• 제목/요약/키워드: 기업용 스마트폰

검색결과 41건 처리시간 0.031초

An Exploratory Study on Consumer Satisfaction and TAM of High Technology Electric Pen Product (전자펜 하이테크 상품의 소비자 만족도와 기술수용모델에 관한 탐색적 연구)

  • Kim, Yeon-Jeong
    • Journal of Digital Convergence
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    • 제17권3호
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    • pp.161-168
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    • 2019
  • The purpose of this study analyze consumer usage characteristics and product development guide of electronic pen based on TAM theory(Davies, 1989). Research methods apply contents analysis(qualitative research) and Activity/Inactivity analysis of main consumer participation. Research results are as follows. Active consumer indicated 30-49 age, male, office job and research fellow. And they suggested stable power supply system, App connected pen function extension, add the modified pen function, advanced data recognition of pen, advanced take note ability and stable grip feeling of pen, selected line width, synchronization improvement with other smart device and charging function. These result indicated the importance product improvement diffusion factor of early market to main market. The future research of electric pen focused on different product strategy between electric pen and smart device connected electric pen.

Anaysis of Small-sized Power Connectors for Mobile Device Batteries (모바일기기 배터리용 초소형 파워 커넥터 해석)

  • Lee, Keun-Myoung;Oh, Ung;Yoo, Sung-Kyu;Song, Byeong-Suk
    • Journal of IKEEE
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    • 제19권1호
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    • pp.101-109
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    • 2015
  • As the number of smartphone users grows, number of applications and the expected overall functionality in a smartphone grow simultaneously. With ever-so increasing expectations comes intense competition to squeeze in myriads of functions in a limited space that is only getting 'slimmer' by the year. In order to achieve this, companies often decrease the size of components in smartphones - battery connectors in particular. While they may fit, smaller battery connectors have their disadvantages due to the heat generated by the high current flow in the circuits. In collaborating with Korea's leading battery connector manufacturers, this research presents current issues and design concepts that should be considered when engineers design power connectors based on their electrical and thermal analysis.

A Study on a Non-Voice Section Detection Model among Speech Signals using CNN Algorithm (CNN(Convolutional Neural Network) 알고리즘을 활용한 음성신호 중 비음성 구간 탐지 모델 연구)

  • Lee, Hoo-Young
    • Journal of Convergence for Information Technology
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    • 제11권6호
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    • pp.33-39
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    • 2021
  • Speech recognition technology is being combined with deep learning and is developing at a rapid pace. In particular, voice recognition services are connected to various devices such as artificial intelligence speakers, vehicle voice recognition, and smartphones, and voice recognition technology is being used in various places, not in specific areas of the industry. In this situation, research to meet high expectations for the technology is also being actively conducted. Among them, in the field of natural language processing (NLP), there is a need for research in the field of removing ambient noise or unnecessary voice signals that have a great influence on the speech recognition recognition rate. Many domestic and foreign companies are already using the latest AI technology for such research. Among them, research using a convolutional neural network algorithm (CNN) is being actively conducted. The purpose of this study is to determine the non-voice section from the user's speech section through the convolutional neural network. It collects the voice files (wav) of 5 speakers to generate learning data, and utilizes the convolutional neural network to determine the speech section and the non-voice section. A classification model for discriminating speech sections was created. Afterwards, an experiment was conducted to detect the non-speech section through the generated model, and as a result, an accuracy of 94% was obtained.

A Porting Technique of WiFi Device on Android Platform (안드로이드 플랫폼에 WiFi 디바이스 탑재 기법)

  • Jeong, Uyeong;Ju, Youngkwan;Jeon, Joongnam
    • Journal of Convergence Society for SMB
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    • 제2권1호
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    • pp.51-58
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    • 2012
  • Android platform is a powerful operating system developed on Linux 2.6 Kernel, and provides many features such as comprehensive libraries, a multimedia environment, and powerful interface for phone applications. Since Android is an open operating system, which can be installed in any vendors's equipments. Current smartphones as well as netbooks, navigations, car PCs, tablet PCs, Industrial PCs are used in various fields. It is difficult a lot that to mount to other devices on the Android platform or new devices. In this Paper, The process that data that occurred from a hardware was passed to the highest application and Android platform system for managing hardware devices were analyzed. Building Android & driver compilation environment, How to support the protocol for the use of WiFi in the kernel, How to Mount a WiFi device in the kernel, Device driver registration for the Android platform, WiFi Management Service Daemon (wpa_supplicant) and IP allocation services daemon (dhcpcd) registration, How to create a socket for communication between the daemon (wpa_supplicant) and HAL have been presented. In the experiment using the proposed method, WiFi devices were mounted on the Android platform in the X-86 & ARM family. Understanding the whole process of control flow in Android hierarchy is very important to porting a new device on it. The process included in this paper can help technicians who might encounter the obstacles in their porting works.

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A Study on Emergency Medical Information Management Methods for Elderly Patients using QR code and Finger-print Recognition (QR 코드와 지문인식을 이용한 고령 환자의 응급 의료정보 관리 방법에 대한 연구)

  • Lee, Jung-hyun;Cho, Myeon-gyun
    • Journal of Convergence for Information Technology
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    • 제7권6호
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    • pp.135-141
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    • 2017
  • Recently, as elderly people suffering from chronic diseases have increased and disasters such as traffic accidents have increased, urgent rescue workers and doctors need to respond effectively to such emergencies. For elderly people, the difficulty in communicating their condition especially the health condition during disaster is one of the problems in which delay on immediate handling by rescue team can cause death. Providing a solution for this problem is one of the main issues in our research. In this paper, we use the QR code to communicate the minimum personal information and medical history needed for emergency medical treatment to emergency medical personnel, and to transmit the medical history and treatment data to the doctors of the hospital through QR code and fingerprint recognition, respectively. Especially, by using both QR code of smart phone and fingerprint of individual, we can protects personal information and strengthens privacy and security of medical information by allowing only authorized physicians to check medical records of the old patient.

Design of 3-Sectored Oxygen Chamber with Automatic Control Function based on Embedded System (임베디드시스템 기반 자동제어 기능의 삼단분리형 산소챔버 설계)

  • Cho, Myeon-gyun
    • Journal of Convergence for Information Technology
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    • 제8권3호
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    • pp.71-77
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    • 2018
  • In this paper, considering the oxygen sensitivity and preference pattern of the patient, the profile of the oxygen therapy of the individual is specified. And, we design a three-compartment, single compartment oxygen chamber that automatically adjusts the oxygen pressure according to the specified profile. Hyperbaric oxygen therapy is a method of providing patients with 100% oxygen higher than atmospheric pressure for therapeutic purposes. However, there is a disadvantage that the ear pain is caused by the pressure difference depending on the individual. Based on the embedded system, the proposed system creates a patient-tailored oxygen therapy profile by DB of patient's preference patterns and treatment records of oxygen therapy. If only the patient's name is entered, the oxygen chamber system can adjust the oxygen pressure automatically according to the profile pattern to maximize the oxygen treatment effect.

Effects of Large Display Curvature on Postural Control During Car Racing Computer Game Play (자동차 경주 컴퓨터 게임 시 대형 디스플레이 곡률이 자세 제어에 미치는 영향)

  • Yi, Jihhyeon;Park, Sungryul;Choi, Donghee;Kyung, Gyouhyung
    • Journal of the HCI Society of Korea
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    • 제10권2호
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    • pp.13-19
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    • 2015
  • Display technology has recently made enormous progress. In particular, display companies are competing each other to develop flexible display. Curved display, as a precursor of flexible display, are now used for smart phones and TVs. Curved monitors have been just introduced in the market, and are used for office work or entertainment. The aim of the current study was to investigate whether the curvature of a 42" multi-monitor affects postural control when it is used for entertainment purpose. The current study used two curvature levels (flat and 600mm). Ten college students [mean(SD) age = 20.9 (1.5)] with at least 20/25 visual acuity, and without color blindness and musculoskeletal disorders participated in this study. In a typical VDT environment, each participant played a car racing video game using a steering wheel and pedals for 30 minutes at each curvature level. During the video game, a pressure mat on the seat pan measured the participant's COP (Center of Pressure), and from which four measures (Mean Velocity, Median Power Frequency, Root-Mean-Square Distance, and 95% Confidence Ellipse Area) were derived. A larger AP (Anterior-Posterior) RMS distance was observed in the flat condition, indicating more forward-backward upper body movements. It can be partly due to more variability in visual distance across display, and hence longer ocular accommodation time in the case of the flat display. In addition, a different level of presence or attention between two curvature conditions can lead to such a difference. Any potential effect of such a behavioral change by display curvature on musculoskeletal disorders should be further investigated.

A Study on Quality Evaluation Model of Mobile Device Management for BYOD (BYOD 환경의 MDM 보안솔루션의 품질평가모델에 관한 연구)

  • Rha, HyeonDae;Kang, SuKyoung;Kim, ChangJae;Lee, NamYong
    • The Journal of Korean Association of Computer Education
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    • 제17권6호
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    • pp.93-102
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    • 2014
  • A mobile office environment using mobile devices, such as tablet PC, mobile phone is gradually increased in enterprises, banking and public institutions etc which is no limitation on places. It occurs advanced and persist security threats that are required effective security management policy and technical solution to be secure. For BYOD (Bring Your Own Device) environment, technical security management solutions of network control based, MDM (Mobile Device Management), MAM (Mobile Application Management), MCM (Mobile Contents Management) were released, evolved and mixed used. In perspective of integrated security management solution, mobile security product should be selected to consider user experience and environment and correct quality evaluation model of product is needed which is provided standards and guidance on the selection criteria when it was introduced. In this paper, the most widely used MDM solution is selected to take a look at its features and it was reviewed the product attributes with related international standard ISO/IEC25010 software quality attributes. And then it was derived evaluation elements and calculated the related metrics based on the quality analysis model. For the verification of quality evaluation model, security checks list and testing procedures were established; it applied metrics and analyzed the testing result through scenario based case study.

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Development of Real-time Video Surveillance System Using the Intelligent Behavior Recognition Technique (지능형 행동인식 기술을 이용한 실시간 동영상 감시 시스템 개발)

  • Chang, Jae-Young;Hong, Sung-Mun;Son, Damy;Yoo, Hojin;Ahn, Hyoung-Woo
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • 제19권2호
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    • pp.161-168
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    • 2019
  • Recently, video equipments such as CCTV, which is spreading rapidly, is being used as a means to monitor and cope with abnormal situations in almost governments, companies, and households. However, in most cases, since recognizing the abnormal situation is carried out by the monitoring person, the immediate response is difficult and is used only for post-analysis. In this paper, we present the results of the development of video surveillance system that automatically recognizing the abnormal situations and sending such events to the smartphone immediately using the latest deep learning technology. The proposed system extracts skeletons from the human objects in real time using Openpose library and then recognizes the human behaviors automatically using deep learning technology. To this end, we reconstruct Openpose library, which developed in the Caffe framework, on Darknet framework to improve real-time processing. We also verified the performance improvement through experiments. The system to be introduced in this paper has accurate and fast behavioral recognition performance and scalability, so it is expected that it can be used for video surveillance systems for various applications.

An Analysis of Market Trend and Profitability Model for Mobile Social Game : A Case Study of Japanese Mobile Social Game (모바일 소셜게임의 시장동향 및 수익모델 분석 - 일본 모바일 소셜게임을 중심으로 -)

  • Kim, Han-Gook
    • Journal of Korea Entertainment Industry Association
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    • 제6권4호
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    • pp.82-92
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    • 2012
  • Recently people who enjoy social game via mobile devices significantly are increasing depending on the rapid adoption of smart phones and the development of the network such as LTE. Most of them are enjoying the casual gaming mobile social games that you are able to play easily, but social issues like health problems due to long play time are emerging. The users, however, do not last long because of the simplicity of the game, and there are few people who actually buy game items even though they play it long time. This study has been conducted aiming to overcome such difficulties. This study suggests ways to generate constantly revenue avoiding short-term box-office after the release of mobile social games based on the analysis for market trend and profitability of the mobile social game. In addition, by applying profitability model analyzed to Japan's most successful game practices, this paper suggests the concrete methods about the commitment of the users. For summarizing the main achievements of this paper, providing the latest market information about mobile social games, analysis of profitability, practical implications for the commitment of the users are presented.