• Title/Summary/Keyword: User Application Information

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Automatic Generation of Voice Web Pages Based on SALT (SALT 기반 음성 웹 페이지의 자동 생성)

  • Ko, You-Jung;Kim, Yoon-Joong
    • Journal of KIISE:Software and Applications
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    • v.37 no.3
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    • pp.177-184
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    • 2010
  • As a voice browser is introduced, voice dialog application becomes available on the Web environment. The voice dialog application consists of voice Web pages that need to translate the dialog scripts into SALT(Speech Application Language Tags). The current Web pages have been designed for visual. They, however, are potentially capable of using voice dialog. This paper, therefore, proposes an automated voice Web generation method that finds the elements for voice dialog from Web pages based HTML and converts them into SALT. The automatic generation system of a voice Web page consists of a lexical analyzer and a syntactic analyzer that converts a Web page which is described in HTML to voice Web page which is described in HTML+SALT. The converted voice Web page is designed to be able to handle not only the current mouse and keyboard input but also voice dialog.

A Study on the Service Improvement Strategies by Enterprise through the Analysis of Customer Response Reviews in Smart Home Applications : Based on the Classification of Functional Elements and Design Elements of smart Home Usability Values (스마트 홈 어플리케이션의 고객반응리뷰분석을 통한 기업별 서비스개선전략에 대한 연구 : 스마트 홈 사용성 가치의 기능적요소와 디자인적 요소 분류를 바탕으로)

  • Heo, Ji Yeon;Kim, Min Ji;Cha, Kyung Jin
    • Journal of Information Technology Services
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    • v.19 no.4
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    • pp.85-107
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    • 2020
  • The Internet of Things market, a technology that connects the Internet to various things, is growing day by day. Besides, various smart home services using IoT and AI (Artificial Intelligence) are being launched in homes. Related to this, existing smart home-related studies focus primarily on ICT technology, not on what service improvements should be made in customer positions. In this study, we will use smart home application customer review data to classify functional and design elements of smart home usability value and examine the ways customers think of service improvement. For this, LG Electronics and Samsung Electronics" Smart Home application, the main provider of Smart Home in Korea, customer reviews were crawled to conduct a comparative analysis between them. In this study, the review of IoT home-applications was analyzed to find service improvement insights from customer perspective, and related analysis of text mining, social network analysis and Doc2vec was used to efficiently analyze data equivalent to about 16,000 user reviews. Through this research, we hope that related companies effectively seek ways to improve smart home services that reflect customer needs and are expected to help them establish competitive strategies by identifying weaknesses and strengths among competitors.

Product Line Development Process for Mobile Software based on Product Line (프로덕트 라인 기반의 모바일 소프트웨어 개발 프로세스)

  • Kim Haeng-Kon;Son Lee-Kyeong
    • The KIPS Transactions:PartD
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    • v.12D no.3 s.99
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    • pp.395-408
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    • 2005
  • Ubiquitous computing spans a very broad range of technologies and needs very complicated user's requirements. There are many scenarios and technologies involved in ubiquitous computing. We need new software development tools and methodology to meet the requirements. A software product line is one of promising new technology for it. A software product line is a set of software intensive systems that share a common, managed set of features satisfying the specific needs of a particular market segment or mission and that are developed from a common set of core assets. Software architecture-based development is the exploration and maturation of the role of software architecture in the product line life cycle. In this thesis, we identify the foundational concepts underlying software product lines and the essential activities to develop the mobile application systems. So, we define, design, and implement the Mobile Application System Architecture(MASA) that includes the development process for applying into mobile business domain and encompass scoping and gathering requirements for the Product line based on Component Based Development(CBD).

A Study on Establish the Foundation of Electronic Payment System for the Auxiliary Costs of Foreign Trade - Focused on Logistic and Customs Clearance Areas - (수출입 부대비용의 EPS 기반구축에 관한 연구 - 물류.통관부문을 중심으로 -)

  • Shim, Chong-Seok;Yang, Jung-Ho
    • THE INTERNATIONAL COMMERCE & LAW REVIEW
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    • v.47
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    • pp.185-212
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    • 2010
  • This study aims to derive practical suggestions to apply application methods by auxiliary costs, especially application of logistics and customs clearance areas in order to establish EPS support system of auxiliary cost occurred from export/import. For the propose, this study has analyzed types and situation of auxiliary costs, application method by auxiliary costs, payment situation of logistics auxiliary costs and clearance auxiliary costs and suggested the relevant problems and their application methods. Especially, in case of logistics auxiliary costs through connection to the attached general documents required for negotiation by reflecting characteristics of B2B transactions. In addition, it has suggested that those services by the said system should be conveniently used commonly by the export companies and logistics companies through provision of various payment measures, support of foreign currency payment, etc. and security of reliability/system stability, etc. for the compatible payment with other systems as the prerequisite for the successful settlement of the auxiliary costs EPS. It is expected that satisfaction of the uTradeHub users such as export/import companies and logistics companies will be increased, user-oriented customized information services such as raw cost prediction service through calculation of auxiliary costs could be available in the future and efficiency of work processes related to auxiliary costs will be increased, by providing the EPS through various single window based payment measures through establishment of the export/import auxiliary costs payment system.

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Implementation of a Smart Coffee Machine using IoT Technology (IoT 기술을 활용한 스마트 커피머신의 구현)

  • Hyo-Chan Kim;Ju-Hyun Kim;Tae-Kyu Ji;Sang-Kyun Choi;Soo-Whang Baek
    • The Journal of the Korea institute of electronic communication sciences
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    • v.19 no.5
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    • pp.959-966
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    • 2024
  • Recently, various IoT devices are being developed to suit the user's lifestyle in our daily lives. In this paper, a smart coffee machine using IoT technology was implemented through an application and an ESP-01 WiFi module. The implemented smart coffee machine is different from existing coffee machines with alarm functions in that it can manage the desired date and time with an application by combining IoT. The application uses Android Studio to input data and transmits appropriate information to the smart coffee machine. An Arduino-based circuit was configured to control the coffee machine and MP3 module so that coffee is extracted at the desired time and an alarm sound is heard through the speaker. The extracted coffee can be divided into three stages: hot, warm, and lukewarm depending on the temperature. Finally, the suitability of the implemented smart coffee machine was confirmed through an experiment on the change in coffee temperature according to the amount of water and time.

Application of Euclidean Distance Similarity for Smartphone-Based Moving Context Determination (스마트폰 기반의 이동상황 판별을 위한 유클리디안 거리유사도의 응용)

  • Jang, Young-Wan;Kim, Byeong Man;Jang, Sung Bong;Shin, Yoon Sik
    • Journal of Korea Society of Industrial Information Systems
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    • v.19 no.4
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    • pp.53-63
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    • 2014
  • Moving context determination is an important issue to be resolved in a mobile computing environment. This paper presents a method for recognizing and classifying a mobile user's moving context by Euclidean distance similarity. In the proposed method, basic data are gathered using Global Positioning System (GPS) and accelerometer sensors, and by using the data, the system decides which moving situation the user is in. The decided situation is one of the four categories: stop, walking, run, and moved by a car. In order to evaluate the effectiveness and feasibility of the proposed scheme, we have implemented applications using several variations of Euclidean distance similarity on the Android system, and measured the accuracies. Experimental results show that the proposed system achieves more than 90% accuracy.

Design and Implementation of Internet Telephony Services (인터넷 텔레포니(VoIP) 서비스의 설계 및 구현)

  • 이종화;강신각
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.27 no.9C
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    • pp.842-852
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    • 2002
  • The fast advance in the VoIP technologies gives a rich opportunity to create different kind of VoIP applications such as IP telephony services. The application level call signaling protocols such as ITU-T H.323 and IETF SIP provide the communication functions of end-to-end call setup and release. Currently, there is a lot of H.323 based VoIP products in the market, however SIP is considered as a suitable protocol for supporting applications in IP environments, so SIP based VoIP products and services begin to appear. In this paper, firstly we present the characteristics of some possible SIP based applications and describe the design and implementation of a VoIP example service named PC-to-PC Internet telephony service using the developed SIP network components. The PC-to-PC Internet telephony service and User Agent are developed in MS window 98/2000 using visual C/C++, and Proxy server and Registrar in Linux 7.0 using C, respectively.

User Acceptance of Social Network Games on Smart Devices: An Extension to the Technology Acceptance Model (스마트 기기 상에서의 소셜 네트워크 게임의 사용자 수용 연구: 확장된 기술수용모형)

  • Kim, Su-Yeon;Lee, Sang-Hoon;Hwang, Hyun-Seok
    • Journal of Korea Society of Industrial Information Systems
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    • v.16 no.5
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    • pp.173-184
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    • 2011
  • Today smart devices such as smart phones, smart pads and tablets have become necessities of modern people in both daily life and business as they have widely proliferated. One of the most popular application areas of smart devices is a game-related area. Among these applications social network games, played with other users through social networks, are ranked top in their popularity. Though much research of PC games and online games have been performed, little research of social network games and the factors affecting acceptance of social network games are not vigorous yet. Therefore, we aim to analyze the factors and their structural influence on acceptance of social network games. We add a couple of factors such as Social interaction, Mobility, Subjective Norm, and Flow reg arding the characteristics of social network games and analyze the structural relationships among these factors using Structural Equation Modeling. Analysis results and implications are suggested with concluding remarks.

Designing Effective Virtual Training: A Case Study in Maritime Safety

  • Jung, Jinki;Kim, Hongtae
    • Journal of the Ergonomics Society of Korea
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    • v.36 no.5
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    • pp.385-394
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    • 2017
  • Objective: The aim of this study is to investigate how to design effective virtual reality-based training (i.e., virtual training) in maritime safety and to present methods for enhancing interface fidelity by employing immersive interaction and 3D user interface (UI) design. Background: Emerging virtual reality technologies and hardware enable to provide immersive experiences to individuals. There is also a theory that the improvement of fidelity can improve the training efficiency. Such a sense of immersion can be utilized as an element for realizing effective training in the virtual space. Method: As an immersive interaction, we implemented gesture-based interaction using leap motion and Myo armband type sensors. Hand gestures captured from both sensors are used to interact with the virtual appliance in the scenario. The proposed 3D UI design is employed to visualize appropriate information for tasks in training. Results: A usability study to evaluate the effectiveness of the proposed method has been carried out. As a result, the usability test of satisfaction, intuitiveness of UI, ease of procedure learning, and equipment understanding showed that virtual training-based exercise was superior to existing training. These improvements were also independent of the type of input devices for virtual training. Conclusion: We have shown through experiments that the proposed interaction design results are more efficient interactions than the existing training method. The improvement of interface fidelity through intuitive and immediate feedback on the input device and the training information improve user satisfaction with the system, as well as training efficiency. Application: Design methods for an effective virtual training system can be applied to other areas by which trainees are required to do sophisticated job with their hands.

Meta-server Model for Middleware Supporting for Context Awareness (상황인식을 지원하는 미들웨어를 위한 메타서버 모델)

  • Lee, Seo-Jeong;Hwang, Byung-Yeon;Yoon, Yong-Ik
    • Journal of Korea Spatial Information System Society
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    • v.6 no.2 s.12
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    • pp.39-49
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    • 2004
  • An increasing number of distributed applications will be achieved with mobile technology. These applications face temporary loss of network connectivity when they move. They need to discover other hosts in an ad-hoc manner, and they are likely to have scarce resources including CPU speed, memory and battery power. Software engineers building mobile applications need to use a suitable middleware that resolves these problems and offers appropriate support for developing mobile applications. In this paper, we describe the meta-server building for middleware that addresses reflective context awareness and present usability with demonstration. Metadata is consist of user configuration, device configuration, user context, device context and dynamic image metadata. When middleware send a saving or retrieval request to meta-server, it returns messages to middleware after the verification of the request. This meta-server has the application for multimedia stream services with context awareness.

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