• Title/Summary/Keyword: Service platform

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Development of a Remotely Sensed Image Processing/Analysis System : GeoPixel Ver. 1.0 (JAVA를 이용한 위성영상처리/분석 시스템 개발 : GeoPixel Ver. 1.0)

  • 안충현;신대혁
    • Korean Journal of Remote Sensing
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    • v.13 no.1
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    • pp.13-30
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    • 1997
  • Recent improvements of satellite remote sensing sensors which are represented by hyperspectral imaging sensors and high spatial resolution sensors provide a large amount of data, typically several hundred megabytes per one scene. Moreover, increasing information exchange via internet and information super-highway requires the developments of more active service systems for processing and analysing of remote sensing data in order to provide value-added products. In this sense, an advanced satellite data processing system is being developed to achive high performance in computing speed and efficieney in processing a huge volume of data, and to make possible network computing and easy improving, upgrading and managing of systems. JAVA internet programming language provides several advantages for developing software such as object-oriented programming, multi-threading and robust memory managent. Using these features, a satellite data processing system named as GeoPixel has been developing using JAVA language. The GeoPixel adopted newly developed techniques including object-pipe connect method between each process and multi-threading structure. In other words, this system has characteristics such as independent operating platform and efficient data processing by handling a huge volume of remote sensing data with robustness. In the evaluation of data processing capability, the satisfactory results were shown in utilizing computer resources(CPU and Memory) and processing speeds.

A Study on Collaboration of Korean Performing Arts Markets - Focused on PAMS, Haevichi Arts Festival, G-FAFE (국내 공연예술 마켓의 협업 방안 연구 - 서울아트마켓, 제주해비치아트페스티벌, 경기공연예술페스타를 중심으로)

  • Kim, Sun Young;Yi, Eui Shin
    • Review of Culture and Economy
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    • v.21 no.1
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    • pp.21-61
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    • 2018
  • Most of the Korean performing arts markets are not only small but also show their limitations in terms of their role as a platform for the promotion of performing arts and future growth prospects. This study started from the perception that the domestic performing arts markets need the cooperation between the markets in order to overcome the current situation and become the representative performing arts markets of Asia. To do this, we conducted surveys and in-depth interviews on market collaborations with domestic performing arts officials such as PAMS, Jeju Haevichi Art Festival and G-FAFE. For successful inter-market collaboration, the first is to change ideas and thinking about collaborations, second, to select programs suitable for direct supervision and collaboration based on evaluation of comparative advantage, and third, to establish and operate the 'Performing Arts Market Collaboration Promotion Committee(tentative name)'. And the fourth, starting from the sharing of the network that is most required at this stage, it is necessary to develop the sharing of manpower and places through mutual financial support or sharing between the central government, the metropolitan municipalities.

A Development of Chatbot Q&A System to Answer Questions in Webpage - Focused on arts education matching services - (온라인 시스템 장애를 원활히 해결하기 위한 챗봇 Q&A시스템 개발 - 예술 교육 서비스를 중심으로 -)

  • Kim, Jae Min;Lee, Hye Moon;Kim, Myoung Young;Lee, Won Hyung;Yi, Dae Youmg
    • Journal of the Korean Society for Computer Game
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    • v.31 no.4
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    • pp.157-166
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    • 2018
  • Communication between customers and service providers is an important issue at sites where various businesses and transactions take place. In particular, the ability to solve problems quickly and accurately when a problem arises and when an inquiry is received is directly linked to trust in the site. In this paper, we propose a method of handling complaints and inquiries of site users by using chatbot technology on talent market platform site. First, we implemented chatbot that can communicate with the inquirers in real time, so that users can use the site usage and word search functions. For various errors and problems of the site which can not be defined by a few words or sentences, I have specified an error code and database it. Users of the site were able to contact chatbot with the error code that was output when an error occurred and get the corresponding response in real time. The chatbot implemented in this study provided a satisfactory experience because that was able to provide quick and accurate answers to users who experienced errors or inquiries when using the site. This will have a positive impact on the credibility and favorability of the site over the long term, and will help reduce manpower and time costs for error inquiries.

A Study on the Development of Mobile APP Usability Evaluation Tool for Time Management (시간관리 모바일 앱 사용성 평가도구 개발에 관한 연구)

  • Lee, Saem;Nam, Won-Suk
    • Journal of the Korea Convergence Society
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    • v.12 no.12
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    • pp.19-29
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    • 2021
  • Although several industrial revolutions and technological developments have provided time for modern people, more than 75% of modern people are currently suffering from the problem of "lack of time". Therefore, in this paper, it was judged that it was necessary to improve the mobile APP service for efficient time management of modern people, and a study was conducted on the development of usability evaluation tools. First, the current status was analyzed through case studies of six time management apps with different purposes, and then usability studies were conducted to establish a total of five evaluation principles with operability, cognition, user suitability, minimization of work errors, and sharing. Based on this, a draft of the time management mobile app usability evaluation item was prepared, and a total of 44 usability evaluation tool items were derived through three Delphi surveys of design experts over 5 years and less than 10 years. As a result, intuitive screen and menu composition and user's perception of content were evaluated as the most important factors, and conclusions such as the need to improve the structure and function of the main content screen for user error prevention and usability were drawn. This study will not only contribute to improving the usability of existing time management mobile apps, but will also be used as a material for designing an integrated time management platform for efficient time management and purpose promotion in the future, and is expected to be used as an academic reference.

Usability Evaluation of Knitting Customizing Website Using Knitting Machine (니팅머신을 이용한 니트 커스터마이징 웹 사이트 사용성 평가)

  • Jeong, Je-Yoon;Seo, Ji-Young;Lee, Saem;Nam, Won-Suk
    • Journal of the Korea Convergence Society
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    • v.12 no.10
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    • pp.19-25
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    • 2021
  • This study contains the results obtained after two and a half years of developing a knitting customization website using a knitting machine. Recently in the fashion world, various services using customization are being provided, and devices that users can design directly using knitting machines are being developed. However the existing website for knitting machine does not provide a certain usability or layout, so it is difficult for users to use open source and custom design. Therefore, this study was conducted for the purpose of developing a website that provides ease of use to users who will use the knitting customizing service using a knitting machine. As a research method, the first usability evaluation was conducted by synthesizing the studies conducted for the knit customization website development work. As a result of the study, found the problems of the initial custom screen and the initial output screen were found, and convenience, intuition, and readability were improved. Secondary usability evaluation was conducted on the modified website and it was confirmed that the problem was corrected. Through the website finally derived from this study, it is expected that the new platform in the domestic knit market will be popularized and the usability of the custom website will be improved.

Explication and Rational Conceptualization of Metaverse (메타버스 해석과 합리적 개념화)

  • Song, Stephen W.;Chung, Dong-Hun
    • Informatization Policy
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    • v.28 no.3
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    • pp.3-22
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    • 2021
  • This article reviews previous literature on the metaverse and attempts to provide a refined definition for this phenomenon. Metaverse has recently been in the spotlight among discussions by the industry and the media while a consensus on the exact definition of metaverse is yet to be determined. Since Neal Stephenson first coined the term metaverse in his novel "Snow Crash" in 1992, the Acceleration Studies Foundation (ASF) was the first to analyze the concept of metaverse in 2007. While ASF's effort did not receive much spotlight it may have deserved, metaverse gained much attention in the fall of 2020 when NVIDIA announced its real-time simulation and collaboration platform for 3D production named "Omniverse" as a next-generation alternative for the Internet along with Roblox defining its service as metaverse during its IPO. Since then, metaverse has been commonly recognized as a world where we can cross over reality and virtuality. Based on the two axes and four scenarios proposed by the ASF, we review the literature across four realms as follows - virtual reality, mirror world, augmented reality, and lifelogging. Then, we examine the issues with the existing definition of metaverse and propose an alternative explanation by focusing on human behavior and user experience. Finally, we reassess the concept of metaverse and incorporate human communication, reality-based and virtual-based activities, and eXtended reality as elements to properly define metaverse.

A Study on the Impact of TV ad Exposure on Search Volumes on App-based Service Brands: Focusing on the Moderating Effect of Industry Type and Search Language Type (앱기반 서비스 브랜드의 TV 광고 노출량이 검색량에 미치는 영향: 업종유형 및 검색언어 유형의 조절효과를 중심으로)

  • Kim, Donna;Moon, Yoon Taek
    • The Journal of the Korea Contents Association
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    • v.21 no.9
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    • pp.284-298
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    • 2021
  • In addition to awareness building, TV media creates search behavior for the brand and the search result may link to a brand homepage and/or an e-commerce site. This study analyzed the impact of TV advertisements on a search volume at NAVER, a leading Korean search platform, in order to verify the impact of TV advertisements on brand-related search behavior. Results are as follows. TV advertisement exposure was significantly related to the amount of Korean search, English search, and total search. In addition, changes in TV advertising exposure also had a significant static influence on changes in search volume. The increase in the number of brand search was different by industries that carried out TV advertisements, and it was verified that the frequency of English searches increased faster than the frequency of Korean search as the exposure of TV advertisements increased. Therefore, domestic TV advertising volume has been verified to affect NAVER search volume, and the advertising industry and brand search language that conducted TV advertisements have been verified to be moderating variables. TV advertisements can be interpreted to cause brand search behavior in English even though it is not a native language for Koreans.

An emotional speech synthesis markup language processor for multi-speaker and emotional text-to-speech applications (다음색 감정 음성합성 응용을 위한 감정 SSML 처리기)

  • Ryu, Se-Hui;Cho, Hee;Lee, Ju-Hyun;Hong, Ki-Hyung
    • The Journal of the Acoustical Society of Korea
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    • v.40 no.5
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    • pp.523-529
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    • 2021
  • In this paper, we designed and developed an Emotional Speech Synthesis Markup Language (SSML) processor. Multi-speaker emotional speech synthesis technology that can express multiple voice colors and emotional expressions have been developed, and we designed Emotional SSML by extending SSML for multiple voice colors and emotional expressions. The Emotional SSML processor has a graphic user interface and consists of following four components. First, a multi-speaker emotional text editor that can easily mark specific voice colors and emotions on desired positions. Second, an Emotional SSML document generator that creates an Emotional SSML document automatically from the result of the multi-speaker emotional text editor. Third, an Emotional SSML parser that parses the Emotional SSML document. Last, a sequencer to control a multi-speaker and emotional Text-to-Speech (TTS) engine based on the result of the Emotional SSML parser. Based on SSML which is a programming language and platform independent open standard, the Emotional SSML processor can easily integrate with various speech synthesis engines and facilitates the development of multi-speaker emotional text-to-speech applications.

Development of Indoor Navigation System based on the Augmented Reality in Subway Station (증강현실 기반 지하철 역사의 보행안내 시스템)

  • KIM, Wongil;LIM, Guk hyun;KIM, Hyun
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.18 no.1
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    • pp.43-55
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    • 2019
  • Smart phone based navigation applications are very useful in everyday life. Cost-effective and user friendly navigation can be provided to the user by many applications available in market. Using the Smart phone these navigation applications provide accurate navigation for outdoor locations. But providing an accurate navigation underground space such as subway station is still a challenge. It is hence more convenient and appropriate for mobility services if the visitors could simply view the guidance of the subway station on their mobile phone, wherever and whenever it is needed. This study develops a algorithm for indoor navigation with the help of Augmented Reality(AR) and QR marker code from the entrance to the train platform for users. This indoor navigation uses AR and QR maker codes for two purposes: to provide the user link to the subway station location and to provide the current guidance details to the user. This Smart phone algorithm that uses a smart phone optical tool to decode the QR marker to determine the location information and provide guidance to the AR without indoor Maps. This algorithm also provides a module to guide mobility vulnerable to the Barrier Free route to destination.

Personal Training Suggestion System based Hybrid App (하이브리드 앱 기반의 퍼스널 트레이닝 제안 시스템)

  • Kye, Min-Seok;Lee, Hye-Soo;Park, Sung-Hyun;Kim, Dong-Ok;Jung, Hoe-Kyung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.05a
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    • pp.665-667
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    • 2014
  • Wellness is IT fused with the user manage and maintain the health of a service can help you. If you are using an existing Fitness Center to yourself by choosing appliances that fit with the risk of injury in order to learn how the efficient movement had existed for a long time was needed. To resolve, use the personal training but more expensive cost of people's problems, and shown again in the habit of exercising alone will have difficulty. This paper provides a variety of smart phones based on a hybrid app with compatibility with the platform and personalized training market system. Users of the Fitness Center is built into smart phones in the history of their movement sensors or transmits to the Web by typing directly. This is based on exercise programs tailored to users via the training market. Personal training marketplace has a variety of users, check the history of this movement he can recommend an exercise program for themselves can be applied by selecting the. This provides users with the right exercise program can do long-term exercise habits can be proactive and goal setting.

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