• Title/Summary/Keyword: QR Information Service

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Development of AI-driven Visual Code-based City Information Service System (AI-driven Visual Code 기반의 도시 인포 서비스 시스템 디자인)

  • Sunghee Ahn;Sumin Hong;Seojung Moon;Jaeun Lee
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2022.11a
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    • pp.32-33
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    • 2022
  • 팬데믹이후 온라인 커뮤니케이션이 가속화되면서 개인화의 현상이 두드러지고 있는 가운데 도시의 정보시스템의 많은 부분들이 디지털 트윈으로 가고 있다. 때문에 오프라인의 사이니지 등은 이미 개인화에 익숙한 사용자에게 만족도나 낮고 이를 반영하여 다양화시키기에는 많은 예산이 소요되며 물리적 한계가 있다. 본 연구는 사용자 중심 프로세스의 기술 융합 연구를 통해 이러한 오프라인 정보 표기와 전달 등의 문제점을 해결하고자 하였다. 본 논문은 이러한 목적을 가지고 개인화 기반 도시 인포메이션 시스템의 물리적 사이니지와의 정보 데이터 간의 상호운용을 실현화하는 연구를 진행하였다. QR 코드 등 비쥬얼 코드-기반 기존의 인터랙션 기술들의 장점을 활용하고 AI 기반의 필터 시스템을 도입하여 도시 복합정보데이터와 개인데이터와의 연동 및 변별 시스템을 설계하여 AR서비스 환경을 디자인 하였다. 개인화 서비스를 위하여 'Personal Data'와 타사용자의 'Feedback Data를 기존의 클라우드 정보와 AI-Analytic-Process에 개입시켜서 개인화 기반의 서비스 시스템 모델로 개발하였다.

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A Study on Ubiquitous Tree Management System based on GIS and Smart-Phone for Efficiency of Arboreal Growth Management (수목 생장 관리 효율을 위한 GIS 및 스마트폰 기반의 유비쿼터스 수목 관리 시스템에 관한 연구)

  • Jung, Se-Hoon;Sim, Chun-Bo
    • Journal of the Korea Society of Computer and Information
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    • v.17 no.6
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    • pp.119-130
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    • 2012
  • In this paper, we propose ubiquitous tree management system based on GIS and smart-phone using the object-oriented design modeling to maximize the efficiency of tree management. For this, proposed system is implemented in the form of client/server (C/S). The spot tree management system as the client is based on the mobile(PDA, Smart-Phone), whereas the tree management system based on PC as the server makes use of GIS. Also, Web service method instead of CDMA used in exist studies is used for tree data communication among C/S. And problems of existing studies, that is excessive maintenance costs, accessibility shortage of variety users, connectivity shortage of geographic information system will be settled through the convergence of the proposed system development methods, GIS system, smart devices. Therefore, we verify proposed system by using the systemic unit test and qualitative assessment respectively and prove to be more excellent than the existing system based on the mobile, in terms of systemic effectiveness and extendability.

Types of Media Combination and Strategy of Interactivity in Digital Signage: A Case Study in view of Media Creative (디지털 사이니지의 매체결합 유형과 상호작용 전략 -유형별 미디어 크리에이티브 사례분석을 중심으로)

  • Lee, Hyun-Woo;Kim, Woon-Han
    • Journal of Digital Contents Society
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    • v.17 no.1
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    • pp.33-41
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    • 2016
  • This study aims to suggest practical ways to interact effectively with consumers based on current situation of 'media creative' and media use patterns. Cases of digital signage are reviewed in the perspective of cross media, and the strategic meanings of cross media are explored according to interactivity. Results are collected through 'Naver' search engine service, and can be possibly assorted into five media combined types: SNS-combined, QR codes or Augmented Reality(AR)-combined, Brand App(application)-combined, Online to Offline-combined, and Behavioral factors-combined ones. Some strategic suggestions on media creative are given for effective interaction with consumers.

A Study on the Librarians' Perception about the Future of Libraries in the era of the 4th Industrial Revolution (4차 산업혁명 시대 도서관의 미래상에 대한 사서 인식조사)

  • Park, Tae-Yeon;Gang, Ju-Yeon;Kim, Yong;Kim, Tae-Kyung;Oh, Hyo-Jung
    • Journal of the Korean Society for Library and Information Science
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    • v.52 no.1
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    • pp.203-229
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    • 2018
  • This study examined current status and futurity of libraries based on the survey of librarians awareness in the era of the $4^{th}$ Industrial Revolution and sought to find effective response strategies for future changes. For this purpose, this study reviewed research issues against the $4^{th}$ Industrial Revolution based on preceding researches in our library area and other fields. The awareness survey was conducted of librarians of several types including national libraries and public libraries. The results are as follows: First, librarians were interested in the $4^{th}$ Industrial Revolution, but they thought that new technologies are poorly adopted in their libraries. Second, librarians were most frequently using Desktop PCs, mobile phones, RFID tags, and QR codes for library services. Third, librarians were required intelligent-information services because of their effectiveness, but their libraries did not provide them for users. Fourth, librarians expected that the $4^{th}$ Industrial Revolution brings positive influences to libraries' future. On the other hands, they also concerned about their job losses. Fifth, librarians agreed with necessity of new technologies of the $4^{th}$ Industrial Revolution and they especially wanted educations and training related with technologies. Also, technical supports for online services and simply repeated works are required.

Development of Remote Ordering and Payment Service Platform Using Smart Phones In Restaurant (스마트폰을 활용한 음식점에서의 원격 주문 및 결제 서비스 플랫폼 개발)

  • Koh, Seok-Joo;Jung, Joong-Hwa;Jang, In-Jae;Lee, Young-Hoon;Kim, Tae-Su;Jang, Hyo-Won;Lee, Yeong-Jong;Lee, Gwang-Bong;Choi, Sang-Il;Kim, Ji-In
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2016.07a
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    • pp.189-190
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    • 2016
  • 최근 스마트폰의 확산으로 다양한 어플리케이션 개발을 통한 새로운 서비스 시장이 창출되고 있으며, 그 중에서도 스마트폰만으로 가격을 지불할 수 있는 모바일 결제 서비스 시장은 사용자가 일일이 결제 수단을 가지고 다니는 불편함을 해소함으로써 큰 성장을 보이고 있다. 하지만, 대부분의 모바일 결제 서비스는 온라인에서만 사용할 수 있거나, 오프라인 매장에서 사용 시에도 사용자가 직접 계산대로 가야하는 등의 한계점들이 남아있다. 이러한 불편함을 해소하기 위해, 본 논문에서는 음식점에서 QR코드와 스마트폰을 활용해 고객이 앉은 테이블에서 메뉴 확인, 주문 및 결제가 가능한 서비스 플랫폼을 개발했다. 본 논문에서는 제안하는 서비스 플랫폼의 기능 검증을 위해 모바일 어플리케이션과 데이터 서버 플랫폼을 개발하고 메시지 교환을 수행함으로써, 효과적인 모바일 결제 서비스의 제공이 가능함을 확인하였다.

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Light ID and HMD-AR Based Interactive Exhibition Design for Jeonju Hanok Village Immersive 3D View (전주 한옥마을의 실감 3D View를 위한 Light ID 및 HMD-AR 기반 인터렉티브 전시 설계)

  • Min, Byung-Jun;Mariappan, Vinayagam;Cha, Jae-Sang;Kim, Dae-Young;Cho, Ju-Phil
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.11 no.4
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    • pp.414-420
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    • 2018
  • The digital convergence looking for new ways to engage visitors by superimposing virtual content on projection over the real world captured media contents. This paper propose the Light ID based interactive 3D immersive exhibition things view using HMD AR technology. This approach does not required to add any additional infrastructure to be built-in to enable service and uses the installed Lighting or displays devices in the exhibit area. In this approach, the Light ID can be used as a Location Identifier and communication medium to access the content unlike the QR Tag which supports provide the download information through web interface. This utilize the advantages of camera based optical wireless communication (OWC) to receive the media content on smart device to deliver immersive 3D content visualization using AR. The proposed exhibition method is emulated on GALAXY S8 smart phone and the visual performance is evaluated for Jeonju Hanok Village. The experimental results shows that the proposed method can give immersive 3D view for exhibit things in real-time.

A Study on the Users Perception about the Future of Libraries in the era of the 4th Industrial Revolution: Comparing with Librarians (4차 산업혁명 시대 도서관의 미래상에 대한 이용자 인식조사 - 사서와의 비교를 통해 -)

  • Gang, Ju-Yeon;Park, Tae-Yeon;Kim, Geon;Lee, Jeong Min;Oh, Hyo-Jung
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.29 no.1
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    • pp.125-152
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    • 2018
  • This study examined users' awareness to establish futurity of libraries and to propose strategies in the era of the $4^{th}$ Industrial Revolution. For this purpose, the awareness survey was conducted of users, and the survey consisted of questions about the awareness of the $4^{th}$ Industrial Revolution, the current state of using technologies and devices of the $4^{th}$ Industrial Revolution, and the futurity of libraries of the $4^{th}$ Industrial Revolution. The results are as follows: First, users were interested in the $4^{th}$ industrial Revolution, but they thought that new technologies are poorly adopted in the libraries. Second, users were most frequently using mobile phone, QR code, and Beacon. Especially, mobile phone was a most frequently used device in the libraries. However, users were not satisfied with technologies and devices provided by the libraries. Third, users expected the $4^{th}$ Industrial Revolution have a positive influence on future of libraries, but they were worried about losses of opportunities and jobs. Forth, users agreed with necessity of new technologies of the $4^{th}$ Industrial Revolution for libraries services. They wanted application of the technologies, expecially, in online services. Ultimately, this study suggested some meaningful insights and strategies through comparative analysis of the above findings and librarians' awareness survey results.

Critical Success Factor of Noble Payment System: Multiple Case Studies (새로운 결제서비스의 성공요인: 다중사례연구)

  • Park, Arum;Lee, Kyoung Jun
    • Journal of Intelligence and Information Systems
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    • v.20 no.4
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    • pp.59-87
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    • 2014
  • In MIS field, the researches on payment services are focused on adoption factors of payment service using behavior theories such as TRA(Theory of Reasoned Action), TAM(Technology Acceptance Model), and TPB (Theory of Planned Behavior). The previous researches presented various adoption factors according to types of payment service, nations, culture and so on even though adoption factors of identical payment service were presented differently by researchers. The payment service industry relatively has strong path dependency to the existing payment methods so that the research results on the identical payment service are different due to payment culture of nation. This paper aims to suggest a successful adoption factor of noble payment service regardless of nation's culture and characteristics of payment and prove it. In previous researches, common adoption factors of payment service are convenience, ease of use, security, convenience, speed etc. But real cases prove the fact that adoption factors that the previous researches present are not always critical to success to penetrate a market. For example, PayByPhone, NFC based parking payment service, successfully has penetrated to early market and grown. In contrast, Google Wallet service failed to be adopted to users despite NFC based payment method which provides convenience, security, ease of use. As shown in upper case, there remains an unexplained aspect. Therefore, the present research question emerged from the question: "What is the more essential and fundamental factor that should takes precedence over factors such as provides convenience, security, ease of use for successful penetration to market". With these cases, this paper analyzes four cases predicted on the following hypothesis and demonstrates it. "To successfully penetrate a market and sustainably grow, new payment service should find non-customer of the existing payment service and provide noble payment method so that they can use payment method". We give plausible explanations for the hypothesis using multiple case studies. Diners club, Danal, PayPal, Square were selected as a typical and successful cases in each category of payment service. The discussion on cases is primarily non-customer analysis that noble payment service targets on to find the most crucial factor in the early market, we does not attempt to consider factors for business growth. We clarified three-tier non-customer of the payment method that new payment service targets on and elaborated how new payment service satisfy them. In case of credit card, this payment service target first tier of non-customer who can't pay for because they don't have any cash temporarily but they have regular income. So credit card provides an opportunity which they can do economic activities by delaying the date of payment. In a result of wireless phone payment's case study, this service targets on second of non-customer who can't use online payment because they concern about security or have to take a complex process and learn how to use online payment method. Therefore, wireless phone payment provides very convenient payment method. Especially, it made group of young pay for a little money without a credit card. Case study result of PayPal, online payment service, shows that it targets on second tier of non-customer who reject to use online payment service because of concern about sensitive information leaks such as passwords and credit card details. Accordingly, PayPal service allows users to pay online without a provision of sensitive information. Final Square case result, Mobile POS -based payment service, also shows that it targets on second tier of non-customer who can't individually transact offline because of cash's shortness. Hence, Square provides dongle which function as POS by putting dongle in earphone terminal. As a result, four cases made non-customer their customer so that they could penetrate early market and had been extended their market share. Consequently, all cases supported the hypothesis and it is highly probable according to 'analytic generation' that case study methodology suggests. We present for judging the quality of research designs the following. Construct validity, internal validity, external validity, reliability are common to all social science methods, these have been summarized in numerous textbooks(Yin, 2014). In case study methodology, these also have served as a framework for assessing a large group of case studies (Gibbert, Ruigrok & Wicki, 2008). Construct validity is to identify correct operational measures for the concepts being studied. To satisfy construct validity, we use multiple sources of evidence such as the academic journals, magazine and articles etc. Internal validity is to seek to establish a causal relationship, whereby certain conditions are believed to lead to other conditions, as distinguished from spurious relationships. To satisfy internal validity, we do explanation building through four cases analysis. External validity is to define the domain to which a study's findings can be generalized. To satisfy this, replication logic in multiple case studies is used. Reliability is to demonstrate that the operations of a study -such as the data collection procedures- can be repeated, with the same results. To satisfy this, we use case study protocol. In Korea, the competition among stakeholders over mobile payment industry is intensifying. Not only main three Telecom Companies but also Smartphone companies and service provider like KakaoTalk announced that they would enter into mobile payment industry. Mobile payment industry is getting competitive. But it doesn't still have momentum effect notwithstanding positive presumptions that will grow very fast. Mobile payment services are categorized into various technology based payment service such as IC mobile card and Application payment service of cloud based, NFC, sound wave, BLE(Bluetooth Low Energy), Biometric recognition technology etc. Especially, mobile payment service is discontinuous innovations that users should change their behavior and noble infrastructure should be installed. These require users to learn how to use it and cause infra-installation cost to shopkeepers. Additionally, payment industry has the strong path dependency. In spite of these obstacles, mobile payment service which should provide dramatically improved value as a products and service of discontinuous innovations is focusing on convenience and security, convenience and so on. We suggest the following to success mobile payment service. First, non-customers of the existing payment service need to be identified. Second, needs of them should be taken. Then, noble payment service provides non-customer who can't pay by the previous payment method to payment method. In conclusion, mobile payment service can create new market and will result in extension of payment market.

A Study on the Improvement for Medical Service Using Video Promotion Materials for PET/CT Scans (PET/CT 검사에서 동영상 홍보물을 통한 의료서비스 향상에 관한 연구)

  • Kim, Woo Hyun;Kim, Jung Seon;Ko, Hyun Soo;Sung, Ji Hye;Lee, Jeoung Eun
    • The Korean Journal of Nuclear Medicine Technology
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    • v.17 no.1
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    • pp.30-35
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    • 2013
  • Purpose: One of the current services, providing information to the patients and their guardians by using promotion materials induces positive responses and contributes to the improvement of the hospital reliability. Therefore, the objective of this study is to evaluate the effectiveness of audio visual materials, one of the means of promotion, as a way to give accurate medical information to resolve patient's curiosity about purpose and procedure of their examination and deplete complains about waiting which attributes negative effect to service quality assessment. Materials and Methods: 60 patients(mean age $53.97{\pm}12.24$, male : female = 26 : 34) who had $^{18}F-FDG PET/CT$ scan from July 2012 to August 2012 in Seoul Asan Medical Center were referred to the study. All of the patients having PET/CT scan were asked to watch an informative video material before the injection of radiopharmaceutical ($^{18}F-FDG$) and to fill in a questionnaire. Results: As a result of analyzing the contents of questionnaire, 52% of 60 patients had PET/CT scan for the first time and 72.4% of the patients read the PET/CT guidebook offered from their outpatient department or inpatient wards before their scan. After we searched the level of previous knowledge of the purpose and method of PET/CT scan, the patients answered 25.1% "know well", 34% "not sure", 40.9% "don't know" respectively. And 84.7% of the patients answered that watching the PET/CT guide video before the injection helps understanding what exam they were having and 15.3% of the patients did not. For the question asking ever the patients have experienced using our homepage or smart phone QR code to see the guide video before they visit out PET center, only 3.3% of them answered "yes". Lastly, the patients answered 60.1% "yes", 31.4% "so so" and 8.5% "no" respectively for the question asking whether watching the video makes the patients to fill the waiting time short. Conclusion: It is found that understanding of objective and method of the PET/CT scan and level of satisfaction was improved after the patients watched the guide video whether they had PET/CT scan before and read the PET/CT guidebook or not. Also, watching the video was effective for the reduction of perceptible waiting time. But while displaying the PET/CT guide video is useful for providing information about the scan and shortening the waiting time as one of the medical service, utilization of service was actually very poor because of the passive promotion and indifference of the patients about their examination. Therefore, from now on, it is necessary to construct the healthcare system which can be offered to more patients through the active promotion.

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PS-Net : Personalized Secure Wi-Fi Networks (PS-Net : 개인별 보안 Wi-Fi 네트워크)

  • Lee, Nam-Seh;Lee, Ju-Ho;Jeong, Choong-Kyo
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.40 no.3
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    • pp.497-505
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    • 2015
  • Existing Wi-Fi networks require users to follow network settings of the AP (Access Point), resulting in inconveniences for users, and the password of the AP is shared by all users connected to the AP, causing security information leaks as time goes by. We propose, in this work, a personalized secure Wi-Fi network, in which each user is assigned her own virtual Wi-Fi network. One virtual Wi-Fi per user makes the user-centric network configuration possible. A user sets a pair of her own SSID and password on her device a priori, and the AP publishes its public key in a suitable way. The AP also maintains an open Wi-Fi channel, to which users can connect anytime. On user's request, the user device sends a connection request message containing a pair of SSID and password encrypted with the AP's public key. Receiving the connection request message, the AP instantiates a new virtual AP secured with the pair of SSID and password, which is dedicated to that single user device. This virtual network is securer because the password is not shared among users. It is more convenient because the network adapts itself to the user device. Experiments show that these advantages are obtained with negligible degradation in the throughput performance.