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The International Journal of Advanced Smart Convergence

간행물 정보
  • 자료유형
    학술지
  • 발행기관
    국제인공지능학회(구 한국인터넷방송통신학회) [The International Association for Artificial Intelligence]
  • pISSN
    2288-2847
  • eISSN
    2288-2855
  • 간기
    계간
  • 수록기간
    2012 ~ 2025
  • 주제분류
    공학 > 전자/정보통신공학
  • 십진분류
    KDC 326 DDC 380
Volume 12 Number 4 (57건)
No

Culture Information Technology (CIT)

31

Design and Implementation of Scent-Supported Educational Content using Arduino

Hye-kyung Kwon, Heesun Kim

국제인공지능학회(구 한국인터넷방송통신학회) The International Journal of Advanced Smart Convergence Volume 12 Number 4 2023.12 pp.260-267

※ 원문제공기관과의 협약기간이 종료되어 열람이 제한될 수 있습니다.

Due to the development of science and technology in the 4th Industrial Revolution, a variety of content is being developed and utilized through educational courses linked to digital textbooks. Students use smart devices to engage in realistic virtual learning experiences, interacting with the content in digital textbooks. However, while many realistic contents offer visual and auditory effects like 3D VR, AR, and holograms, olfactory content that evokes actual sensations has not yet been introduced. Therefore, in this paper, we designed and implemented 4D educational content by adding the sense of smell to existing content. This implemented content was tested in classrooms through a curriculum-based evaluation. Classes taught with olfactory-enhanced content showed a higher percentage of correct answers compared to those using traditional audio-visual materials, indicating improved understanding.

32

The representative branch of ICT education is Arduino. However, there are various problems when teaching using Arduino. Arduino requires a complex understanding of hardware and software, and this can be perceived as a difficult course, especially for beginners who are not familiar with programming or electronics. Additionally, the process of connecting the pins of the Arduino board and components must be accurate, and even small mistakes can lead to project failure, which can reduce the learner's concentration and interest in learning Arduino. Existing Arduino learning content consists of text and images in 2D format, which has limitations in increasing student understanding and immersion. Therefore, in this paper analyzes the necessary conditions for sprouting 'growing kidney beans' in the first semester of the fourth grade of elementary school, and builds an automated experimental environment using Arduino. Augmented reality of the pin connection process was designed and produced to solve the difficulties when building an automation system using Arduino. After 3D modeling Arduino and components using 3D Max, animation was set, and augmented reality (AR) content was produced using Unity to provide learners with more intuitive and immersive learning content when learning Arduino. Augmented reality (AR)-based Arduino learning content production is expected to increase educational effects by improving the understanding and immersion of classes in ICT education using Arduino and inducing fun and interest in physical computing coding education.

33

The purpose of this paper is to understand and express emotions and experiences from the perspective of others through empathy, which is crucial for maintaining social relationships. The smooth formation of interpersonal relationships through the physical activity of children with disabilities holds significant meaning. Children with disabilities often lack opportunities for interaction with their peers compared to typical children, and the absence of effective communication methods poses difficulties in forming relationships. Therefore, this study aimed to investigate the effects of a movement education program on enhancing empathy in children with disabilities. The program was implemented for 12 weeks from April to June 2023, involving five children with disabilities. The movement education program comprised 12 topics, encompassing physical, emotional, and cognitive domains. Empathy was measured in two areas: cognitive empathy and emotional empathy. The results indicated improvement in both cognitive and emotional empathy after the program compared to the pre-assessment. The rate of progress varied depending on the type and severity of the disability, but overall, positive changes in the development of empathy were observed. Through this research, it is hoped that movement programs can be practically utilized as a valuable resource.

34

A Study of Artificial Intelligence Generated 3D Engine Animation Workflow

Chenghao Wang, Jeanhun Chung

국제인공지능학회(구 한국인터넷방송통신학회) The International Journal of Advanced Smart Convergence Volume 12 Number 4 2023.12 pp.286-292

※ 원문제공기관과의 협약기간이 종료되어 열람이 제한될 수 있습니다.

This article is set against the backdrop of the rapid development of the metaverse and artificial intelligence technologies, and aims to explore the possibility and potential impact of integrating AI technology into the traditional 3D animation production process. Through an in-depth analysis of the differences when merging traditional production processes with AI technology, it aims to summarize a new innovative workflow for 3D animation production. This new process takes full advantage of the efficiency and intelligent features of AI technology, significantly improving the efficiency of animation production and enhancing the overall quality of the animations. Furthermore, the paper delves into the creative methods and developmental implications of artificial intelligence technology in real-time rendering engines for 3D animation. It highlights the importance of these technologies in driving innovation and optimizing workflows in the field of animation production, showcasing how they provide new perspectives and possibilities for the future development of the animation industry.

35

In recent years, with the rapid development of real-time rendering technology, the quality of the images produced by real-time rendering has been improving, and its application scope has been expanded from games to animation and advertising and other fields. This paper analyses the development status of real-time rendering technology in 3D animation by investigating the 3D animation market in China, which concludes that the number of 3D animations in China has been increasing over the past 20 years, and the number of 3D animations using real-time rendering has been increasing year by year and exceeds that of 3D animations using offline rendering. In this study, a real-time rendering and offline rendering 3D animation are selected respectively to observe the screen effect of characters, special effects and environment props, and analyse the advantages and disadvantages of the two rendering technologies, and finally conclude that there is not much difference between real-time rendering 3D animation and offline rendering 3D animation in terms of quality and the overall sense of view, and due to the real-time rendering of the characteristics of the WYSIWYG, the animation designers can better focus on the creation of art performance. Real-time rendering technology has a good development prospect and potential in 3D animation, which paves the way for designers to create 3D content more efficiently.

36

A Study on the Usability of Digital Humans in New Media Contents

Jihan Kim, Jeanhun Chung

국제인공지능학회(구 한국인터넷방송통신학회) The International Journal of Advanced Smart Convergence Volume 12 Number 4 2023.12 pp.300-305

※ 원문제공기관과의 협약기간이 종료되어 열람이 제한될 수 있습니다.

This thesis is a study of content development utilizing media outlets to date through digital humans. The trend of global content is that the video content industry, including the character business, is growing. Lil Michela, who was selected as one of the 25 most influential people on the Internet by Time magazine in 2018, Nasua, who appeared in a SK Telecom commercial, and Rosie, who appeared in a Shinhan Bank commercial, are representative. Digital humans, which are driving new content, are computer-generated human characters with various characteristics and are referred to as virtual humans, metahumans, and cyber humans. With the rise of the metaverse after COVID-19, digital humans are being utilized in various forms such as media and marketing as an element of visual content. In the form of media, we can see that the boundaries between the offline and digital worlds are converging, and in the form of marketing, we can see that digital humans connect consumers and products more naturally. In the form of interaction, it is possible to achieve two-way communication through various methods of operation, and through these factors, it is possible to go beyond behavioral communication in the form of memorialization to emotional communication through AI technology. What can be seen through these processes is that through the currently developing digital human production methods and AI functions, not only experts but also non-experts can create quality contents, and new directions of contents will appear, and contents that can provide immediate feedback by bringing consumers and creators closer together have been studied.

37

A Case Study on Digital Interactive Training Content <Tamagotchi> and <Peridot>

DongHee Choi, Jeanhun Chung

국제인공지능학회(구 한국인터넷방송통신학회) The International Journal of Advanced Smart Convergence Volume 12 Number 4 2023.12 pp.306-313

※ 원문제공기관과의 협약기간이 종료되어 열람이 제한될 수 있습니다.

Having pet is one of the activities people living in modern society do to relieve stress and find peace of mind. Currently, the object of companion animals has moved beyond being a real 'living entity' and has developed to a stage where the animal's upbringing process can be enjoyed in a virtual space by being programmed in digital content. This paper studies detailed elements such as character design, interaction, and realism of 'Tamagotchi (1996)', which can be said to be the beginning of digital training content, and 'Peridot (2023)', a recently introduced augmented reality-based training content. The point was that it was training content using portable electronic devices. However, while the environment in the electronic device in which Tamagotchi's character exists was a simple black and white screen, the environment in which Peridot's character operates has been changed to the real world projected on the screen based on augmented reality. Mutual communication with characters in Tamagotchi remained a response to pressing buttons, but in Peridot, it has advanced to the point where you can pet the characters by touching the smartphone screen. In addition, through object and step recognition, it was confirmed that the sense of reality had become more realistic, with toys thrown by users on the screen bouncing off real objects. We hope that this research material will serve as a useful reference for the development of digital training content to be developed in the near future.

38

A Comparative Study on Female Character Design in Disney Animation

DaYun Kang, Jeanhun Chung

국제인공지능학회(구 한국인터넷방송통신학회) The International Journal of Advanced Smart Convergence Volume 12 Number 4 2023.12 pp.314-320

※ 원문제공기관과의 협약기간이 종료되어 열람이 제한될 수 있습니다.

This paper examines how the design of female characters in Disney animations is evolving over time, and explores whether these changes are related to the social status of women in modern society. We analyze in detail how Disney's female character design has undergone changes in form, characteristics, and personality with the transition from 2D animation to 3D animation, and show that the change in perception of women in modern society is behind this change. It shows. It deals with changes in the design and personality of female characters, focusing on major Disney animation works before and after 2010. Starting with the movie <Rapunzel>, released in 2010, female characters showed stronger and more active characteristics and changed from traditional Disney princesses. Disney is bringing about this social change by breaking away from the image of an independent woman and showing the growth process of overcoming hardships based on one's abilities and the support of one's family, as well as the increasing number of female characters of various races and appearances. The conclusion was reached that it shows a conscious and active willingness to accept it.

39

The current rapid development of artificial intelligence technology has involved all aspects of the production field. The development of various algorithms and programs has pushed artificial intelligence to a new peak. Due to its complexity and diversity in the field of architectural design, the positive impact of artificial intelligence technology on architectural design is discussed from the perspective of conceptual design. For museums, which are one of the increasingly popular public facilities, the introduction of artificial intelligence technology has provided certain help in assisting the conceptual design of the museum. This article analyzes the theoretical and practical support of artificial intelligence technology in improving conceptual design, analyzing the architectural appearance, structural layout, materials, etc., to increase the feasibility and practicality of assisting conceptual design. It has certain reference significance for building a modern, advanced, international and interactive modern museum.

40

Breaking the fourth wall is a very popular concept right now, and depictions of breaking the barrier between virtuality and reality are often used in game advertising. In VR games, game manufacturers describe the experience after breaking the fourth wall as an experiencer who will be completely immersed in the virtual world, as if they are actually living in the virtual world. At the same time, research in the field of traditional drama also shows that breaking the fourth wall can also bring a sense of alienation to the player, allowing the experiencer to clearly realize that he and the character are in a completely different world, and to conduct aesthetic criticism of related works of art.So why there are two completely different feelings after breaking the fourth wall will be the content of this article. This article will focus on the theoretical analysis of the relationship between two different cognitions and two completely different cognitions after breaking the fourth wall. Finally, it will be analyzed from three directions: game perspective, game art style, and different world views of the game. Finally, it was concluded that when players break the fourth wall in the game, these three factors will cause the experiencer to have two completely different cognitions.

41

A research model was developed in this study from previous research to illustrate the relationship among perceived scarcity, assumed expensiveness of art products, perceived functional value, perceived symbolic value as well as purchase for self and others. 639 valid cases who have experienced NFT art products have been collected for data analyses. The R software has been chosen for analysis. The results have revealed that perceived scarcity was positively related to perceived functional value and perceived symbolic value, but it was assumed that the expensiveness of art products was not significantly related to perceived functional value or perceived symbolic value. Moreover, functional value was significantly related to the purchase intention of both self and others, while symbolic value only was significantly affected by the purchase intention of others. The results of this study have provided managerial implications for future studies.

42

The purpose of this study is to empirically grasp the relationship between website immersion and website attitude by the attribute factors of the Taekwondo information website and provide it as basic data for effective operation of the Taekwondo information website. The subjects of this study were Taekwondo athletes enrolled in high schools and universities affiliated with the Korean Taekwondo Association, and the sampling method was sampled using the convient sampling method, a non-probability sampling method. Of the 820 questionnaires finally obtained, 789 were processed using PASW Statistics 20.0 and AMOS, except for 31 that were deemed to have poor respondents' contents or were not valuable as data. For data analysis, the statistical analysis techniques used in this study were frequency analysis, factor analysis, Cronbach's α test, correlation analysis, and structural equation model analysis (SEM), and the significance level of the research hypothesis was α=.It was verified at 05. The following conclusions were drawn through such research methods and procedures. First, information, entertainment, structure, cognition, searchability, and connectivity of Taekwondo information website attributes affect website immersion. Second, website immersion is affecting website attitudes.

43

This paper explores notable shifts in the restaurant startup market following the lifting of social distancing measures. Key trends identified include an escalated interest in startups, a heightened focus on the quality and diversity of food, a relative decline in the importance of delivery services, and a growing interest in specific industry sectors. The study's data collection spanned three years, from April 2021 to May 2023, encompassing the period before and after social distancing. Data were sourced from a range of online platforms, including blogs, news sites, cafes, web documents, and intellectual forums, provided by Naver, Daum, and Google. From this collected data, the top 50 words were identified through a refinement process. The analysis was structured around the social distancing application period, comparing data from April 2021 to April 2022 with data from May 2022 to May 2023. These observed trend changes provide founders with valuable insights to seize new market opportunities and formulate effective startup strategies. In summary, We offer crucial insights for founders, enabling them to comprehend the evolving dynamics in food service startups and to adapt their strategies to the current market environment.

44

A study on the Performance of Hybrid Normal Mapping Techniques for Real-time Rendering

ZhengRan Liu, KiHong Kim, YuanZi Sang

국제인공지능학회(구 한국인터넷방송통신학회) The International Journal of Advanced Smart Convergence Volume 12 Number 4 2023.12 pp.361-369

※ 원문제공기관과의 협약기간이 종료되어 열람이 제한될 수 있습니다.

Achieving realistic visual quality while maintaining optimal real-time rendering performance is a major challenge in evolving computer graphics and interactive 3D applications. Normal mapping, as a core technology in 3D, has matured through continuous optimization and iteration. Hybrid normal mapping as a new mapping model has also made significant progress and has been applied in the 3D asset production pipeline. This study comprehensively explores the hybrid normal techniques, analyzing Linear Blending, Overlay Blending, Whiteout Blending, UDN Blending, and Reoriented Normal Mapping, and focuses on how the various hybrid normal techniques can be used to achieve rendering performance and visual fidelity. performance and visual fidelity. Under the consideration of computational efficiency, visual coherence, and adaptability in different 3D production scenes, we design comparative experiments to explore the optimal solutions of the hybrid normal techniques by analyzing and researching the code, the performance of different hybrid normal mapping in the engine, and analyzing and comparing the data. The purpose of the research and summary of the hybrid normal technology is to find out the most suitable choice for the mainstream workflow based on the objective reality. Provide an understanding of the hybrid normal mapping technique, so that practitioners can choose how to apply different hybrid normal techniques to the corresponding projects. The purpose of our research and summary of mixed normal technology is to find the most suitable choice for mainstream workflows based on objective reality. We summarized the hybrid normal mapping technology and experimentally obtained the advantages and disadvantages of different technologies, so that practitioners can choose to apply different hybrid normal mapping technologies to corresponding projects in a reasonable manner.

45

Previous research has demonstrated that happy moods are known to promote feeling-based processing, whereas sad moods promote reason-based processing. The current research investigates a boundary condition for the effects of a happy mood on feeling-based decision making. This research proposes that the level of control (low vs. high) one exercises in a happy situation can promote a greater reliance on feelings (vs. reasons) in making judgments and decisions. Specifically, we hypothesize that (1) a happy individual in a situation where control level is low (vs. high) will be more likely to choose a cognitively (vs. affectively) superior option (hypothesis 1), and (2) a happy individual in a situation where control level is low (vs. high) will exert reason- (vs. feeling-) based processing (hypothesis 2). Consistent with the hypothesis 1, the results of two experiments show that happy individuals are more likely to choose cognitively versus affectively superior options in a situation where control level is low (vs. high). Moreover, the mediation analysis confirms that happy individuals are more likely to rely on cognitive, reason-based decision making when their control level is low, which supports the hypothesis 2.

Bio or medical Information Technology (BIT)

46

The importance of wearing respiratory protective equipment has been highlighted even more during the COVID-19 pandemic. Even if the suitability of respiratory protection has been confirmed through testing in a laboratory environment, there remains the potential for leakage points in the respirators due to improper application by the wearer, damage to the equipment, or sudden movements in real working conditions. In this paper, we propose a method to detect the occurrence of leak holes by measuring the pressure changes inside the mask according to the wearer's breathing activity by attaching an IoT sensor to a full-face respirator. We designed 9 experimental scenarios by adjusting the degree of leak holes of the respirator and the breathing cycle time, and acquired respiratory data for the wearer of the respirator accordingly. Additionally, we analyzed the respiratory data to identify the duration and pressure change range for each breath, utilizing this data to train a neural network model for detecting leak holes in the respirator. The experimental results applying the developed neural network model showed a sensitivity of 100%, specificity of 94.29%, and accuracy of 97.53%. We conclude that the effective detection of leak holes can be achieved by incorporating affordable, small-sized IoT sensors into respiratory protective equipment.

47

This study investigated changes in salivary cortisol, lactic acid, and heart rate along the route during walking exercise in a forest environment for the purpose of reducing stress. Walking exercise in a forest environment was conducted on a Hill Type (Distance: 800m, Average slope 25°, Altitude 112m) and Step Type (Distance: 800m, Average slope 25°, Altitude 114m) routes for 10 female college students in their 20s. The subjects were asked to walk at a speed of 60 bpm. The resulting changes in salivary cortisol, lactate, and average heart rate during exercise were compared and analyzed using Repeated Measurement two-way ANOVA, and the maximum heart rate during exercise and average heart rate at rest were compared and analyzed using paired t-test, and the following results were obtained. First, there was no significant difference in salivary cortisol depending on the type and period of the forest, but it tended to gradually decrease. Second, there was a significant difference in lactic acid depending on the type and period, and it was higher in Step Type. Third, there was a significant difference in the average heart rate during exercise, and it was higher in Step Type. Fourth, there was a significant difference in maximum heart rate during exercise, and it was higher in Step Type. Fifth, there was no significant difference in average heart rate during rest. In summary, walking exercise in a forest environment can be effective for stress reduction for female college students in their 20s, but it appears that forest routes should be selected according to physical strength level, and walking exercise in a forest environment for long periods of time is not recommended. For this purpose, it is suggested that it is appropriate to select the Hill Type route.

48

Ten women in their 20s and 10 women in their 50s were selected to investigate the effect of an elastic band exercise program for 8 weeks according to age on women's knee speed expression rate and balance. Knee isokinetic muscle strength measurement, single-legged standing with eyes closed, and YBT were performed 1 week before and after the exercise program. The measured data were analyzed through a mixed design two-way ANOVA, and if there was a significant difference, post hoc verification was performed using the bonferoni method. In our study, as a result of an 8-week elastic band exercise program, there was no difference in the speed development rate according to the measurement period, and the speed development rate according to age was found to be higher in people in their 50s than in their 20s. In our study, there was no difference in balance ability depending on the measurement period, and there was also no difference in balance ability depending on age. Discussing the results of our study, we found that 8 weeks of elastic band exercise cannot bring about significant changes in speed development ability and balance ability, which become more accurate with age.

49

The purpose of this study is to identify the level of safety perception, ethical awareness, and safety activities of nursing students for patients, and to identify the correlation and impact between them. The research design is a descriptive survey study, and the subject of the study were 197 nursing college students in G City. Safety perception, ethical awareness, and safety activity tools were used for, and the data collection period was from October 17 to 28 in 2022. T-test, one-way ANOVA, Pearson’s correlation coefficient, Regression analysis were used to analyze data. The result of the study indicated that the average level of safety perception of nursing students was 3.72 points, the average ethical awareness of patients, professional work, and cooperators perceived by nursing students was 3.04 points, and the safety activities of nursing students were 4.20 points. In the case of safety awareness and ethics awareness, r=.327, a significant positive correlation, in the case of safety awareness and safety activities, r=.399, significant positive correlation, ethics awareness and safety activities as r=.296. And so on these results showed that high safety perception increases safety activities, and high ethical awareness increases safety activities. Therefore, we need practical and step-by-step convergence education to equip nursing students with patient safety nursing capabilities. To this end, a safer environment will be created if the social support network for the systematic application of safety education is well formed.

50

This study examined the importance of screening for changing bodybuilding and fitness category. The screening criteria for bodybuilding, the background and reason for the creation of new bodybuilding and fitness items, the screening criteria for new items, and the use of drugs were described. The current bodybuilding gives high marks to excessive muscles and excessive diet conditions, and new bodybuilding category have been newly established in line with the recent global trend of pursuing natural beauty over abnormally excessive muscles, and the screening criteria also prioritize the balance of ideal and overall muscles to fit your height and weight. In addition, fitness events such as physique and bikini are gaining popularity with the establishment because they focus on not excessive muscles and natural elements of the body that ordinary people can challenge. Since athletes as well as ordinary people are using drugs to increase muscles and suffer side effects, IFBB(International Federation of BodyBuilding) and KBBF(Korea Body Building Federation) should consider and improve the current bodybuilding screening standards that avoid excessive muscles, and it is believed that bodybuilding and fitness events will develop only when strict punishment and continuous anti-doping education are carried out.

51

The purpose of this study was to investigate the muscle activity of the lower extremity during driver swing in three-foot positions (Feet Open Stance, Feet Straight Stance, Lead Foot Open Stance). The electromyograms of gastrocnemius, tibialis anterior, and vastus lateralis during swing were measured and analyzed in three sections (take away - back swing, back swing - down swing, and down swing - follow swing). There was no significant difference in muscle activity according to foot position. Muscle activity according to phase was significantly higher in right gastrocnemius and tibialis anterior, and the left and right vastus lateralis in down swing - follow swing. In conclusion, the difference in muscle activity according to foot position is insignificant, and it is considered that the muscle activity to maintain the balance of the body increases toward the end of swing.

52

Enhancing Acute Kidney Injury Prediction through Integration of Drug Features in Intensive Care Units

Gabriel D. M. Manalu, Mulomba Mukendi Christian, Songhee You, Hyebong Choi

국제인공지능학회(구 한국인터넷방송통신학회) The International Journal of Advanced Smart Convergence Volume 12 Number 4 2023.12 pp.434-442

※ 원문제공기관과의 협약기간이 종료되어 열람이 제한될 수 있습니다.

The relationship between acute kidney injury (AKI) prediction and nephrotoxic drugs, or drugs that adversely affect kidney function, is one that has yet to be explored in the critical care setting. One contributing factor to this gap in research is the limited investigation of drug modalities in the intensive care unit (ICU) context, due to the challenges of processing prescription data into the corresponding drug representations and a lack in the comprehensive understanding of these drug representations. This study addresses this gap by proposing a novel approach that leverages patient prescription data as a modality to improve existing models for AKI prediction. We base our research on Electronic Health Record (EHR) data, extracting the relevant patient prescription information and converting it into the selected drug representation for our research, the extended-connectivity fingerprint (ECFP). Furthermore, we adopt a unique multimodal approach, developing machine learning models and 1D Convolutional Neural Networks (CNN) applied to clinical drug representations, establishing a procedure which has not been used by any previous studies predicting AKI. The findings showcase a notable improvement in AKI prediction through the integration of drug embeddings and other patient cohort features. By using drug features represented as ECFP molecular fingerprints along with common cohort features such as demographics and lab test values, we achieved a considerable improvement in model performance for the AKI prediction task over the baseline model which does not include the drug representations as features, indicating that our distinct approach enhances existing baseline techniques and highlights the relevance of drug data in predicting AKI in the ICU setting.

Environmental Information Technology (EIT)

53

One of the basic tasks in the automobile manufacturing process is to design a bare chassis, which is the basic frame of a vehicle, and a bracket is a member connecting various devices to the frame. Bracket, which is a member connecting the engine, transmission, and suspension, which are the core devices of driving and operating the vehicle, to the frame, must maintain safety during vehicle operation. If the bracket connecting the various devices constituting the vehicle to the frame does not have durability, serious accidents may occur during operation of the vehicle. In this study, we performed stress analysis on the brackets installed in the bare chassis of the 25-passenger bus in the development stage. Based on the stress analysis performed, an improved bracket dimension was proposed.

54

Global warming is causing abnormal climates such as floods, droughts, and typhoons all over the world. According to some scientists, carbon dioxide emitted from automobiles is the main cause of global warming. To cope with this, each country is making efforts to replace the existing fossil fuel-powered engine-driven cars with electric vehicles. In order to commercialize small electric vehicles in Korea, it is necessary to solve many problems such as improvement of hill climbing capacity and improvement of power performance. In this study, we propose a proprietary model for a continuously variable transmission(CVT) of a small electric vehicle that can be operated on hills, in which a spring is mounted on a driving pulley and a driven pulley. A prototype of the CVT model using a spring was manufactured and attached to a small electric vehicle body.

55

This study presents a paper on the implementation of a Raspberry Pi-based educational smart farm system. It confirms that in a real smart farm environment, the control of temperature, humidity, soil moisture, and light intensity can be smoothly managed. It also includes remote monitoring and control of sensor information through a web service. Additionally, information about intruders collected by the Pi camera is transmitted to the administrator. Although the cost of existing smart farms varies depending on the location, material, and type of installation, it costs 400 million won for polytunnel and 1.5 billion won for glass greenhouses when constructing 0.5ha (1,500 pyeong) on average. Nevertheless, among the problems of smart farms, there are lax locks, malfunctions to automation, and errors in smart farm sensors (power problems, etc.). We believe that this study can protect crops at low cost if it is complementarily used to improve the security and reliability of expensive smart farms. The cost of using this study is about 100,000 won, so it can be used inexpensively even when applied to the area. In addition, in the case of plant cultivators, cultivators with remote control functions are sold for more than 1 million won, so they can be used as low-cost plant cultivators.

56

A Study on Agricultural Machine Sharing Application

Min-jeong Koo

국제인공지능학회(구 한국인터넷방송통신학회) The International Journal of Advanced Smart Convergence Volume 12 Number 4 2023.12 pp.464-469

※ 원문제공기관과의 협약기간이 종료되어 열람이 제한될 수 있습니다.

The government has set the mechanization of paddy agriculture as a national task, aiming to achieve over 70% by 2025. The main objective is to stabilize the farming costs of rural households due to the aging and feminization of rural areas, as well as the shortage of agricultural labor. In response to this, the Korea Rural Economic Institute operates a farm machinery rental business. However, there are challenges in selecting and managing rental machinery, including issues related to labor, costs, verification, and time. Additionally, there is a limit to upgrades, and overseas models are being imported and used for transplanters and rice planters, which do not conform to domestic standards and face maintenance difficulties. In order to solve the difficulties of the agricultural machine rental business, we intend to develop an application that shares domestic and foreign machines purchased and used by individuals at a low cost and use them in gun-level administrative districts.

57
 
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