• Title/Summary/Keyword: User Platform

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Real-Time Soil Humidity Monitoring Based on Sensor Network Using IoT (IoT를 사용한 센서 네트워크 기반의 실시간 토양 습도 모니터링)

  • Kim, Kyeong Heon;Kim, Hee-Dong
    • Journal of the Korean Institute of Electrical and Electronic Material Engineers
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    • v.35 no.5
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    • pp.459-465
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    • 2022
  • This paper reports a method to use a wireless sensor network deployed in the field to real-time monitor soil moisture, warning when the moisture level reaches a specific value, and wirelessly controlling an additional device (LED or water supply system, etc.). In addition, we report all processes related to wireless irrigation system, including field deployment of sensors, real-time monitoring using a smartphone, data calibration, and control of additional devices deployed in the field by smartphone. A commercially available open-source Internet of Things (IoT) platform, NodeMCU, was used, which was combined with a 9V battery, LED and soil humidity sensor to be integrated into a portable prototype. The IoT-based soil humidity sensor prototype deployed in the field was installed next to a tree for on-site demonstration for the measurement of soil humidity in real-time for about 30 hours, and the measured data was successfully transmitted to a smartphone via Wifi. The measurement data were automatically transmitted via e-mail in the form of a text file, stored on the web, followed by analyses and calibrations. The user can check the humidity of the soil real-time through a personal smartphone. When the humidity of a soil reached a specific value, an additional device, an LED device, placed in the field was successfully controlled through the smartphone. This LED can be easily replaced by other electronic devices such as water supplies, which can also be controlled by smartphones. These results show that farmers can not only monitor the condition of the field real-time through a sensor monitoring system manufactured simply at a low cost but also control additional devices such as irrigation facilities from a distance, thereby reducing unnecessary energy consumption and helping improve agricultural productivity.

Analysis of 3D Building Construction Applications in Augmented Reality

  • Khan, Humera Mehfooz;Waseemullah, Waseemullah;Bhutto, Muhammad Aslam;Khan, Shariq Mahmood;Baig, Mirza Adnan
    • International Journal of Computer Science & Network Security
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    • v.22 no.10
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    • pp.340-346
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    • 2022
  • Construction industry is considered as one of the oldest industries in the world since human came into being and the need of their own space is realized. All this led to make the world a space of many beautiful constructive ventures. As per the requirements of today's world, every industry is recognizing the need for use and adoption of modern as well as innovative technologies due to their benefits and timely production. Now construction industry has also started adopting the use of modern and innovative technologies during their projects but still the rate of adoption is so slow. From design to completion, construction projects take a lot to manage for which technology based solutions have continuously been proposed. These include Computer Aided Design (CAD), building information modeling (BIM) and cloud computing have been proved to be much successful until now. The construction projects are high budgeted, and direly require timely and successful completion with quality, resource and other constraints. So, the researchers observe the need of more clear and technology based communication between the construction projects and its constructors and other stakeholders is required before and during the construction to take timely precautions for expected issues. This study has analyzed the use of Augmented Reality (AR) technology adopting GammaAR, and ARki applications in construction industry. It has been found that both applications are light-weighted, upgradable, provide offline availability and collaborative environment as well as fulfil most of the requirements of the construction industry except the cost. These applications also support different screen size for better visualization and deep understanding. Both applications are analyzed, based on construction's application requirements, usability of AR and ratings of applications user collected from application's platform. The purpose of this research is to provide a detail insight of construction applications which are using AR to facilitate both the future developers and consumers.

Analysis of Game Video Production in Streaming Media Environment (스트리밍 환경에서 게임 영상 제작 분석)

  • Lee, JianBo;Ryu, Seuc-Ho;Hyun, Seung-Hoon
    • Journal of Industrial Convergence
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    • v.20 no.5
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    • pp.69-76
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    • 2022
  • This paper summarizes the features and functions of game video on each platform through a study on streaming technology. Game videos have a high relationship with game content itself for the purpose of marketing and disseminating game play methods using games as the subject matter. The video length is short and it is easy to spread. The main types of game video content are game commentary, game strategy, funny, imitative, music video, and game information. As a game promotion video function, etc., it is used as a direct or indirect publicity for the game by the producer and the user for each reason. This article analyzed the production subject and production conditions of game videos, focusing on the production process. The production subject is divided into professional creators, non-professional creators, and general users. The motive for producing game videos is mainly to obtain economic benefits. The production process was extracted and presented through examples of game videos.

A Study on Factors Affecting Intention to Use Online Collaboration Tools for the Non-Face-to-Face Educational Environment (비대면 교육 환경에서 온라인 협업 툴 사용의도에 영향을 미치는 요인에 관한 연구)

  • Seo, Jay;An, Sunju;Choi, Jeongil
    • Journal of Korean Society for Quality Management
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    • v.50 no.3
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    • pp.571-591
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    • 2022
  • Purpose: The purpose of this study is to examine the factors affecting the intention to use online collaboration tools for non-face-to-face educational environment in the perspective of the learners. Methods: For empirical analysis, the survey of this study was administered with data that were limited to experienced learners using online collaboration tools such as Google Docs, Allo, Padlet, and Slido in online education environments such as Zoom, Webex, MS Teams, etc. and valid 400 data were analyzed by SPSS(ver 22.0) and R(ver 4.1.0) program package. Results: The results of empirical analysis showed that performance expectancy were found to have an effect on reliability of system quality, empathy of service quality, playfulness and informativity of content quality among the characteristics of online collaboration tools. On the other hand, it was found that the security of system quality, responsiveness of service quality, and extroversion of user personality characteristics did not affect. It was analyzed that playfulness had the greatest positive effect, followed by informativity, empathy, and reliability. Among the characteristics of online collaboration tools, it was found that the reliability and security of system quality and informativity of content quality had an effect on the effort expectancy. It was analyzed that informativity has the greatest influence, followed by security and reliability. Conclusion: This study is meaningful in that it examines the perspectives of users and learners, who can be said to be the end customers of online collaboration tools. Based on the results of this study, it is expected that not only platform operators that provide online collaborative tools, but also providers that use online collaboration tools will have a significant impact on the development of edutech and infrastructure in the educational environment.

Understanding the Categories and Characteristics of Depressive Moods in Chatbot Data (챗봇 데이터에 나타난 우울 담론의 범주와 특성의 이해)

  • Chin, HyoJin;Jung, Chani;Baek, Gumhee;Cha, Chiyoung;Choi, Jeonghoi;Cha, Meeyoung
    • KIPS Transactions on Software and Data Engineering
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    • v.11 no.9
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    • pp.381-390
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    • 2022
  • Influenced by a culture that prefers non-face-to-face activity during the COVID-19 pandemic, chatbot usage is accelerating. Chatbots have been used for various purposes, not only for customer service in businesses and social conversations for fun but also for mental health. Chatbots are a platform where users can easily talk about their depressed moods because anonymity is guaranteed. However, most relevant research has been on social media data, especially Twitter data, and few studies have analyzed the commercially used chatbots data. In this study, we identified the characteristics of depressive discourse in user-chatbot interaction data by analyzing the chats, including the word 'depress,' using the topic modeling algorithm and the text-mining technique. Moreover, we compared its characteristics with those of the depressive moods in the Twitter data. Finally, we draw several design guidelines and suggest avenues for future research based on the study findings.

Route matching delivery recommendation system using text similarity

  • Song, Jeongeun;Song, Yoon-Ah
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.8
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    • pp.151-160
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    • 2022
  • In this paper, we propose an algorithm that enables near-field delivery at a faster and lowest cost to meet the growing demand for delivery services. The algorithm proposed in this study involves subway passengers (shipper) in logistics movement as delivery sources. At this time, the passenger may select a delivery logistics matching subway route. And from the perspective of the service user, it is possible to select a delivery man whose route matches. At this time, the delivery source recommendation is carried out in a text similarity measurement method that combines TF-IDF&N-gram and BERT. Therefore, unlike the existing delivery system, two-way selection is supported in a man-to-man method between consumers and delivery man. Both cost minimization and delivery period reduction can be guaranteed in that passengers on board are involved in logistics movement. In addition, since special skills are not required in terms of transportation, it is also meaningful in that it can provide opportunities for economic participation to workers whose job positions have been reduced.

Development of Multi-Crop Smart Farm Management System for User Convenience based on Lab-View (Lab-View 기반의 사용자 편의성을 위한 다작물 스마트팜 관리 시스템 개발)

  • Hwang, Jung-Tae;Kim, Young-Gon
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.22 no.1
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    • pp.15-20
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    • 2022
  • With the arrival of the fourth industrial era, demand for agriculture is increasing day by day, and smart farm technology, in which computers manage agriculture in line with the current situation, is developing. However, agricultural workers who use it find it difficult to set up and use a management system for smart farms. This paper aims to establish a Lab-View smart farm management system to facilitate the use of a control program for ICT technology farms (hereinafter referred to as smart farms), one of the promising projects of the next industrial revolution. Based on Lab-View, users simply set the type of crops they want to grow, set appropriate temperature/humidity data for each set crop, and collect data in real time through sensors and store it in DB. This functionality maximizes convenience and usability in terms of users.

Effect of Big 5 Personality Trait on a Game Behavior of Game Users (Big 5 성격이 게임이용자의 게임행동에 미치는 영향)

  • Shim, Sun-Ae;Jung, Hyung-Won
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.3
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    • pp.317-332
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    • 2019
  • The purpose of this study is to analyze the personality trait of game users' game behavior and to investigate the differences according to demographic variables. For research, questionnaire survey was conducted for game users of 10~ 40's, and the collected data was analyzed and processed using the statistics package program SPSS 20.0. The results of the study showed that the Big 5 personality traits had a significant impact on game use, and in the case of Conscientiousness, most of them were positive for use of Adaptive games and most of them had negative effects on Maladaptive game use. Even in personal characteristics, a variable showing a significant influence on game use was found, which showed meaningful effects in game platform, game frequency, and occupation. In subsequent research, it is necessary to identify the variables such as types of games or platforms that can reflect characteristics of games, and to understand what kind of roles play in the relationship between game user characteristics and game use behavior.

A Study on the Optimal Search Keyword Extraction and Retrieval Technique Generation Using Word Embedding (워드 임베딩(Word Embedding)을 활용한 최적의 키워드 추출 및 검색 방법 연구)

  • Jeong-In Lee;Jin-Hee Ahn;Kyung-Taek Koh;YoungSeok Kim
    • Journal of the Korean Geosynthetics Society
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    • v.22 no.2
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    • pp.47-54
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    • 2023
  • In this paper, we propose the technique of optimal search keyword extraction and retrieval for news article classification. The proposed technique was verified as an example of identifying trends related to North Korean construction. A representative Korean media platform, BigKinds, was used to select sample articles and extract keywords. The extracted keywords were vectorized using word embedding and based on this, the similarity between the extracted keywords was examined through cosine similarity. In addition, words with a similarity of 0.5 or higher were clustered based on the top 10 frequencies. Each cluster was formed as 'OR' between keywords inside the cluster and 'AND' between clusters according to the search form of the BigKinds. As a result of the in-depth analysis, it was confirmed that meaningful articles appropriate for the original purpose were extracted. This paper is significant in that it is possible to classify news articles suitable for the user's specific purpose without modifying the existing classification system and search form.

A Design of Sensor Web service Framework for Wireless Sensor Networks Environment (무선 센서 네트워크 환경에 대한 센서 웹 서비스 프레임워크의 설계)

  • Kim, Yong-Tae;Jeong, Yoon-Su;Park, Byung-Joo;Park, Gil-Cheol
    • Journal of the Korea Society of Computer and Information
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    • v.14 no.10
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    • pp.123-131
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    • 2009
  • In this paper, we design ZigBee RF based framework for mobile web service on collected data by sensor node and transmitting data to data base by sensor network and remote sensing server through wireless connection. The proposed system is an integrated platform of sensor network for the sensor management and providing SOA based sensor web access. This paper combines SOA technology with sensor network. composes sensor node as web view, and provides high capability. extensiveness, reliability, and usability to the user who accesses to sensor web. The mobile message conversion module, SOAP message processing module. WSDL message generator, and mobile web service module is embodied for improving the capacity of the framework. The capacity evaluation of local wireless communication system which is proposed in this paper is analyzed through NS-2 simulation.