Recently augmented reality contents are variously used in public such as advertisements or exhibits as well as children's books. Therefore, it is certain that the market, development of augmented reality contents, is gradually growing. Those who are the producer of augmented reality may be familiar with the skill where those images are used as a marker which is created by image recognition technique. In case of using image recognition technique, they usually use the augmented reality marker platform from Qualcomm since it is able to recognize self-produced images and 3-dimensional figures at no cost. This study was started when undergraduate students began to use those general techniques in their contents producing process. AR majoring students in Namseoul University applied image recognition technique to 3 AR contents exhibited in Sejong Center. Creating 3 different images, they have registered images at Image Target Manager provided by Vuforia to use as a marker. Moreover, they have modified the image producing method to raise the recognition rate by research. The higher recognition rate brings the more stable use of augmented reality contents. To achieve the satisfied rate, they have compared the elements of color contrast, pattern and etc. in the use of platform. Thus, the effective image creation method has been drawn. This study is aiming to suggest the production of stable contents by recognizing smart devices' limitation and producing educational contents. The purpose of this study is to help practically augmented reality contents developers by illustrating the application of augmented reality contents which are based on image recognition technique and also its effectiveness at the same time.
Purpose - Recently, Mobile technologies and devices including smart phones and tablets have increased the possibility of communicating with other people and sharing personal information without time and space restriction. In order to realize the market potential related to mobile technologies, a large number of internet services have been incorporated into mobile platforms. Especially, The number of MIM(Mobile Instant Messenger) users has been increasing dramatically and services using MIM platform also have diversified. In spite of drastic growth in markets related to MIM, there is little empirical research on MIM and users' behaviors. This study designed to examine the structural relationships among belongingness, loneliness, self-disclosure intention, system quality, and self-disclosure behavior in context of MIM. Research design, data, and methodology - Three hypotheses were about the relationship among belongingness, loneliness and self-disclosure intention. The other two hypotheses were about the moderating effect of system quality in the causal relationship between self-disclosure intention and self-disclosure behavior. The data was analyzed by structural equation modeling. Research data were obtained from 330 undergraduate students who were KakaoTalk users and total 314 valid questionnaires were used in the final analysis. Results - The results from this study are as follow. First, the belongingness and the loneliness had a significant impact on self-disclosure intention in MIM. Second, the self-disclosure intention in MIM also had a positive impact on the self-disclosure behavior. Lastly, there is a moderating effect of the system quality in the relationship between the self-disclosure intention and self-disclosure behavior in MIM. Specifically, the higher system quality level was perceived, the positive effect of the self-disclosure intention in MIM on the self-disclosure behavior was greater. Conclusions - Based on the results from this study, academic and practical implications can be drawn. First, the study extends the scope of research about SNS through focusing on MIM to be classified by closed type SNS and identifies the relationship between emotion, behavioral intention and behaviors in MIM. Second, this study provides strategic guidelines to increase the efficiency for promotion activity. Limitations for the study also should be discussed.
This study proposes an NFC-based payment system that considers user convenience while expanding the existing payment method for RFID-based individual food and logistics waste equipment. In line with this trend, I proposed to apply NFC to the existing RFID-based food meter to release the food in the meantime and to address the problem of re-carrying due to card loss, card not possessed, and non-filling, and the question that could not be identified by various cumbersome procedures. NFC's function alone has been certified for its convenience, which led to its introduction and research in the period of time. Of course, we need to negotiate fees with the transportation card company, but if we see a market share related to transportation card soon, we think smooth negotiations will take place. NFC method will be expanded to all phones with iPhone NFC opening. Therefore, in the next study, we intend to apply the payment system in NFC by linking with local currency, mobile vouchers, and card companies, which are being paid as respective payment means according to the recent emergency support system for COVID-19.
Due to the mobil-centered lifestyle following the wider use of Smartphones, Mobile services, including mobile banking and mobile shopping business have increased rapidly. Also with the emergence of "Fintech", which finance combined with technology, IT based financial market is going to be highly promising. In this trend, interests mobile credit cards are increasing. But diffusion of the mobile credit card services is still in the low level. In this situation, to identify factors that influencing satisfaction and continuous usage intention on mobile credit card, this study applied innovation diffusion theory (IDT) and post acceptance model (PAM). To conducting this research, survey data were collected, and we used SmartPLS to analyze survey data. As a result of the study, perceived easy of use, image, compatibility and facilitation positively affect user's satisfaction in mobile credit cards and that such satisfaction have a positive impact on continuous intention to use. The facilitation influences user satisfaction more strongly for those who use mobile credit cards more than plastic credit cards. Also, perceived of use and image influence user satisfaction more strongly for those who use plastic credit cards more than mobile credit cards. It is expected that this study can be a guideline for credit card service providers and policy makers to invigorate mobile credit card business. Also it worths as a early-stage research on Fintech-related studies.
Display technology has recently made enormous progress. In particular, display companies are competing each other to develop flexible display. Curved display, as a precursor of flexible display, are now used for smart phones and TVs. Curved monitors have been just introduced in the market, and are used for office work or entertainment. The aim of the current study was to investigate whether the curvature of a 42" multi-monitor affects postural control when it is used for entertainment purpose. The current study used two curvature levels (flat and 600mm). Ten college students [mean(SD) age = 20.9 (1.5)] with at least 20/25 visual acuity, and without color blindness and musculoskeletal disorders participated in this study. In a typical VDT environment, each participant played a car racing video game using a steering wheel and pedals for 30 minutes at each curvature level. During the video game, a pressure mat on the seat pan measured the participant's COP (Center of Pressure), and from which four measures (Mean Velocity, Median Power Frequency, Root-Mean-Square Distance, and 95% Confidence Ellipse Area) were derived. A larger AP (Anterior-Posterior) RMS distance was observed in the flat condition, indicating more forward-backward upper body movements. It can be partly due to more variability in visual distance across display, and hence longer ocular accommodation time in the case of the flat display. In addition, a different level of presence or attention between two curvature conditions can lead to such a difference. Any potential effect of such a behavioral change by display curvature on musculoskeletal disorders should be further investigated.
Today the distribution of characters in the consumer market based on digital smart phones is expanding, and the characters themselves are sold with independent merchandise, also various application researches about character are being activated. However, depending on the style of worker 's work on the design process of Korea and China regarding characters, there are differences in design characteristics and the diversity of work. In this study, we attempted to investigate the implications of these designers on the development of creative character design through in-depth research and experiment. Therefore, previous researches of cognitive science were investigated and cognitive experiments were conducted on design process for experts. For this research experiment, the initial sketch stage in the character work of Korea and China was recorded by the method of the designer by the subject through the protocol analysis method which is the qualitative research method. We coded the collected language based on this recording experiment and analyzed the problem behavior. We examined how the cognitive acts are done by the designer to develop the characters. The behavior characteristics and the accidental characteristics. The differences of the behavioral characteristics and the accidental characteristics in each step of the character design process were identified. Through these cognitive experiments, we could examine the behavior analysis of the design thinking process in Korea and China. In the field of design practice, we can set the direction of the design work process of the two countries and help us to produce creative and individual results. I think. These studies are expected to contribute to practical application of product marketing and new cooperation development methods in terms of activation of character industry in the future.
The Journal of Korea Institute of Information, Electronics, and Communication Technology
/
v.9
no.3
/
pp.285-290
/
2016
In rural area, our farmers confront decreasing benefits owing to imported crops and increased cost. Recently, the government encourage the 6th Industry that merges farming, rural resources, and information and communication technology. Therefor the government makes an investment in supplying 'smart greenhouse' in which a farmer monitor growing crops and environment information to control growing condition. The objective of this study is developing an Moving Monitor and Control System for crops in green House. This system includes a movable sensing unit, a controlling unit, and a server PC unit. The movable sensing unit contains high resolution IP camera, temperature and humidity sensor and WiFi repeater. It rolls on a rail hanging beneath the ceiling of a green house. The controlling unit contains embedded PC, PLC module, WiFi router, and BLDC motor to drive the movable sensing unit. And the server PC unit contains a integrated farm management software and home pages and databases in which the images of crops and environment informations. The movable sensing unit moves widely in a green house and gathers lots of information. The server saves these informations and provides them to customers with the direct commercing web page. This system will help farmers to control house environment and sales their crops in online market. Eventually It will be helpful for farmers to increase their benefits.
A supercapacitor, also called an ultracapacitor or an electrochemical capacitor, stores electrochemical energy by the adsorption/desorption of electrolytic ions or a fast and reversible redox reaction at the electrode surface, which is distinct from the chemical reaction of a battery. A supercapacitor features high specific power, high capacitance, almost infinite cyclability (~ 100,000 cycle), short charging time, good stability, low maintenance cost, and fast frequency response. Supercapacitors have been used in electronic devices to meet the requirements of rapid charging/discharging, such as for memory back-up, and uninterruptible power supply (UPS). Also, their use is being extended to transportation and large industry applications that require high power/energy density, such as for electric vehicles and power quality systems of smart grids. In power generation using intermittent power sources such as solar and wind, a supercapacitor is configured in the energy storage system together with a battery to compensate for the relatively slow charging/discharging time of the battery, to contribute to extending the lifecycle of the battery, and to improve the system power quality. This article provides a concise overview of the principles, mechanisms, and classification of energy storage of supercapacitors in accordance with the electrode materials. Also, it provides a review of the status of recent research and patent, product, and market trends in supercapacitor technology. There are many challenges to be solved to meet industrial demands such as for high voltage module technologies, high efficiency charging, safety, performance improvement, and competitive prices.
The core technology development of the Fourth Industrial Revolution is linked to the development of other core technologies, which will change the industrial structure in the future and create a new smart business model. In this paper, tried to analyze the technology maturity level and analyze the technology maturity. To do this, used technology trend information to investigate and integrate the market, policy, etc. Of core technology of the 4th Industrial Revolution to achieve a comprehensive maturity level. Because technology maturity measures are scored by technology developers, prejudices may be acted upon according to a person's tendency, which may be a subjective evaluation. It is also a measure of the maturity of individual technologies, and thus is not suitable for evaluating the overall system integration perspective. However, it is possible to evaluate the maturity before integrating the core element technologies constituting the whole system and to use it as a means to compare the effect of the whole system and its feasibility and play an important role in the planning of technology development.
As the demand for broadband multimedia including the Internet explosively increases, the advancement of the subscriber network is becoming the biggest issue in the telecommunication industry due to the surge of data traffic caused by the emergence of new services such as smart phone, IPTV, VoIP, VOD and cloud services. In this paper, we have developed WDM(Wavelength Division Multiplexing)-PON(passive optical network) based on the 1-Gigabit Reach Externder (RE) technique to reduce optical core. Particularly, in order to strengthen the market competitiveness, we considered low cost, miniaturization, integration technique, and low power of optical parts. In addition, we have developed a batch system by integrating all techniques for reliability, remote management through the development of transmission distance extension and development of capacity increase of optical line by using RE technology in existing PON network. Based on system interworking with existing commercial 1G PON devices, it can be worthy of achievement of wide nationalization and optical core reduction by using this developed system. Based on these results, we are studying development of 10G PON technology.
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