This study is to identify health care elements wearable smart device content around the market with features to interact with the game content and game content derived elements fit smart wearable devices. Survey research method was developed or released wearable devices and game content and take advantage of this any existing research literature related to game development. Based on this we derive the interactive elements for a wearable smart devices based.

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The technical elements of the wearable device (웨어러블 디바이스의 기술 요소)

  • Shim, Hyun-bo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.10a
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    • pp.259-263
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    • 2014
  • In the ICT field, one among the remarkable issue of in 2014 is the "Wear computer", that is, the opening of "Wearable Device" age. The Samsung galaxy gear and products like Google glass and Apple watch are done as the wearable device. According to the definition of MIT Media Lab, the wearable device adheres to the body and is included till the application which names all things doing the computing action and can perform the partial computing function. And the wearable device is one brain. If the wearable device is popularized, it will be changed many things. First of all, 2 hands become free. My body is due to be connected to 24 hours Internet. It is not level that it adheres the Smart phone or device to the body and the brain role in which the device is connected outside directly, the human body is done. In this paper, the related companies analyze the technical elements of this wearable device especially.

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Analyzing Female College Student's Recognition of Health Monitoring and Wearable Device Using Topic Modeling and Bi-gram Network Analysis (토픽 모델링 및 바이그램 네트워크 분석 기법을 통한 여대생의 건강관리 및 웨어러블 디바이스 인식에 관한 연구)

  • Jeong, Wookyoung;Shin, Donghee
    • Journal of the Korean Society for information Management
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    • v.38 no.4
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    • pp.129-152
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    • 2021
  • This study proposed a plan to develop wearable devices suitable for female college students by analyzing female college students' perceptions and preferences for wearable devices and their needs for health care using topic modeling and network analysis techniques. To this end, 2,457 posts related to health care and wearable devices were collected from the community used by S Women's University students. After preprocessing the collected posts and comment data, LDA-based topic modeling was performed. Through topic modeling techniques, major issues of female college students related to health care and wearable devices are derived, and bi-gram analysis and network analysis are performed on posts containing related keywords to understand female college students' views on wearable devices.

Expansion Method Using Bridge Module in e-Textile Fabric Area Network (e-Textile Fabric Area Network에서 브릿지 노드를 이용한 네트워크 확장 방식)

  • Noh, KyeongJu;Lee, HyunSun;SunWoo, Jhon;Cho, Illyeon
    • Proceedings of the Korea Information Processing Society Conference
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    • 2009.11a
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    • pp.179-180
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    • 2009
  • 본 논문은 웨어러블 플랫폼 구성 기술로써 e-Textile Fabric Area Network (e-FAN) 시스템을 소개하고, e-FAN 시스템에서의 브릿지 노드를 이용한 네트워크 확장 방법을 제안한다. E-FAN 은 직물 소재의 제품에 센서, 엑츄에이터, 프로세서 등의 다양한 정보 처리 유닛이 전도성사로 연결되는 구성되는 네트워크이다. 본 논문은 이러한 e-FAN 시스템에서의 e-FAN 브릿지 노드 (e-FAN Bridge Node; eFANBN)을 활용한 네트워크 확장 방법을 제시한다. E-FAN 브릿지 노드를 활용한 네트워크 확장 방법을 통하여 다양한 종류의 전도성사를 통신 매질로 하는 네트워크 세그먼트를 통합하여 내고장성을 지원하는 네트워크로 확장한다.

Implementation of a MPEG-4 Video Player for Embedded Systems (임베디드 시스템을 위한 MPEG-4 동영상 플레이어 구현)

  • Kim, Soo-Han;Lee, Myeong-Won;Jhang, Seong-Tae
    • The KIPS Transactions:PartD
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    • v.14D no.3 s.113
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    • pp.311-318
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    • 2007
  • A wearable computer has appeared as the next generation computer with the development of embedded system technique in our country, although it has not been applicable well since the hardware and software capabilities are limited for multimedia service. We have implemented a MPEG-4 video player to provide with such multimedia application service using the embedded systems. This paper illustrates the development of MPEG-4 video player operating on the wearable computer named WPS(Wearable Personal Station), the wristwatch PC developed at ETRI.

An Android BLE Emulator for Developing Wearable Apps (웨어러블 어플리케이션 개발을 위한 안드로이드 BLE 에뮬레이터)

  • Moon, Hyeonah;Park, Sooyong;Choi, Kwanghoon
    • KIISE Transactions on Computing Practices
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    • v.24 no.2
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    • pp.67-76
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    • 2018
  • BLE (Bluetooth Low Energy) has been extensively used for communication between mobile applications and wearable devices in IoT (Internet of Things). In developing Android applications, wearable devices, on which the applications can run, should be available because the existing Android SDK does not support any BLE emulation facility. In this study, we have designed and implemented the first Android BLE emulator. Using this, we are able to develop and test BLE-based Android applications even when without wearable devices. We have also proposed an automatic generation method of Android BLE scenarios based on graph model. We have shown that the method is useful for systematically testing BLE application protocols by running the generated scenarios on the Android BLE emulator.

On Issue and Outlook of wearable Computer based on Technology in Convergence (융합환경에서 웨어러블 컴퓨터 기술 중심의 시장 및 발전 방향에 관한 연구)

  • Lee, Seong-Hoon;Lee, Dong-Woo
    • Journal of the Korea Convergence Society
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    • v.6 no.3
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    • pp.73-78
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    • 2015
  • In information society, Convergence means a service or new product which appeared through fusion of unit technologies in information and communication regions. The effects of convergence technologies and social phenomenons are visualized in overall regions of society such as economy, society, culture, etc. In this paper, we described a wearable computer which was leading case in digital convergence. Wearable computer is unit that you can literally wear on your body to enhance recognition abilities and problem-solving abilities by processing various types of integrated information. Therefore, we studied the issues, market and outlookof wearable computer in this paper.

From wearing desires to the power of gazing hidden wearable technology algorithm (Based on system design) (웨어러블 기술 알고리즘에 숨겨진 입는 욕망에서부터 시선의 권력까지(시스템 설계 관점에서))

  • Kang, Jangmook
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.18 no.4
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    • pp.205-210
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    • 2018
  • This paper examines the wearable technology in two aspects. First, it is the desire that permeates the clothes that smart technology is embroidered. Second, it is a reflection on the gaze that looks at the user wearing clothes. This article is a study on clothes that will be newly appeared with wearable technology. But this is not just a technical issue. Rather, it is a system design that takes human instinct into clothes. Therefore, this study encompasses social scientific boundaries. This article does not refer to data collected from wearables as simple sensing based data. Rather, wearable technology reveals human life activities and emotions. This paper is an attempt to combine or combine humanities and technology.

A Distributed File Service for Wearable Computing Environment (웨어러블 컴퓨팅을 위한 분산 파일 서비스)

  • Shin, Jong-Hwa;Lee, Woo-Joong;Park, Chan-Ik;Cho, Il-Yeon;Han, Dong-Won
    • Proceedings of the Korean Information Science Society Conference
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    • 2005.07a
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    • pp.754-756
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    • 2005
  • 이동통신 기술과, 반도체 기술의 발전으로 인해 기존의 컴퓨팅 패러다임이 데스크 탑에서 PDA, 스마트 폰 등의 모바일 환경으로, 그리고 입는 컴퓨터로의 이동이 급격하게 진행되고 있다. 또한 유비쿼터스 컴퓨팅 개념이 도입되고 발전하면서 입는 컴퓨터는 사용자와 편재된 컴퓨팅 환경의 인터페이스로써 중요성이 부각되고 있다. 그러나 웨어러블 컴퓨팅 환경에서의 사용자 간, 또는 주변 컴퓨팅 환경과의 데이터 공유와 관련된 연구는 활발히 진행되고 있지 못하다. 따라서, 본 논문에서는 웨어러블 컴퓨팅 환경의 Distributed, Dynamic, Heterogeneous한 특성에 대한 기존의 분산 파일 시스템/서비스가 가진 한계점을 제시하고, 웨어러블 컴퓨팅 환경에서 자유로운 데이터 공유를 실현하기 위한 분산 파일 서비스를 제시하였다. 마지막으로, 본 논문에서는 웨어러블 컴퓨팅에서의 제한적인 입출력 환경을 극복하기 위한 상황 인지 분산 파일 시스템/서비스와 관련된 연구들을 소개하고, 기존의 연구들이 가지는 한계점을 극복하기 위한 분산 파일 서비스 구성 기법을 제시하였다.

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