• Title/Summary/Keyword: smart convergence

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A Study on UX-centered Smart Office Phone Design Development Process Using Service Design Process (서비스디자인 프로세스를 활용한 UX중심 오피스 전화기 디자인개발 프로세스 연구)

  • Seo, Hong-Seok
    • Science of Emotion and Sensibility
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    • v.25 no.1
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    • pp.41-54
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    • 2022
  • The purpose of this study was to propose a "user experience (UX)-centered product development process" so that the product design development process using the service design process can be systematized and used in practice. In a situation in which usability research on office phones is lacking compared to general home phones, this study expands to a product-based service design point of view rather than simple product development, intending to research ways to provide user experience value through office phone design in smart office. This study focused on extracting UX-centered user needs using the service design process and developing product design that realizes user experience value. In particular, the service design process was applied to systematically extract user needs and experience value elements in the product development process and to discover ideas that were converged with product-based services. For this purpose, the "Double Diamond Design Process Model," which is widely used in the service design field, was adopted. In addition, a product design development process was established so that usability improvement plans, user experience value elements, and product-service connected ideas could be extracted through a work-flow in which real users and people from various fields participate. Based on the double diamond design process, in the "Discover" information collection stage, design trends were identified mainly in the office phone markets. In the "Define" analysis and extraction stage, user needs were analyzed through user observation, interview, and usability survey, and design requirements and user experience issues were extracted. Persona was set through user type analysis, and user scenarios were presented. In the "Develop" development stage, ideation workshops and concept renderings were conducted to embody the design, and people from various fields within the company participated to set the design direction reflecting design preference and usability improvement plans. In the "Deliver" improvement/prototype development/evaluation stage, a working mock-up of a design prototype was produced and design and usability evaluation were conducted through consultation with external design experts. It is meaningful that it established a "UX-centered product development process" model that converged with the existing product design development process and service design process. Ultimately, service design-based product design development process was presented so that I Corp.'s products could realize user experience value through service convergence.

A study for improvement of far-distance performance of a tunnel accident detection system by using an inverse perspective transformation (역 원근변환 기법을 이용한 터널 영상유고시스템의 원거리 감지 성능 향상에 관한 연구)

  • Lee, Kyu Beom;Shin, Hyu-Soung
    • Journal of Korean Tunnelling and Underground Space Association
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    • v.24 no.3
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    • pp.247-262
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    • 2022
  • In domestic tunnels, it is mandatory to install CCTVs in tunnels longer than 200 m which are also recommended by installation of a CCTV-based automatic accident detection system. In general, the CCTVs in the tunnel are installed at a low height as well as near by the moving vehicles due to the spatial limitation of tunnel structure, so a severe perspective effect takes place in the distance of installed CCTV and moving vehicles. Because of this effect, conventional CCTV-based accident detection systems in tunnel are known in general to be very hard to achieve the performance in detection of unexpected accidents such as stop or reversely moving vehicles, person on the road and fires, especially far from 100 m. Therefore, in this study, the region of interest is set up and a new concept of inverse perspective transformation technique is introduced. Since moving vehicles in the transformed image is enlarged proportionally to the distance from CCTV, it is possible to achieve consistency in object detection and identification of actual speed of moving vehicles in distance. To show this aspect, two datasets in the same conditions are composed with the original and the transformed images of CCTV in tunnel, respectively. A comparison of variation of appearance speed and size of moving vehicles in distance are made. Then, the performances of the object detection in distance are compared with respect to the both trained deep-learning models. As a result, the model case with the transformed images are able to achieve consistent performance in object and accident detections in distance even by 200 m.

A study on improving self-inference performance through iterative retraining of false positives of deep-learning object detection in tunnels (터널 내 딥러닝 객체인식 오탐지 데이터의 반복 재학습을 통한 자가 추론 성능 향상 방법에 관한 연구)

  • Kyu Beom Lee;Hyu-Soung Shin
    • Journal of Korean Tunnelling and Underground Space Association
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    • v.26 no.2
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    • pp.129-152
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    • 2024
  • In the application of deep learning object detection via CCTV in tunnels, a large number of false positive detections occur due to the poor environmental conditions of tunnels, such as low illumination and severe perspective effect. This problem directly impacts the reliability of the tunnel CCTV-based accident detection system reliant on object detection performance. Hence, it is necessary to reduce the number of false positive detections while also enhancing the number of true positive detections. Based on a deep learning object detection model, this paper proposes a false positive data training method that not only reduces false positives but also improves true positive detection performance through retraining of false positive data. This paper's false positive data training method is based on the following steps: initial training of a training dataset - inference of a validation dataset - correction of false positive data and dataset composition - addition to the training dataset and retraining. In this paper, experiments were conducted to verify the performance of this method. First, the optimal hyperparameters of the deep learning object detection model to be applied in this experiment were determined through previous experiments. Then, in this experiment, training image format was determined, and experiments were conducted sequentially to check the long-term performance improvement through retraining of repeated false detection datasets. As a result, in the first experiment, it was found that the inclusion of the background in the inferred image was more advantageous for object detection performance than the removal of the background excluding the object. In the second experiment, it was found that retraining by accumulating false positives from each level of retraining was more advantageous than retraining independently for each level of retraining in terms of continuous improvement of object detection performance. After retraining the false positive data with the method determined in the two experiments, the car object class showed excellent inference performance with an AP value of 0.95 or higher after the first retraining, and by the fifth retraining, the inference performance was improved by about 1.06 times compared to the initial inference. And the person object class continued to improve its inference performance as retraining progressed, and by the 18th retraining, it showed that it could self-improve its inference performance by more than 2.3 times compared to the initial inference.

A Study on Production of Broadcasting New Media Style Guide (방송사 뉴미디어 스타일 가이드 제작에 관한 연구)

  • Kim, Kyung-Yoon;Jung, Hoe-Kyung
    • Journal of Digital Convergence
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    • v.12 no.9
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    • pp.379-385
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    • 2014
  • N-Screen era is held due to the cloud computing technology which access to contents anytime, anywhere without any persistent. In the broadcast industry, this broadcast contents is rapidly serviced by variety of media devices such as PC, Smart phone, Tablet, App, IPTV. To Increase the usefulness and usability of the platform, same brand identity have to be maintain by devices and integrated guide which can encompass a variety of media are needed. This study tries to figure out the need of New Media Style Guide to keep brand identity in a variety of new media beyond previously Web style guide which limited in the Web pages. First, Integrated Guide GEL of BBC's and Web style guide of KBS was analyzed. Through the analysis it was found that the limitations and problem of the current web style guide and then suggested the improvement direction. In addition, this study tried to find which design elements should be made for new media style guides through in-depth interview with practitioners who work in broadcast media industry for more than three years. Through the research it was understood the current status of integrated brand identity and found a way to improve forward to new media platforms of KBS.

LTE Spectrum Policy: Focused on the OECD 12 Countries (이동통신 LTE 주파수 정책: 주요국 사례를 중심으로)

  • Jun, Soo-Yeon;Jeong, In-Jun
    • Journal of Digital Convergence
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    • v.12 no.8
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    • pp.1-18
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    • 2014
  • Recently, many of the mobile network operators or telcos are introducing the LTE service in order to effectively cope with an explosive increasing mobile traffics due to an expansion of the use of smart phones. The 1.8GHz, 2.6GHz, and 800MHz band classes are most widely used for LTE. In particular, the 1.8GHz band class is the most useful one in terms of the reusability of the existing (2G) network, global harmonization, bandwidth, eco-system of equipments and devices, and so on. In recent years, major countries in the world have allocated the 1.8GHz band spectrum in a wide bandwidth unit suitable for the upcoming LTE-Advanced service. This paper surveyed the 1.8GHz band spectrum allocation policies of the 12 OECD countries, including Republic of Korea. From the survey, we have found that they rebuilt or refarmed the existing holders' bands, recovered the public (i.e., military)-use bands, and allocated the bands in a wide bandwidth and in an equal or similar size.

On the Influence of Branded-app Usage and Motivation on Brand Attitudes, Satisfaction and Intention to Repeat Usage (브랜드앱 이용동기가 브랜드 태도와 만족도 및 지속적 사용의도에 미치는 영향에 관한 연구)

  • Park, Keun-Young;Lee, Chull Young;Kim, Jin-Hee
    • Journal of Digital Convergence
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    • v.14 no.5
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    • pp.157-163
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    • 2016
  • With the rapid expansion of smart-phone based brand app and its marketing implementations, the marketers stake much resources in the success of brand apps so that they are able to reinforce the user satisfaction and intention for repeat use. The purpose of this paper is to understand the characteristics underlying the brand applications and to analyze the usage and attitudes of the users. Self-administered survey on the research variables for respondents of 20-49 age group was conducted and the results as follow. The results are as follows the consumers are more satisfied with its usefulness, entertainment, and design attributes of the brand app. They tend to keep using a brand app that contains useful contents and great entertainment elements. Marketers thus need to reflect those elements when developing and distributing a brand app in order to meet the needs of their customers. The study results would help marketing firms find new competitive edges by providing basic insight for new competition strategies for brand app development.

The Relationship between Work-Family Facilitation and Organizational Commitment: Moderating Effect of Perceived Organizational Support (일-가정 촉진과 조직몰입 간의 관계: 조직지원인식의 조절효과)

  • Jung, Se-Hee;Son, Ah-Jin;Cha, Yunsuk
    • Journal of Digital Convergence
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    • v.11 no.12
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    • pp.229-236
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    • 2013
  • This study defined that the construct of work-family is not the opposite meaning but the construct having positive synergy effects each other. For more meaningful implications to HR partitioner in the era of smart working, Data collection was done from the manufacturing companies in Kyungsangnamdo and hierarchical regression was conducted. we investigated the relationship between work-family facilitation and organizational commitment and moderating effect of perceived organizational support between work-family facilitation and organizational commitment. Based on the result, we have proposed some implications. First, we should study more detail processes between work-family facilitation and organizational commitment not only continuous commitment but also affective and normative commitment. Second, we could know that not only work-family balance but also work-family facilitation could positively impact on organizational commitment, there when we design the job of employees, we should consider the family issues of job holder.

A Study on the Solutions to overcome the obstacles of Digital comics contents industry development (디지털만화산업 발전의 장애요인과 활성화방안 연구)

  • Kim, Soo-Young;Ha, Kyu-Soo
    • Journal of Digital Convergence
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    • v.11 no.12
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    • pp.709-723
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    • 2013
  • This study aims to diagnose the present condition of the Digital comics industry, including the "webtoon", which is receiving attention as the new Korean wave (Hallyu) cultural content, and explore ways to vitalize these contents. Considering the fact that the distribution rate of smart devices in Korea is the highest in the world as of June 2013, and that comics as contents have been known to show the easiest and fastest adaptation to changes in the media, the Digital comics industry is certainly an area with high expected growth, but its actual size of the industry shows a very low growth rate compared to other digital contents. This study analyzes the present condition of the Digital comics industry through theoretical and precedent study, and deducts 7 major factors that inhibit the growth of Digital comics industry by summing up the industry structure through making surveys of major businesses in the industry. Further, problems and possible solutions of the digital comics industry are discussed through in-depth interviews with total 10 digital comics industry experts. Building a ecosystem based charged service, realizing a total management system, government support and improvements on restrictions are discussed as solutions to a sustained growth of the Digital comics industry.

3-D Beam Steering Antenna for Intelligent Beam-reconfigurable System (지능형 빔 재구성 시스템을 위한 3-D 빔 조향 안테나)

  • Lee, Chang Yong;Kim, Yong-Jin;Jung, Chang Won
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.13 no.10
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    • pp.4773-4779
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    • 2012
  • In this paper we propose two types of reconfigurable 3-D beam steering antenna for intelligent or smart antenna system. Proposed antennas are composed of triangular(structure1.) or circuler(structure2.) loop structure and bended dipole antenna structure. This antenna can steer beam pattern of 6 direction at xy-plane state (0, 1, 2) and xz-plane state (3, 4, 5) by 4 switch motion with one antenna element. Antenna structure1. is symmetric equilibrium structures based on feeding point. There is no grounding point. As a result, designed antenna's gain is similar to dipole antenna. Also, As unbalanced structure by using CPWG in the form of a semicircular, structure2. is enhanced directivity. The operation frequency of antenna are 2.5 GHz(Structure1.) and 2.55 GHz(Structure2.), maximum gain is 1.04 ~ 2.06 dBi(Structure1. : Omni-directional beam), 1.6 ~ 4 dBi(structure2. : Directional beam). The overall HPBW is about over $160^{\circ}$ in the both of the xy-plane and xz-plane at structure1. and over $125^{\circ}$ at structure2.

Emotion fusion video communication services for real-time avatar matching technology (영상통신 감성융합 서비스를 위한 실시간 아바타 정합기술)

  • Oh, Dong Sik;Kang, Jun Ku;Sin, Min Ho
    • Journal of Digital Convergence
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    • v.10 no.10
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    • pp.283-288
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    • 2012
  • 3D is the one of the current world in the spotlight as part of the future earnings of the business sector. Existing flat 2D and stereoscopic 3D to change the 3D shape and texture make walking along the dimension of the real world and the virtual reality world by making it feel contemporary reality of coexistence good show. 3D for the interest of the people has been spreading throughout the movie which is based on a 3D Avata. 3D TV market of the current conglomerate of changes in the market pioneer in the 3D market, further leap into the era of the upgrade was. At the same time, however, the modern man of the world, if becoming a necessity in the smartphone craze new innovation in the IT market mobile phone market and also has made. A small computer called a smartphone enough, the ripple velocity and the aftermath of the innovation of the telephone, the Internet as much as to leave many issues. Smartphone smart phone is a mobile phone that can be several functions. The current iPhone, Android. In addition to a large number of Windows Phone smartphones are released. Above the overall prospects of the future and a business service model for 3D facial expression as input avatar virtual 3D character on camera on your smartphone camera to recognize a user's emotional expressions on the face of the person is able to synthetic synthesized avatars in real-time to other mobile phone users matching, transmission, and be able to communicate in real-time sensibility fused video communication services to the development of applications.