• Title/Summary/Keyword: SmartView

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Metaverse App Market and Leisure: Analysis on Oculus Apps (메타버스 앱 시장과 여가: 오큘러스 앱 분석)

  • Kim, Taekyung;Kim, Seongsu
    • Knowledge Management Research
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    • v.23 no.2
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    • pp.37-60
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    • 2022
  • The growth of virtual reality games and the popularization of blockchain technology are bringing significant changes to the formation of the metaverse industry ecosystem. Especially, after Meta acquired Oculus, a VR device and application company, the growth of VR-based metaverse services is accelerating. In this study, the concept that supports leisure activities in the metaverse environment is explored realting to game-like features in VR apps, which differentiates traditional mobile apps based on a smart phone device. Using exploratory text mining methods and network analysis approches, 241 apps registed in the Oculus Quest 2 App Store were analyzed. Analysis results from a quasi-network show that a leisure concept is closely related to various genre features including a game and tourism. Additionally, the anlaysis results of G & F model indicate that the leisure concept is distictive in the view of gateway brokerage role. Those results were also confirmed in LDA topic modeling analysis.

Review of Domestic Sleep Industry Classification Criteria and Aanalysis of characteristics of related companies

  • Yu, Tae Gyu
    • International journal of advanced smart convergence
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    • v.11 no.1
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    • pp.111-116
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    • 2022
  • After COVID-19, the number of people with sleep disorders around the world is increasing. In particular, in the flow of the 4th industrial revolution, the differentiation of types and characteristics of the sleep industry is accelerating. Therefore, in this study, the characteristics of each type of sleep-related industry were reclassified from an industrial point of view, and based on this, an attempt was made to review the classification system that can help companies develop sleep products and improve related national systems. Based on the 10th standard industry classification, we compared input cost, value, and usability and analyzed common characteristics, treatments, and preventive effects based on this. A comprehensive taxonomy using matrix analysis was reviewed. As a result, in terms of cost (A), the most common sleeping products are general mattresses and general bedding. It is an IOT device (auxiliary device), and the value aspect (B, B/D) included sleep cafe, bedding rental and management service, and sleep consulting. In terms of utility (A/B), a total of 6 product groups including sleep aids (health functional foods) belong to this category, and in terms of treatment (A/C), a total of 3 product groups including sleep clinics (medical services) belong to this category. As for the product group (A/D) with both properties, it was found that non-insurance sleep treatment medical devices, sleep-related over-the-counter drugs, and some sleep monitoring applications belong to this category. Ultimately, it was found that the sleep industry classification enables the most active product development and composition according to the relative relationship between cost and utility, and treatment and utility. appeared to be necessary.

Dynamic characteristics monitoring of wind turbine blades based on improved YOLOv5 deep learning model

  • W.H. Zhao;W.R. Li;M.H. Yang;N. Hong;Y.F. Du
    • Smart Structures and Systems
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    • v.31 no.5
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    • pp.469-483
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    • 2023
  • The dynamic characteristics of wind turbine blades are usually monitored by contact sensors with the disadvantages of high cost, difficult installation, easy damage to the structure, and difficult signal transmission. In view of the above problems, based on computer vision technology and the improved YOLOv5 (You Only Look Once v5) deep learning model, a non-contact dynamic characteristic monitoring method for wind turbine blade is proposed. First, the original YOLOv5l model of the CSP (Cross Stage Partial) structure is improved by introducing the CSP2_2 structure, which reduce the number of residual components to better the network training speed. On this basis, combined with the Deep sort algorithm, the accuracy of structural displacement monitoring is mended. Secondly, for the disadvantage that the deep learning sample dataset is difficult to collect, the blender software is used to model the wind turbine structure with conditions, illuminations and other practical engineering similar environments changed. In addition, incorporated with the image expansion technology, a modeling-based dataset augmentation method is proposed. Finally, the feasibility of the proposed algorithm is verified by experiments followed by the analytical procedure about the influence of YOLOv5 models, lighting conditions and angles on the recognition results. The results show that the improved YOLOv5 deep learning model not only perform well compared with many other YOLOv5 models, but also has high accuracy in vibration monitoring in different environments. The method can accurately identify the dynamic characteristics of wind turbine blades, and therefore can provide a reference for evaluating the condition of wind turbine blades.

Development of Control System for Pesticide Control Management (드론방제 관리를 위한 관제시스템 개발)

  • Dae-Soon Kim;Yun-Seong Lee;Jeong-seok Yoon;Snag-Beom Lee
    • Journal of the Institute of Convergence Signal Processing
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    • v.25 no.1
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    • pp.27-32
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    • 2024
  • Recently, in the era of the 4th industry, the era of smart agriculture is progressing with the use of related core technologies in the agricultural sector. As a representative example, the use of drones for pest control is increasing, and the use in the agricultural sector is increasing, and the existing control method is being changed by replacing the aging population. However, the importance of control management is increasing due to the increase in agricultural control drones. In this study, various civil complaints are occurring due to the non-standardization of the control operator's work instructions, control area allocation, and control settlement. In this study, we try to resolve civil complaints by computerizing various tasks that occur from the drone control manager's point of view and computerizing them so that they can be managed. Through this, it is intended to manage the control area for large areas and use it as basic data for the development of control management system.

Micron-Sized SiOx-Graphite Compound as Anode Materials for Commercializable Lithium-Ion Batteries

  • Minki Jo;Soojin Sim;Juhyeong Kim;Pilgun Oh;Yoonkook Son
    • Nanomaterials
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    • v.12 no.12
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    • pp.1956-1965
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    • 2022
  • The electrode concept of graphite and silicon blending has recently been utilized as the anode in the current lithium-ion batteries (LIBs) industry, accompanying trials of improvement of cycling life in the commercial levels of electrode conditions, such as the areal capacity of approximately 3.3 mAh/cm2 and volumetric capacity of approximately 570 mAh/cm3. However, the blending concept has not been widely explored in the academic reports, which focused mainly on how much volume expansion of electrodes could be mitigated. Moreover, the limitations of the blending electrodes have not been studied in detail. Therefore, herein we investigate the graphite blending electrode with micron-sized SiOx anode material which is one of the most broadly used Si anode materials in the industry, to approach the commercial and practical view. Compared to the silicon micron particle blending electrode, the SiOx blending electrode showed superior cycling performance in the full cell test. To elucidate the cause of the relatively less degradation of the SiOx blending electrode as the cycling progressed in full-cell, the electrode level expansion and the solid electrolyte interphase (SEI) thickening were analyzed with various techniques, such as SEM, TEM, XPS, and STEM-EDS. We believe that this work will reveal the electrochemical insight of practical SiOx-graphite electrodes and offer the key factors to reducing the gap between industry and academic demands for the next anode materials.

A study on a flow of the technological convergence in webtoon - Focused on the interactiontoon of webtoon (기술 융합형 웹툰의 몰입도 연구 -인터랙션 툰 <마주쳤다>를 중심으로)

  • Baek, Eun-Ji;Son, Ki-Hwan
    • Cartoon and Animation Studies
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    • s.50
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    • pp.101-130
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    • 2018
  • Since the advent of the Smart Devices, the smartphone has become a popular tool to view Webtoon. This phenomenon has caused the convergence of cutting-edge technologies and Webtoons in diverse forms, creating unique versions of Webtoons including, but not limited to Smart-toon, Effect-toon, Cut-toon, Dubbing-toon, Moving-toon, AR-toon, VR-toon, and Interaction-toon. By comparison to these rich diversities of Webtoons in the online industry, there is a lack of academic research on this topic. There are some papers which talk about the different types of multimedia technology conversion and its case presentation or the effectiveness and problems of visual effect, but the effects of these convergence technologies on comic readers' concentration and reading effectiveness have never been investigated so far. Therefore, this paper will discuss the unique method of immersive storytelling that is often used in comics and analyze each aspects of immersive method in technology-converged Webtoons along with its problems. Furthermore, this paper will analyze different aspects of "immersion" and interaction elements that can be found in the popular Interaction-toon, (Encountered). Through this, this paper discusses the positive influence of the interaction elements on comic readers' immersion level and its limitation. To classify the technology-converged Webtoons in terms of the immersion level, the Effect-toon sometimes interferes viewer's flow by using excessive use of multimedia effect, creating information overload. The Smart-toon which applied motions to each frame under horizontal mode of smartphones was a good try, but it hindered the readers' activeness and made it hard for the readers to be fully absorbed in the story. The VR-toon, which utilizes virtual reality gadgets to allow viewers to explore the world of Webtoon was also a nice try to overcome the limitation of vertical screens. However, it often caused dispersion of user's attention and reduced the users' immersion level. The Moving-toon which only emphasized the reading convenience also invaded readers' activeness and disturb users' concentration. On the other hand, the cartoonist Il-Kwon Ha applied high technologies such as face recognition technology, augmented reality techniques, 360-degree panorama technology, and haptic technology to his cartoon (Encountered). This allowed the readers to form a sense of closeness towards the cartoon characters which let the readers to identify themselves with the characters and interact with them. By this way, the readers can be fully immersed in the story. However, technology abuse, impractical production and hackneyed storylining often showed later in the story remains as its limitations.

A Study on UX-centered Smart Office Phone Design Development Process Using Service Design Process (서비스디자인 프로세스를 활용한 UX중심 오피스 전화기 디자인개발 프로세스 연구)

  • Seo, Hong-Seok
    • Science of Emotion and Sensibility
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    • v.25 no.1
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    • pp.41-54
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    • 2022
  • The purpose of this study was to propose a "user experience (UX)-centered product development process" so that the product design development process using the service design process can be systematized and used in practice. In a situation in which usability research on office phones is lacking compared to general home phones, this study expands to a product-based service design point of view rather than simple product development, intending to research ways to provide user experience value through office phone design in smart office. This study focused on extracting UX-centered user needs using the service design process and developing product design that realizes user experience value. In particular, the service design process was applied to systematically extract user needs and experience value elements in the product development process and to discover ideas that were converged with product-based services. For this purpose, the "Double Diamond Design Process Model," which is widely used in the service design field, was adopted. In addition, a product design development process was established so that usability improvement plans, user experience value elements, and product-service connected ideas could be extracted through a work-flow in which real users and people from various fields participate. Based on the double diamond design process, in the "Discover" information collection stage, design trends were identified mainly in the office phone markets. In the "Define" analysis and extraction stage, user needs were analyzed through user observation, interview, and usability survey, and design requirements and user experience issues were extracted. Persona was set through user type analysis, and user scenarios were presented. In the "Develop" development stage, ideation workshops and concept renderings were conducted to embody the design, and people from various fields within the company participated to set the design direction reflecting design preference and usability improvement plans. In the "Deliver" improvement/prototype development/evaluation stage, a working mock-up of a design prototype was produced and design and usability evaluation were conducted through consultation with external design experts. It is meaningful that it established a "UX-centered product development process" model that converged with the existing product design development process and service design process. Ultimately, service design-based product design development process was presented so that I Corp.'s products could realize user experience value through service convergence.

The Analysis of the Successful Factors from User Side of MMORPG (사용자 측면에서의 MMORPG <월드 오브 워크래프트> 성공요인 분석)

  • Baek, Jaeyong;Kim, Kenneth Chi Ho
    • Cartoon and Animation Studies
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    • s.42
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    • pp.151-175
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    • 2016
  • The game industry has evolved from mobile games to PC online games after the smart-phone industry was opened up. In this environment, the game industry has rather been negatively developing its commercials means than the sufficient fundamental entertainment to the users. Especially, many games were released with better graphic qualities yet poor originality, continuing to be popular without enhancing the market itself. Moreover, the user's recognition level has improved. The users share their online gaming experience easily with the development of network environment. They receive the feedbacks on the quality of the game through the online channels and media by sharing them together. The high margin of the game industry will lead to the negative feedbacks of the users, effecting them to critique the content although the market looks good for now. The game industry's evolution has to be reviewed in the perspective of users, to look back at the successful cases of the past before the mobile era by analyzing and indicating the quality of the games and content's direction. This research is focused on the success factors of from the user's point of view, which has been widely claimed as a popular game franchise publicly before the mobile games had risen. WOW has been the most successful MMORPG game with its user record of 1.2 million till now. For these reasons, this study analyzes 's success factors from the user's point of view by configuring five expert groups, sequentially applying expert group survey, interview, Jobs-to-be-done and Fishbein Model as UX methodologies based on the business model to see through its long term rein in the industry. Consequently, The success factors from the user side of MMORPG provides an opportunity for the users to interact deeply with the game by (1) using well designed 'world view' over 10 years, (2) providing 'national policy' that is based on the locations of the users' culture and language, (3) providing 'expansions' with changes in time to give the digging elements to the users.

Creation of Actual CCTV Surveillance Map Using Point Cloud Acquired by Mobile Mapping System (MMS 점군 데이터를 이용한 CCTV의 실질적 감시영역 추출)

  • Choi, Wonjun;Park, Soyeon;Choi, Yoonjo;Hong, Seunghwan;Kim, Namhoon;Sohn, Hong-Gyoo
    • Korean Journal of Remote Sensing
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    • v.37 no.5_3
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    • pp.1361-1371
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    • 2021
  • Among smart city services, the crime and disaster prevention sector accounted for the highest 24% in 2018. The most important platform for providing real-time situation information is CCTV (Closed-Circuit Television). Therefore, it is essential to create the actual CCTV surveillance coverage to maximize the usability of CCTV. However, the amount of CCTV installed in Korea exceeds one million units, including those operated by the local government, and manual identification of CCTV coverage is a time-consuming and inefficient process. This study proposed a method to efficiently construct CCTV's actual surveillance coverage and reduce the time required for the decision-maker to manage the situation. For this purpose, first, the exterior orientation parameters and focal lengths of the pre-installed CCTV cameras, which are difficult to access, were calculated using the point cloud data of the MMS (Mobile Mapping System), and the FOV (Field of View) was calculated accordingly. Second, using the FOV result calculated in the first step, CCTV's actual surveillance coverage area was constructed with 1 m, 2 m, 3 m, 5 m, and 10 m grid interval considering the occluded regions caused by the buildings. As a result of applying our approach to 5 CCTV images located in Uljin-gun, Gyeongsnagbuk-do the average re-projection error was about 9.31 pixels. The coordinate difference between calculated CCTV and location obtained from MMS was about 1.688 m on average. When the grid length was 3 m, the surveillance coverage calculated through our research matched the actual surveillance obtained from visual inspection with a minimum of 70.21% to a maximum of 93.82%.

Lean Startup Application Study in the Healthcare Industrial point of View : The Case of Humedix Corporation (헬스케어산업 관점에서 본 린스타트업 적용 사례연구: (주)휴메딕스 사례를 중심으로)

  • Lim, Sung-Hoon;Kim, Yong-Tae
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.10 no.3
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    • pp.99-109
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    • 2015
  • The investment in healthcare industry has recently increased not only for global ventures but also for the domestic ventures. However, there has been hardship of founding and investment caused by healthcare startups characteristics that are costly and time consuming. In this study, the applicability of 'Lean Startup' theory to healthcare ventures was explored through the case of a domestic startup which accomplished funding from VC and KOSDAQ after establishing based on its technology in healthcare industry. There have been numerous case studies that applied 'Lean Startup' to IT industry. However, this case study that applied 'Lean Startup' to healthcare industry have some implications as follow: First, it is critical to conduct a hypothesis testing at initial research stage through R&D of 'MVP' (Minimum Viable Product) as the prototype testing is strictly prohibited in healthcare industry. Second, healthcare R&D teams ought to be well organized as startup teams and all researchers should be equipped with entrepreneurship as the licensing process in healthcare industry is time-consuming and costly due to issues like clinical studies. Lastly, management skills as smart and light as 'Lean Startup' are required in order to encourage young engineers' technology startups.

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