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A Review of Assistive Listening Device and Digital Wireless Technology for Hearing Instruments

  • Kim, Jin Sook;Kim, Chun Hyeok
    • Korean Journal of Audiology
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    • v.18 no.3
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    • pp.105-111
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    • 2014
  • Assistive listening devices (ALDs) refer to various types of amplification equipment designed to improve the communication of individuals with hard of hearing to enhance the accessibility to speech signal when individual hearing instruments are not sufficient. There are many types of ALDs to overcome a triangle of speech to noise ratio (SNR) problems, noise, distance, and reverberation. ALDs vary in their internal electronic mechanisms ranging from simple hard-wire microphone-amplifier units to more sophisticated broadcasting systems. They usually use microphones to capture an audio source and broadcast it wirelessly over a frequency modulation (FM), infra-red, induction loop, or other transmission techniques. The seven types of ALDs are introduced including hardwire devices, FM sound system, infra-red sound system, induction loop system, telephone listening devices, television, and alert/alarm system. Further development of digital wireless technology in hearing instruments will make possible direct communication with ALDs without any accessories in the near future. There are two technology solutions for digital wireless hearing instruments improving SNR and convenience. One is near-field magnetic induction combined with Bluetooth radio frequency (RF) transmission or proprietary RF transmission and the other is proprietary RF transmission alone. Recently launched digital wireless hearing aid applying this new technology can communicate from the hearing instrument to personal computer, phones, Wi-Fi, alert systems, and ALDs via iPhone, iPad, and iPod. However, it comes with its own iOS application offering a range of features but there is no option for Android users as of this moment.

A Study on the Motion and Voice Recognition Smart Mirror Using Grove Gesture Sensor (그로브 제스처 센서를 활용한 모션 및 음성 인식 스마트 미러에 관한 연구)

  • Hui-Tae Choi;Chang-Hoon Go;Ji-Min Jeong;Ye-Seul Shin;Hyoung-Keun Park
    • The Journal of the Korea institute of electronic communication sciences
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    • v.18 no.6
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    • pp.1313-1320
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    • 2023
  • This paper presents the development of a smart mirror that allows control of its display through glove gestures and integrates voice recognition functionality. The hardware configuration of the smart mirror consists of an LCD monitor combined with an acrylic panel, onto which a semi-mirror film with a reflectance of 37% and transmittance of 36% is attached, enabling it to function as both a mirror and a display. The proposed smart mirror eliminates the need for users to physically touch the mirror or operate a keyboard, as it implements gesture control through glove gesture sensors. Additionally, it incorporates voice recognition capabilities and integrates Google Assistant to display results on the screen corresponding to voice commands issued by the user.

Application of Virtual Studio Technology and Digital Human Monocular Motion Capture Technology -Based on <Beast Town> as an Example-

  • YuanZi Sang;KiHong Kim;JuneSok Lee;JiChu Tang;GaoHe Zhang;ZhengRan Liu;QianRu Liu;ShiJie Sun;YuTing Wang;KaiXing Wang
    • International Journal of Internet, Broadcasting and Communication
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    • v.16 no.1
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    • pp.106-123
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    • 2024
  • This article takes the talk show "Beast Town" as an example to introduce the overall technical solution, technical difficulties and countermeasures for the combination of cartoon virtual characters and virtual studio technology, providing reference and experience for the multi-scenario application of digital humans. Compared with the live broadcast that combines reality and reality, we have further upgraded our virtual production technology and digital human-driven technology, adopted industry-leading real-time virtual production technology and monocular camera driving technology, and launched a virtual cartoon character talk show - "Beast Town" to achieve real Perfectly combined with virtuality, it further enhances program immersion and audio-visual experience, and expands infinite boundaries for virtual manufacturing. In the talk show, motion capture shooting technology is used for final picture synthesis. The virtual scene needs to present dynamic effects, and at the same time realize the driving of the digital human and the movement with the push, pull and pan of the overall picture. This puts forward very high requirements for multi-party data synchronization, real-time driving of digital people, and synthetic picture rendering. We focus on issues such as virtual and real data docking and monocular camera motion capture effects. We combine camera outward tracking, multi-scene picture perspective, multi-machine rendering and other solutions to effectively solve picture linkage and rendering quality problems in a deeply immersive space environment. , presenting users with visual effects of linkage between digital people and live guests.

How to improve the accuracy of recommendation systems: Combining ratings and review texts sentiment scores (평점과 리뷰 텍스트 감성분석을 결합한 추천시스템 향상 방안 연구)

  • Hyun, Jiyeon;Ryu, Sangyi;Lee, Sang-Yong Tom
    • Journal of Intelligence and Information Systems
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    • v.25 no.1
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    • pp.219-239
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    • 2019
  • As the importance of providing customized services to individuals becomes important, researches on personalized recommendation systems are constantly being carried out. Collaborative filtering is one of the most popular systems in academia and industry. However, there exists limitation in a sense that recommendations were mostly based on quantitative information such as users' ratings, which made the accuracy be lowered. To solve these problems, many studies have been actively attempted to improve the performance of the recommendation system by using other information besides the quantitative information. Good examples are the usages of the sentiment analysis on customer review text data. Nevertheless, the existing research has not directly combined the results of the sentiment analysis and quantitative rating scores in the recommendation system. Therefore, this study aims to reflect the sentiments shown in the reviews into the rating scores. In other words, we propose a new algorithm that can directly convert the user 's own review into the empirically quantitative information and reflect it directly to the recommendation system. To do this, we needed to quantify users' reviews, which were originally qualitative information. In this study, sentiment score was calculated through sentiment analysis technique of text mining. The data was targeted for movie review. Based on the data, a domain specific sentiment dictionary is constructed for the movie reviews. Regression analysis was used as a method to construct sentiment dictionary. Each positive / negative dictionary was constructed using Lasso regression, Ridge regression, and ElasticNet methods. Based on this constructed sentiment dictionary, the accuracy was verified through confusion matrix. The accuracy of the Lasso based dictionary was 70%, the accuracy of the Ridge based dictionary was 79%, and that of the ElasticNet (${\alpha}=0.3$) was 83%. Therefore, in this study, the sentiment score of the review is calculated based on the dictionary of the ElasticNet method. It was combined with a rating to create a new rating. In this paper, we show that the collaborative filtering that reflects sentiment scores of user review is superior to the traditional method that only considers the existing rating. In order to show that the proposed algorithm is based on memory-based user collaboration filtering, item-based collaborative filtering and model based matrix factorization SVD, and SVD ++. Based on the above algorithm, the mean absolute error (MAE) and the root mean square error (RMSE) are calculated to evaluate the recommendation system with a score that combines sentiment scores with a system that only considers scores. When the evaluation index was MAE, it was improved by 0.059 for UBCF, 0.0862 for IBCF, 0.1012 for SVD and 0.188 for SVD ++. When the evaluation index is RMSE, UBCF is 0.0431, IBCF is 0.0882, SVD is 0.1103, and SVD ++ is 0.1756. As a result, it can be seen that the prediction performance of the evaluation point reflecting the sentiment score proposed in this paper is superior to that of the conventional evaluation method. In other words, in this paper, it is confirmed that the collaborative filtering that reflects the sentiment score of the user review shows superior accuracy as compared with the conventional type of collaborative filtering that only considers the quantitative score. We then attempted paired t-test validation to ensure that the proposed model was a better approach and concluded that the proposed model is better. In this study, to overcome limitations of previous researches that judge user's sentiment only by quantitative rating score, the review was numerically calculated and a user's opinion was more refined and considered into the recommendation system to improve the accuracy. The findings of this study have managerial implications to recommendation system developers who need to consider both quantitative information and qualitative information it is expect. The way of constructing the combined system in this paper might be directly used by the developers.

A Study on the Adaptation and Change of Amusement Culture on the Case of Wolmido Pleasure Ground during the Japanese Colonial Era (일제강점기 월미도유원지를 통한 행락 문화의 수용과 변화에 관한 연구)

  • Kim, Jeoung-Eun
    • Journal of the Korean Institute of Landscape Architecture
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    • v.42 no.5
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    • pp.134-147
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    • 2014
  • Pleasure grounds, which were introduced during the Japanese colonial era, were places for organizing new amusement activities, and developed into a large-scale private spaces and a new type of public space at the same time. This study explores the scenery and accommodations of pleasure grounds and the changes of the amusement culture through the Wolmido Pleasure Grounds, which was a typical pleasure grounds of the time. At that time, Wolmido became a comprehensive amusement/entertainment place with many elements of both Western and Japanese pleasure grounds such as exotic buildings harmonized with trees, a beach, a seaside school, public playing field, and zoo constructed on the Island. Wolmido Pleasure Ground, which was connected with Kyungsung by Kyungin railroad during the Japanese colonial era, is a good example showing the process of the popularization and commercialization of the amusement culture. The process of popularization of amusement shows the spreading of the enjoyment of leisure time with amusement activities through appreciating the beautiful scenery of the pleasure grounds among various social classes. The caste system was broken and anyone could use the pleasure grounds by paying the fee, of which there were many kinds, so the distinction between genders and the different classes, such as the Chosun people and Japanese, regarding amusement in pleasure grounds disappeared gradually. Also, pleasure grounds were a place for Western hobby-sports activities and were the means to generalize collective and dynamic activities through summer school and various sport games. At the same time, there were places for deviation from the existing social norms when it was combined with entertainment facilities. The commercialization of amusement took place in the form of an artificial entertainment culture within an artificial environment. First, the scenery was artificially constructed and this scenery created the image of paradise such as 'captivating summer vacation spot' and 'water kingdom'. This was the result of the combined intentions of the colonial authority, the railroad company and the amusement corporation to produce economic profits and encourage development in the area. Second, an artificial spectacle was constructed using nature as the backdrop. Buildings of various styles created a modernized and exotic image when they were combined with each other. Artifacts such as breakwaters and arcades created new attractions for people that enabled them to view both nature and the crowds from a whole different perspective. Third, pleasure grounds contributed to the advent of passive users who would just follow the given use and instructions. In this way, one can find the prototype of popular entertainment places of today such as sightseeing complexes, amusement parks, and theme parks through the construction of amusement grounds as a place for providing dynamic activities.

Mediating Roles of Attachment for Information Sharing in Social Media: Social Capital Theory Perspective (소셜 미디어에서 정보공유를 위한 애착의 매개역할: 사회적 자본이론 관점)

  • Chung, Namho;Han, Hee Jeong;Koo, Chulmo
    • Asia pacific journal of information systems
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    • v.22 no.4
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    • pp.101-123
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    • 2012
  • Currently, Social Media, it has widely a renown keyword and its related social trends and businesses have been fastly applied into various contexts. Social media has become an important research area for scholars interested in online technologies and cyber space and their social impacts. Social media is not only including web-based services but also mobile-based application services that allow people to share various style information and knowledge through online connection. Social media users have tendency to common identity- and bond-attachment through interactions such as 'thumbs up', 'reply note', 'forwarding', which may have driven from various factors and may result in delivering information, sharing knowledge, and specific experiences et al. Even further, almost of all social media sites provide and connect unknown strangers depending on shared interests, political views, or enjoyable activities, and other stuffs incorporating the creation of contents, which provides benefits to users. As fast developing digital devices including smartphone, tablet PC, internet based blogging, and photo and video clips, scholars desperately have began to study regarding diverse issues connecting human beings' motivations and the behavioral results which may be articulated by the format of antecedents as well as consequences related to contents that people create via social media. Social media such as Facebook, Twitter, or Cyworld users are more and more getting close each other and build up their relationships by a different style. In this sense, people use social media as tools for maintain pre-existing network, creating new people socially, and at the same time, explicitly find some business opportunities using personal and unlimited public networks. In terms of theory in explaining this phenomenon, social capital is a concept that describes the benefits one receives from one's relationship with others. Thereby, social media use is closely related to the form and connected of people, which is a bridge that can be able to achieve informational benefits of a heterogeneous network of people and common identity- and bonding-attachment which emphasizes emotional benefits from community members or friend group. Social capital would be resources accumulated through the relationships among people, which can be considered as an investment in social relations with expected returns and may achieve benefits from the greater access to and use of resources embedded in social networks. Social media using for their social capital has vastly been adopted in a cyber world, however, there has been little explaining the phenomenon theoretically how people may take advantages or opportunities through interaction among people, why people may interactively give willingness to help or their answers. The individual consciously express themselves in an online space, so called, common identity- or bonding-attachments. Common-identity attachment is the focus of the weak ties, which are loose connections between individuals who may provide useful information or new perspectives for one another but typically not emotional support, whereas common-bonding attachment is explained that between individuals in tightly-knit, emotionally close relationship such as family and close friends. The common identify- and bonding-attachment are mainly studying on-offline setting, which individual convey an impression to others that are expressed to own interest to others. Thus, individuals expect to meet other people and are trying to behave self-presentation engaging in opposite partners accordingly. As developing social media, individuals are motivated to disclose self-disclosures of open and honest using diverse cues such as verbal and nonverbal and pictorial and video files to their friends as well as passing strangers. Social media context, common identity- and bond-attachment for self-presentation seems different compared with face-to-face context. In the realm of social media, social users look for self-impression by posting text messages, pictures, video files. Under the digital environments, people interact to work, shop, learn, entertain, and be played. Social media provides increasingly the kinds of intention and behavior in online. Typically, identity and bond social capital through self-presentation is the intentional and tangible component of identity. At social media, people try to engage in others via a desired impression, which can maintain through performing coherent and complementary communications including displaying signs, symbols, brands made of digital stuffs(information, interest, pictures, etc,). In marketing area, consumers traditionally show common-identity as they select clothes, hairstyles, automobiles, logos, and so on, to impress others in any given context in a shopping mall or opera. To examine these social capital and attachment, we combined a social capital theory with an attachment theory into our research model. Our research model focuses on the common identity- and bond-attachment how they are formulated through social capitals: cognitive capital, structural capital, relational capital, and individual characteristics. Thus, we examined that individual online kindness, self-rated expertise, and social relation influence to build common identity- and bond-attachment, and the attachment effects make an impact on both the willingness to help, however, common bond seems not to show directly impact on information sharing. As a result, we discover that the social capital and attachment theories are mainly applicable to the context of social media and usage in the individual networks. We collected sample data of 256 who are using social media such as Facebook, Twitter, and Cyworld and analyzed the suggested hypotheses through the Structural Equation Model by AMOS. This study analyzes the direct and indirect relationship between the social network service usage and outcomes. Antecedents of kindness, confidence of knowledge, social relations are significantly affected to the mediators common identity-and bond attachments, however, interestingly, network externality does not impact, which we assumed that a size of network was a negative because group members would not significantly contribute if the members do not intend to actively interact with each other. The mediating variables had a positive effect on toward willingness to help. Further, common identity attachment has stronger significant on shared information.

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Utilizing Usability Metrics to Evaluate a Subway Map Design

  • Jung, Kwang Tae
    • Journal of the Ergonomics Society of Korea
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    • v.36 no.4
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    • pp.343-353
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    • 2017
  • Objective: This study aims to evaluate the efficiency of two representative subway map design types, namely a diagram type and a geographical type using physiological metrics, performance metrics, and self-reported metrics, which are representative usability metrics. Background: Subway maps need to be designed in order for users to quickly search and recognize subway line information. Although most cities' subway maps currently use the diagram type designed by Henry Beck, New York City's subway map has recently been changed to the subway map type combined with the geographical type designed by Michael Hertz. However, not many studies on its efficiency are found, and the studies that are available mainly depend on questionnaire surveys or take on a subjective behavioral study type based on experts' experiences. In this regard, evaluation through a more objective method is needed. Method: This study employed usability metrics as a method to evaluate the efficiency of information search targeting the diagram type and geographical type subway maps used mostly as subway maps. To this end, physiological metrics obtained through eye tracking, task completion time, representative metric of task performance, and subjective evaluation metrics were used for the suitability evaluation of subway map designs. Results: In the result of gaze movement distance analysis, no significant difference was shown in the two design types in terms of a process finding a departure station from the starting point and a process finding a transfer station between the departure station and arrival station (destination). However, the gaze movement distance in the process finding the arrival station at the departure station was significantly shorter in the geographical type, rather than in the diagram type. The analysis of task completion time showed a result similar to the gaze movement distance analysis result. Task completion time was significantly shorter in the geographical type, rather than in the diagram type, which is in the process finding the arrival station at the departure station. In other information search processes, no significant difference was shown. As a result of subjective evaluation metrics analysis, no significant difference was revealed in the two design types. Conclusion: An analysis on the two representative subway map design types was carried out via the adoption of usability metrics. As a result, although no significant difference was shown in some information search processes, it was revealed that information search was easier in the geographical type overall. Also, it was found that usability metrics can be effectively used to evaluate the design types of subway maps. Application: The study results can be used to set design direction to offer ease in information search on subway lines. The study also can be used as a method to evaluate a subway map's design type.

A System for Automatic Classification of Traditional Culture Texts (전통문화 콘텐츠 표준체계를 활용한 자동 텍스트 분류 시스템)

  • Hur, YunA;Lee, DongYub;Kim, Kuekyeng;Yu, Wonhee;Lim, HeuiSeok
    • Journal of the Korea Convergence Society
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    • v.8 no.12
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    • pp.39-47
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    • 2017
  • The Internet have increased the number of digital web documents related to the history and traditions of Korean Culture. However, users who search for creators or materials related to traditional cultures are not able to get the information they want and the results are not enough. Document classification is required to access this effective information. In the past, document classification has been difficult to manually and manually classify documents, but it has recently been difficult to spend a lot of time and money. Therefore, this paper develops an automatic text classification model of traditional cultural contents based on the data of the Korean information culture field composed of systematic classifications of traditional cultural contents. This study applied TF-IDF model, Bag-of-Words model, and TF-IDF/Bag-of-Words combined model to extract word frequencies for 'Korea Traditional Culture' data. And we developed the automatic text classification model of traditional cultural contents using Support Vector Machine classification algorithm.

A Study on the Tangible Interface Design System -With Emphasis on the Prototyping & Design Methods of Tangibles - (실체적 인터페이스 디자인 시스템에 관한 연구 - 텐저블즈의 설계 및 프로토타입 구현을 중심으로 -)

  • 최민영;임창영
    • Archives of design research
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    • v.17 no.2
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    • pp.5-14
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    • 2004
  • Introducing human capacities of control and sensation which have been overlooked into Human-Computer Interaction(HCI), Ubiquitous computing, Augmented Reality and others have been researched recently. New vision of HCI has embodied in Tangible User Interface(TUI). TUI allows users to grasp and manipulate bits with everyday physical object and architectural surface and also TUI enables user to be aware of background object at the periphery of human perception using ambient display media such of light, sound, airflow and water movement. Tangibles, physical object which constitutes TUI system, is the physical object embodied digital bit. Tangibles is not only input device but also the configuration of computing. To get feedback of computing result, user controls the system with Tangibles as action and the system represents reaction in response to User's action. User appreciates digital representation (sound, graphic information) and physical representation (form, size, location, direction etc.) for reaction. TUI's characters require the consideration about both user's action and system's reaction. Therefore we have to need the method to be concerned about physical object and interaction which can be combined with action, reaction and feedback.

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Cloud P2P OLAP: Query Processing Method and Index structure for Peer-to-Peer OLAP on Cloud Computing (Cloud P2P OLAP: 클라우드 컴퓨팅 환경에서의 Peer-to-Peer OLAP 질의처리기법 및 인덱스 구조)

  • Joo, Kil-Hong;Kim, Hun-Dong;Lee, Won-Suk
    • Journal of Internet Computing and Services
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    • v.12 no.4
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    • pp.157-172
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    • 2011
  • The latest active studies on distributed OLAP to adopt a distributed environment are mainly focused on DHT P2P OLAP and Grid OLAP. However, these approaches have its weak points, the P2P OLAP has limitations to multidimensional range queries in the cloud computing environment due to the nature of structured P2P. On the other hand, the Grid OLAP has no regard for adjacency and time series. It focused on its own sub set lookup algorithm. To overcome the above limits, this paper proposes an efficient central managed P2P approach for a cloud computing environment. When a multi-level hybrid P2P method is combined with an index load distribution scheme, the performance of a multi-dimensional range query is enhanced. The proposed scheme makes the OLAP query results of a user to be able to reused by other users' volatile cube search. For this purpose, this paper examines the combination of an aggregation cube hierarchy tree, a quad-tree, and an interval-tree as an efficient index structure. As a result, the proposed cloud P2P OLAP scheme can manage the adjacency and time series factor of an OLAP query. The performance of the proposed scheme is analyzed by a series of experiments to identify its various characteristics.