• Title/Summary/Keyword: Information based Industry

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Speech Recognition for the Korean Vowel 'ㅣ' based on Waveform-feature Extraction and Neural-network Learning (파형 특징 추출과 신경망 학습 기반 모음 'ㅣ' 음성 인식)

  • Rho, Wonbin;Lee, Jongwoo;Lee, Jaewon
    • KIISE Transactions on Computing Practices
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    • v.22 no.2
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    • pp.69-76
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    • 2016
  • With the recent increase of the interest in IoT in almost all areas of industry, computing technologies have been increasingly applied in human environments such as houses, buildings, cars, and streets; in these IoT environments, speech recognition is being widely accepted as a means of HCI. The existing server-based speech recognition techniques are typically fast and show quite high recognition rates; however, an internet connection is necessary, and complicated server computing is required because a voice is recognized by units of words that are stored in server databases. This paper, as a successive research results of speech recognition algorithms for the Korean phonemic vowel 'ㅏ', 'ㅓ', suggests an implementation of speech recognition algorithms for the Korean phonemic vowel 'ㅣ'. We observed that almost all of the vocal waveform patterns for 'ㅣ' are unique and different when compared with the patterns of the 'ㅏ' and 'ㅓ' waveforms. In this paper we propose specific waveform patterns for the Korean vowel 'ㅣ' and the corresponding recognition algorithms. We also presents experiment results showing that, by adding neural-network learning to our algorithm, the voice recognition success rate for the vowel 'ㅣ' can be increased. As a result we observed that 90% or more of the vocal expressions of the vowel 'ㅣ' can be successfully recognized when our algorithms are used.

Economic Feasibility Assessment and Analysis of Dual Fuel Systems Utilizing Diesel and Compressed Natural Gas (경유와 압축천연가스의 혼소 시스템에 대한 경제적 타당성 평가 분석)

  • Cho, A-Ra;Lim, Seong-Rin
    • Clean Technology
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    • v.24 no.3
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    • pp.166-174
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    • 2018
  • Since particulate matter has high impacts on human health and everyday life, the dual fuel systems utilizing diesel and compressed natural gas have been developed to improve the environmental performance of diesel vehicles. The objective of this study is to estimate the economic feasibility of the dual fuel system based on real operating data of dual fuel buses and diesel buses. The system is economically feasible if the annual mileage of the dual bus is higher than 30,000 km, or if the unit fuel price of diesel is higher than that of CNG by 408 won. The uncertainty analysis results show that the economic feasibility of the system is probabilistically high, regardless of the variability of input data such as mileage and unit prices for the fuels. The sensitivity analysis results show that diesel and CNG prices are the highest contributor to the net present value of the system. Based on these results, economic incentives are suggested to disseminate the systems. This study would provide valuable economic information for bus business industry and policy maker to help make decisions for applying and disseminating the dual fuel systems to mitigate particulate matter problems.

A Study on the Factors of Individual Acceptance for Online Game (온라인게임의 개인적 수용 요인에 관한 연구)

  • Yoon, Gun-Woo;Kim, Won-Joon;Ryu, Seoung-Ho
    • Journal of Korea Game Society
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    • v.9 no.3
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    • pp.107-119
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    • 2009
  • Online games belong to a technology-oriented service industry that has emerged from the assimilation of game contents and communication networks in the respective realms of culture technology (CT) and information technology (IT). This study examines the individual acceptance of online games as entertainment-oriented technology based on the belief-attitude-intention paradigm and the underlying hedonic and utilitarian motivations. To measure the latent variables influencing the acceptance process, a structured questionnaire was developed based on the existing Technology Acceptance Model. Research model analysis and hypothesis testing were carried out using a structural equation model. Results indicated that latent variables reflecting hedonic and utilitarian characteristics had a significant influence on user behavior in the acceptance of online games. By uncovering the core factors in! fluencing the acceptance of online games and thereby theoretically verifying the latent variables influencing the acceptance of entertainment-oriented technology, this study provides strategic implications for business models by game companies aimed at attracting a large user base and dominating the market.

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An Analysis of ICT-Retail Convergence(IRC) and Consumer Value Creation (소비자 구매단계별 기술-유통 통합(IRC)과 가치에 대한 연구)

  • Park, Sunny;Cho, Eunsun;Rha, Jong-Youn;Lee, Yuri;Kim, Suyoun
    • Journal of Digital Convergence
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    • v.15 no.7
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    • pp.147-157
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    • 2017
  • Recently, ICT Retail Convergence(IRC) has been rapidly increasing to improve consumer satisfaction and consumer experience. In this paper, we aim to diagnose IRC from consumers' point of view by reviewing the present status and value of IRC according to consumer purchase decision making process. Based on the previous studies in retail industry, we classified IRC into 4 types: Experience-specific tech(Virtual Reality and Augmented Reality); Information-specific tech(Artificial Intelligence and Big Data); Location-based tech(Radio Frequency Identification and Beacon); Payment-related tech(Fin-tech and Biometrics). Next, we found that there is a difference in value provided to consumers according to the type of technology, analysing the value by consumer purchase decision making process. This study can be useful to introduce IRC for improving consumer satisfaction as well as ICT and Retail. Also, it can be basic data for future technology studies with a consumer perspective.

A Study on the Eating Behaviors and Characteristics of Consumption Propensities on Dining out as Perceived by Silver Generation in Seoul (서울지역 실버고객들의 외식식습관과 소비행동 속성에 관한 연구)

  • Choi, Mi-Sook;Kim, Dong-Ho;Park, Hyo-Nam;Kim, Seong-Su
    • Culinary science and hospitality research
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    • v.21 no.1
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    • pp.250-266
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    • 2015
  • This study concentrated on the dining out consumption behaviors, dining out selection attributes, and changes in eating habits of silver generation. Total 216 residents in metropolitan area were employed for statistical analysing. The results are as follows. First, as the result of t-test and ANOVA showed that female and higher academic background tended to regularly take high level of fruits, vegetables, meat, and fish eating habits. These results identified that dining out culture and dietary lifestyle are closely linked. Second, as the result of difference in dining out consumption attitudes on eating habit of silver generation, consumers who have better eating behaviors tended to consider the physical environment, variety of menu, and service quality when they choose a restaurant. Third, as the result of analysis on changes in dining out consumption behavior based on eating behavior of silver consumers, groups differences were found from only the source for information on dining out business and standard variable in selection of dining out business. Fourth, physical environment, variety of menu, business quality, and service were indicated as significant selection attributes of dining out among silver peoples. Fifth, dining out consumption behaviors of silver consumers were developed through newspapers, magazines, and previous visiting experiences. In conclusion, the results of present study showed that silver consumers tend to select a restaurant based on word-of-mouth and various factors related to experiences. Hence, various promotional activities are necessary for the business succession.

A Study on Feasible 3D Object Model Generation Plan Based on Utilization, Demand, and Generation Cost (입체모형 활용 현황, 수요 및 구축 비용을 고려한 실현 가능한 3차원 입체모형 구축 방안 연구)

  • Kim, Min-Soo;Park, Doo-Youl
    • Journal of Cadastre & Land InformatiX
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    • v.50 no.1
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    • pp.215-229
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    • 2020
  • In response to the recent 4th industrial revolution, the demand for 3D object models in the latest fields of digital twin, autonomous driving, and VR/AR, as well as the existing fields such as city, construction, transportation, and energy has increased significantly. It is expected that the demand for 3D object models with various precision from LOD1 to LOD4 will increase more and more in various industry fields. However, the Ministry of Land, Infrastructure and Transport, and the local government and the private sector have partially built 3D object models of different precisions for some specific regions because of the huge cost. Therefore, this study proposes a feasible plan that can solve the cost problem in generating 3D object models for the whole territory. For our purpose, we first analyzed usage, demand, generation technology and generation cost for 3D object models. Afterwards, we proposed LOD3 model generation plan for all territory using automatic 3D object model generation technology based on image matching. Additionally, we supplemented the proposed plan by using LOD4 generation plan for landmarks and LOD2 generation plan non-urban area. In the near future, we expect this would be a great help in establishing a feasible and effective 3D object model generation plan for the whole country.

Convergence Effects of Treadmill Training on Plantar Pressure, Lower Limb Muscle Function, and Balance in Chronic Stroke : A Meta-Analysis (만성 뇌졸중 환자의 트레드밀 훈련이 족저압, 하지 근 기능, 균형에 미치는 융복합적 효과 : 메타분석)

  • Choi, Ki-Bok;Cho, Sung-Hyoun
    • Journal of the Korea Convergence Society
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    • v.11 no.5
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    • pp.87-96
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    • 2020
  • The purpose of this study is to evaluate the convergence effectiveness of treadmill training in patients with chronic stroke through a meta-analysis. After searching the literature based on the patients, intervention, comparison, outcome criteria, and study desigan, a total of 22 studies related to "stroke" and "treadmill" were eligible for inclusion. Effect size was calculated using the comprehensive meta-analysis program for the meta-analysis. Based on the forest plot results, the overall effect size of treadmill training was 0.661 (95% confidence interval: 0.456-0.865), which was statistically significant with a medium effect size (p < 0.05). The effects of treadmill training on patients with stroke were separated by dependent variables of interest-plantar pressure (1.147), lower limb muscle function (0.875), and balance (0.664). The effect sizes were evaluated for the subdomains of timed up and go test (0.553), Berg Balance Scale (0.760), and static balance index (0.654) for balance. Therefore, treadmill training can be expected to have a positive impact on improving the quality of life of patients with chronic stroke. This meta-analysis of treadmill training may the lead to an industry paradigm shift toward healthcare convergence of information, communication, and medical technology.

Development of Concrete Quality Inspection and Document Management System Using Mobile and Web Technologies (모바일 기술 및 웹을 활용한 콘크리트 품질시험 및 문서관리 시스템 개발)

  • Kim, Young-Suk;Lee, Jae-Kwon;Jung, Un-Suk
    • Korean Journal of Construction Engineering and Management
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    • v.9 no.4
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    • pp.193-205
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    • 2008
  • Quality is an important keyword representing the corporate competitiveness and image in today' s construction industry. Especially in concrete construction, any problems or defects in fresh concrete can significantly degrade the entire quality and performance of the facility built. Thus, adequate quality inspection and testing must be exercised over the fresh concrete, if concrete with the required strength, durability and appearance is to be obtained. The testing of concrete delivered to the construction job site involves testing of fresh concrete and performing strength tests on hardened concrete. The principal tests conducted on fresh concrete include the slump test and tests for air and salt content. The temperature of fresh concrete should be checked out hot or cold weather concreting. The 7-day and 28-day strength of hardened concrete are also determined by compression tests on usually cylinder samples. However, it is very complex and time-consuming process requiring a lot of efforts to document those on-site concrete testing results and to accumulate their historical data. The primary objective of this study is to suggest a unique PDA and web-based system which enables an on-site quality manager to effectively conduct the concrete inspection and testing, automatically document and accumulate the collected historical data, and promptly obtain the approval from supervisors. Finally, it is anticipated that the effective use of the proposed PDA and web-based system would be able to improve reliability of the concrete quality inspection and testing data as well as significantly reduce the approval process.

A portable electronic nose (E-Nose) system using PDA device (개인 휴대 단말기 (PDA)를 기반으로 한 휴대용 E-Nose의 개발)

  • Yang, Yoon-Seok;Kim, Yong-Shin;Ha, Seung-Chul;Kim, Yong-Jun;Cho, Seong-Mok;Pyo, Hyeon-Bong;Choi, Chang-Auck
    • Journal of Sensor Science and Technology
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    • v.14 no.2
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    • pp.69-77
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    • 2005
  • The electronic nose (e-nose) has been used in food industry and quality controls in plastic packaging. Recently it finds its applications in medical diagnosis, specifically on detection of diabetes, pulmonary or gastrointestinal problem, or infections by examining odors in the breath or tissues with its odor characterizing ability. Moreover, the use of portable e-nose enables the on-site measurements and analysis of vapors without extra gas-sampling units. This is expected to widen the application of the e-nose in various fields including point-of-care-test or e-health. In this study, a PDA-based portable e-nose was developed using micro-machined gas sensor array and miniaturized electronic interfaces. The rich capacities of the PDA in its computing power and various interfaces are expected to provide the rapid and application specific development of the diagnostic devices, and easy connection to other facilities through information technology (IT) infra. For performance verification of the developed portable e-nose system, Six different vapors were measured using the system. Seven different carbon-black polymer composites were used for the sensor array. The results showed the reproducibility of the measured data and the distinguishable patterns between the vapor species. Additionally, the application of two typical pattern recognition algorithms verified the possibility of the automatic vapor recognition from the portable measurements. These validated the portable e-nose based on PDA developed in this study.

Topology of High Speed System Emulator and Its Software (초고속 시스템 에뮬레이터의 구조와 이를 위한 소프트웨어)

  • Kim, Nam-Do;Yang, Se-Yang
    • The KIPS Transactions:PartA
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    • v.8A no.4
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    • pp.479-488
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    • 2001
  • As the SoC designs complexity constantly increases, the simulation that uses their software models simply takes too much time. To solve this problem, FPGA-based logic emulators have been developed and commonly used in the industry. However, FPGA-based logic emulators are facing with the problems of which not only very low FPGA resource usage rate due to the very limited number of pins in FPGAs, but also the emulation speed getting slow drastically as the complexity of designs increases. In this paper, we proposed a new innovative emulation architecture and its software that has high FPGA resource usage rate and makes the emulation extremely fast. The proposed emulation system has merits to overcome the FPGA pin limitation by pipelined ring which transfers multiple logic signal through a single physical pin, and it also makes possible to use a high speed system clock through the intelligent ring topology. In this topology, not only all signal transfer channels among EPGAs are totally separated from user logic so that a high speed system clock can be used, but also the depth of combinational paths is kept swallow as much as possible. Both of these are contributed to achieve high speed emulation. For pipelined singnals transfer among FPGAs we adopt a few heuristic scheduling having low computation complexity. Experimental result with a 12 bit microcontroller has shown that high speed emulation possible even with these simple heuristic scheduling algorithms.

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