• Title/Summary/Keyword: Interactive tag

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Implementation of Intelligent Preference Goods Recommendation System Using Customer's Profiles and Interest Measuring based on RFID (RFID 기반의 고객 프로파일과 관심도 측정을 이용한 지능형 선호상품 추천 시스템의 구현)

  • Lim, Sang-Min;Lee, Keun-Wang;Oh, Myoung-Kwan
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.9 no.6
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    • pp.1625-1631
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    • 2008
  • This paper is going to research about RFID real time position finder technology and the offline shopping mall's client shop list managed by the RF fused Tag USB memory to analyze out the output of the data for providing real time interactive customer intelligence commodity system.

Development of Automation Program Module for OLP based Industrial Robot Simulation (OLP 기반 산업용 로봇 시뮬레이션을 위한 자동화 프로그램 모듈 개발)

  • Lee, Soo-Jun;Lee, Se-Han;Park, Jong-Keun
    • Transactions of the Korean Society of Machine Tool Engineers
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    • v.18 no.1
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    • pp.13-21
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    • 2009
  • Interactive Graphic Robotics Integrated Programming(IGRIP) can handle various types of robot models and can exchange graphic or numerical data easily with other CAD software. In a cutting process of shape-steels, however. IGRIP is inconvenient because the users must generate all the tag points manually. In this study we developed an automation program module in order to generate the tag points automatically in IGRIP This program can read and analyze the macro data containing the information for cutting processes of shape-steels and can generate automatically the parts, the devices, the tag points and the Graphic Simulation Language(GSL) program files useful in IGRIP.

An Interactive Learning using Wearable Wireless RFID Glove (무선 RFID 장갑을 이용한 인터랙티브 학습)

  • Jung, Kyung-Kwon;Hyun, Kyo-Hwan;Lee, Hyun-Kwan;Eom, Ki-Hwan
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2007.10a
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    • pp.721-724
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    • 2007
  • Radio Frequency IDentification (RFID) is increasingly popular technology with many application. The majority of applications of RFID deployed in supply-chain management. In this paper, we present a wireless RFID glove in interactive learning method. Objects tagged with a small passive RFID tag, can be sensed at short ranges by using wireless RFID glove. We describe the wireless RFID glove prototype, and present some interactive learning programs and games.

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A Study on the Educational Interactive Globe System using Physical Computing (피지컬 컴퓨팅을 이용한 교육용 인터렉티브 지구본 시스템에 관한 연구)

  • Kim, Gi-Bong;Yang, Hwang-Kyu
    • The Journal of the Korea institute of electronic communication sciences
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    • v.6 no.4
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    • pp.511-516
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    • 2011
  • Recently, the development of computing technology and experiential content for the increased interest in education and cultural facilities to target children and young people experience learning and experiential entertainment systems require a high propensity to invest and are. In this paper, for the 13.56MHz band RFID Reader and Tag RFID technology using the proposed interactive educational globe. Active tags attached to sensors attached to the globe were presented in the RFID reader, arduino and sensors in conjunction with Google Earth COM API was constructed through the physical computing educational system.

A Qualitative Exploration of Folksonomy Users' Tagging Behaviors (폭소노미에 따른 웹 분류 연구 - 이용자 태깅 행위 분석을 중심으로 -)

  • Park, Hee-Jin
    • Journal of the Korean Society for Library and Information Science
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    • v.45 no.1
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    • pp.189-210
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    • 2011
  • This study aims to explore how users are tagging in order to utilize a folksonomy and whether they understand the social and interactive aspects of tagging in three different folksonomic systems, Connotea (www.connotea.org), Delicious(http://delicious.com), and CiteULike(www.citeulike.org). The study uses internet questionnaires, qualitative diary studies, and follow-up interviews to understand twelve participants' tagging activities associated with folksonomic interactions. The flow charts developed from the twelve participants showed that tagging was a quite complex process, in which each tagging activity was interconnected, and a variety of folksonomic system features were employed. Three main tagging activities involved in the tagging processes have been identified: item selection, tag assignment, and tag searching and discovery. During the tag assignment, participants would describe their tagging motivations related to various types of tags. Their perception of the usefulness of types of tags was different when their purpose was for social sharing rather than personal information management. While tagging, participants recognized the social potential of a folksonomic system and used interactive aspects of tagging via various features of the folksonomic system. It is hoped that this empirical study will provide insight into theoretical and practical issues regarding users' perceptions and use of folksonomy in accessing, sharing, and navigating internet resources.

Wearable Wireless RFID Glove System for Emotional Learning Method (감성 학습 방식을 위한 무선 RFID 장갑 시스템)

  • Park, Hyun-Sik;Kim, Sung-Soo;Jung, Kyung-Kwon
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.32 no.4
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    • pp.241-247
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    • 2009
  • In this paper, we present a wireless RFID glove in emotional learning method. The proposed wireless RFID glove consists of three parts: RF wireless module, RFID reader, and RFID tags. Objects tagged with a small passive RFID tag, can be sensed at short ranges by using wireless RFID glove. We describe the wireless RFID glove prototype, and present some interactive learning programs and games. The proposed system can be utilized to analyze user activities and train the brain of old person.

A study of Metadata design for Digital Content Marketplace based on Interactive Media (양방향매체 기반에 디지털콘텐츠 마켓플레이스를 위한 메타데이터 설계에 관한 연구)

  • Kwon, Byung-Il;Moon, Nam-Mee
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.9 no.3
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    • pp.155-164
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    • 2009
  • Digital Content Marketplace based on Interactive Media is defmed as the marketplace for content service between contents supplier and consumer through iDTV environment. This Marketplace is increasing interest to u-Life service with Digital Environment. To Interactive Media, it can contribute to enhance its effectiveness by developing various contents and service model in the initial phase of broadcasting-communication convergence. This study designed metadata using Digital Content marketplace based on Interactive Media. Specially the matadata designing include recommendation-tag for supply supplementary content. It can support self-directed action. Through basic metadata with weight value, it is designed to support supplementary content customer to want on the marketplace. Recommendation-System can be built by many method and to recommend the service content including explicit properties using collaborative filtering method can solve limitations in existing content recommendation.

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OLAP4R: A Top-K Recommendation System for OLAP Sessions

  • Yuan, Youwei;Chen, Weixin;Han, Guangjie;Jia, Gangyong
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.11 no.6
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    • pp.2963-2978
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    • 2017
  • The Top-K query is currently played a key role in a wide range of road network, decision making and quantitative financial research. In this paper, a Top-K recommendation algorithm is proposed to solve the cold-start problem and a tag generating method is put forward to enhance the semantic understanding of the OLAP session. In addition, a recommendation system for OLAP sessions called "OLAP4R" is designed using collaborative filtering technique aiming at guiding the user to find the ultimate goals by interactive queries. OLAP4R utilizes a mixed system architecture consisting of multiple functional modules, which have a high extension capability to support additional functions. This system structure allows the user to configure multi-dimensional hierarchies and desirable measures to analyze the specific requirement and gives recommendations with forthright responses. Experimental results show that our method has raised 20% recall of the recommendations comparing the traditional collaborative filtering and a visualization tag of the recommended sessions will be provided with modified changes for the user to understand.

Smart Platform Design for Location based Drama Contents Services (위치기반의 드라마 콘텐츠서비스용 스마트 플랫폼 설계)

  • Choi, Youngho
    • Journal of Internet Computing and Services
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    • v.18 no.1
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    • pp.37-41
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    • 2017
  • In this paper, a platform was proposed that can service the streaming of location based real-time video-clip for smart-travel-services to work with PPL(Product Placement). The location information of drama like as LTE GPS and Beacon were used to provide the drama video with the PUSH service. And PPL DB with the attributes like as picture, video, music and URI(Uniform resource Identifier) was designed. As a result, this platform could provide the location based video streaming service that could replace the original PPL properties, color or shape, with the other properties by the interactive tagging the PPL DB in drama scenes. The proposed platform could provide the location based real-time video streaming service that can alter the PPL properties with the request of service provider.

Intelligence E- Learning System (지능형 E-러닝 시스템)

  • Hong, You-Sik;Kim, Cheon-Shik;Yoon, Eun-Jun;Jung, Chang-Duk
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.10 no.1
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    • pp.137-144
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    • 2010
  • Cyber lectures have been popular with students as they are more accessible. In this thesis we also created a personal identification confirmation system with RFID as it is quite difficult to confirm who is taking a lecture. In the process of developing the confirmation system, an algorithm enabling real-time identification confirmation, as well as interactive virtual questioning system, was also developed. After the computer simulation test we proved the duplex on-line lecturing system is more effective than the current one-way cyber lecturing system which does not take into consideration students with less/no degree of understanding.