• Title/Summary/Keyword: smart convergence

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A Study on the New Freight Charging Model for Parcel Service (택배서비스의 새로운 택배요금 모델에 관한 연구)

  • Song, Young-sim;Park, Hyun-Sung
    • Journal of Digital Convergence
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    • v.19 no.5
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    • pp.135-144
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    • 2021
  • In Korea, the parcel delivery service is showing a high growth rate every year thanks to the activation of e-commerce, but the courier unit price continues to drop. Due to the low cost of parcel delivery, there is a need for improvement to normalize courier rates due to deterioration in profitability for couriers, deterioration in service for consumers, and overwork and accidents for workers. In this study, a rational rate system model and a systematic approach were presented. The study method modeled the chargeable weight by reflecting the voulumatirc weight and revenue ton by the volume and weight of the cargo, and presented a new parcel freight charge model based on the cost of delivery. In addition, a rate-determining support system was developed that can be easily, conveniently and reasonably determined on-site. In the demonstration, the rate difference was determined by relying on weight rather than volume, and 63.5% for personal courier and 40% for B2C courier were found to be inadequate. This study could be used as an alternative to solving side effects and problems at the delivery site, in the urgent need for research on ways to improve delivery prices.

Research on the Dynamic Application of Cultural and Creative Products based on Museum Resources (박물관 자원에 기초한 문화 창작물의 활성화 응용 연구)

  • Qi, xiao;Pan, Younghwan;Jang, Wan-Sok
    • Journal of the Korea Convergence Society
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    • v.13 no.2
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    • pp.151-166
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    • 2022
  • Museum is the carrier and symbol of history and cultural accumulation, and the museum cultural relics are clues with the spirit of history. Moreover, the museum cultural and creative products are portable history. Museum has changed form the traditional "object-basic" model to the modern "people-basic" model, which pays more attention to its living inheritance. Therefor, the museum cultural and creative products is also the way of expression of its living inheritance. This paper analyzes the opportunities and difficulties of cultural and creative products of Chinese museums by means of network survey, field survey and expert interview. In order to improve the design method of cultural and creative products. By exploring the cultural connotation, broadening the functional factors, innovating the design factors and creating the empathy factor between products and people to explore and the verify. Trying to make up the imperfect design methods of cultural and creative products in small and medium-sized museums which leads to the lack of function, innovation and communication of cultural and creative products. We try to attract more people's attention, spread traditional culture and realize the resonance between people and objects.

"Hey Alexa, Would You Create a Color Palette?" UX/UI Designers' Perspectives on Using Natural Language to Interact with Future Intelligent Design Assistants ("알렉사, 색상 팔레트를 만들어줄 수 있어?" 지능형 디자인 비서와 자연어로 협업을 수행할 UX/UI 디자이너의 생각)

  • Bertao, Renato Antonio;Joo, Jaewoo
    • Journal of the Korea Convergence Society
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    • v.12 no.11
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    • pp.193-206
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    • 2021
  • Artificial Intelligence (AI) has been inserted into people's lives through Intelligent Virtual Assistants (IVA), like Alexa. Moreover, intelligent systems have expanded to design studios. This research delves into designers' perspectives on developing AI-based practices and examines the challenges of adopting future intelligent design assistants. We surveyed UX/UI professionals in Brazil to understand how they use IVAs and AI design tools. We also explored a scenario featuring the use of Alexa Sensei, a hypothetical voice-controlled AI-based design assistant mixing Alexa and Adobe Sensei characteristics. The findings indicate respondents have had limited opportunities to work with AI, but they expect intelligent systems to improve the efficiency of the design process. Further, majority of the respondents predicted that they would be able to collaborate creatively with AI design systems. Although designers anticipated challenges in natural language interaction, those who already adopted IVAs were less resistant to the idea of working with Alexa Sensei as an AI design assistant.

Study On the Development of Convenience Evaluation Tool for Mobile VR Device (모바일 VR 디바이스의 사용편의성 평가도구 개발에 관한 연구)

  • Seo, Ji-Young;Jang, Joong-Sik
    • Journal of the Korea Convergence Society
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    • v.12 no.11
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    • pp.221-228
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    • 2021
  • This study was conducted to improve the convenience of design of mobile VR devices use in a way binds smart phones. Research on traditional mobile VR devices is insufficient. So the first survey was conducted on users 100 to understand the current status and status of mobile VR devices. As a result, it was found that the satisfaction with the convenience of use was significantly lowered, and countermeasures were needed. Then, a second survey of 30 Heavy Users was conducted to find out specific usability and problems of mobile VR devices. Through this, problems, ease of use, and other opinions of mobile VR devices were found. The survey results were analyzed through the Descriptive Statistics Act, and it was found that improvement was urgent due to low satisfaction with wearing and network. In-depth interviews were conducted with the same respondents. As with the problems derived first, problems such as wearing satisfaction, excessive head weight for long-term use, and lack of content could be found. Based on the previous studies, the focus group interview consisting of 6 experts derived the ease of use evaluation element. It consists of elements that can satisfy the convenience of use of mobile VR devices for creation, wearing satisfaction, network, morphology, learning, and spatiality, and has a total of 26. Using this evaluation elements, it is intended to provide better ease of use to users who will use the mobile VR device.

A Study on the Generation of Fouling Organism Information Based Aids to Navigation (항로표지 기반의 부착생물 정보 생성에 관한 연구)

  • Shin-Girl Lee;Chae-Uk Song;Yun-Ja Yoo;Min Jung
    • Journal of the Korean Society of Marine Environment & Safety
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    • v.29 no.5
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    • pp.456-461
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    • 2023
  • The Korea Maritime Environment Corporation is conducting a comprehensive survey of the national marine ecosystem under the commission of the Ministry of Oceans and Fisheries (MOF) to ensure continuous use of the ocean, preserve and manage the marine ecosystem. The survey has set major peaks to investigate changes in the marine ecosystem around the Korean Peninsula. However as the peak has been set around the coast, it is necessary to expand the scope of investigation to encompass offshore areas. Meanwhile, the Aids to Navigation Division of the MOF supports a comprehensive national marine ecosystem survey providing photographs of fouling organisms during the Aids to Navigation lifting inspection, however, the photographs are provided only in consultation with the Korea Maritime Environment Corporation. Therefore, a study was conducted to generate information on fouling organisms using deep learning-based image processing algorithms by the lifting Aids to Navigation and dorsal buoys so that Aids to Navigation could be used as the major component of a comprehensive national marine ecosystem. If the Aids to Navigation are used as the peak of the survey, they could serve as fundamental data to enhance their own value as well as analyze abnormal marine conditions and ecosystem changes in Korea.

Study on Wearable Health Care Devices Function Using Quantified Self - Focusing on Cardio-cerebrovascular Disease - (수치화 된 자아를 활용한 헬스케어 웨어러블 디바이스 기능 분석 - 심뇌혈관 질환 중심으로 -)

  • Lee, Ye Rim;Jung, Jung Ho
    • Design Convergence Study
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    • v.16 no.5
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    • pp.1-20
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    • 2017
  • Cardio-cerebrovascular disease is one of the chronic diseases that often attack people in Korea, and in fact, it ranks second in terms of death rate. This disease can be prevented by improving lifestyle, usual health care is important. But, in Korea most of the prevention or management programs adopt passive methods like using guide books or giving lectures, so it is not very effective in preventing the disease. Presently, the smart health care market is being developed in Korea and overseas. As an example, quantified self is being spread through wearable devices which are intended to measure each individual's health conditions and quantify body data into numbers for bettering habits. Accordingly, this author will explore and discuss wearable health care devices so as to prevent and manage cardio-cerebrovascular disease in a more active way. First, this study has classified wearable health care devices presently commercialized or related with cardio-cerebrovascular disease into wrist, clothes, or attaching types by the way of their attachment and analyzed them. After that, summing that up, this author performed cross-tabulations with other ways of preventing cardio-cerebrovascular disease. This will contribute to improving one's health care behavior about disease more actively and also work as an active interdisciplinary mechanism in research dealing with how to prevent disease afterwards.

A Study on Gamification Marketing based on Social Network Service (소셜네트워크 서비스 기반 게이미피케이션 마케팅 연구)

  • Moon, Ha Na;Park, Seung Ho
    • Design Convergence Study
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    • v.15 no.2
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    • pp.17-35
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    • 2016
  • Along with popularization of smart phone and routinization of social network service, enterprises are using several social network services as a marketing channel to raise brand awareness and conduct PR. Enterprises have been utilizing an element of 'Gamification' representing a functional aspect and emotional pleasure of a game in order to attract users' attention and increase their voluntary participation since the early social network service marketing. However, social network service system contains functional roles of Gamification components rather than they function separately. Hence, this research intends to examine Gamification elements of social network service and characteristics occurred when enterprise uses several social network services as a marketing channel. Besides, it aims at suggesting a marketing guideline for Gamification based on social network that may induce users' interest and increase an immersion effect. Firstly, this study examined concepts and characteristics of social network service and Gamification centered on literature research. Secondly, it summarized a game mechanics, dynamics and a fun type of Gamification components. Thirdly, based on theoretical research, it collected Gamification marketing cases of 5 enterprises including 'Coca Cola Korea', 'Lotte Mart', 'Canon Korea', "Kolon Sports' and 'Uniqlo Korea' that utilize more than 3 of 4 social network services including 'Kakao Story', 'Band', 'Facebook' and 'Instagram' used the most in our nation, analyzing characteristics of Gamification marketing and deriving a suggestion. Finally, it suggested a guideline for Gamification and social network service to build a foundation for a Gamification marketing plan through social network service.

A Study on the Interior Design of a Dog-Friendly Hotel Using Deepfake DID for Alleviation of Pet loss Syndrome

  • Hwang, Sungi;Ryu, Gihwan
    • International Journal of Advanced Culture Technology
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    • v.10 no.1
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    • pp.248-252
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    • 2022
  • The environment refers to what is surrounded by something during human life. This environment is related to the way humans live, and presents various problems on how to perceive the surrounding environment and how the behaviors that constitute the environment support the elements necessary for human life. Humans have an interest in the supportability of the environment as the interrelationship increases as humans perceive and understand the environment and accept the factors supported by the environment. In space, human movement starts from one space to the next and exchanges stimuli and reactions with the environment until reaching a target point. These human movements start with subjective judgment and during gait movement, the spatial environment surrounding humans becomes a collection of information necessary for humans and gives stimulation. will do. In this process, in particular, humans move along the movement path through movement in space and go through displacement perception and psychological changes, and recognize a series of spatial continuity. An image of thinking is formed[1]. In this process, spatial experience is perceived through the process of filtering by the senses in the real space, and the result of cognition is added through the process of subjective change accompanied by memory and knowledge, resulting in human movement. As such, the spatial search behavior begins with a series of perceptual and cognitive behaviors that arise in the process of human beings trying to read meaning from objects in the environment. Here, cognition includes the psychological process of sorting out and judging what the information is in the process of reading the meaning of the external environment, conditions, and material composition, and perception is the process of accepting information as the first step. It can be said to be the cognitive ability to read the meaning of the environment given to humans. Therefore, if we can grasp the perception of space while moving and human behavior as a response to perception, it will be possible to predict how to grasp it from a human point of view in a space that does not exist. Modern people have the theme of reminiscing dog-friendly hotels for the healing of petloss syndrome, and this thesis attempts to approach the life of companions.

Automatic Electronic Medical Record Generation System using Speech Recognition and Natural Language Processing Deep Learning (음성인식과 자연어 처리 딥러닝을 통한 전자의무기록자동 생성 시스템)

  • Hyeon-kon Son;Gi-hwan Ryu
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.3
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    • pp.731-736
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    • 2023
  • Recently, the medical field has been applying mandatory Electronic Medical Records (EMRs) and Electronic Health Records (EHRs) systems that computerize and manage medical records, and distributing them throughout the entire medical industry to utilize patients' past medical records for additional medical procedures. However, the conversations between medical professionals and patients that occur during general medical consultations and counseling sessions are not separately recorded or stored, so additional important patient information cannot be efficiently utilized. Therefore, we propose an electronic medical record system that uses speech recognition and natural language processing deep learning to store conversations between medical professionals and patients in text form, automatically extracts and summarizes important medical consultation information, and generates electronic medical records. The system acquires text information through the recognition process of medical professionals and patients' medical consultation content. The acquired text is then divided into multiple sentences, and the importance of multiple keywords included in the generated sentences is calculated. Based on the calculated importance, the system ranks multiple sentences and summarizes them to create the final electronic medical record data. The proposed system's performance is verified to be excellent through quantitative analysis.

Study on Advisory Safety Speed Model Using Real-time Vehicular Data (실시간 차량정보를 이용한 안전권고속도 산정방안에 관한 연구)

  • Jang, JeongAh;Kim, HyunSuk
    • KSCE Journal of Civil and Environmental Engineering Research
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    • v.30 no.5D
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    • pp.443-451
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    • 2010
  • This paper proposes the methodology about advisory safety speed based on real-time vehicular data collected from highway. The proposed model is useful information to drivers by appling seamless wireless communication and being collected from ECU(Engine Control Unit) equipment in every vehicle. Furthermore, this model also permits the use of realtime sensing data like as adverse weather and road-surface data. Here, the advisory safety speed is defined "the safety speed for drivers considering the time-dependent traffic condition and road-surface state parameter at uniform section", and the advisory safety speed model is developed by considering the parameters: inter-vehicles safe stopping distance, statistical vehicle speed, and real-time road-surface data. This model is evaluated by using the simulation technique for exploring the relationships between advisory safety speed and the dependent parameters like as traffic parameters(smooth condition and traffic jam), incident parameters(no-accident and accident) and road-surface parameters(dry, wet, snow). A simulation's results based on 12 scenarios show significant relationships and trends between 3 parameters and advisory safety speed. This model suggests that the advisory safety speed has more higher than average travel speed and is changeable by changing real-time incident states and road-surface states. The purpose of the research is to prove the new safety related services which are applicable in SMART Highway as traffic and IT convergence technology.