• Title/Summary/Keyword: communication devices

Search Result 4,027, Processing Time 0.032 seconds

An Interactive Method between HSE System and Wearable Components through Analysis on Risk Scenarios (위험 시나리오 분석을 통한 스마트 HSE 시스템 및 웨어러블 컴포넌트 연동방안)

  • Shon, DongKoo;Lim, Dong-Sun;Im, Kichang;Park, Jeong-Ho;Kim, Jong-Myon
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
    • /
    • v.8 no.5
    • /
    • pp.407-416
    • /
    • 2018
  • The development of modern technology has rapidly grown the field of wearable devices. Wearable equipments should satisfy low power consumption and small/lightweight because of characteristics of body wearing. In this paper, an overview of wearable equipments is explained, and wearable device market is investigated. In addition, we investigate developed technology of wearable components, which is divided into component and communication technology. Meanwhile, a smart HSE system is required to meet the demand of the society for the serious industrial accident. To address this issue, we propose an interactive method between the wearable component and the HSE system, which are expected to be effective in safety management. As a detailed case study, a risk scenario is made with risk factors in welding workshop, and then we propose an interactive method between a wearable component and an HSE system that can reduce the risk. This proposed method is useful to achieve high level of worker's safety.

A Study on the Methods of Building Tools and Equipment for Digital Forensics Laboratory (디지털증거분석실의 도구·장비 구축 방안에 관한 연구)

  • Su-Min Shin;Hyeon-Min Park;Gi-Bum Kim
    • Convergence Security Journal
    • /
    • v.22 no.5
    • /
    • pp.21-35
    • /
    • 2022
  • The use of digital information according to the development of information and communication technology and the 4th industrial revolution is continuously increasing and diversifying, and in proportion to this, crimes using digital information are also increasing. However, there are few cases of establishing an environment for processing and analysis of digital evidence in Korea. The budget allocated for each organization is different and the digital forensics laboratory built without solving the chronic problem of securing space has a problem in that there is no standard that can be referenced from the initial configuration stage. Based on this awareness of the problem, this thesis conducted an exploratory study focusing on tools and equipment necessary for building a digital forensics laboratory. As a research method, focus group interviews were conducted with 15 experts with extensive practical experience in the digital forensic laboratory or digital forensics field and experts' opinions were collected on the following 9 areas: network configuration, analyst computer, personal tools·equipment, imaging devices, dedicated software, open source software, common tools/equipment, accessories, and other considerations. As a result, a list of tools and equipment for digital forensic laboratories was derived.

Analyzing TripAdvisor application reviews to enable smart tourism : focusing on topic modeling (스마트 관광 활성화를 위한 트립어드바이저 애플리케이션 리뷰 분석 : 토픽 모델링을 중심으로)

  • YuNa Lee;MuMoungCho Han;SeonYeong Yu;MeeQi Siow;Mijin Noh;YangSok Kim
    • Smart Media Journal
    • /
    • v.12 no.8
    • /
    • pp.9-17
    • /
    • 2023
  • The development of information and communication technology and the improvement of the development and dissemination of smart devices have caused changes in the form of tourism, and the concept of smart tourism has since emerged. In this regard, researches related to smart tourism has been conducted in various fields such as policy implementation and surveys, but there is a lack of research on application reviews. This study collects Trip Advisor application review data in the Google Play Store to identify usage of the application and user satisfaction through Latent Dirichlet Allocation (LDA) topic modeling. The analysis results in four topics, two of which are positive and the other two are negative. We found that users were satisfied with the application's recommendation system, but were dissatisfied when the filters they set during search were not applied or that reviews were not published after updates of the application. We suggest more categories can be added to the application to provide users with different experiences. In addition, it is expected that user satisfaction can be improved by identifying problems within the application, including the filter function, and checking the application environment and resolving the error occurring during the application usage.

Implementation of IoT-Based Irrigation Valve for Rice Cultivation (벼 재배용 사물인터넷 기반 물꼬 구현)

  • Byeonghan Lee;Deok-Gyeong Seong;Young Min Jin;Yeon-Hyeon Hwang;Young-Gwang Kim
    • Journal of Internet of Things and Convergence
    • /
    • v.9 no.6
    • /
    • pp.93-98
    • /
    • 2023
  • In paddy rice farming, water management is a critical task. To suppress weed emergence during the early stages of growth, fields are deeply flooded, and after transplantation, the water level is reduced to promote rooting and stimulate stem generation. Later, water is drained to prevent the production of sterile tillers. The adequacy of water supply is influenced by various factors such as field location, irrigation channels, soil conditions, and weather, requiring farmers to frequently check water levels and control the ingress and egress of water. This effort increases if the fields are scattered in remote locations. Automated irrigation systems have been considered to reduce labor and improve productivity. However, the net income from rice production in 2022 was about KRW 320,000/10a on average, making it financially unfeasible to implement high-cost devices or construct new infrastructure. This study focused on developing an IoT-Based irrigation valve that can be easily integrated into existing agricultural infrastructure without additional construction. The research was carried out in three main areas: Firstly, an irrigation valve was designed for quick and easy installation on existing agricultural pipes. Secondly, a power circuit was developed to connect a low-power Cat M1 communication modem with an Arduino Nano board for remote operation. Thirdly, a cloud-based platform was used to set up a server and database environment and create a web interface that users can easily access.

Analyzing the Work of VTS Operators Using Eye-Tracking (시선추적을 활용한 선박교통관제사 업무 분석)

  • Sangwon Park;Youngsoo Park;Dae-won Kim;Hiroaki Seta;Sang-won Lee
    • Journal of Navigation and Port Research
    • /
    • v.48 no.3
    • /
    • pp.239-248
    • /
    • 2024
  • VTS operators monitor movements of vessels within their jurisdiction and provide necessary information to ensure safe navigation. This involves communication with vessels within the VTS area. Contents of these communications are manually recorded in logbooks. However, manual logging faces limitations due to its inability to document details comprehensively and the challenge of constant recording amidst various duties. This study aimed to quantitatively analyze the workload associated with manual logkeeping by examining eye movements of VTS operators. Eye-tracking devices were used to measure gaze patterns of VTS operator at the Busan Port. Results indicated that approximately 65% of the VTS operators' gaze was directed towards the operation consoles, which were focal points for marine traffic information. In contrast, only about 9% of their gaze was directed towards logbooks. These findings suggest that while VTS operators predominantly focus on areas related to information gathering and dissemination, logbooks, being information-recording zones, receive minimal attention. For effective traffic management, the primary focus should be on information processing and provision rather than manual documentation.

The Effect of Product Scarcity and Purchase Behavior in Location-Based Application Services (위치기반 어플리케이션 서비스에서 제품의 희소성과 구매행동과의 영향)

  • Wang Ming;Hyeokjun Kwon;Jaewon Choi
    • Information Systems Review
    • /
    • v.20 no.2
    • /
    • pp.209-226
    • /
    • 2018
  • Location-based services have distinctive service characteristics compared to the past online commerce used on the desktop. In any place, mobile communication devices can be used to access online and utilize online shopping, and it is more convenient for users. In addition, by providing shopping and service information specific to each location, it is possible to provide convenience to the consumers according to their locations. In addition, it provides scarcity of information as well as location, thereby increasing consumers' desire to purchase. In this study, we investigated the effect of scarcity on the Purchase intention of consumers in location-based services. The steps of scarcity are: first, a step without scarcity, Second, providing time limit information, Third, providing quantity limitation information, Fourth, the experiment was designed to provide time and quantity limitation, and 4 groups were analyzed through experimental stimuli The purpose of this study is to verify the moderating effect of the dependent variable on the degree of scarcity by adding 'ubiquity', 'interactivity' and 'privacy' which are characteristics of location-based service. As a result of the analysis, scarcity of time and scarcity of quantity limitation scarcity stimuli showed a moderating effect on ubiquity, interactivity and consumer's purchase intention, and these variables also directly or indirectly affected positively. Consumer confidence was found to have a negative effect on consumers' purchase intentions.

Self-Disclosure and Cyberbullying on SNS (SNS상에서 자기노출과 사이버불링)

  • Jooyeon Won;DongBack Seo
    • Information Systems Review
    • /
    • v.19 no.1
    • /
    • pp.1-23
    • /
    • 2017
  • Since the development of information communication technologies, social networking sites (SNSs) have been diffused to the world with benefits such as building and maintaining relationships among people. SNSs have become more popular with the development of mobile devices. Despite this advantage, SNSs also present unexpected effects on people, such as cyberbullying and identity theft. Cyberbullying has emerged as one of the most serious issues among people who use SNSs. In fact, almost 20% of teenagers confessed that they have been cyberbullied on SNSs. In consideration of this serious social issue, this study investigates the influences of self-disclosure and self-control on the cyberbullying victimization experience from the perspective of Social Exchange Theory. Self-disclosure is a basic characteristic of SNSs. It is classified into self-disclosure for access to SNS and self-disclosure for relationship building and maintaining on SNSs. The cyberbullying victimization experience is classified into being cyber-excluded and being cyber-attacked. We examine how two types of self-disclosure and self-control affect two types of cyberbullying victimization experience based on the survey data of people who are in their 20s and are greatly familiar with SNSs.

Optimal deployment of sonobuoy for unmanned aerial vehicles using reinforcement learning considering the target movement (표적의 이동을 고려한 강화학습 기반 무인항공기의 소노부이 최적 배치)

  • Geunyoung Bae;Juhwan Kang;Jungpyo Hong
    • The Journal of the Acoustical Society of Korea
    • /
    • v.43 no.2
    • /
    • pp.214-224
    • /
    • 2024
  • Sonobuoys are disposable devices that utilize sound waves for information gathering, detecting engine noises, and capturing various acoustic characteristics. They play a crucial role in accurately detecting underwater targets, making them effective detection systems in anti-submarine warfare. Existing sonobuoy deployment methods in multistatic systems often rely on fixed patterns or heuristic-based rules, lacking efficiency in terms of the number of sonobuoys deployed and operational time due to the unpredictable mobility of the underwater targets. Thus, this paper proposes an optimal sonobuoy placement strategy for Unmanned Aerial Vehicles (UAVs) to overcome the limitations of conventional sonobuoy deployment methods. The proposed approach utilizes reinforcement learning in a simulation-based experimental environment that considers the movements of the underwater targets. The Unity ML-Agents framework is employed, and the Proximal Policy Optimization (PPO) algorithm is utilized for UAV learning in a virtual operational environment with real-time interactions. The reward function is designed to consider the number of sonobuoys deployed and the cost associated with sound sources and receivers, enabling effective learning. The proposed reinforcement learning-based deployment strategy compared to the conventional sonobuoy deployment methods in the same experimental environment demonstrates superior performance in terms of detection success rate, deployed sonobuoy count, and operational time.

A Study on Educational Design using Metaverse for University Classes (대학수업을 위한 메타버스 활용 교육 설계)

  • Hyunwoo Kim
    • Journal of Christian Education in Korea
    • /
    • v.76
    • /
    • pp.259-280
    • /
    • 2023
  • Purpose of study: This study aims to analyze the educational use of metaverses among pre-service nursing teachers at a university and explore the implications of designing and operating effective metaverse lessons. Research content and method: This study collected and analyzed data on the experiences and perceptions of 32 pre-nursing teachers enrolled in J University, a very small Christian-based university in Jeonju, Jeollabuk-do, Korea, who participated in a class using metaverses. And based on this, we analyzed the advantages, difficulties, and improvements of the class, differences from classes using Zoom, impressions of the class, and suggestions for effective classes. Conclusions and Suggestions: As a result of analyzing various aspects of perceptions and experiences of classes utilizing the metaverse, it was found that in order to conduct effective classes utilizing the metaverse, it is necessary to check the infrastructure for communication and devices before class, select a metaverse platform according to the goals and contents of the course, and build a space for educational activities. In addition, it was found that it is necessary to provide guidance on how to use the metaverse and conduct sufficient training before running classes with learner-centered teaching methods. In the future, it is expected that systematic research on the principles and teaching-learning models of classroom design using the metaverse will continue to be conducted.

A Research on the Regulations and Perception of Interactive Game in Data Broadcasting: Special Emphasis on the TV-Betting Game (데이터방송 인터랙티브 게임 규제 및 이용자 인식에 관한 연구: 승부게임을 중심으로)

  • Byun, Dong-Hyun;Jung, Moon-Ryul;Bae, Hong-Seob
    • Korean journal of communication and information
    • /
    • v.35
    • /
    • pp.250-291
    • /
    • 2006
  • This study examines the regulatory issues and introduction problems of TV-betting data broadcasts in Korea by in-depth interview with a panel group. TV-betting data broadcast services of card games and horse racing games are widely in use in Europe and other parts of the world. In order to carry out the study, a demo program of TV-betting data broadcast in the OCAP(OpenCableTM Application Platform Specification) system environment, which is the data broadcasting standard for digital cable broadcasts in Korea was exposed to the panel group and then they were interviewed after watching and using the program. The results could be summarized as below. First of all, while TV-betting data broadcasts have many elements of entertainment, the respondents thought that it would be difficult to introduce TV-betting in data broadcasts as in overseas countries largely due to social factors. In addition, in order to introduce TV-betting data broadcasts, they suggested that excessive speculativeness must be suppressed through a series of regulatory system devices, such as by guaranteeing credibility of the media based on safe security systems for transactions, scheduling programs with effective time constraints to prevent the games from running too frequently, limiting the betting values, and by prohibiting access to games through set-top boxes of other data broadcast subscribers. The general consensus was that TV-betting could be considered for gradual introduction within the governmental laws and regulations that would minimize its ill effects. Therefore, the government should formulate long-term regulations and policies for data broadcasts. Once the groundwork is laid for safe introduction of TV-betting on data broadcasts within the boundary of laws and regulations, interactive TV games are expected to be introduced in Korea not only for added functionality of entertainment but also for far-ranging development of data broadcast and new media industries.

  • PDF