• Title/Summary/Keyword: Convergence technologies

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Implementation of a Personalized Restaurant Recommendation System for The Mobility Handicapped (교통약자를 위한 맞춤형 식당 추천시스템 구현)

  • Lee, Jin-Ju;Park, So-Yeon;Kim, Seo-Yun;Lee, Jeong-Eun;Kim, Keun-Wook
    • Journal of Digital Convergence
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    • v.19 no.5
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    • pp.187-196
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    • 2021
  • The mobility handicapped are representative socially vulnerable people who account for a high percentage of our society. Due to the recent development of technology, personalized welfare technologies for the socially vulnerable are being studied, but it is relatively insufficient compared to the general people. In this study, we intend to implement a personalized restaurant recommendation system for the mobility handicapped. To this end, a hybrid recommendation system was implemented by combining the data of special transportation boarding and alighting history (7,153 cases) and information of Daegu Food restaurants (955 cases). In order to evaluate the effectiveness of the implemented recommendation system, we conducted performance comparisons with existing recommendation systems by prediction error rate and recommendation coverage. As a result of the analysis, the performance was higher than that of the existing recommendation system, and the possibility of a personalized restaurant recommendation system for the mobility handicapped was confirmed. In addition, we also confirmed the correlation in which similar restaurants are recommended in some types of the mobility handicapped. As a result of this study, it is judged that it will contribute to the use of restaurants with high satisfaction for the mobility handicapped, and the limitations of the study are also presented.

A Study on Building Object Change Detection using Spatial Information - Building DB based on Road Name Address - (기구축 공간정보를 활용한 건물객체 변화 탐지 연구 - 도로명주소건물DB 중심으로 -)

  • Lee, Insu;Yeon, Sunghyun;Jeong, Hohyun
    • Journal of Cadastre & Land InformatiX
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    • v.52 no.1
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    • pp.105-118
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    • 2022
  • The demand for information related to 3D spatial objects model in metaverse, smart cities, digital twins, autonomous vehicles, urban air mobility will be increased. 3D model construction for spatial objects is possible with various equipments such as satellite-, aerial-, ground platforms and technologies such as modeling, artificial intelligence, image matching. However, it is not easy to quickly detect and convert spatial objects that need updating. In this study, based on spatial information (features) and attributes, using matching elements such as address code, number of floors, building name, and area, the converged building DB and the detected building DB are constructed. Both to support above and to verify the suitability of object selection that needs to be updated, one system prototype was developed. When constructing the converged building DB, the convergence of spatial information and attributes was impossible or failed in some buildings, and the matching rate was low at about 80%. It is believed that this is due to omitting of attributes about many building objects, especially in the pilot test area. This system prototype will support the establishment of an efficient drone shooting plan for the rapid update of 3D spatial objects, thereby preventing duplication and unnecessary construction of spatial objects, thereby greatly contributing to object improvement and cost reduction.

A Study on Research Trends in Metaverse Platform Using Big Data Analysis (빅데이터 분석을 활용한 메타버스 플랫폼 연구 동향 분석)

  • Hong, Jin-Wook;Han, Jung-Wan
    • Journal of Digital Convergence
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    • v.20 no.5
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    • pp.627-635
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    • 2022
  • As the non-face-to-face situation continues for a long time due to COVID-19, the underlying technologies of the 4th industrial revolution such as IOT, AR, VR, and big data are affecting the metaverse platform overall. Such changes in the external environment such as society and culture can affect the development of academics, and it is very important to systematically organize existing achievements in preparation for changes. The Korea Educational Research Information Service (RISS) collected data including the 'metaverse platform' in the keyword and used the text mining technique, one of the big data analysis. The collected data were analyzed for word cloud frequency, connection strength between keywords, and semantic network analysis to examine the trends of metaverse platform research. As a result of the study, keywords appeared in the order of 'use', 'digital', 'technology', and 'education' in word cloud analysis. As a result of analyzing the connection strength (N-gram) between keywords, 'Edue→Tech' showed the highest connection strength and a total of three clusters of word chain clusters were derived. Detailed research areas were classified into five areas, including 'digital technology'. Considering the analysis results comprehensively, It seems necessary to discover and discuss more active research topics from the long-term perspective of developing a metaverse platform.

A Study on the Recognition and Acceptance of Metaverse in the Entertainment Industry : Focusing on the Case of K-pop Idol 'aespa' Fandom (엔터테인먼트 영역에서의 메타버스 인식과 수용방식 연구 : 에스파(aespa) 팬덤 사례를 중심으로)

  • Kim, Soo-Hyun;Yoo, Ji-Yun
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.7
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    • pp.1-15
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    • 2021
  • With the prolonged COVID-19 pandemic situation, the attention on Metaverse has been soared throughout media and publications. Recently the entertainment industry is also changing to actively utilize the virtual world with artists working through Metaverse platforms. With the recent high interests on Metaverse, this study attempts to illuminate how the public perceives and accepts Metaverse experiences. While research on Metaverse has been mainly focused on specific technologies or technical objects, this study focuses on exploring how fans recognize and understand the concept of Metaverse through newly debuted idol group 'aespa', composing of 4 human members and 4 AI avatar members that integrate real and virtual world. For this, this study seeks to analyze the reaction and recognition of fans by exploring online community 'DC Inside'. As a result of analyzing the reactions of fans in the early days of aespa's debut, the perspectives of understanding AI members of aespa are categorized into three groups: first, the type of equating and accepting the real and the virtual world; second, the type of recognizing the real world and the virtual world separately and recognizing the virtual member as an avatar or concept, not a genuine member; and finally, a type of recognizing virtual worlds separately from reality. Based on these results, the implications that Metaverse contents may have in the entertainment industry are suggested.

A Contemplation on Language Fusion Phenomenon of Chinese Neologism Derived from Korean (한국어 차용 중국어 신조어의 언어융합 현상 고찰)

  • JUNG, EUN
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.6
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    • pp.261-268
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    • 2022
  • No language can be separated from other languages and exist independently. When a language comes in contact with a foreign culture, they continuously affect each other and bring changes. Hallyu boom(Korean wave), which was derived from the emergence of K-drama and K-pop due to rapid developments in global scientific technologies and digitization after the 90's, affected the Chinese language. As a result, neologisms that are derived from the Korean language are being commonly used for making exchanges and becoming social buzzwords. Neologisms derived from Korean reflect the effects and results of language contact between the two languages. We examined the background and cause of Chinese neologisms derived from Korean based on the sociocultural factors and psychological necessity, and explained neologisms by using four categories of transliteration, liberal translation, borrowing Korean-Chinese characters and others. Despite having the issue of being anti-normative during the process of coining new words, neologism enriches Chinese expressions and is a mirror for social culture that reflects the opinions and understandings of young Chinese people who pursue novelty, change, innovation and creativity in linguistic aspects. We hope that it will serve as an opportunity for the young people in Korea and China to change their perceptions and become more friendly by understanding each other's language, culture and by communicating. We also expect to provide assistance in regard to teaching and learning the applications of Korean-Chinese language fusion at Chinese education fields.

A study on the effect of introducing EBS AR production system on content (EBS AR 실감영상 제작 시스템 도입이 콘텐츠에 끼친 영향에 대한 연구)

  • Kim, Ho-sik;Kwon, Soon-chul;Lee, Seung-hyun
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.4
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    • pp.711-719
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    • 2021
  • EBS has been producing numerous educational contents with traditional virtual studio production systems since the early 2000s and applied AR video production system in October 2020, twenty-years after. Although the basic concept of synthesizing graphic elements and actual image in real time by tracking camera movement and lens information is similar to the previous one but the newly applied AR video production system contains some of advanced technologies that are improved over the previous ones. Marker tracking technology that enables camera movement free and position tracking has been applied that can track the location stably, and the operating software has been applied with Unreal Engine, one of the representative graphic engines used in computer game production, therefore the system's rendering burden has been reduced, enabling high-quality and real-time graphic effects. This system is installed on a crane camera that is mainly used in a crane shot at the live broadcasting studio and applied for live broadcasting programs for children and some of the videos such as program introductions and quiz events that used to be expressed in 2D graphics were converted to 3D AR videos which has been enhanced. This paper covers the effect of introduction and application of the AR video production system on EBS content production and the future development direction and possibility.

Effect of Education about Blockchain Technology on Trust, Security, and Technology Acceptance Model of Virtual Assets (블록체인 기술에 대한 교육이 가상자산에 대한 신뢰, 보안성 및 기술수용모형에 미치는 영향)

  • Oh, SoYun;Han, KwangHee
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.6
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    • pp.675-683
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    • 2022
  • Blockchain, which is the basis of virtual assets such as cryptocurrency, is receiving great attention as one of the cornerstone technologies of the 4th industrial revolution. Blockchain is a technology that can fundamentally change our lives not only in finance, but also in politics, logistics, and culture. However, it shows lower-than-expected usability because it is complicated to learn and is continuously being developed. In this study, we tried to investigate whether the Technology Acceptance Model(TAM) of virtual assets can be changed through education on the underlying technology, blockchain. A video-based online experiment was conducted with a total of 103 participants and examined how the type of training(positive, negative) and measurement timing(before, after) affect perceived usefulness, perceived ease of use, acceptance, which are TAM variables, and trust and security, which are related to blockchain characteristics. As a result of the experiment, interactions were found in all dependent variables according to the type of education and measurement timing. Specifically, groups that received negative education had no difference in all variables before and after, but it was found that groups that received positive education showed an increase afterwards. Through this, it can be seen that the effect of education based on the anchoring effect is also shown in the intention to use virtual assets using block chain technology, suggesting that the intention to use blockchain related technology can be increased through positive education.

A Study on the Smart Elderly Support System in response to the New Virus Disease (신종 바이러스에 대응하는 스마트 고령자지원 시스템의 연구)

  • Myeon-Gyun Cho
    • Journal of Industrial Convergence
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    • v.21 no.1
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    • pp.175-185
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    • 2023
  • Recently, novel viral infections such as COVID-19 have spread and pose a serious public health problem. In particular, these diseases have a fatal effect on the elderly, threatening life and causing serious social and economic losses. Accordingly, applications such as telemedicine, healthcare, and disease prevention using the Internet of Things (IoT) and artificial intelligence (AI) have been introduced in many industries to improve disease detection, monitoring, and quarantine performance. However, since existing technologies are not applied quickly and comprehensively to the sudden emergence of infectious diseases, they have not been able to prevent large-scale infection and the nationwide spread of infectious diseases in society. Therefore, in this paper, we try to predict the spread of infection by collecting various infection information with regional limitations through a virus disease information collector and performing AI analysis and severity matching through an AI broker. Finally, through the Korea Centers for Disease Control and Prevention, danger alerts are issued to the elderly, messages are sent to block the spread, and information on evacuation from infected areas is quickly provided. A realistic elderly support system compares the location information of the elderly with the information of the infected area and provides an intuitive danger area (infected area) avoidance function with an augmented reality-based smartphone application. When the elderly visit an infected area is confirmed, quarantine management services are provided automatically. In the future, the proposed system can be used as a method of preventing a crushing accident due to sudden crowd concentration in advance by identifying the location-based user density.

A Study on Technology Acceptance Plans to Expand Direct Participation in the Sports Industry (스포츠 산업의 직접 참여 확대를 위한 기술수용 방안 연구)

  • Sangho Lee;Kwangmoon Cho
    • Journal of Internet of Things and Convergence
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    • v.9 no.1
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    • pp.105-115
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    • 2023
  • This study seeks to find a way to induce users to expand their direct participation in sports through the acceptance of digital technology. From July 1 to August 30, 2022, a survey was conducted targeting home training users who applied the Internet of Things (IoT). 129 people participated in the survey through non-face-to-face self-administration method. For data processing, frequency analysis, exploratory factor analysis, reliability analysis, correlation analysis, multiple regression analysis, and 3-step mediation regression analysis were conducted using IBM's SPSS 21.0 program. The results of the study are as follows. First, in the relationship between the home training PPM model and direct participation in sports, ease appeared to have a mediating effect. In the factors of push, simple functionality showed a complete mediating effect, and inefficiency showed a partial mediating effect. Among pull factors, enjoyment and possibility of experience showed a complete mediating effect. In the mooring factors, individual innovativeness showed a complete mediating effect. Second, in the relationship between home training PPM model and direct participation in sports, usefulness showed a mediating effect. In the factors of push, simple functionality showed a complete mediating effect, and inefficiency showed a partial mediating effect. Among pull factors, enjoyment and possibility of experience showed a complete mediating effect. Among the mooring factors, individual innovativeness showed a partial mediating effect. Through this research, it is expected that the sports industry will contribute to the expansion of consumption expenditure and economic growth through the expansion of digital technologies such as NFT, Metaverse, and virtual/augmented reality.

A Hybrid Blockchain-Based E-Voting System with BaaS (BaaS를 이용한 하이브리드 블록체인 기반 전자투표 시스템)

  • Kang Myung Joe;Kim Mi Hui
    • KIPS Transactions on Computer and Communication Systems
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    • v.12 no.8
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    • pp.253-262
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    • 2023
  • E-voting is a concept that includes actions such as kiosk voting at a designated place and internet voting at an unspecified place, and has emerged to alleviate the problem of consuming a lot of resources and costs when conducting offline voting. Using E-voting has many advantages over existing voting systems, such as increased efficiency in voting and ballot counting, reduced costs, increased voting rate, and reduced errors. However, centralized E-voting has not received attention in public elections and voting on corporate agendas because the results of voting cannot be trusted due to concerns about data forgery and modulation and hacking by others. In order to solve this problem, recently, by designing an E-voting system using blockchain, research has been actively conducted to supplement concepts lacking in existing E-voting, such as increasing the reliability of voting information and securing transparency. In this paper, we proposed an electronic voting system that introduced hybrid blockchain that uses public and private blockchains in convergence. A hybrid blockchain can solve the problem of slow transaction processing speed, expensive fee by using a private blockchain, and can supplement for the lack of transparency and data integrity of transactions through a public blockchain. In addition, the proposed system is implemented as BaaS to ensure the ease of type conversion and scalability of blockchain and to provide powerful computing power. BaaS is an abbreviation of Blockchain as a Service, which is one of the cloud computing technologies and means a service that provides a blockchain platform ans software through the internet. In this paper, in order to evaluate the feasibility, the proposed system and domestic and foreign electronic voting-related studies are compared and analyzed in terms of blockchain type, anonymity, verification process, smart contract, performance, and scalability.