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Performance Comparison of VRS and FKP Network RTK User According to Baseline Length (기선 거리에 따른 VRS와 FKP 방식의 Network RTK 사용자 성능 비교)

  • Lim, Cheolsoon;Park, Byungwoon
    • Journal of Advanced Navigation Technology
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    • v.24 no.6
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    • pp.540-548
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    • 2020
  • In this paper, the performances of virtual reference station (VRS) and flächen korrektur parameter (FKP) based Network real time kinematics (RTK) according to baseline length were compared and analyzed. We applied the VRS and FKP corrections for each baseline length obtained from National Geographic Information Institute Network RTK services to an FKP-supported commercial receiver and analyzed the RTK results in the range and position domains. In the case of VRS, RTK performance was degraded due to the spatial error, which increase in proportion of the baseline length. On the other hand, FKP compensates for spatial errors by using the gradients of dispersive and non-dispersive errors, so it showed stable RTK performance compared to VRS even if the baseline length increases up to 130 km. However, in the case of long baseline of 150 km or more, integer ambiguities were incorrectly fixed due to the decrease in the performance of the FKP corrections.

A Study on the Implementation of gamification in Mobile Payment Services (모바일 페이먼트 서비스의 게임화 구현에 관한 연구)

  • Chen, Tzu-Ying;Pan, Young-Hwan
    • Journal of the Korea Convergence Society
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    • v.13 no.4
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    • pp.213-226
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    • 2022
  • The importance of gamification is garnering increased attention in the corporate world. Gamification refers to using game mechanics and thinking patterns in non-game domains to promote user engagement. By reviewing the definition of gamification and related literary research, we aim to understand how to put theory into practice and determine the organization of gamification's main features. Next, in order to understand the current implementation methods of mobile payment gamification marketing. We analyze popular mobile payment apps as case studies. To examine the effectiveness of game mechanics on mobile payment marketing to determine whether there is a positive impact on brand loyalty and stickiness. The results are used to identify shortcomings in gamified mobile payment systems. Finally, we propose a gamification framework model for mobile payments and offer recommendations for underutilized game mechanics based on previous cases. Future research can reference our model for deeper studies on the effectiveness and impact of gamified mobile payments.

A Study on the Multi-sensor Toilet (다중센서 양변기에 관한 연구)

  • Lim, Jeong-Been;Park, Nam-Ki;Choi, Bo-Gyeom;Kim, Yeon-Koung;Kim, Jae-Wook
    • The Journal of the Korea institute of electronic communication sciences
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    • v.17 no.1
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    • pp.201-206
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    • 2022
  • In this paper, a flushing system with automatic opening and closing function of the toilet cover was studied. It works by an infrared sensor attached to the cover is detected or not. When the infrared sensor of the open function detects it, the servomotor is driven on the toilet cover to raise the cover, and when the infrared sensor with the close function detects the infrared sensor, the cover is set to be lowered. A tilt sensor is attached to the inside of the cover to operate when the cover goes down, and when this is activated, the servomotor connected to the toilet lever opens the stopper of the supply port and sends water down. In addition, we minimized the inconveniences for the next user when they use the toilet by using the non-contact water level sensor and LED function to notice the water is clogged during the flushing process. Also, we implemented UV-LED function to prevent bacterial growth while the toilet is closed.

The effect of e-commerce platform characteristics on users' purchasing behavior-A case study with Chinese customers (전자상거래 플랫폼 특성이 중국 이용자의 구매행동에 미치는 영향 연구)

  • Shang, Xiao-Li
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.8
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    • pp.1238-1247
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    • 2022
  • The e-commerce market is growing faster as demand for non-face-to-face shopping increases due to COVID-19. These changes lead to the expansion of various opportunities for consumers, but companies are required to understand consumer characteristics and reflect them in their sales strategies so that they can be competitive in the market. This study examined how the perceived ease and utility of consumers affect the intention to use the platform according to the technology acceptance model (TAM). As a result, it was confirmed that the price competitiveness, awareness, and ease of use of the platform had a significant effect on the utility. In addition, it was confirmed that there was no moderating effect of user characteristics on the effect of ease of use on the platform intention. These results present important implications for a company's sales strategy, and in future studies, it is necessary to expand the study in consideration of more diverse variables.

Appraisal Method for Similarity of Large File Transfer Software (대용량 파일 전송 소프트웨어의 동일성 감정 방법)

  • Chun, Byung-Tae
    • Journal of Software Assessment and Valuation
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    • v.17 no.1
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    • pp.11-16
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    • 2021
  • The importance of software is increasing due to the development of information and communication, and software copyright disputes are also increasing. In this paper, the source of the submitted programs and the files necessary for the execution of the program were taken as the scope of analysis. The large-capacity file transfer solution program to be analyzed provides additional functions such as confidentiality, integrity, user authentication, and non-repudiation functions through digital signature and encryption of data.In this paper, we analyze the program A, program B, and the program C. In order to calculate the program similarity rate, the following contents are analyzed. Analyze the similarity of the package structure, package name, source file name in each package, variable name in source file, function name, function implementation source code, and product environment variable information. It also calculates the overall similarity rate of the program. In order to check the degree of agreement between the package structure and the package name, the similarity was determined by comparing the folder structure. It also analyzes the extent to which the package structure and package name match and the extent to which the source file (class) name within each package matches.

NOMA Transmission Scheme using MU-MIMO and STBC (MU-MIMO와 STBC를 적용한 NOMA 전송 기법)

  • Bangwon, Seo
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.1
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    • pp.45-50
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    • 2023
  • In order to improve a total system throughput when a base station (BS) transmits data to user equipments (UEs), we propose a scheme to apply multiuser multiple-input multiple-output (MU-MIMO), space-time block coding (STBC), and non-orthogonal multiple access (NOMA) together. An MU-MIMO is applied to two UEs near the BS and STBC is applied to a UE far from the BS because of the difficulty of obtaining the channel information. Also NOMA is applied to differentiate the data from the near UE and the far UE. Two orthognal precoding vectors are used for the MU-MIMO UEs and it causes no interference between them. The STBC technique with the two procoding vectors are also used for the far UEs. Through performance analysis and simulation, we show that the proposed scheme has higher total system throughput than the conventional ones.

A Study on Human-Centered IT Utilization in Caring for Elderly People Who Live Alone (독거노인 돌봄에 있어 인간중심의 IT 활용방안에 관한 연구)

  • Choi, So-Yun
    • Journal of Digital Convergence
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    • v.20 no.2
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    • pp.455-462
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    • 2022
  • This study was conducted to find ways to utilize human-centered IT in caring for elderly people who live alone. Through focus group interviews with experts, this study investigated the problems with delivery system, and ethical issues. Problems such as lack of trust, supplier-centered care, and uniform service provision were derived as major problems in the delivery system. These findings indicate that IT should be used as an auxiliary means of face-to-face services and to be controllable and convenient. Issues such as "guaranteeing the right to self-determination," "protecting privacy," "sufficiently guaranteeing the right to know," and "encompassing blind spots" were raised as important ethical issues related to human-centered IT utilization. Based on the research results, this study presented the necessity of designing user-centered information technology and the necessity of developing ethical indicators for the use of human-centered technology.

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.

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.

Design of O2O service platform using BLE beacon (BLE 비콘을 활용한 O2O 서비스 플랫폼의 설계)

  • Yoon, Dong-Eon;Oh, Am-Suk
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.25 no.11
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    • pp.1457-1462
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    • 2021
  • Untact order payment has become a new normal since the COVID-19. BLE beacon is a technology that supports low-power wireless communication within 70 meters without Bluetooth pairing and is specialized for indoor positioning. Therefore, it is suitable for building and providing O2O services beyond B2C and B2B services. However, beacons have a lower utilization rate because they have fewer platforms than wifi that support long-distance wireless communication. Therefore, this paper aims to provide more convenient non-face-to-face related services than before by designing and proposing an O2O service platform using BLE beacons. When scanning beacons, not only does it receive advertising data that beacons have, but it also ensures that the actual distance between the user's terminal and beacons is accurately calculated. Through accurate location, the O2O service platform will be able to provide users with store information, such as coupons and discounts, museum exhibits, and traffic information at the right time.