• Title/Summary/Keyword: User life pattern

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A Study on User Interface Design of Digital Convergence Furniture (디지털 컨버젼스 가구에 관한 사용자 인터페이스 디자인)

  • Baek, Hye-Young;Lee, Yeun-Sook
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2004.05a
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    • pp.184-187
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    • 2004
  • 'Digital' the most important keyword in the 21th century environment affects on our life whole and method, studying, working, playing and communicating. Also, digital make the range of products ambiguous through fusing and compounding products. It is becoming new subject how digital may ambiguous with human's life by this solution. So, basis proposition of study analyzes intelligence style furniture taking a view of making of furniture as long as it is by digital technology do essential intensive training of furniture and there is the purpose to suggest conception pattern of 'Digital Convergence Furniture' the future. In especial, analyze intelligence style furniture by investigating space and new tendency that appear on object according to accommodation formula of digital technology through case study it is present conception 'Digital Convergence Furniture'

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A Study of Player Changed-pattern Model for Game Bots Detection in MMORPG (MMORPG에서 게임 봇 프로그램 탐지를 위한 플레이어 패턴 변화 모델에 관한 연구)

  • Yoon, Tae-Bok;Lee, Jee-Hyong
    • Journal of Korea Game Society
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    • v.11 no.1
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    • pp.121-129
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    • 2011
  • In an online-game, the various game service victimized cases are generated by the bots program or auto program. Particularly, the abnormal collection of the game money and item loses the inherent fun of a game. It reaches ultimately the definite bad effect to the game life cycle. This paper collects and analyzes the pattern of game behavior change for the bots detection method. By using the game activity changing information of the human and game activity changing information of the bots, the degree of resemblance was measured. It utilized in the bots detection method. In an experiment, by using the served online-game, the model of a user and bots were generated and similarity was distinguished. And the reasonable result was confirmed.

Mobile Context Based User Behavior Pattern Inference and Restaurant Recommendation Model (모바일 컨텍스트 기반 사용자 행동패턴 추론과 음식점 추천 모델)

  • Ahn, Byung-Ik;Jung, Ku-Imm;Choi, Hae-Lim
    • Journal of Digital Contents Society
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    • v.18 no.3
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    • pp.535-542
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    • 2017
  • The ubiquitous computing made it happen to easily take cognizance of context, which includes user's location, status, behavior patterns and surrounding places. And it allows providing the catered service, designed to improve the quality and the interaction between the provider and its customers. The personalized recommendation service needs to obtain logical reasoning to interpret the context information based on user's interests. We researched a model that connects to the practical value to users for their daily life; information about restaurants, based on several mobile contexts that conveys the weather, time, day and location information. We also have made various approaches including the accurate rating data review, the equation of Naïve Bayes to infer user's behavior-patterns, and the recommendable places pre-selected by preference predictive algorithm. This paper joins a vibrant conversation to demonstrate the excellence of this approach that may prevail other previous rating method systems.

Activity Data Modeling and Visualization Method for Human Life Activity Recognition (인간의 일상동작 인식을 위한 동작 데이터 모델링과 가시화 기법)

  • Choi, Jung-In;Yong, Hwan-Seung
    • Journal of Korea Multimedia Society
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    • v.15 no.8
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    • pp.1059-1066
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    • 2012
  • With the development of Smartphone, Smartphone contains diverse functions including many sensors that can describe users' state. So there has been increased studies rapidly about activity recognition and life pattern recognition with Smartphone sensors. This research suggest modeling of the activity data to classify extracted data in existing activity recognition study. Activity data is divided into two parts: Physical activity and Logical Activity. In this paper, activity data modeling is theoretical analysis. We classified the basic activity(walking, standing, sitting, lying) as physical activity and the other activities including object, target and place as logical activity. After that we suggested a method of visualizing modeling data for users. Our approach will contribute to generalize human's life by modeling activity data. Also it can contribute to visualize user's activity data for existing activity recognition study.

Use of the Complementary and Alternative Therapies, Pain and Quality of Life in Patients with Chronic Back Pain (만성 요통환자가 이용하는 대체요법과 통증, 삶의 질에 대한 연구)

  • Ha, Sung-Wha;Suh, Yeon-Ok
    • The Korean Journal of Rehabilitation Nursing
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    • v.11 no.1
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    • pp.5-12
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    • 2008
  • Purpose: The purpose of this study was to identify the uses of complementary and alternative therapies(CAT), pain, and quality of life(QOL) in patients with chronic back pain. Method: A descriptive survey was conducted using convenient sample. One hundred sixty two patients with chronic back pain participated in this study. Types and satisfaction of CAT, pattern of back pain, and QOL were investigated. Result: 83.3% of all participants reported in the use of CAT. The most common types of CAT used were acupuncture and half-bath. Yoga were the most high satisfaction among the types. The mean score of back pain was 4.12, QOL was 3.10, that was mostly low score. There was no significant difference back pain and QOL between CAT user and nonuser. Correlation with satisfaction of CAT according the most using types were a negative correlation with back pain and a positive correlation with QOL. Conclusion: These result indicate that the mostly patients with back pain feels the satisfaction of CAT use. It is important that provide the obvious information about CAT which can be helpful to patient.

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A Study of the Home Appliance Control Characteristics of the Elderly (고령자의 생활가전제품 조작행동 특성에 관한 연구)

  • Lee, Ho-Soong
    • Science of Emotion and Sensibility
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    • v.14 no.4
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    • pp.617-626
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    • 2011
  • Home appliance proposes the experience of new lifestyle to consumers, together with digital technology-applied highly advanced functions, beyond its natural quality like the basic function of reducing the burden of housework. However, under the current circumstances that populations are rapidly aging, the number of elderly consumers, who feel it inconvenient to smoothly use even the basic function of home appliance, is increasing in proportion to populations. Therefore, the necessity for developing home appliance with improved usability in consideration of the elderly is rising up. This study analyzed the elderly's pattern of using home appliance and illustrated the procedure of their using home appliance, putting its focus on the home appliance that the elderly highly depend on in keeping their daily life and that they feel it inconvenient to control. And based on the illustrated procedure, this paper substituted various kinds of home appliance that were not surveyed by this study and found out 4 user behavioral models for home appliance. Same as the concept of universal design, product designs, which are convenient to use by the elderly whose physical functions are reduced, are expected acceptable to various user classes. The found user behavioral models purport to give references to design process for product planning and design solutions.

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An Intelligent Self Health Diagnosis System using FCM Algorithm and Fuzzy Membership Degree (FCM 알고리즘과 퍼지 소속도를 이용한 지능형 자가 진단 시스템)

  • Kim, Kwang-Baek;Kim, Ju-Sung
    • Journal of Intelligence and Information Systems
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    • v.13 no.1
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    • pp.81-90
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    • 2007
  • This paper shows an intelligent disease diagnosis system for public. Our system deals with 30 diseases and their typical symptoms selected based on the report from Ministry of Health and Welfare, Korea. Technically, the system uses a modified FCM algorithm for clustering diseases and the input vector consists of the result of user-selected questionnaires. The modified FCM algorithm improves the quality of clusters by applying symmetrically measure based on the fuzzy theory so that the clusters are relatively sensitive to the shape of the pattern distribution. Furthermore, we extract the highest 5 diseases only related to the user-selected questionnaires based on the fuzzy membership function between questionnaires and diseases in order to avoid diagnosing unrelated disease.

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A Distributed Activity Recognition Algorithm based on the Hidden Markov Model for u-Lifecare Applications (u-라이프케어를 위한 HMM 기반의 분산 행위 인지 알고리즘)

  • Kim, Hong-Sop;Yim, Geo-Su
    • Journal of the Korea Society of Computer and Information
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    • v.14 no.5
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    • pp.157-165
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    • 2009
  • In this paper, we propose a distributed model that recognize ADLs of human can be occurred in daily living places. We collect and analyze user's environmental, location or activity information by simple sensor attached home devices or utensils. Based on these information, we provide a lifecare services by inferring the user's life pattern and health condition. But in order to provide a lifecare services well-refined activity recognition data are required and without enough inferred information it is very hard to build an ADL activity recognition model for high-level situation awareness. The sequence that generated by sensors are very helpful to infer the activities so we utilize the sequence to analyze an activity pattern and propose a distributed linear time inference algorithm. This algorithm is appropriate to recognize activities in small area like home, office or hospital. For performance evaluation, we test with an open data from MIT Media Lab and the recognition result shows over 75% accuracy.

Development of Mobile Application for Preventive Management based on Korean Medicine: Mibyeongbogam (한의학 기반 예방관리를 위한 모바일 어플리케이션 개발: 미병보감)

  • Lee, Young Seop;Jin, Hee Jeong;Park, Dae Il;Lee, Si Woo
    • Journal of Sasang Constitutional Medicine
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    • v.30 no.1
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    • pp.66-73
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    • 2018
  • Objectives The purpose of this study was to develop mobile a application that evaluate the Mibyeong(deterioration of the health) in daily life and provide optimal Yangseng(養生) interventions according to the Korean medicine types. Methods The evaluation of Mibyeong utilized questionnaire or objective informations including Facial photographs and hemodynamic information. The Korean medicine type classification was reconstructed based on the concept of Sasang constitution and cold-heat pattern identification. Yangseng interventions were recommended based on Mibyeong symptoms, Korean medicine types, and demographic information. And we have developed tracking and ranking functions for user motivations. We used a Korean medicine database that focused on healthy people as a reference data, and used Yangseng interventions database that reinterpreted classical Yangseng in a modern way. Results and Conclusions We have developed a mobile application that evaluates the user's Mibyeong state and provides optimal Yangseng interventions based on Korean medicine types. This study are expected to improve the quality of health and contribute to the prevention of diseases.

A Study on the Method to Apply LED to Fashion Design and Its Expression Characteristic (LED의 패션디자인 적용방법과 표현특성)

  • Kim, Eon-Jeong;Yoo, Young-Sun
    • Journal of the Korea Fashion and Costume Design Association
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    • v.13 no.3
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    • pp.15-29
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    • 2011
  • Fashion industry is high value added indust교, whose price is decided by design value so it requires creativity and uniqueness for competition. The purpose of this study is to grasp how the design characteristic of LED that can express new creativity and uniqueness is applied to fashion design and find out the expression characteristic of LED used in fashion design. The study subjects, the design to which LED is applied, were extracted from fashion show and internet search. As a study result, the expression characteristics of LED used for fashion design are as follows. First, for function, tool function that can provide convenience for life and expression function that can provide user with emotional and psychological satisfaction and communication were allowed. Second, for aesthetic changes, many-sided, multiple colors and pattern displays of LED changed design meaning visually and caused aesthetic emotion for observer. Third, for interaction, physical factor of LED, user, dress and environmental factor interacted each other, enabling both-sided communication. Fourth, for amusement, multiple lights of LED activated visual and tactile sense, expressing usefulness and joyfulness on the basis of various display possibilities and changes. The study result will be helpful for developing more unique, creative design according to the change of age and development of science.

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