• Title/Summary/Keyword: Convergence Platform

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The Development of Software Teaching-Learning Model based on Machine Learning Platform (머신러닝 플랫폼을 활용한 소프트웨어 교수-학습 모형 개발)

  • Park, Daeryoon;Ahn, Joongmin;Jang, Junhyeok;Yu, Wonjin;Kim, Wooyeol;Bae, Youngkwon;Yoo, Inhwan
    • Journal of The Korean Association of Information Education
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    • v.24 no.1
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    • pp.49-57
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    • 2020
  • The society we are living in has being changed to the age of the intelligent information society after passing through the knowledge-based information society in the early 21st century. In this study, we have developed the instructional model for software education based on the machine learning which is a field of artificial intelligence(AI) to enhance the core competencies of learners required in the intelligent information society. This model is focusing on enhancing the core competencies through the process of problem-solving as well as reducing the burden of learning about AI itself. The specific stages of the developed model are consisted of seven levels which are 'Problem Recognition and Analysis', 'Data Collection', 'Data Processing and Feature Extraction', 'ML Model Training and Evaluation', 'ML Programming', 'Application and Problem Solving', and 'Share and Feedback'. As a result of applying the developed model in this study, we were able to observe the positive response about learning from the students and parents. We hope that this research could suggest the future direction of not only the instructional design but also operation of software education program based on machine learning.

A Study on the Possibility of Self-Correction in the Market for Protecting Internet Privacy (인터넷 개인정보보호의 시장자체해결가능성에 대한 연구)

  • Chung, Sukkyun
    • Journal of Digital Convergence
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    • v.10 no.9
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    • pp.27-37
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    • 2012
  • Internet privacy has become a significant issue in recent years in light of the sharp increase in internet-based social and economic activities. The technology which collects, processes and disseminates personal information is improving significantly and the demand for personal information is rising given its inherent value in regard to targeted marketing and customized services. The high value placed on personal information has turned it into a commodity with economic worth which can be transacted in the marketplace. Therefore, it is strongly required to approach the issue of privacy from economic perspective in addition to the prevailing approaches. This article analyzes the behaviors of consumers and firms in gathering personal information, and shielding it from unauthorized access, using a game theory framework in which players strive to do their best under the given conditions. The analysis shows that there exist no market forces which require all firms to respect consumer privacy, and that government intervention in the form of a nudging incentive for information sharing and/or strict regulation is necessary.

A Study on Meta-Reality Experience at a Gallery through the Interactivity of New Media Art (뉴미디어 아트의 상호 작용성을 통한 미술관에서의 메타현실 체험 연구)

  • Kim, Tae-Eun
    • The Journal of the Convergence on Culture Technology
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    • v.4 no.3
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    • pp.113-125
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    • 2018
  • In recent years, new media art is developing to play its roles as a means of remediation to overturn, reuse, and alter the old technologies rather than technology-dependent art to accept new technologies and use them as artistic tools. Here, the concept of new should mean looking at the old technologies in an indirect way and finding new meanings in them rather than presenting new technologies. The starting point of this study was the concept of spatialization in which the concept of new media art would externalize games from inside to outside the screen in gamification-applied spaces. Participatory new media art adds a platform for viewer's participation and utilizes the entire space of the exhibition hall instead of allowing for simple viewing at the exhibition hall. The study focused on the changes and phenomena in the process of games belonging to the artistic space through the interactivity of gamification. Here, the premise was that gamification meant the "spatialization of games." The study examined several cases of games being altered in the spatialization process to figure out interactivity for viewers and developmental directions for interface design at a gallery.

An Analysis of the Public Data for Making the Ambient Intelligent Service (공간지능화서비스 구현을 위한 공공데이터 분석)

  • Kim, Mi-Yun;Seo, Dong-Jo
    • Journal of Digital Convergence
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    • v.12 no.12
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    • pp.313-321
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    • 2014
  • In current society, the digital era that makes enormous amount of data, and the diversified city, the smart space, which has characteristics of creating, collecting and representing data, is appeared. After 2012, in the social media environment called hyper-connected society with wide-spread smart phone, people started to get interested in public data and big data by generalized mobile device and SNS. At first, development of forming platform of data was focused, but now, many different idea from diverse area have been suggested about data analysis and usage to visualize the space intellectualization service. To focus on the visualization process to increase the usage of this public data for ordinary people more than specialized people, this research grasps the present condition of open data and public data service from the current public data portal and considers the applicability of them. As the result of research, the analysis and application of data to ordinary people decrease the use of paper documents, and this research will help to develop the application which is fast and accurate about individual behavior and demand to utilize public data service in intellectual space.

A Study on the Effect of O2O Service Quality on User Satisfaction and Intention of Reuse (O2O서비스 품질이 사용자만족과 재이용의도에 미치는 영향에 관한연구)

  • Lee, Ok Ju;Yang, Dong Woo
    • Journal of Digital Convergence
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    • v.15 no.6
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    • pp.165-178
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    • 2017
  • O2O platforms are developing in a business area of daily life with evolution of IT technology. The aim of this research is to identify any quality factor of online and offline which affects the satisfaction of O2O service by business characteristic and to varify the relationship between service satisfaction and reuse intention. In this study, information quality, system quality and service quality are defined as factors for online quality and perceived quality and perceived price defined as offline quality. This study was conducted on 199 users who use O2O service. The results showed that online quality system and perceived price of offline quality had a positive effect on user satisfaction and that user satisfaction had a positive effect on Intention to Reuse. These results will provide guidelines for O2O service providers to improve their online services and to select an offline vendor for the O2O platform. It would provide customized O2O service according to personal property of a customer, in case that further research by types of business or service, which are not covered this paper.

A Study on the Role of Service Design in Creating Resident-driven Safe Community (주민주도형 안전 공동체 조성에 있어 서비스디자인의 역할 탐색)

  • Jeon, Young-Ok
    • Journal of Digital Convergence
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    • v.15 no.6
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    • pp.407-414
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    • 2017
  • With an increase in urban crimes in various forms, this study is intended to analyze the effectiveness of the service design that presented a new model resolving crime risks through differentiated thinking paradigm and problem approaches. The empirical case addressed in this study is 'the project to create resident-driven safe community in Duryu-dong, Dalseo-gu, Deagu though service design'. This project is evaluated as having prepared a prevention-oriented local safety system through a preemptive and resident-centered process. The project was promoted as a 'natural monitoring capacity building program' for residents to prevent local crimes, a 'social role expansion program' for local safety, and 'crime prevention environment design', which provides comprehensive solutions for residents' safety. Here, designers act as exerts in designing a task-based platform that can be driven by residents rather than a visual environment improver, and reorganizing the local ecosystem by expanding the opportunities for residents to interact. This case identifies the role of service design as binding the solidarity of local residents beyond the improvement of the crime environment and giving them the potential capacity to maintain a safe living space in relation to a safety issues of community.

Development of Supportive Device Design for Artificial Hand Based on Virtual Simulation (가상 시뮬레이션을 이용한 의수 보조 장치 디자인 개발)

  • Lee, Ji-Won;Han, Ji-Young;Na, Dong-Kyu;Nah, Ken
    • Journal of Digital Convergence
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    • v.15 no.10
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    • pp.455-465
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    • 2017
  • This study focuses on design development and verification through virtual simulation based on 3D model data in the cloud platform as a method of utilization of engineering technology of design in the fourth industrial revolution era. The goal of research is to develop and examine a design for the needs of the target that has never been met before through virtual simulations that can be conducted in practice. As a research method, we analyzed secondary data to identify the needs of the target, and did literature research for the ergonomic data and target body development stages. In addition, the design development process of this study was shown meaningful result in design, structure, safety, material, durability through loop test of 7 virtual simulations. This study can be applied to the automated process system based on 3D model data in the 4th industrial revolution era and can be used as an element of the cyber physics system for the additional research.

A Study on the Establishment of Quality Control Standards for Accuracy Improvement of DSRC Traffic Information System (DSRC 교통정보 정확도 개선을 위한 품질관리 기준수립 연구)

  • Hwang, Taehyun;Won, Insu;Kwon, Jangwoo
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.19 no.1
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    • pp.44-57
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    • 2020
  • A dedicated short-range communications (DSRC) traffic information system is a detection system for a section of road using communication between roadside equipment and on-board High-Pass units to collect road traffic information and provide reliable traffic information to drivers. The Ministry of Land, Infrastructure, and Transport announced that a DSRC system must be supported to pass the performance evaluation of an intelligent transportation system (ITS), and the performance evaluation for DSRC systems installed in expressways and national highways is started. Currently, DSRC traffic information systems are only managed for maintenance and functional-monitoring purposes, which means that detailed criteria for the operation of a DSRC traffic information system, such as communication range, the direction of the antenna, and the power of the radio wave, etc., need to be established. In this paper, the criteria of the performance evaluation of a DSRC traffic information system are presented for different road types and road environments. The proposed performance evaluation criteria included the communication range and communication power of roadside equipment. In addition, installation criteria, such as the direction of the antenna, and the height and angle of the installed system, are presented for different road types and road environments. The criteria presented were evaluated for DSRC roadside equipment and documented to improve system maintenance and quality control of the communication system.

A Study on the integrated management system for tourism complexes based on IoT technology (IoT 기술을 기반으로 한 관광단지 통합관리시스템에 관한 연구)

  • An, Tai-Gi
    • Journal of Industrial Convergence
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    • v.17 no.4
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    • pp.1-8
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    • 2019
  • The purpose of this study is to analyze the actual condition of tourism complex and to apply IoT-based integrated management system to tourism complex to improve the utilization and management of tourism complex. Tourists need various information to take the lead in tourism activities, and all of these necessary information is collected through various routes such as information of the Internet, travel agencies, newspapers, and surrounding experiences. Recently, information provision through the Internet has taken a large part due to the development of information technology, and systems that combine IoT technology are being constructed. This is because the popularization of IoT technology improves the diversity, accessibility and convenience of information and makes it convenient to use. The purpose of this study is to suggest the importance of tourism information service using IoT-based system and future research directions. The previous studies on IoT-based system construction were also reviewed considering the efficiency of IoT technology. In order to solve the problems of tourism complex, this study improved the IoT-based tourism complex operation system and conducted operation management. IoT-based management system is expected to be improved as a tourism complex platform and is expected to be improved by overall management cases and experiences.

CUDA-based Parallel Bi-Conjugate Gradient Matrix Solver for BioFET Simulation (BioFET 시뮬레이션을 위한 CUDA 기반 병렬 Bi-CG 행렬 해법)

  • Park, Tae-Jung;Woo, Jun-Myung;Kim, Chang-Hun
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.48 no.1
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    • pp.90-100
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    • 2011
  • We present a parallel bi-conjugate gradient (Bi-CG) matrix solver for large scale Bio-FET simulations based on recent graphics processing units (GPUs) which can realize a large-scale parallel processing with very low cost. The proposed method is focused on solving the Poisson equation in a parallel way, which requires massive computational resources in not only semiconductor simulation, but also other various fields including computational fluid dynamics and heat transfer simulations. As a result, our solver is around 30 times faster than those with traditional methods based on single core CPU systems in solving the Possion equation in a 3D FDM (Finite Difference Method) scheme. The proposed method is implemented and tested based on NVIDIA's CUDA (Compute Unified Device Architecture) environment which enables general purpose parallel processing in GPUs. Unlike other similar GPU-based approaches which apply usually 32-bit single-precision floating point arithmetics, we use 64-bit double-precision operations for better convergence. Applications on the CUDA platform are rather easy to implement but very hard to get optimized performances. In this regard, we also discuss the optimization strategy of the proposed method.