The analysis of visitor's behavior in Hallasan National Park was executed for a month in september, 1990. In the characteristics of trip purpose, the nature-oriented motive was 68.9% of the total. And in the characteristics of the accompanied, the ratio of such items as company, friends,2-3 persons and above 12 persons was generally high. The ratio of lunch box was 62.7% and the item of bring back waste treatment was 69.6% in the characteristic of activity. The degree of landscape satisfaction was 3.98 and comparatively high on considering the maximum degree of 5.0, but in the degree of facility, the degree of dissatisfaction was high. Therefore the degree of total satisfaction was 3.43. In the opinion of users, the entrance by order of arrival, the adoption of reserved system and the limitation of the entrance of a group were gen- orally objected but the adoptation of nature rest-rotation system was comparatively assented Specially, visitor center was rarely used but many visitor who has attended there positively think about it. In factor analysis, 4 factors were extracted. Facilitate, social. user behavior and natural property were the most affecting factor to psychological satisfaction test. Multiple regression results showed that cleanness, land-scape, safety, no. of wastebasket and crowdness items affected the total satisfaction variable in total and local area.
Service-Oriented Architecture(SOA) is an method to develop applications by developing and publishing reusable services which potentially be used in various applications, and discovering and composing right services dynamically. SOA adopts a paradigm of publish-discover-invoke, which is considerably different from object-oriented and component-based development(CBD) approaches. The service in SOA is different from function in procedural programming, object in object-oriented programming, and component in CBD, and its fundamental requirement is a high level of reusability and applicability. In SOA, service providers and service consumers are loosely coupled since the providers try to develop reusable services and the consumers try to locate right services without knowing much about the providers and their published services. Moreover, the process of searching, choosing and invoking right services is not presented in conventional programming paradigms. Therefore, conventional approaches to developing user interfaces and invoking the functionality on servers through JSP, and RMI in object-oriented programming cannot well be applicable to designing clients’ programs in SOA. Therefore, there is a high demand for a practical and systematic process for developing clients’ applications, and the such a process should be devised by considering key characteristics of services and SOA. However, little work on this area is known to date, and there has not a process for client side just except few guide lines for developing service client. In this paper, we propose a practical and systematic development process for developing clients' applications in SOA. Then, we define instructions for carrying out each activity in the process. To show the applicability of the proposed work, we show the result of applying our process in developing a services application for searching and booking hotels.
Seo, Kyung-Seok;Lee, Ryong;Jang, Yong-Hee;Kwon, Yang-Jin
Spatial Information Research
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v.18
no.2
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pp.57-65
/
2010
Users often visit many stores while comparing the products for purchasing products or products related to it. Given a service providing location information of these stores, users can make their purchase efficiently because of reducing the time and effort they spent for wandering around and obtaining new purchase opportunities by knowing a kind of relevant stores near there. In this paper, for the purpose of providing relevant stores information efficiently, we suggest an Ambient Service Model that consists of three layers: "structured(purchase-related) information space", "real space", and "ambient information space". In the model, stores information collected from the web is grouped and structured automatically by relationships in terms of purchase. And users search relevant stores information by using an Ambient Query that is created by their context in real space. Finally, users obtain relevant stores information that is in the form of hierarchy structure on map interface. Then, users can search other kinds of relevant stores information additionally by using hierarchy structure. Consequently, It is possible to develope a service that users can obtain relevant stores information intuitively without complex search processes through the model. Also, we expect that the model can be used for developing services that provide objects information related to various objects besides stores.
Journal of the Korean Institute of Landscape Architecture
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v.44
no.4
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pp.35-44
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2016
Two primary tools to study park use are surveys and direct observation. Existing methods, however, are limited in terms of considerable costs in both time and money and the personal bias of respondents or observers. These limitations result in a lack of efficient, reliable, and affordable tools to investigate park use. This study explores the reliability and usability of unmanned aerial vehicles(UAVs) to explore park use in urban parks in Busan metropolitan city. By comparing with a systematic observation tool, SOPARC(System for Observing Play and Recreation in Communities), this study finds that the number of park users observed by two different techniques are highly correlated and not significantly different with each other. In addition, both methods show a high level of test-retest reliability. Comparing to existing methods, the UAV-using observation tool could cover larger target areas and is suitable to count park users in a more reliable and efficient way and map their use patterns, although it is weak in collecting detailed user information and surveying under poor conditions such as rain. Thus, the UAV method could complement direct observation. This study suggests practical implications of a UAV method to study park use.
Journal of the Korea Academia-Industrial cooperation Society
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v.15
no.5
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pp.2946-2952
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2014
The purpose of this study is to provide some basic information for elderly driving safety, by analyzing the current state. This study analyzed 128 survey questionnaires given to senior welfare center user in P city and evaluated Montreal Cognitive Assessment Korean Version(MoCA-K) and Neurobehavioral Cognitive Status Examination(NCSE) for checked 41 owner drivers by questionnaires. 32% of total elderly persons was owner driver, and 56.1% of elderly drivers was driving everyday. 56.1% of elderly persons was driving for 1-2hours per day. 46.3% of elderly persons was using a car for leisure activity and 31.7% of elderly drivers was experienced a car accident. As cognitive function evaluation, some elderly drivers showed scores lower than average in subcategories of cognitive functions for driving a car. So, methodical evaluation system for accurate evaluation of deficit ability and driving re-education system will be required for safety driving of elderly person. In future, a legal approach of government as driver licence management and renewal system will be required for safety driving of elderly person.
Journal of the Korea Academia-Industrial cooperation Society
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v.20
no.10
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pp.1-6
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2019
As mobile technologies such as Internet of Things (IoT)-based smart homes and financial technologies (FinTech) are developed, authentication by smart devices is used everywhere. As a result, presence-based biometric authentication using smart devices has become a new mainstream in knowledge-based authentication methods like the existing passwords. The electrocardiogram (ECG) is less prone to forgery, and high-level personal identification is its unique feature from among various biometric authentication methods, such as the pulse, fingerprints, the face, and the iris. Biometric authentication using an ECG is receiving a great deal of attention due to its uses in healthcare and FinTech. In this study, we implemented an ECG authentication system that allows users to easily measure and authenticate their ECG waveforms using a miniaturized wearable device, rather than a large and expensive measurement device. The implemented ECG authentication system identifies ECG features through P-Q-R-S-T feature point identification, and was user-certified under the proposed authentication protocols. Finally, assessment of measurements in a majority of adult males showed a relatively low false acceptance rate of 1.73%, and a low false rejection rate of 4.14%, in a stable normal state. In a high-activity state, the false acceptance rate was 13.72%, and the false rejection rate was 21.68%. In a high-heart rate state, the false acceptance rate was 10.48%, and the false rejection rate was 11.21%.
In the past, the government made a total of 357 hydrophilic districts into parks to create rest areas in the national river with the four major river projects. According to the results of the survey, 60 water-friendly districts with low utilization were lifted in January 2017, and 297 water-friendly districts are currently being managed. Local governments are in charge of the maintenance costs necessary to maintain these hydrophilic districts, which require considerable costs, so it is necessary to accurately grasp the characteristics and needs of local residents at the operation stage after designation. In this study, the characteristics of local residents in the hydrophilic district were analyzed by correlating social factors with river users, crawling social network data to analyze visit patterns, and derived related Keywords, and analyzed the characteristics of the hydrophilic district. The study target areas are Samrak and Daejeo Ecological Park, located downstream of the Nakdonggang River. Social factors analyzed real estate transaction price data, economic activity income, households, stress perception rate, and pet breeding status through public data provided by Statistics Korea, and analyzed user visit patterns and image keywords on weekends.
The aim of this study is to consider the possibility of learning polite expressions of English using the mobile application Naver Band. To improve communicative competence, students need to develop sociolinguistic competence as well as grammatical and discourse competence. To be accordant to social context, the roles of the participants, and the purpose of the interaction, students have to make an appropriate utterance. When a hearer has a higher social status and is older than a speaker, or have low levels of familiarity, Korean native speaker tends to use polite expressions. Students need to learn polite expressions of English because English has a different honorific system from Korean. To realize the characteristics and function of polite language is one thing, but to learn it in a real classroom is another. This study attempts to apply the use of a mobile application, which is considered a user-friendly tool for students, into learning polite language using the UK historical drama, Downton Abbey. Two tests were administered to an experimental group that used the mobile application and a control group that used group work. The results of the two tests show that the use of the mobile application has a positive effect on learning polite expressions and is effective as an after-school activity. In an open-ended questionnaire, students tend to identify polite expressions as superior or high-level language forms and separate these forms from practical expressions. It should be noted as well that teachers need to consider instructing in modern English when using a historical drama in the teaching and learning of polite expressions.
This paper confirms whether the movement or specific operation of the muscles in the process of transferring a person from the brain can find a signal showing an essential feature of a certain part of the brain. As a rule, the occurrence of EEG(Electroencephalogram) changes when a signal is received from a specific action or from an induced action. These signals are very vague and difficult to distinguish from the naked eye. Therefore, it is necessary to define a signal for analysis before classification. The EEG form can be divided into the alpha, beta, delta, theta and gamma regions in the frequency ranges. The specific size of these signals does not reflect the exact behavior or intention, since the band or energy difference of the activated frequencies varies depending on the EEG measurement domain. However, if different actions are performed in a specific method, it is possible to classify the movement based on EEG activity and to determine the EEG tendency affecting the movement. Therefore, in this article, we first study the EEG expression pattern based on the activation of the left and right biceps EMG, and then we determine whether there is a significant difference between the EEG due to the activation of the left and right muscles through EEG. If we can find the EEG classification criteria in accordance with the EMG activation, it can help to understand the form of the transmitted signal in the process of transmitting signals from the brain to each muscle. In addition, we can use a lot of unknown EEG information through more complex types of brain signal generation in the future.
Journal of the Korea Society of Computer and Information
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v.25
no.12
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pp.279-291
/
2020
It has already been a few years since the word Fintech in Korea started to attract attention. These days, they believed that Fintech was just a boom, but these days it is recognized as a catalyst for financial transformation. Large venture companies are also launching demonstration experiments by creating new organizations that can respond to Fintech. It feels like a big tide is coming to the cautious and conservative financial industry. Finance is made up of digital information. Fintech is an evolutionary process in which finance, expressed by digital information, is transformed into information technology (IT) and human economic activities are reorganized. It is FinTech. You won't be able to understand the real effects of Fintech by sticking to individual applications like remittance payments or household account book services. Fintech is an innovation that changes the structure of economic activity itself. In fact, it is from now on that a big impact will come. In other words, now is the time when we are thinking of a dream that we have not yet dreamed of. In this paper, I will examine how fintech originated, spread to Korea, and how it intends to change Korea's finance in the future. Financial institutions have used the fruits of information technology advances in the direction of pursuing stability and stability, without major changes in the way they work. However, the movement of Fintech that started in Silicon Valley in the United States shows that the fruit can be used in other directions. The fruit of technological progress is expected to expand year by year in the future. It is a request of the times to use it to improve user convenience and to pursue innovation that is beneficial to society. We expect the flow of Fintech to accelerate innovation in the Korean financial industry.
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