• Title/Summary/Keyword: multi-user and multi-service

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Smart Emotion Management System based on multi-biosignal Analysis using Artificial Intelligence (인공지능을 활용한 다중 생체신호 분석 기반 스마트 감정 관리 시스템)

  • Noh, Ayoung;Kim, Youngjoon;Kim, Hyeong-Su;Kim, Won-Tae
    • Journal of IKEEE
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    • v.21 no.4
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    • pp.397-403
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    • 2017
  • In the modern society, psychological diseases and impulsive crimes due to stress are occurring. In order to reduce the stress, the existing treatment methods consisted of continuous visit counseling to determine the psychological state and prescribe medication or psychotherapy. Although this face-to-face counseling method is effective, it takes much time to determine the state of the patient, and there is a problem of treatment efficiency that is difficult to be continuously managed depending on the individual situation. In this paper, we propose an artificial intelligence emotion management system that emotions of user monitor in real time and induced to a table state. The system measures multiple bio-signals based on the PPG and the GSR sensors, preprocesses the data into appropriate data types, and classifies four typical emotional states such as pleasure, relax, sadness, and horror through the SVM algorithm. We verify that the emotion of the user is guided to a stable state by providing a real-time emotion management service when the classification result is judged to be a negative state such as sadness or fear through experiments.

A Study on Determinants of VR Video Content Popularity (VR 영상 조회수 결정요인 연구)

  • Soojeong Kim;Chanhee Kwak;Minhyung Lee;Junyeong Lee;Heeseok Lee
    • Information Systems Review
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    • v.22 no.2
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    • pp.25-41
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    • 2020
  • Along with the expectation about 5G network commercialization, interests in realistic and immersive media industries such as virtual reality (VR) are increasing. However, most of studies on VR still focus on video technologies instead of factors for popularity and consumption. Thus, the main objective of this research is to identify meaningful factors, which affect the view counts of VR videos and to provide business implications of the content strategies for VR video creators and service providers. Using a regression analysis with 700 VR videos, this study tries to find major factors that affect the view counts of VR videos. As a result, user assessment factors such as number of likes and sicknesses have a strong influence on the view counts. In addition, the result shows that both general information factors (video length and age) and content characteristic factors (series, one source multi use (OSMU), and category) are all influential factors. The findings suggest that it is necessary to support recommendation and curation based on user assessments for increasing popularity and diffusion of VR video streaming.

An investigation of the User Research Techniques in the User-Centered Design Framework - Focused on the on-line community services development for 13-18 Young Adults (사용자 중심 디자인 프레임워크에서 사용자 조사기법의 역할에 관한 연구 - 13-18 청소년용 온라인 커뮤니티 컨텐트 개발 프로젝트를 중심으로)

  • 이종호
    • Archives of design research
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    • v.17 no.2
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    • pp.77-86
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    • 2004
  • User-Centered Design Approach plays important role in dealing with usability issues for developing modern technology products. Yet it is still questionable whether the User-Centered approach is enough for the development of successful consumer contents since the User-Centered Design is originated from the software engineering field where meeting customers' functional requirement is the most critical aspect in developing a software. However, modern consumer market is already saturated and in order to meet ever increasing consumer requirements, the User-Centered Design approach needs to be expanded. As a way of incorporating the User-Centered Approach into the consumer product development, Jordan suggested the 'Pleasure-based Approach' in industrial design field, which usually generates multi-dimensional user requirements: 1)physical, 2)cognitive, 3)identity and 4) social. It is the current tendency that many portal and community service providers focus on fulfilling both functional and emotional needs for users when developing new items, contents and services. Previously fulfilling consumers' emotional needs solely depend on visual designer's graphical sense and capability. However, taking the customer-centered approach on withdrawing consumers' unknown needs is getting critical in the competitive market environment. This paper reviews different types of user research techniques and categorized into 6 ways based on Kano(1992)'s product quality model. Based on his theory, only performance factors, such as suability, can be identified through the user-centered design approach. The user-centered design approach has to be expanded to include factors include personality, sociability, pleasure, and so on. In order to identify performance as well as excellent factors through user research, a user-research framework was established and tested through the case study, which is ' the development of new online service for teens '. The results of the user research were summarized at the end of the paper and the pros and cons of each research techniques were analyzed.

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The Implementation of the multi-channel real sound player for User Interactive Music Service (사용자 Interactive 음원 재생을 위한 다채널 실감 Audio 재생기 구현)

  • Jung, Jong-Jin;Lim, Tae-Beom;Lee, Seok-Pil
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2010.11a
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    • pp.266-269
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    • 2010
  • 급속한 정보 통신 기술의 발달로 인해 멀티미디어 재생 개발 기술들은 단순히 수동적으로 보고 듣는 재생 기술에서 벗어나 청취자 감성, 취향 등에 따라 보다 실감 있고 사용자가 능동적으로 재생할 수 있는 기술로 진화 하고 있다. 지금까지의 오디오 서비스는 음원 개발자 중심의 오디오 서비스, 즉 보컬 및 모든 악기가 믹스된 단일음원이기 때문에 사용자는 단순히 오디오 음원 개발자나 음반 제작사가 발매한 단일 음원을 일방적으로 수동적 청취할 수밖에 없다. 하지만 사용자 능동형 오디오 서비스에서는 사용자가 능동적으로 자신이 원하는 음악적 취향에 따라 능동적으로 각각의 객체 기반의 독립 음원을 선택, 감성에 따른 음원 효과 추가, 최적의 음원 청취 위치(Sweet Spot) 변경, 음원 및 스피커 재생 공간 및 위치 변경 재생 등을 할 수가 있다. 본 논문에서는 디지털 음원들을 입력받아 임의의 필터링을 실행하고, 사용자 음원 보정 정보, 출력 유닛의 공간적, 음향적 특성을 상위제어기로부터 입력받아 전신호경로 상에 디지털 신호처리 하여 출력신호를 생성하는 DSP 시스템 플랫폼 및 알고리즘에 관하여 소개한다.

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Comparison of the Average Latency Time of Overlay Multicast for Internet Broadcasting Service (인터넷방송 서비스를 위한 오버레이 멀티캐스트 기법의 평균 대기시간 비교)

  • Cho, Hye-Ran;Song, Bok-Sob;Kim, Jeong-Ho
    • The Journal of the Korea Contents Association
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    • v.8 no.7
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    • pp.58-65
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    • 2008
  • The overlay multicast that has been recently presented as an alternative for the IP multicast has been getting much attention by the advancement of network techniques to enforce routing in application-levels. In this paper, we verified the efficiency of Internet broadcasting through comparing latency time of TBCP with mOBCP that have distributed Tree-first based spanning-tree structures in overlay multicast techniques. We also propose effective tree structures that minimize latency time and provide competent service by choosing optimum parent nodes early in the base of these two methods over the same time slot in multi-user connection. The results of our comparison showed that average latency time in mOBCP techniques declined by 36% from those of TBCP technique.

Preparatory Research prior to the Development of Consumer-Tailored 3D Printing Service Platform (소비자 맞춤형 삼차원 프린팅 서비스 플랫폼 개발을 위한 탐색)

  • Lee, Guk-Hee;Choi, Hye-Kyong
    • Science of Emotion and Sensibility
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    • v.20 no.1
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    • pp.3-16
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    • 2017
  • With the development and proliferation of three-dimensional(3D) printers, consumers in modern society can now print products of what they want three-dimensionally at home. However, consumers themselves would have to produce digital design maps that are compatible with 3D printers and to set up the optimum printing quality and temperature, as well as to pay for maintenance and repair of 3D printers and to respond to any possible lawsuits related to intellectual property right about designs in order to make possible consumer-tailored manufacturing through 3D printing. However, in reality, since it is very difficult for consumers to respond to these issues, it is necessary to develop services that perform 3D printing on behalf of consumers in the desired direction. Motivated by this objective, this study investigated user experiences on Shapeways(www.shapeways.com), which is a global online 3D printing product and sales companies, from many viewpoints in order to obtain insight into 3D printing services and modes which were preferred by consumers. The study result showed that quantitative evaluations on usability, search process, price adequacy, re-visit intention, diversity of design, and satisfaction of design was scored low overall. Furthermore, this study acquired insight about consumer-tailored 3D printing services through constructive suggestions on multi-language support, openness of manufacturing process, simultaneous operation of online and offline sites, design-oriented consumer-tailored manufacturing service, services that ensure delivery safety and product durability, and surface finishing services. This study is expected to provide a wide range of opinions not only on 3D printing service platform development but also on related industry and research.

A Study on Real-time Tracking Method of Horizontal Face Position for Optimal 3D T-DMB Content Service (지상파 DMB 단말에서의 3D 컨텐츠 최적 서비스를 위한 경계 정보 기반 실시간 얼굴 수평 위치 추적 방법에 관한 연구)

  • Kang, Seong-Goo;Lee, Sang-Seop;Yi, June-Ho;Kim, Jung-Kyu
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.48 no.6
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    • pp.88-95
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    • 2011
  • An embedded mobile device mostly has lower computation power than a general purpose computer because of its relatively lower system specifications. Consequently, conventional face tracking and face detection methods, requiring complex algorithms for higher recognition rates, are unsuitable in a mobile environment aiming for real time detection. On the other hand, by applying a real-time tracking and detecting algorithm, we would be able to provide a two-way interactive multimedia service between an user and a mobile device thus providing a far better quality of service in comparison to a one-way service. Therefore it is necessary to develop a real-time face and eye tracking technique optimized to a mobile environment. For this reason, in this paper, we proposes a method of tracking horizontal face position of a user on a T-DMB device for enhancing the quality of 3D DMB content. The proposed method uses the orientation of edges to estimate the left and right boundary of the face, and by the color edge information, the horizontal position and size of face is determined finally to decide the horizontal face. The sobel gradient vector is projected vertically and candidates of face boundaries are selected, and we proposed a smoothing method and a peak-detection method for the precise decision. Because general face detection algorithms use multi-scale feature vectors, the detection time is too long on a mobile environment. However the proposed algorithm which uses the single-scale detection method can detect the face more faster than conventional face detection methods.

A Comparative study on difference in life satisfaction and user behavior of N-screen Service (N스크린 서비스의 이용행태와 삶의 만족도 비교연구)

  • Chang, Hyung-Jun;Kim, Dong-Woo;Kim, Kwang-Ho
    • Journal of Digital Convergence
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    • v.13 no.10
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    • pp.59-68
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    • 2015
  • This study compared and analyzed the connection use, using behaviors and life satisfaction of paid users and free users in accordance with the business models of convergence N-screen service providers. It also analyzed factors that influence users' satisfaction at a personal life level, a relationship-based life level and a group-based life level. The study result showed the different connection use levels of broadcast contents by paid and free users of the N-screen service have a statistically significant meaning. The result also showed the personal satisfaction level of paid users is higher than that of free users. It also turned out that factors that influence life satisfaction differ according to whether or not the users paid for the service. Also, academic background and content consumption expenses affected life satisfaction level of free users while connection use of broadcast contents affected the one of paid users. This study provided an insight on the current domestic N-screen market situation and suggested business strategies which could help find business models.

A Review of Open Modeling Platform Towards Integrated Water Environmental Management (통합 물환경 관리를 위한 개방형 모델링 플랫폼 고찰)

  • Lee, Sunghack;Shin, Changmin;Lee, Yongseok;Cho, Jaepil
    • Journal of Korean Society on Water Environment
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    • v.36 no.6
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    • pp.636-650
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    • 2020
  • A modeling system that can consider the overall water environment and be used to integrate hydrology, water quality, and aquatic ecosystem on a watershed scale is essential to support decision-making in integrated water resources management (IWRM). In adapting imported models for evaluating the unique water environment in Korea, a platform perspective is becoming increasingly important. In this study, a modeling platform is defined as an ecosystem that continuously grows and provides sustainable values through voluntary participation- and interaction-of all stakeholders- not only experts related to model development, but also model users and decision-makers. We assessed the conceptual values provided by the IWRM modeling platform in terms of openness, transparency, scalability, and sustainability. I We also reviewed the technical aspects of functional and spatial integrations in terms of socio-economic factors and user-centered multi-scale climate-forecast information. Based on those conceptual and technical aspects, we evaluated potential modeling platforms such as Source, FREEWAT, Object Modeling System (OMS), OpenMI, Community Surface-Dynamics Modeling System (CSDMS), and HydroShare. Among them, CSDMS most closely approached the values suggested in model development and offered a basic standard for easy integration of existing models using different program languages. HydroShare showed potential for sharing modeling results with the transparency expected by model user-s. Therefore, we believe that can be used as a reference in development of a modeling platform appropriate for managing the unique integrated water environment in Korea.

Intelligent Home appliances Power Control using Android and Arduino (안드로이드와 아두이노를 이용한 지능형 가전제품 전력 컨트롤)

  • Park, Sung-hyun;Kim, A-Yong;Kim, Wung-Jun;Bae, Keun-Ho;Yoo, Sang-keun;Jung, Hoe-kyung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.10a
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    • pp.854-856
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    • 2014
  • Has been released of make it possible to control the using for smart devices of a wide variety home appliances and electronics in smart appliances in accordance with the one person multi devices. In addition, is increasing rapidly for the number of the product on cleaning robot and refrigerator, air conditioning, TV, etc. these devices are using the implement up DLNA system. And at home and abroad for development and has provided with Iot and Alljoyn such systems. But currently using home appliances or electronic devices of there are a lot of the operating system non installed than the installed products. In addition, smart appliances do not use for user than buying existing electronic products a lot more. In addition, more occur for smart appliances of that do not use for the user on smart appliances rather than buying existing electronics. In this paper, Suggested and implemented for system of control such as smart devices to existed home appliance on not have an operating system, Using mobile device for want users to quantify the data to transfer from arduino board.

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