• Title/Summary/Keyword: technology platforms

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Cutting-edge Piezo/Triboelectric-based Wearable Physical Sensor Platforms

  • Park, Jiwon;Shin, Joonchul;Hur, Sunghoon;Kang, Chong-Yun;Cho, Kyung-Hoon;Song, Hyun-Cheol
    • Journal of Sensor Science and Technology
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    • v.31 no.5
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    • pp.301-306
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    • 2022
  • With the recent widespread implementation of Internet of Things (IoT) technology driven by Industry 4.0, self-powered sensors for wearable and implantable systems are increasingly gaining attention. Piezoelectric nanogenerators (PENGs) and triboelectric nanogenerators (TENGs), which convert biomechanical energy into electrical energy, can be considered as efficient self-powered sensor platforms. These are energy harvesters that are used as low-power energy sources. However, they can also be used as sensors when an output signal is used to sense any mechanical stimuli. For sensors, collecting high-quality data is important. However, the accuracy of sensing for practical applications is equally important. This paper provides a brief review of the performance advanced by the materials and structures of the latest PENG/TENG-based wearable sensors and intelligent applications applied using artificial intelligence (AI)

A Study on the Intent to Accept Online Art Platforms (온라인 미술품 플랫폼 수용 의도에 관한 연구)

  • Lee, Seung-Haeng;Lee, Won-Boo
    • The Journal of the Korea Contents Association
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    • v.22 no.2
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    • pp.630-646
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    • 2022
  • This study examines online art platforms as a new type of informational technology and seeks to verify the impact of the user's perceived value and acceptance of new technologies on the behavioral intention about art platforms. For this, it was conducted to survey 489 users of the online art platform. Several emotional value, functional value, social value, and value for money were selected as perceived value variables, and performance expectancy, effort expectancy, and facilitating conditions were set as variables of new technology adaptation. As evident in the correlation with perceived values, emotional value and social value have a significant impact on all parameters of new technology adaptation, while functional values and value for money only affect facilitating conditions and behavioral intention, respectively. Furthermore, the impact of acceptance of new technologies confirms that performance expectancy and facilitating conditions affect behavioral intention. This study demonstrates the perceived value of online art platform users and the acceptance of new technologies. Therefore, it is expected that platform providers will be able to use it as primary data to understand and reflect user requirements.

Mobile Botnet Attacks - an Emerging Threat: Classification, Review and Open Issues

  • Karim, Ahmad;Ali Shah, Syed Adeel;Salleh, Rosli Bin;Arif, Muhammad;Noor, Rafidah Md;Shamshirband, Shahaboddin
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.9 no.4
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    • pp.1471-1492
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    • 2015
  • The rapid development of smartphone technologies have resulted in the evolution of mobile botnets. The implications of botnets have inspired attention from the academia and the industry alike, which includes vendors, investors, hackers, and researcher community. Above all, the capability of botnets is uncovered through a wide range of malicious activities, such as distributed denial of service (DDoS), theft of business information, remote access, online or click fraud, phishing, malware distribution, spam emails, and building mobile devices for the illegitimate exchange of information and materials. In this study, we investigate mobile botnet attacks by exploring attack vectors and subsequently present a well-defined thematic taxonomy. By identifying the significant parameters from the taxonomy, we compared the effects of existing mobile botnets on commercial platforms as well as open source mobile operating system platforms. The parameters for review include mobile botnet architecture, platform, target audience, vulnerabilities or loopholes, operational impact, and detection approaches. In relation to our findings, research challenges are then presented in this domain.

The Conformity Effect in Online Product Rating: The Pattern Recognition Approach

  • Kim, Hyung Jun;Kim, Songmi;Kim, Wonjoon
    • International Journal of Contents
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    • v.13 no.4
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    • pp.80-87
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    • 2017
  • Since the advent of the Internet, and the development of smart devices, people have begun to spend more time in online platforms; this phenomenon has created a large number of online Words of Mouth (WOM) daily. Under these changes, one of the important aspects to consider is the conformity effect in online WOM; that is, whether an individual's own opinion would be influenced by the majority opinion of other people. This study, therefore, investigates whether there is the conformity effect in online product ratings for Amazon.com using the method called Markov Chain analysis. Markov Chain analysis considers the stochastic process that satisfies the Markov property, and we assume that the generation of online product ratings follows the process. Under the assumption that people are usually independent when they express their opinion in online platforms, we analyze the interdependency among rating sequences, and we find weak evidence that there exists the conformity effect in online product rating. This suggests that people who leave online product ratings consider others' opinions.

An Empirical Analysis of Smartphone Diffusions in a Global Context

  • Cho, Daegon
    • Journal of Contemporary Eastern Asia
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    • v.14 no.1
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    • pp.45-55
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    • 2015
  • This paper examines the diffusion of smartphones with a special emphasis on the diffusive interactions between Apple iOS and Google Android in a global context. Since the two mobile platforms were first introduced in the market, the use of smartphones has skyrocketed, suggesting that the dramatic diffusion of smartphones may be explained in part by the growth and competition of these two platforms. To study this, an extended Bass model is applied to a data set of quarterly smartphone sales between 2008 and 2013 for 15 countries. Our findings suggest that the innovation effect was more salient for iOS than for Android in developed countries, whereas the imitation effect was more striking for Android than for iOS in developing countries. Furthermore, our results from the co-diffusion model suggest that the diffusion of Android negatively affected by the diffusion of iOS, but not vice versa.

Performance Analysis of a Criterion to Verify the Consistency of Measured Angles of Towed Array and Frank Array (예인 선 배열 소나와 선측 배열 소나의 방위각 측정값의 일관성 판별기법의 성능분석)

  • Park, Hyun-Woo;Jung, Tae-Jin;Kwon, Bum-Soo;Lee, Kyun-Kyung
    • Journal of the Korea Institute of Military Science and Technology
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    • v.13 no.2
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    • pp.188-195
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    • 2010
  • Unlike using a single sonar platform, using two different sonar platforms can lead to a considerable increase of acoustic aperture in Passive Ranging Sonar(PRS). Values measured from two sonar platforms shall be consistent in order to allow us to rely on such improved aperture. However, obtaining consistent values from a towed array and a frank array is not always simple due to the heading error occurring at towed array. The objective of this paper is to verify a new criterion analyzing the consistency in the measured values of towed array and frank array through computer simulations.

Dynamic Response Characteristics of Tension Leg Platforms with Flexibility Variations in Waves (굽힘강성 변화에 따른 인장계류식 해양구조물의 동적응답 특성)

  • Lee, Chang-Ho;Choi, Chan-Moon;Hong, Bong ki
    • Journal of the Korean Society of Fisheries and Ocean Technology
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    • v.32 no.2
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    • pp.191-204
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    • 1996
  • The dynamic response characteristics with flexibility variations are examined for presenting the basic data for design of Tension Leg Platforms(TLPs)in waves. A numerical approach is based on the dynamic response analysis theory, in which the superstructure of TLPs is assumed flexible instead of the rigid body assumption used in two-step analysis method. The hydrodynamic interactions among TLP members, such as columns and pontoons are not included in the motion and structural analyse. The equations of motion of a whole structure are formulated using element-fixed coordinate systems which have the origin at the node of the each hull element.

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Performance Evaluation of Real-time Linux for an Industrial Real-time Platform

  • Jo, Yong Hwan;Choi, Byoung Wook
    • International journal of advanced smart convergence
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    • v.11 no.1
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    • pp.28-35
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    • 2022
  • This paper presents a performance evaluation of real-time Linux for industrial real-time platforms. On industrial platforms, multicore processors are popular due to their work distribution efficiency and cost-effectiveness. Multicore processors, however, are not designed for applications with real-time constraints, and their performance capabilities depend on their core configurations. In order to assess the feasibility of a multicore processor for real-time applications, we conduct a performance evaluation of a general processor and a low-power processor to provide an experimental environment of real-time Linux on both Xenomai and RT-preempt considering the multicore configuration. The real-time performance is evaluated through scheduling latency and in an environment with loads on the CPU, memory, and network to consider an actual situation. The results show a difference between a low-power and a general-purpose processor, but from developer's point of view, it shows that the low-power processor is a proper solution to accommodate low power situations.

Implementation of Metaverse User-Avatar Interaction using Real-time Motion Data (실시간 모션 데이터를 활용한 메타버스 사용자-아바타 상호작용 구현)

  • Gang In Lee;Eun Hye Noh;Young Jae Jo;Yong-Hwan Lee
    • Journal of the Semiconductor & Display Technology
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    • v.22 no.4
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    • pp.172-178
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    • 2023
  • With the expansion of metaverse content and hardware platforms, various interactions in the virtual world have been built, raising expectations for an increase in immersion which is a major element of the metaverse. However, among hardware platforms that increase virtual immersion elements, the typical HMD platform can be a barrier to new user inflows due to its high cost. Thus, this paper focused on improving virtual-to-real interactions by extracting motion data using relatively inexpensive webcam equipment in PC environments, utilizing Unity game engines, Photon unity network, multi-platform implementations, and Barracuda neural network inference libraries.

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