• Title/Summary/Keyword: Communication platform

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Barrier Free Accessibility to Trains for All

  • Rentzsch, Manfred;Seliger, Denis;Meissner, Thomas;Wessner, Claudia
    • International Journal of Railway
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    • v.1 no.4
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    • pp.143-148
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    • 2008
  • This paper is the output of a collaborative European project concerning the barrier free accessibility for disabled persons to regional and long distance trains in Europe. Disabled people represent around 13% of the population in Europe. This is approximately 63 million people. The range of disabilities includes people with reduced mobility including wheel chair users, viewing and hearing impaired people and other forms of impairment. Improving accessibility aims at contributing to the provision of public transport services to all citizens in an equitable way. The purpose of the project was to analyse and to evaluate the existing solutions at selected European railways for all required modules at the entrance (doors, information and safety solutions), to derive a design concept, to develop a mock-up in meeting the needs of rail travellers with the above mentioned impairments and to test it with user groups. The project also aims at deriving components for the determination of standards. The EUPAX Design Mock-up test was performed to verify the advantages of the layout of the train segment including the different modules such as access area (including the access door, gaps between platform and train as well as boarding aid devices), entrance vestibule, information systems inside and outside the train, emergency facilities, toilet with all conveniences and the additional test arrangements regarding push buttons, steps and emergency equipment. For this purpose a questionnaire was developed for the assessment of the EUPAX segment and the additional test arrangements. With the help of this questionnaire it was possible to execute a quantitative and qualitative evaluation. During three test phases 67 experts and handicapped persons from 6 countries have evaluated the Industrial Design mock-up based on this questionnaire. The test group covered persons from North (Denmark) to the South (Italy) and from the West (Spain) to the Middle of Europe (Germany). This is especially important for the generalization (harmonisation) of the results for all European countries. According to COST 335 the information for people with reduced mobility should be clear, concise, accurate and timely. So that all information can be received from persons, they must be transferred on at least two of the three possible ways (acoustical, visual, tactile), a so called "2-sense-principle". Based on the results ergonomic specifications/ solutions for the ergonomic design of the access area, the acoustic, visual and tactile information and the emergency devices including the emergency communication system were developed, related to the benefiting passenger groups.

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Implementation of a Photo-Input Game Interface Using Image Search (이미지 검색을 이용한 사진입력 게임 인터페이스 구현)

  • Lee, Taeho;Han, Jaesun;Park, Heemin
    • KIISE Transactions on Computing Practices
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    • v.21 no.10
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    • pp.658-669
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    • 2015
  • The paradigm of game development changes with technological trends. If the system can analyze and determine undefined inputs, users' input choices are not restricted. Therefore, game scenarios can have multifarious flows depending upon the user's input data. In this paper, we propose a method of including an output plan in the game system that is based on the user's input but is not restricted to predefined choices. We have implemented an experimental game on the Android platform by combining network communication and APIs. The game interface works as follows: first, the user's input data is transmitted to the server using HTTP protocol; then, the server carries out an analysis on the input data; and finally, the server returns the decision result to the game device. The game can provide users a scenario that corresponds to the decision results. In this paper, we used an image file for the user's input data format. The server calculates similarities between the user's image file and reference images obtained from the Naver Image Search API and then returns determination results. We have confirmed the value of integrating the game development framework with other computing technologies demonstrating the potential of the proposed methods for application to various future game interfaces.

Case of Service Design Process for Medical Space Focused on Users (사용자중심 의료공간을 위한 서비스디자인 프로세스의 적용사례)

  • Noh, Meekyung
    • Journal of The Korea Institute of Healthcare Architecture
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    • v.21 no.4
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    • pp.27-36
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    • 2015
  • Purpose: Of late, the focus of service design is moving toward emphasizing customer satisfaction and taking users' experience more seriously. In addition to the change in perspective in service design, scholars in this area are paying more attention to service design methodology and process, as well as its theory and real-world case studies. In the case of medical space, there have been few studies in attempting to apply service design methods useful for deriving user-focused results. The author of this paper believes, however, case study-oriented approaches are more needed in this area rather than ones focusing on theoretical aspects. The author hopes thereby to expand the horizon to practical application of spatial design beyond service design methodology. Methods: In order to incorporate the strengths of service design methodology that can reflect a variety of user opinions, this study will introduce diverse tools in the framework of double diamond process. In addition, it will present field cases that successfully brought about best results in medical space design. It will end with summarizing the ideal process of medical space design which is reasonable and comprehensive. Results: Medical service encompasses preventive medicine as well as treatment of existing medical conditions. A study in establishing the platform of medical service design consists of a wide range of trend research, followed by the summary of two-matrix design classification based on results of the trend research. The draft of design process is divided into five stages composed of basic tools for establishing spatial flow lines created by matching service design tools with each stage of space design processes. In all this, most important elements to consider are communication and empathy. When service design is actually applied to space design, one can see that output has reflected the users' needs very well. The service design process for user-oriented medical space can thus be established by interactions on the final outcome and feedback on the results. Implications: One can see that the service design with the hospital at its center produces the result that encompasses the user's needs best. If the user-focused service design process for medical space can be extended to other space designs, the author believes that it would enhance the level of satisfaction for users and minimize trials and errors.

A Transmission Service Method for Processing Visual Recognition of Sender Information (발신자 정보에 대한 시각적 인식 처리를 위한 전송 서비스 기법)

  • 김기현
    • Journal of KIISE:Computing Practices and Letters
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    • v.10 no.4
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    • pp.328-336
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    • 2004
  • Recently a mobile service is changing into a system environment that offers the customer various contents service. Representative example of service is a Calling Identity Del ivory Service(CID). Such service has the problem in the case which the receiver cannot remember the phone number of the sender; it has a difficult problem that cannot easily confirm whose the phone number it is. Therefore, it is desirable to design and implement visual services that can enhance the recognition of users. In this paper, we propose the architecture that is similar to a Calling Identity Delivery Service. We propose the architecture for communication service and system that is able to visually display the information of the sender using 2D image data in mobile environment. After that we set the image information to represent the user and this method is able to visually display the information of the sender by transmitting an image data through channels from switch station or base station using the server. When the receiver receives a phone call from the sender, this method provides an efficient service by transmitting visual data with bell sound. That is, the image information of sender is appeared on liquid crystal display(LCD) of the receiver at the same time. We investigate the concepts for processing real-time transmission of image data and describe an example of the implementation result that is based on system. This technology has a potential influence on the marketing and presents an efficiency of this method.

An Analysis of the Preference Type of Internet Personal Game Broadcasting in China - focused on Player-Unknown's Battlegrounds Streaming (중국의 1인 게임 방송의 선호 유형 분석 - 배틀그라운드 1인 게임 방송을 중심으로)

  • Seo, Ryung;Kihl, Taesuk
    • Journal of the Korean Society for Computer Game
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    • v.31 no.4
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    • pp.81-89
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    • 2018
  • The purpose of this study is to classify the types of internet personal game broadcasting in China and to examine viewers' preferences type of it. By targeting top 100 creators of Player-Unknown's Battleground streaming as a personal game broadcaster with over 100,000 followers, the game types were classified based on the purpose and characteristic of game broadcasting such as game play, entertainment, and audience participation. As a result, the type of internet personal game broadcasting in China was classified into progamer type, cooperative playing type, storytelling type, and reciprocal entertainment type. The progamer type was 38% and it was the highest proportion of Player-Unknown's Battlegrounds streaming. Next came storytelling type, cooperative playing type and reciprocal entertainment type with 25%, 19% and 18% respectively. In sum, progamer type and storytelling type which shows relatively low real - time communication with audiences accounted for a high percentage of 63%. This implies that the characteristics of the broadcast media focused on 'showing' have influenced the production and planning of personal game broad casting. The interactive characteristics of the platform of personal game broad casting can be expected to gradually change the conventional customs of broadcasting media.

A Development of Chatbot Q&A System to Answer Questions in Webpage - Focused on arts education matching services - (온라인 시스템 장애를 원활히 해결하기 위한 챗봇 Q&A시스템 개발 - 예술 교육 서비스를 중심으로 -)

  • Kim, Jae Min;Lee, Hye Moon;Kim, Myoung Young;Lee, Won Hyung;Yi, Dae Youmg
    • Journal of the Korean Society for Computer Game
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    • v.31 no.4
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    • pp.157-166
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    • 2018
  • Communication between customers and service providers is an important issue at sites where various businesses and transactions take place. In particular, the ability to solve problems quickly and accurately when a problem arises and when an inquiry is received is directly linked to trust in the site. In this paper, we propose a method of handling complaints and inquiries of site users by using chatbot technology on talent market platform site. First, we implemented chatbot that can communicate with the inquirers in real time, so that users can use the site usage and word search functions. For various errors and problems of the site which can not be defined by a few words or sentences, I have specified an error code and database it. Users of the site were able to contact chatbot with the error code that was output when an error occurred and get the corresponding response in real time. The chatbot implemented in this study provided a satisfactory experience because that was able to provide quick and accurate answers to users who experienced errors or inquiries when using the site. This will have a positive impact on the credibility and favorability of the site over the long term, and will help reduce manpower and time costs for error inquiries.

A Study on Improvement of Collected Data Performance in Real-time Railway Safety Supervisory Platform (실시간 철도안전관제 플랫폼에서의 수집 데이터 성능 개선 방안 연구)

  • Shin, Kwang-Ho;Park, Jee-Won;Ahn, Jin
    • Journal of The Korean Society For Urban Railway
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    • v.6 no.4
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    • pp.233-241
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    • 2018
  • Recently, integrated railway safety monitoring and control system, which is a convergence system based on data distribution service for railway safety monitoring and control, is under development. It collects safety data of vehicle, signal, power and safety monitoring facilities in real time and adopts communication middleware based on distributed service for mass data processing. However, in the case of a server device used as an existing control server, the performance of the distributed service middleware can not be exhibited due to low hardware performance due to safety reasons. In the safety control system, 200,000 packets per second were set as the transmission target, but the performance test of the LAB was not satisfied. In this paper, we analyze the characteristics of railway data to improve the data collection performance of existing equipment and apply DDS-based streaming transmission method to the data model of signal facilities and vehicle facilities with large packet amount according to the analysis result. As a result, it was confirmed that the throughput was improved about 30.4 times when the hardware performance was the same. We plan to improve the data processing performance by applying it to real-time railway safety integrated monitoring and control system in the future.

Invigorating Makerspaces in Korea: Empirical Analysis on Operating Components of Makerspaces (한국형 메이커스페이스 활성화를 위한 운영요소 분석 연구)

  • Kwon, Hyeog-In;Kim, Ju-Ho
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.14 no.2
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    • pp.105-118
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    • 2019
  • New manufactural innovation was generated with combination with Do It Yourself(DIY) culture and Information and Communication Technology(ICT). It led people to make their creative idea in real things and share them. This social movement has been called as 'Maker' culture. As maker culture was developed, the places named 'Makerspace' with high-tech equipment and sharing environment have been widely spread and gotten spotlight. Futhermore, makerspaces have been diffused rapidly in Korea; because of its importance for the fourth industrial revolution. However, the operation of makerspaces is not matured as much as its popularity, so problems occurred in operating aspects. The number of related studies is not enough to foster domestic maker culture in Korea. Of that, studies on operation of makerspaces were limited and the quantity of survey sample was insufficient. Therefore, firstly, in this study, operation elements of makerspaces were extracted by literature review. And, survey for examining the extracted elements was conducted to four policy makers and researchers, four makerspace operators and four makers. Final survey was carried out by Importance-Performance Analysis(IPA) method to fifty recipients composed of policy makers and researchers, operators, and makers. In result, importance located above performance in every elements and in-depth interview was followed to understand domestic surroundings and suggest way to invigorate makerspaces in Korea. The suggestion shows as follows. First, online and offline platform for makers should be expanded; second, makerspace should connect private sponsorship with makers or their projects; third, policy direction has to be improved from venturing business to diffusion of maker culture; fourth, basic maker education should be enlarged.

Restrictions on Distance Education in Early Childhood Education in the Era of with Corona, and Proposal for Early Childhood Distance Education Solution Development (위드 코로나 시대에서 유아교육 현장의 원격교육 제한사항과 이에 따른 유아 원격교육 솔루션 개발 제안)

  • Li, Xin Ran;Hong, Pil Tae
    • Journal of Practical Engineering Education
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    • v.13 no.2
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    • pp.251-259
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    • 2021
  • Due to the characteristic that early childhood education is a process of nurturing children's senses by a leader rather than the transfer of knowledge, even in the era of with Corona, early childhood distance education is not one-to-one non-face-to-face education, but rather through distributed materials such as early childhood education packages or media such as TV. Distance education was conducted in a self-care method. Through a review of prior research and intensive parent interviews, the researcher identified the requirements for distance education, such as the expansion and accessibility of educational contents, understanding of basic knowledge of early childhood distance education, and the need to increase children's social skills through real-time distance education. It was identified that the current distance education-related solutions are not suitable for early childhood education. Accordingly, the researcher presents the basic direction (VERI) of the early childhood distance education solution of diversity, ease, real-time communication, and integration, and provides a Web/App platform that allows children, parents, and teachers to share content and communicate in real time and in non-real time. The development of a solution was proposed. This distance education solution is expected to effectively support early childhood distance education in the era of With Corona as infants, parents, and teachers communicate and share the current situation, which is only presenting guidelines and materials.

Development of Web Service for Liver Cirrhosis Diagnosis Based on Machine Learning (머신러닝기반 간 경화증 진단을 위한 웹 서비스 개발)

  • Noh, Si-Hyeong;Kim, Ji-Eon;Lee, Chungsub;Kim, Tae-Hoon;Kim, KyungWon;Yoon, Kwon-Ha;Jeong, Chang-Won
    • KIPS Transactions on Computer and Communication Systems
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    • v.10 no.10
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    • pp.285-290
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    • 2021
  • In the medical field, disease diagnosis and prediction research using artificial intelligence technology is being actively conducted. It is being released as a variety of products for disease diagnosis and prediction, which are most widely used in the application of artificial intelligence technology based on medical images. Artificial intelligence is being applied to diagnose diseases, to classify diseases into benign and malignant, and to separate disease regions for use in identification or reading according to the risk of disease. Recently, in connection with cloud technology, its utility as a service product is increasing. Among the diseases dealt with in this paper, liver disease is a disease with very high risk because it is difficult to diagnose early due to the lack of pain. Artificial intelligence technology was introduced based on medical images as a non-invasive diagnostic method for diagnosing these diseases. We describe the development of a web service to help the most meaningful clinical reading of liver cirrhosis patients. Then, it shows the web service process and shows the operation screen of each process and the final result screen. It is expected that the proposed service will be able to diagnose liver cirrhosis at an early stage and help patients recover through rapid treatment.