• Title/Summary/Keyword: Smart things

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Explanable Artificial Intelligence Study based on Blockchain Using Point Cloud (포인트 클라우드를 이용한 블록체인 기반 설명 가능한 인공지능 연구)

  • Hong, Sunghyuck
    • Journal of Convergence for Information Technology
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    • v.11 no.8
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    • pp.36-41
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    • 2021
  • Although the technology for prediction or analysis using artificial intelligence is constantly developing, a black-box problem does not interpret the decision-making process. Therefore, the decision process of the AI model can not be interpreted from the user's point of view, which leads to unreliable results. We investigated the problems of artificial intelligence and explainable artificial intelligence using Blockchain to solve them. Data from the decision-making process of artificial intelligence models, which can be explained with Blockchain, are stored in Blockchain with time stamps, among other things. Blockchain provides anti-counterfeiting of the stored data, and due to the nature of Blockchain, it allows free access to data such as decision processes stored in blocks. The difficulty of creating explainable artificial intelligence models is a large part of the complexity of existing models. Therefore, using the point cloud to increase the efficiency of 3D data processing and the processing procedures will shorten the decision-making process to facilitate an explainable artificial intelligence model. To solve the oracle problem, which may lead to data falsification or corruption when storing data in the Blockchain, a blockchain artificial intelligence problem was solved by proposing a blockchain-based explainable artificial intelligence model that passes through an intermediary in the storage process.

A User Profile-based Filtering Method for Information Search in Smart TV Environment (스마트 TV 환경에서 정보 검색을 위한 사용자 프로파일 기반 필터링 방법)

  • Sean, Visal;Oh, Kyeong-Jin;Jo, Geun-Sik
    • Journal of Intelligence and Information Systems
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    • v.18 no.3
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    • pp.97-117
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    • 2012
  • Nowadays, Internet users tend to do a variety of actions at the same time such as web browsing, social networking and multimedia consumption. While watching a video, once a user is interested in any product, the user has to do information searches to get to know more about the product. With a conventional approach, user has to search it separately with search engines like Bing or Google, which might be inconvenient and time-consuming. For this reason, a video annotation platform has been developed in order to provide users more convenient and more interactive ways with video content. In the future of smart TV environment, users can follow annotated information, for example, a link to a vendor to buy the product of interest. It is even better to enable users to search for information by directly discussing with friends. Users can effectively get useful and relevant information about the product from friends who share common interests or might have experienced it before, which is more reliable than the results from search engines. Social networking services provide an appropriate environment for people to share products so that they can show new things to their friends and to share their personal experiences on any specific product. Meanwhile, they can also absorb the most relevant information about the product that they are interested in by either comments or discussion amongst friends. However, within a very huge graph of friends, determining the most appropriate persons to ask for information about a specific product has still a limitation within the existing conventional approach. Once users want to share or discuss a product, they simply share it to all friends as new feeds. This means a newly posted article is blindly spread to all friends without considering their background interests or knowledge. In this way, the number of responses back will be huge. Users cannot easily absorb the relevant and useful responses from friends, since they are from various fields of interest and knowledge. In order to overcome this limitation, we propose a method to filter a user's friends for information search, which leverages semantic video annotation and social networking services. Our method filters and brings out who can give user useful information about a specific product. By examining the existing Facebook information regarding users and their social graph, we construct a user profile of product interest. With user's permission and authentication, user's particular activities are enriched with the domain-specific ontology such as GoodRelations and BestBuy Data sources. Besides, we assume that the object in the video is already annotated using Linked Data. Thus, the detail information of the product that user would like to ask for more information is retrieved via product URI. Our system calculates the similarities among them in order to identify the most suitable friends for seeking information about the mentioned product. The system filters a user's friends according to their score which tells the order of whom can highly likely give the user useful information about a specific product of interest. We have conducted an experiment with a group of respondents in order to verify and evaluate our system. First, the user profile accuracy evaluation is conducted to demonstrate how much our system constructed user profile of product interest represents user's interest correctly. Then, the evaluation on filtering method is made by inspecting the ranked results with human judgment. The results show that our method works effectively and efficiently in filtering. Our system fulfills user needs by supporting user to select appropriate friends for seeking useful information about a specific product that user is curious about. As a result, it helps to influence and convince user in purchase decisions.

An Analysis of Big Video Data with Cloud Computing in Ubiquitous City (클라우드 컴퓨팅을 이용한 유시티 비디오 빅데이터 분석)

  • Lee, Hak Geon;Yun, Chang Ho;Park, Jong Won;Lee, Yong Woo
    • Journal of Internet Computing and Services
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    • v.15 no.3
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    • pp.45-52
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    • 2014
  • The Ubiquitous-City (U-City) is a smart or intelligent city to satisfy human beings' desire to enjoy IT services with any device, anytime, anywhere. It is a future city model based on Internet of everything or things (IoE or IoT). It includes a lot of video cameras which are networked together. The networked video cameras support a lot of U-City services as one of the main input data together with sensors. They generate huge amount of video information, real big data for the U-City all the time. It is usually required that the U-City manipulates the big data in real-time. And it is not easy at all. Also, many times, it is required that the accumulated video data are analyzed to detect an event or find a figure among them. It requires a lot of computational power and usually takes a lot of time. Currently we can find researches which try to reduce the processing time of the big video data. Cloud computing can be a good solution to address this matter. There are many cloud computing methodologies which can be used to address the matter. MapReduce is an interesting and attractive methodology for it. It has many advantages and is getting popularity in many areas. Video cameras evolve day by day so that the resolution improves sharply. It leads to the exponential growth of the produced data by the networked video cameras. We are coping with real big data when we have to deal with video image data which are produced by the good quality video cameras. A video surveillance system was not useful until we find the cloud computing. But it is now being widely spread in U-Cities since we find some useful methodologies. Video data are unstructured data thus it is not easy to find a good research result of analyzing the data with MapReduce. This paper presents an analyzing system for the video surveillance system, which is a cloud-computing based video data management system. It is easy to deploy, flexible and reliable. It consists of the video manager, the video monitors, the storage for the video images, the storage client and streaming IN component. The "video monitor" for the video images consists of "video translater" and "protocol manager". The "storage" contains MapReduce analyzer. All components were designed according to the functional requirement of video surveillance system. The "streaming IN" component receives the video data from the networked video cameras and delivers them to the "storage client". It also manages the bottleneck of the network to smooth the data stream. The "storage client" receives the video data from the "streaming IN" component and stores them to the storage. It also helps other components to access the storage. The "video monitor" component transfers the video data by smoothly streaming and manages the protocol. The "video translator" sub-component enables users to manage the resolution, the codec and the frame rate of the video image. The "protocol" sub-component manages the Real Time Streaming Protocol (RTSP) and Real Time Messaging Protocol (RTMP). We use Hadoop Distributed File System(HDFS) for the storage of cloud computing. Hadoop stores the data in HDFS and provides the platform that can process data with simple MapReduce programming model. We suggest our own methodology to analyze the video images using MapReduce in this paper. That is, the workflow of video analysis is presented and detailed explanation is given in this paper. The performance evaluation was experiment and we found that our proposed system worked well. The performance evaluation results are presented in this paper with analysis. With our cluster system, we used compressed $1920{\times}1080(FHD)$ resolution video data, H.264 codec and HDFS as video storage. We measured the processing time according to the number of frame per mapper. Tracing the optimal splitting size of input data and the processing time according to the number of node, we found the linearity of the system performance.

A Study on Intuitive IoT Interface System using 3D Depth Camera (3D 깊이 카메라를 활용한 직관적인 사물인터넷 인터페이스 시스템에 관한 연구)

  • Park, Jongsub;Hong, June Seok;Kim, Wooju
    • The Journal of Society for e-Business Studies
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    • v.22 no.2
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    • pp.137-152
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    • 2017
  • The decline in the price of IT devices and the development of the Internet have created a new field called Internet of Things (IoT). IoT, which creates new services by connecting all the objects that are in everyday life to the Internet, is pioneering new forms of business that have not been seen before in combination with Big Data. The prospect of IoT can be said to be unlimited in its utilization. In addition, studies of standardization organizations for smooth connection of these IoT devices are also active. However, there is a part of this study that we overlook. In order to control IoT equipment or acquire information, it is necessary to separately develop interworking issues (IP address, Wi-Fi, Bluetooth, NFC, etc.) and related application software or apps. In order to solve these problems, existing research methods have been conducted on augmented reality using GPS or markers. However, there is a disadvantage in that a separate marker is required and the marker is recognized only in the vicinity. In addition, in the case of a study using a GPS address using a 2D-based camera, it was difficult to implement an active interface because the distance to the target device could not be recognized. In this study, we use 3D Depth recognition camera to be installed on smartphone and calculate the space coordinates automatically by linking the distance measurement and the sensor information of the mobile phone without a separate marker. Coordination inquiry finds equipment of IoT and enables information acquisition and control of corresponding IoT equipment. Therefore, from the user's point of view, it is possible to reduce the burden on the problem of interworking of the IoT equipment and the installation of the app. Furthermore, if this technology is used in the field of public services and smart glasses, it will reduce duplication of investment in software development and increase in public services.

An Exploratory Study on Smart Wearable and Game Service Design for U-Silver Generation: U-Hospital Solution for the Induction of Interest to Carry Out Personalized Exercise Prescription (U-실버세대를 위한 스마트 웨어러블 및 연동 게임의 서비스 디자인 방안 탐색: 개인 맞춤형 운동처방 실행을 위한 흥미 유도 목적의 U-Hospital 솔루션)

  • Park, Su Youn;Lee, Joo Hyeon
    • Science of Emotion and Sensibility
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    • v.22 no.1
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    • pp.23-34
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    • 2019
  • The U-Healthcare era has evolved with the development of the Internet of things (IoT) in the early stages of being connected as a society. Already, many changes such as increased well-being and the extension of human life are becoming evident across cultures. Korea entered the growing group of aging societies in 2017, and its silver industry is expected to grow rapidly by adopting the IoT of a super-connected society. In particular, the senior shift phenomenon has resulted in increased interest in the promotion of the health and well-being of the emergent silver generation which, unlike the existing silver generation, is highly active and wields great economic power. This study conducted in-depth interviews to investigate the characteristics of the new silver generation, and to develop the design for a wearable serious game that intends to boost the interest of the elderly in exercise and fitness activities according to their personalized physical training regimes as prescribed by the U-Hospital service. The usage scenario of this wearable serious game for the 'U-silver generation' is derived from social necessity. Medical professionals can utilize this technology to conduct health examinations and to monitor the rehabilitation of senior patients. The elderly can also use this tool to request checkups or to interface with their healthcare providers. The wearable serious game is further aimed at mitigating concerns about the deterioration of the physical functions of the silver generation by applying personalized exercise prescriptions. The present investigation revealed that it is necessary to merge the on / off line community activities to meet the silver generation's daily needs for connection and friendship. Further, the sustainability of the serious game must be enhanced through the inculcation of a sense of accomplishment as a player rises through the levels of the game. The proposed wearable serious game is designed specifically for the silver generation that is inexperienced in using digital devices: simple game rules are applied to a familiar interface grounded on the gourmet travels preferred by the target players to increase usability.

Requirement Analysis for Agricultural Meteorology Information Service Systems based on the Fourth Industrial Revolution Technologies (4차 산업혁명 기술에 기반한 농업 기상 정보 시스템의 요구도 분석)

  • Kim, Kwang Soo;Yoo, Byoung Hyun;Hyun, Shinwoo;Kang, DaeGyoon
    • Korean Journal of Agricultural and Forest Meteorology
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    • v.21 no.3
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    • pp.175-186
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    • 2019
  • Efforts have been made to introduce the climate smart agriculture (CSA) for adaptation to future climate conditions, which would require collection and management of site specific meteorological data. The objectives of this study were to identify requirements for construction of agricultural meteorology information service system (AMISS) using technologies that lead to the fourth industrial revolution, e.g., internet of things (IoT), artificial intelligence, and cloud computing. The IoT sensors that require low cost and low operating current would be useful to organize wireless sensor network (WSN) for collection and analysis of weather measurement data, which would help assessment of productivity for an agricultural ecosystem. It would be recommended to extend the spatial extent of the WSN to a rural community, which would benefit a greater number of farms. It is preferred to create the big data for agricultural meteorology in order to produce and evaluate the site specific data in rural areas. The digital climate map can be improved using artificial intelligence such as deep neural networks. Furthermore, cloud computing and fog computing would help reduce costs and enhance the user experience of the AMISS. In addition, it would be advantageous to combine environmental data and farm management data, e.g., price data for the produce of interest. It would also be needed to develop a mobile application whose user interface could meet the needs of stakeholders. These fourth industrial revolution technologies would facilitate the development of the AMISS and wide application of the CSA.

A Study on the Influence of IT Education Service Quality on Educational Satisfaction, Work Application Intention, and Recommendation Intention: Focusing on the Moderating Effects of Learner Position and Participation Motivation (IT교육 서비스품질이 교육만족도, 현업적용의도 및 추천의도에 미치는 영향에 관한 연구: 학습자 직위 및 참여동기의 조절효과를 중심으로)

  • Kang, Ryeo-Eun;Yang, Sung-Byung
    • Journal of Intelligence and Information Systems
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    • v.23 no.4
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    • pp.169-196
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    • 2017
  • The fourth industrial revolution represents a revolutionary change in the business environment and its ecosystem, which is a fusion of Information Technology (IT) and other industries. In line with these recent changes, the Ministry of Employment and Labor of South Korea announced 'the Fourth Industrial Revolution Leader Training Program,' which includes five key support areas such as (1) smart manufacturing, (2) Internet of Things (IoT), (3) big data including Artificial Intelligence (AI), (4) information security, and (5) bio innovation. Based on this program, we can get a glimpse of the South Korean government's efforts and willingness to emit leading human resource with advanced IT knowledge in various fusion technology-related and newly emerging industries. On the other hand, in order to nurture excellent IT manpower in preparation for the fourth industrial revolution, the role of educational institutions capable of providing high quality IT education services is most of importance. However, these days, most IT educational institutions have had difficulties in providing customized IT education services that meet the needs of consumers (i.e., learners), without breaking away from the traditional framework of providing supplier-oriented education services. From previous studies, it has been found that the provision of customized education services centered on learners leads to high satisfaction of learners, and that higher satisfaction increases not only task performance and the possibility of business application but also learners' recommendation intention. However, since research has not yet been conducted in a comprehensive way that consider both antecedent and consequent factors of the learner's satisfaction, more empirical research on this is highly desirable. With the advent of the fourth industrial revolution, a rising interest in various convergence technologies utilizing information technology (IT) has brought with the growing realization of the important role played by IT-related education services. However, research on the role of IT education service quality in the context of IT education is relatively scarce in spite of the fact that research on general education service quality and satisfaction has been actively conducted in various contexts. In this study, therefore, the five dimensions of IT education service quality (i.e., tangibles, reliability, responsiveness, assurance, and empathy) are derived from the context of IT education, based on the SERVPERF model and related previous studies. In addition, the effects of these detailed IT education service quality factors on learners' educational satisfaction and their work application/recommendation intentions are examined. Furthermore, the moderating roles of learner position (i.e., practitioner group vs. manager group) and participation motivation (i.e., voluntary participation vs. involuntary participation) in relationships between IT education service quality factors and learners' educational satisfaction, work application intention, and recommendation intention are also investigated. In an analysis using the structural equation model (SEM) technique based on a questionnaire given to 203 participants of IT education programs in an 'M' IT educational institution in Seoul, South Korea, tangibles, reliability, and assurance were found to have a significant effect on educational satisfaction. This educational satisfaction was found to have a significant effect on both work application intention and recommendation intention. Moreover, it was discovered that learner position and participation motivation have a partial moderating impact on the relationship between IT education service quality factors and educational satisfaction. This study holds academic implications in that it is one of the first studies to apply the SERVPERF model (rather than the SERVQUAL model, which has been widely adopted by prior studies) is to demonstrate the influence of IT education service quality on learners' educational satisfaction, work application intention, and recommendation intention in an IT education environment. The results of this study are expected to provide practical guidance for IT education service providers who wish to enhance learners' educational satisfaction and service management efficiency.