• Title/Summary/Keyword: Untact situation

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Untact-based elevator operating system design using deep learning of private buildings (프라이빗 건물의 딥러닝을 활용한 언택트 기반 엘리베이터 운영시스템 설계)

  • Lee, Min-hye;Kang, Sun-kyoung;Shin, Seong-yoon;Mun, Hyung-jin
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2021.05a
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    • pp.161-163
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    • 2021
  • In an apartment or private building, it is difficult for the user to operate the elevator button in a similar situation with luggage in both hands. In an environment where human contact must be minimized due to a highly infectious virus such as COVID-19, it is inevitable to operate an elevator based on untact. This paper proposes an operating system capable of operating the elevator by using the user's voice and image processing through the user's face without pressing the elevator button. The elevator can be operated to a designated floor without pressing a button by detecting the face of a person entering the elevator by detecting the person's face from the camera installed in the elevator, matching the information registered in advance. When it is difficult to recognize a person's face, it is intended to enhance the convenience of elevator use in an untouched environment by controlling the floor of the elevator using the user's voice through a microphone and automatically recording access information.

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Implementation of VR-based digital visual culture contents (VR기반 디지털 시각 문화 콘텐츠 구현)

  • Shin, Yu-cheol;Bae, Min-kyeong;Park, Cheol-yoo;Lee, Young-woo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.10a
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    • pp.478-480
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    • 2022
  • This content was produced to reduce the stress of the elderly in nursing homes whose outside activities are controlled in a real situation that has accelerated the untact society as the corona pandemic situation continues to be maintained, and to provide visual and auditory enjoyment even inside nursing homes. Nursing seniors get help from social workers through content usage scenarios. By using digital visual culture contents, you can feel the stress that has been continuously accumulated with virtual people, relieve stress and have a sense of identity. Through this content, it will be possible to give a positive effect to the lives of the elderly in nursing care.

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A Case Study on a Programming Subject through Project-Based Learning in the COVID-19 Environment (코로나-19 환경에서의 프로젝트 교수법을 통한 프로그래밍 지도 사례)

  • Lee, Sungock;Yang, SeungEui;Jung, Hoekyung
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.25 no.11
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    • pp.1655-1662
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    • 2021
  • The purpose of this study is to draw implications through a case study on the curriculum operation of a professor who operated a programming subject as a PBL(project-based learning) method in an untact situation due to COVID-19. A survey was conducted for first-year freshmen students to determine their learning condition before project implementation. Based on the results of the questionnaire, individual interviews were conducted to identify the needs for education, and then, basic grammar for project completion and lectures that segmenting each stage of the project were composed. Repeated learning was induced through weekly quizzes, and feedback was given by giving time in advance until the project deadline. 23 students (40 students in total) completed the project. The remaining 17 students took the exam but did not complete the project. The purpose of this study is significant in that it investigated whether a project can be carried out through instructional design, execution, and interaction while operating a programming subject through PBL in the COVID-19 environment.

The Impact of Metaverse Development and Application on Industry and Society (메타버스의 발전과 적용이 산업과 사회에 미치는 영향)

  • Moon, Seung Hyeog
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.3
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    • pp.515-520
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    • 2022
  • Metaverse is at the center of heated debates in many areas recently. Coupled with real world, metaverse is extending its domain into social and cultural activities in addition to economic value creation as untact activities increase. Global companies are investing in R&D for metaverse. The reason is that metaverse is supposed to create new value by converging virtual and real worlds thanks to technology advancement such as AI, big data, 3D graphic, 5G, cloud computing, etc. Thus, innovative changes are expected in the economic, social and cultural areas. However, there are many problems to be solved yet for connecting virtual world and real one. Also, epoch-making development of products and services should be done for realistic experience and profit creation using virtual space in various industries beyond untact social activities against pandemic situation. The essence, present condition, development and its application areas of metaverse will be analyzed, and expected problems researched so that the strategy and methodology for securing global competitiveness will be addressed in coming metaverse era.

A Study on the Platform Construction of the Marine Equipment Online Exhibition Hall based on Untact (언택트기반 조선기자재 온라인 전시장 플랫폼 구축에 관한 연구)

  • Lee, Hang-Gil;Chang, Myung-Hee
    • Proceedings of the Korean Institute of Navigation and Port Research Conference
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    • 2020.11a
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    • pp.80-81
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    • 2020
  • Due to COVID 19, the global economy is facing a crisis situation, and in the export-oriented industry, companies must consider survival. The government and industry are striving to revitalize exports in a number of ways, and with restrictions on non-face-to-face export activities, they are contemplating various ways to implement non-face-to-face export marketing. Among them, various studies are being conducted in various industries on the part of conducting an online exhibition. In particular, the shipbuilding and offshore industry is a major export industry, and offline exhibitions held around the world were an important opportunity for marketing, and the use of online exhibitions to substitute for them is urgently needed. In this study, we study AR, VR, MR, etc., which are various element technologies necessary for building an online exhibition hall suitable for the shipbuilding and marine industry, and how they are applied to online exhibitions.

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A Study on Education Utilizing Metaverse for Effective Communication in a Convergence Subject

  • Jeon, Ju Hyun
    • International Journal of Internet, Broadcasting and Communication
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    • v.13 no.4
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    • pp.129-134
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    • 2021
  • Since the first semester of 2020, domestic and overseas universities mostly provided untact online classes and limitedly provided face-to-face classes due to COVID-19 in operating courses. The convergence subjects provided in undergraduate courses attach importance to contents-centered, design-based, hands-on education, and field experience. In the situation where online education was not revitalized, instructors in charge of convergence subjects had difficulty in developing online class materials, and students' satisfaction with the classes was not high. Especially, a problem was raised that students taking the convergence subjects that included practice had difficulty in communicating with the instructors. We would investigate the present condition of distance learning in domestic universities, which came suddenly due to the global pandemic of infectious disease and make suggestions for effective distance learning in the coming era of Metaverse by emphasizing the interaction and communication between instructors and learners through an analysis of distance learning of a convergence subject.

Changes in Consumer Perception of One Mile-Wear and Home Wear: The Impact of Covid-19 Outbreak (원마일웨어와 홈웨어에 대한 소비자 인식 변화: 코로나19 발생의 영향)

  • Choi, Yeong-Hyeon;Lee, Kyu-Hye
    • Journal of Fashion Business
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    • v.25 no.2
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    • pp.110-126
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    • 2021
  • This study aims to explore consumers' perception regarding "one-mile wear" and "home wear" fashion, an emerging trend during the Coronavirus disease (COVID-19) pandemic, and to identify the changes in consumers' perception of this style before and after the pandemic. The data collection period was set as one year before and after the outbreak as of January 1, 2020, and blog posts with keywords "one-mile wear" and "home wear" were collected. Further, textual data crawled and refined using Python 3.7 libraries, and centralities were measured and visualized through NodeXL 1.0.1 and Ucinet 6. According to the results, first, consumers' perception regarding one-mile wear fashion was divided into the following eight categories: wearing situation, expected attribute, style, item, color, textile, shape, and target wearer. Second, before the pandemic, home wear was recognized as pajamas or indoor wear; after the pandemic, home wear was recognized as one-mile wear, outdoor wear, and daily wear. Moreover, keywords, such as "telecommuting", "social distancing", "untact", and "upper body", appeared after the pandemic. It was confirmed that consumers' perception of home wear was affected by the pandemic.

STEAM Program Development for Career Exploration using VR Webtoon - Application of Contact·Untact Combined Education (VR 웹툰을 활용한 진로탐색형 STEAM 프로그램 개발 - 대면·비대면 혼합형 교육 적용 사례)

  • Joo, Hak-Jong;Lim, Eun-Young;Seo, Kyung-Min
    • Journal of The Korean Association of Information Education
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    • v.25 no.4
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    • pp.653-664
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    • 2021
  • This study proposes a STEAM (Science, Technology, Engineering, Arts, and Mathematics) program for career exploration of middle school students. The proposed program utilizes VR (Virtual Reality) for new digital technology and webtoon as a popular cultural element. It enables the students to investigate promising fields and experience them virtually for themselves. We design the program based on the 2015 revised curriculum, which enhances the learning effects with existing subjects. In particular, the program provides a hybrid education to combine contact and untact classes considering the COVID-19 situation. The educational goal of the proposed program is to improve creativity and convergence capability. Specifically, it aims to prepare an educational foundation that integrates new digital technologies into education and applies the programs to school education fields. To prove the effectiveness of the developed program, we applied the program to the second graders of A middle school located in Seoul. We expect that the proposed program helps students learn how to utilize new digital technologies and explore future career paths.

A Study on the Usability of University Remote Lecture -Focusing on Zoom and Webex Meetings- (대학 원격강의 프로그램의 사용성 연구 -Zoom과 Webex Meetings를 중심으로-)

  • Shin, Jun;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.18 no.10
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    • pp.403-408
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    • 2020
  • This paper is to evaluate the usability of two representative video meeting services currently used by university for research to improve the quality of university remote lecture. questionnaires based on Kano Model were designed and in-depth interviews were conducted to provide qualitative approaches. Screen-sharing functions, the one-dimensional functions was the most important function. and attractive functions had relatively diverse directions. For essential functions, there was a wide gap in quality due to user-specific equipment. The function in which other platforms exist or business-related was not important. Webex reacted negatively to the aging UI, while Zoom responded negatively to the unilateral mute function. In addition, the development direction was presented in five ways as a result of analysis of these results. under Corona-19 situation, I hope this study will lead to continuous research to make stepping stone for remoted educational development.

Design for Interworking with Payment System using Short-Range Wireless Communication Method (근거리 무선 통신 방식을 이용한 모바일 결제 시스템 연동에 대한 설계)

  • Lee, Ju-Sang;Lee, Hyo-Seung;Oh, Jae-Chul
    • The Journal of the Korea institute of electronic communication sciences
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    • v.15 no.6
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    • pp.1031-1036
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    • 2020
  • Untact marketing emerged as one of the top 10 marketing in 2018. Since then, the scale of the mobile payment market has expanded, and the ratio of payment through mobile is melting into life even offline. Various mobile apps such as Samsung Pay and Smart Order are already popular systems, and various other mobile payment systems are increasing. For such mobile payments, this paper aims to comprehensively design a general-purpose untouched offline payment system by designing a mobile payment system that applies a short-range wireless communication method along with a study on the currently available mobile payment-linked API. We propose an offline payment system with an untouch method to prevent the spread of infectious diseases and contribute to a healthy society by solving the problem and minimizing contact with others in the current situation like the Corona 19 Incident.