• Title/Summary/Keyword: Communications

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Design and Implementation of Mobile Medical Information System Based Radio Frequency IDentification (RFID 기반의 모바일 의료정보시스템의 설계 및 구현)

  • Kim, Chang-Soo;Kim, Hwa-Gon
    • Journal of radiological science and technology
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    • v.28 no.4
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    • pp.317-325
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    • 2005
  • The recent medical treatment guidelines and the development of information technology make hospitals reduce the expense in surrounding environment and it requires improving the quality of medical treatment of the hospital. That is, with the new guidelines and technology, hospital business escapes simple fee calculation and insurance claim center. Moreover, MIS(Medical Information System), PACS(Picture Archiving and Communications System), OCS(Order Communicating System), EMR(Electronic Medical Record), DSS(Decision Support System) are also developing. Medical Information System is evolved toward integration of medical IT and situation si changing with increasing high speed in the ICT convergence. These changes and development of ubiquitous environment require fundamental change of medical information system. Mobile medical information system refers to construct wireless system of hospital which has constructed in existing environment. Through RFID development in existing system, anyone can log on easily to Internet whenever and wherever. RFID is one of the technologies for Automatic Identification and Data Capture(AIDC). It is the core technology to implement Automatic processing system. This paper provides a comprehensive basic review of RFID model in Korea and suggests the evolution direction for further advanced RFID application services. In addition, designed and implemented DB server's agent program and Client program of Mobile application that recognized RFID tag and patient data in the ubiquitous environments. This system implemented medical information system that performed patient data based EMR, HIS, PACS DB environments, and so reduced delay time of requisition, medical treatment, lab.

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Changes in Statistical Knowledge and Experience of Data-driven Decision-making of Pre-service Teachers who Participated in Data Analysis Projects (데이터 분석 프로젝트 참여한 예비 교사의 통계적 지식에 대한 변화와 데이터 기반 의사 결정의 경험)

  • Suh, Heejoo;Han, Sunyoung
    • Communications of Mathematical Education
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    • v.35 no.2
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    • pp.153-172
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    • 2021
  • Various competencies such as critical thinking, systems thinking, problem solving competence, communication skill, and data literacy are likely to be required in the 4th industrial revolution. The competency regarding data literacy is one of those competencies. To nurture citizens who will live in the future, it is timely to consider research on teacher education for supporting teachers' development of statistical thinking as well as statistical knowledge. Therefore, in this study we developed and implemented a data analysis project for pre-service teachers to understand their changes in statistical knowledge in addition to their experiences of data-driven decision making process that required them utilizing their statistical thinking. We used a mixed method (i.e., sequential explanatory design) research to analyze the quantitative and qualitative data collected. The findings indicated that pre-service teachers have low knowledge level of their understanding on the relationship between population means and sample means, and estimation of the population mean and its interpretation. When it comes to the data-driven decision making process, we found that the pre-service teachers' experiences varied even when they worked as a small group for the project. We end this paper by presenting implications of the study for the fields of teacher education and statistics education.

The Perception of Middle School Science-Gifted Students on the 'Science Writing Heuristic' Class Emphasizing Social Interaction and Tool Improvement (사회적 상호작용과 도구 개선을 강조한 '탐구적 과학 글쓰기' 수업에 대한 중학교 과학 영재 학생들의 인식)

  • Shin, Eunji;Choi, Wonho
    • Journal of The Korean Association For Science Education
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    • v.41 no.1
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    • pp.1-10
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    • 2021
  • In this study, a science writing heuristic class with emphasis on social interaction and tool improvement for 10 middle school students at the National University Science-Gifted Education Center in Jeollanamdo was conducted to investigate the perception of STS (science technology society) relationship and students' perception of the effects of class. After science writing heuristic class emphasizing social interaction and tool improvement, the students became aware of the STS relationships as follows: Science-gifted students have come to perceive that experimental tools and technology contribute to the development of scientific theory, that it is difficult to solve all social problems with only science and technology, and that science is a social interaction activity. In addition, science-gifted students responded that they became aware of the relevance of STS through intensive inquiry conducted on the same subject for several hours, communications with colleagues in another group through peer reviews, communication to solve problems with colleagues in the same group, activities to improve tools in the process of inquiry, inquiry using familiar materials and phenomena. In order for students to effectively recognize the relationship of STS in science-gifted class for middle school students, it is necessary to provide experience to solve problems using various experimental tools, experience to have trial and error in the process of solving inquiry problem under the same subject, experience to improve tools in the process of solving inquiry problem, experience to communicate with colleagues who conduct inquiry activities under the same subject, experience to share the results with other groups, and inquiry activities using familiar materials and phenomena.

Automatic Bee-Counting System with Dual Infrared Sensor based on ICT (ICT 기반 이중 적외선 센서를 이용한 꿀벌 출입 자동 모니터링 시스템)

  • Son, Jae Deok;Lim, Sooho;Kim, Dong-In;Han, Giyoun;Ilyasov, Rustem;Yunusbaev, Ural;Kwon, Hyung Wook
    • Journal of Apiculture
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    • v.34 no.1
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    • pp.47-55
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    • 2019
  • Honey bees are a vital part of the food chain as the most important pollinators for a broad palette of crops and wild plants. The climate change and colony collapse disorder (CCD) phenomenon make it challenging to develop ICT solutions to predict changes in beehive and alert about potential threats. In this paper, we report the test results of the bee-counting system which stands out against the previous analogues due to its comprehensive components including an improved dual infrared sensor to detect honey bees entering and leaving the hive, environmental sensors that measure ambient and interior, a wireless network with the bluetooth low energy (BLE) to transmit the sensing data in real time to the gateway, and a cloud which accumulate and analyze data. To assess the system accuracy, 3 persons manually counted the outgoing and incoming honey bees using the video record of 360-minute length. The difference between automatic and manual measurements for outgoing and incoming scores were 3.98% and 4.43% respectively. These differences are relatively lower than previous analogues, which inspires a vision that the tested system is a good candidate to use in precise apicultural industry, scientific research and education.

Self-Awareness and Coping Behavior of Smartphone Dependence among Undergraduate Students (대학생의 스마트폰 의존 자각과 대처 행동)

  • Park, Jeong-Hye
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.22 no.2
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    • pp.336-344
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    • 2021
  • The purpose of this study was to identify the self-awareness of smartphone dependence among undergraduate students and their response to the same. The data was drawn from a survey on smartphone overdependence conducted by the Ministry of Science and information and communications technology (ICT) and the National Information Society Agency in 2017. The responses of 1,735 undergraduate students were analyzed by frequency, percentage, mean, standard deviation, minimum-maximum value, ��2-test, independent t-test, Pearson's correlation coefficient, and stepwise multiple regression analysis. The results indicated that 22.3% of participants were at risk of smartphone dependence, and 63.6% of them were unaware of their dependence on smartphones. The perception of smartphone dependence was significantly associated with a higher risk of smartphone dependence (��=.35, p=.000) and the increasing use of applications such as games (��=.19, p=.000), television/video (��=.11, p=.000), and learning (��=.11, p=.000). Of the participants with dependence awareness, only a few knew about the existence of centers to prevent smartphone and internet dependence. Moreover, they rarely utilized these centers. However, the participants felt the need for more counseling agencies (26.8%), programs for dealing with oneself (23.2%), information about smartphone dependence (14.9%), and help to overcome dependence (10.9%). These findings show the need to establish public services so that students can easily access correct information on smartphone dependence and address this problem.

Technology Development for Non-Contact Interface of Multi-Region Classifier based on Context-Aware (상황 인식 기반 다중 영역 분류기 비접촉 인터페이스기술 개발)

  • Jin, Songguo;Rhee, Phill-Kyu
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.20 no.6
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    • pp.175-182
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    • 2020
  • The non-contact eye tracking is a nonintrusive human-computer interface providing hands-free communications for people with severe disabilities. Recently. it is expected to do an important role in non-contact systems due to the recent coronavirus COVID-19, etc. This paper proposes a novel approach for an eye mouse using an eye tracking method based on a context-aware based AdaBoost multi-region classifier and ASSL algorithm. The conventional AdaBoost algorithm, however, cannot provide sufficiently reliable performance in face tracking for eye cursor pointing estimation, because it cannot take advantage of the spatial context relations among facial features. Therefore, we propose the eye-region context based AdaBoost multiple classifier for the efficient non-contact gaze tracking and mouse implementation. The proposed method detects, tracks, and aggregates various eye features to evaluate the gaze and adjusts active and semi-supervised learning based on the on-screen cursor. The proposed system has been successfully employed in eye location, and it can also be used to detect and track eye features. This system controls the computer cursor along the user's gaze and it was postprocessing by applying Gaussian modeling to prevent shaking during the real-time tracking using Kalman filter. In this system, target objects were randomly generated and the eye tracking performance was analyzed according to the Fits law in real time. It is expected that the utilization of non-contact interfaces.

A Longitudinal Study on the Influence of Attitude, Mood, and Satisfaction toward Mathematics Class on Mathematics Academic Achievement (수학수업 태도, 분위기, 만족도가 수학 학업성취도에 미치는 영향에 대한 종단연구)

  • Kim, Yongseok
    • Communications of Mathematical Education
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    • v.34 no.4
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    • pp.525-544
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    • 2020
  • There are many factors that affect academic achievement, and the influences of those factors are also complex. Since the factors that influence mathematics academic achievement are constantly changing and developing, longitudinal studies to predict and analyze the growth of learners are needed. This study uses longitudinal data from 2014 (second year of middle school) to 2017 (second year of high school) of the Seoul Education Longitudibal Study, and divides it into groups with similar longitudinal patterns of change in mathematics academic achievement. The longitudinal change patterns and direct influence of mood and satisfaction were examined. As a result of the study, it was found that the mathematics academic achievement of the first group (1456 students, 68.3%) including the majority of students and the second group (677 students) of the top 31.7% had a direct influence on the mathematics class attitude. It was found that the mood and satisfaction of mathematics classes did not have a direct effect. In addition, the influence of mathematics class attitude on mathematics academic achievement was different according to the group. In addition, students in group 2 with high academic achievement in mathematics showed higher mathematics class attitude, mood, and satisfaction. In addition, the attitude, atmosphere, and satisfaction of mathematics classes were found to change continuously from the second year of middle school to the second year of high school, and the extent of the change was small.

A New Incentive Based Bandwidth Allocation Scheme For Cooperative Non-Orthogonal Multiple Access (협력 비직교 다중 접속 네트워크에서 새로운 인센티브 기반 주파수 할당 기법)

  • Kim, Jong Won;Kim, Sung Wook
    • KIPS Transactions on Computer and Communication Systems
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    • v.10 no.6
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    • pp.173-180
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    • 2021
  • Non Orthogonal Multiple Access (NOMA) is a technology to guarantee the explosively increased Quality of Service(QoS) of users in 5G networks. NOMA can remove the frequent orthogonality in Orthogonal Multiple Access (OMA) while allocating the power differentially to classify user signals. NOMA can guarantee higher communication speed than OMA. However, the NOMA has one disadvantage; it consumes a more energy power when the distance increases. To solve this problem, relay nodes are employed to implement the cooperative NOMA control idea. In a cooperative NOMA network, relay node participations for cooperative communications are essential. In this paper, a new bandwidth allocation scheme is proposed for cooperative NOMA platform. By employing the idea of Vickrey-Clarke-Groves (VCG) mechanism, the proposed scheme can effectively prevent selfishly actions of relay nodes in the cooperative NOMA network. Especially, base stations can pay incentives to relay nodes as much as the contributes of relay nodes. Therefore, the proposed scheme can control the selfish behavior of relay nodes to improve the overall system performance.

The Effect of Eye Contact on User Experience in Synchronous Online Communication (실시간 온라인 커뮤니케이션에서 눈 맞춤이 사용자 경험에 미치는 영향)

  • Shin, Hyorim;Lee, Soyeon;Choi, Junho
    • The Journal of the Korea Contents Association
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    • v.21 no.8
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    • pp.20-31
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    • 2021
  • The spread of non-face-to-face culture due to COVID-19 led to innovation in untact services and the increase of non-face-to-face communication through video conference platforms. However, it is difficult to identify nonverbal expressions in synchronous online communication. Moreover, it is hard to interact with people by making eye contact. Despite the positive effects of eye contact, including such as sharing emotions and helping build intimacy, no research has empirically verified the effectiveness of eye contact in synchronous online communication. Thus, the study verified the effectiveness of eye contact in synchronous online communication. Depending on the context of the communication and whether(or not) there is eye contact, six video treatments were used to measure four dependent variables-Continuance Intention to Use, Performance Expectancy, Interactivity, and Personal Connection. The study shows that the communication with eye contact in all contexts was rated higher than the one without eye contact in all measurement variables. This study will help to provide a better user experience in synchronous online communication by verifying the effectiveness of eye contact in synchronous online communication and proposing the need of technology and the direction of the technological development.

The Effect of Use Value and Benefit Attributes of Mobile Online Games on Use Satisfaction of Chinese Users (모바일 온라인 게임의 이용 가치 및 편익 속성이 중국 이용자의 이용 만족도에 미치는 영향)

  • Liu, Bing;Kim, Hwa-Dong
    • Journal of the Korea Convergence Society
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    • v.13 no.4
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    • pp.261-270
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    • 2022
  • For mobile online games, this study examines how use pursuit propensity, use interest, use, service quality, and system quality, which are attributes that evaluate the use value and benefit for Chinese users, have an effect on use satisfaction. Empirical analysis results; all composing factors of four attribute had a positive effect, and the degree of effect was different according to game types in use interest and use, service quality. In terms of use pursuit, there was no difference between game types, and innovation pursuit and relationship pursuit were found to be similarly important effecting factors. In terms of use interest, there was a difference between game types. Sense of solidarity in single-player game and sense of achievement in multi-player game was found to be the most important effecting factor. In terms of service quality, there was a difference between game types. Easy of game in single-player game and function of game in multi-player game was the most important effecting factor. In terms of system quality, use convenience was found the most important effecting factor without difference between game types. Based on these results, this study suggested a strategy to enhance game development and loyalty to companies in the game industry.