• Title/Summary/Keyword: 모바일 시대

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An Exploration on the Academic Research Areas for Service Business Area in the Perspective of Service Business Innovation (안드로이드 운영체제 기반 Driver Manager 서비스 애플리케이션 개발 사례 연구)

  • Kwon, Hyuk-Ju;Kim, Jae-Woo;Ra, Hong-Min;Hong, Jin-Woo;Moon, Song-Chul
    • Journal of Service Research and Studies
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    • v.1 no.1
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    • pp.103-111
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    • 2011
  • Smart phone products lead the mobile computing world really, and be expected as a major object of mobile phone market. In special, Android OS platform in smart phones is remarkedly uprising as of main software architecture. As many applications are applied as of the Location Based Service system in the perspective of technical support which represents open based technology. In this research, we developed the location information transformation service module, using LBS system, which effects some users urgently in the timing of traffic accidents. It supports to help some car drivers with smart phone, enables them to recognizes remote controller or another users.

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Technology Trends, Research and Design of AIM Framework for Authentication Information Management (인증 정보 관리를 위한 기술 동향과 AIM 프레임워크 연구 및 설계)

  • Kim, Hyun-Joong;Cha, Byung-Rae;Pan, Sung-Bum
    • Journal of Digital Convergence
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    • v.14 no.7
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    • pp.373-383
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    • 2016
  • With mobile-epoch and emerging of Fin-tech, Bio-recognition technology utilizing bio-information in secure method has spread. Specially, In order to change convenient payment services and transportation cards, the combination of biometrics and mobile services are being expanded. The basic concept of authentication such as access control, IA&A, OpenID, OAuth 1.0a, SSO, and Biometrics techniques are investigated, and the protocol stack for security API platform, FIDO, SCIM, OAuth 2.0, JSON Identity Suite, Keystone of OpenStack, Cloud-based SSO, and AIM Agent are described detailed in aspect of application of AIM. The authentication technology in domestic and foreign will accelerate technology development and research of standardization centered in the federated FIDO Universal Authentication Framework(UAF) and Universal 2 Factor Framework(U2F). To accommodate the changing needs of the social computing paradigm recently in this paper, the trends of various authentication technology, and design and function of AIM framework was defined.

A Study on the Use of Communication Functions in Mobile Messenger Emoticons -Focus on Line Messenger- (모바일 메신저 이모티콘을 통한 커뮤니케이션에 관한 연구 -라인을 중심으로-)

  • Kim, Ho
    • The Journal of the Korea Contents Association
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    • v.17 no.9
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    • pp.184-191
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    • 2017
  • Smartphone has become a part of many people's daily lives. The mobile messenger function on the smartphone in particular is the most frequently used services. The mobile communication tool in the age of digital media can be classified into two big categories: text messages and emoticons, the non-verbal expression tool of one's emotions. This thesis has studied the mobile communications made by the non-verbal tool of emoticons. The history of emoticons traces back to the text-based emoticon created by Scott Fahlman, from which graphical emoticons were developed and the sound and animation effects have been added. Many people use emoticons and diverse companies are developing the tool. In this study, the representative emoticon development case of Line Co., Ltd. is analyzed to see the concept, types, development process, collaborations and merchandising of the emoticons. Based on the case of Line, the development orientation and direction of domestic emoticons will be discussed to be culture contents.

Design of Enterprise System Platform based on Spring Data JPA in Spring Framework Environment (스프링 프레임워크 환경에서 스프링 데이터 JPA기반의 엔터프라이즈 시스템 플랫폼의 설계)

  • Yoo, Jung-Sang;Lee, Myeong-Ho
    • Journal of Convergence for Information Technology
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    • v.9 no.12
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    • pp.39-46
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    • 2019
  • The competition for standardization in the enterprise environment starts with the data tier of the back-end and the standard enterprise middle tier is being stabilized by standardization as it is accepted as the Spring Framework. In addition, with the advent of new devices in an increasingly rapid cycle, securing compatibility with web and mobile services has become an important competitive advantage for web service companies. However, companies are unable to secure competent technical personnel appropriate for the rapidly changing environment of the information generation, and the curriculum of educational universities does not reflect the demand of new competency-oriented curriculum. Therefore, in this study, in order to acquire competency-oriented skills required for such an enterprise system platform environment and to develop a curriculum, the system using Spring Data JPA in the Spring Framework environment was implemented through documenting for each analysis and design step. It aims to provide a reference model for the full stack competency-based curriculum and capstone design curriculum that can be applied immediately in the enterprise environment.

Learning Assistant System Using Geofencing Technology (지오펜싱 기술을 이용한 학습 지원 시스템에 관한 연구)

  • Park, Hee-Sook
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.23 no.6
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    • pp.631-636
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    • 2019
  • In recently, various kinds of services utilizing the location information of the user's smart phone have appeared. Based on this trend, we designed a new type of learning assistant system that utilizes geofencing technology, which is a field of location information technology. This system identifies the location of the classroom using the location information of learner's the smart phone and automatically provides the necessary learning contents to the learner's smart phone when the learner enters the classroom set as the virtual fence area while carrying the smart phone respectively. Our system provides learning contents in a form similar to the form of a message or a mobile coupon and learners are used to such mobile service environments very much. So the use of learning contents provided by our system is expected to help improve the learning effect of learners.

Analysis of IT Technology through the Trends in Home Video Game Console (가정용 게임기 동향을 통해 본 IT 기술 분석)

  • Bae, Jung-Min;Bae, Yu-Mi;Jung, Sung-Jae;Jang, Rea-Young;Sung, Kyung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.05a
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    • pp.675-678
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    • 2014
  • One time, Home video game console's penetration was as comparable to the personal computer's penetration, growth has slowed since the advent of smartphones, tablets and moblie devices. But game console actively introducing new IT technologies not available in the pc games and mobile games, still keeping a firm position in the relevent market. In this paper Home video game console's history, contemporary trends, and learn about trends in the company, New IT technologies applied to gaming was analyzed. Home video console market become the arena of New IT technologies according to the introduction of New IT technologies such as gesture recognition technology, speech recognition technology, media facade technology, virtual reality technology.

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Problems and Directions for Improving Transportation Cards Exclusively for Foreigners in the Metropolitan Area (수도권 외국인 전용 교통카드 문제점과 개선 방향)

  • Lee, Tai Rim;Kim, Si Gon
    • KSCE Journal of Civil and Environmental Engineering Research
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    • v.42 no.3
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    • pp.391-398
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    • 2022
  • The use rate of M-pass(transportation card for foreigners),developed and sold to provide convenience to foreign tourists, was only 0.0051 % of visitors to Seoul over the past five years. Even this poor sales fell to the 0.024 % level in 2020 due to COVID-19. The cause of the sluggish performance was that the Ministry of land, Transport and Maritime Affairs and the card issuer excluded transportation operating organizations, and problems such as poor public relation, irrationality in pricing, and limitied number of sales locations appeared. In order to solve this problem, the research result showed that business strategies such as the establishment of a digital marketing system, realistic pricing, and the establishment of a mobile sales system that fit the trend, as well as the development of new product that reflect the participation and opinions of all related organizations are necessary. It is expected that this study will not only provide convenience to foreign Seoul tourist in the age of Post Corona, but also help improve the management of subway operating organizations.

Posture Correction Guidance System using Arduino (아두이노를 활용한 자세교정 유도 시스템)

  • Kim, Donghyun;Kim, Jeongmin;Bae, Woojin
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2021.05a
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    • pp.369-372
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    • 2021
  • These days, people spend more time sitting at a desk for studies or work. Also, because people continue to use computers, smartphones, and tablet PCs often during break times, their posture is getting worse. Maintaining a position of bad posture for an extended period of time causes problems with the musculoskeletal system related to the neck, shoulders, and spine. Additionally, problems such as physical fatigue and posture deformation are predicted to expand to a wide range of age groups. Therefore, the core function of the system we are developing is to ensure correct sitting posture and to receive alert notifications via the created mobile application. To create the system, a flex sensor, pressure sensor, and tilt sensor are attached to a chair and utilized. The flex sensor detects and compares the amount of bending in the chair's posture and transmits this value to an Arduino Uno R3 board. Additionally, information such as body balance and incline angle are collected to determine whether or not the current sitting posture is correct. When the posture is incorrect, a notification is sent through the mobile application to indicate to the user and the monitoring app that their posture is not correct. The system proposed in this study is expected to be of great help in future posture-related research.

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Christian Education for the Post-Corona World (코로나 이후 세계를 위한 기독교교육)

  • Jae-Deog Yu
    • Journal of Christian Education in Korea
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    • v.72
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    • pp.7-24
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    • 2022
  • Christian education for the world after COVID-19 needs to use rapid changes in the surrounding situation as an opportunity to overcome a new crisis so that the church can achieve its educational mission. If the biggest dilemma in the post-Corona era is that there is no authoritative educational prescription anywhere, the most reasonable option for church education in this situation is to emphasize and cultivate learners' ability to flexibly cope with rules that are completely different than before COVID-19. As a natural result of the crisis, Christian education needs to be more interested in the trend of social change in the pandemic era(glocalization, digital transformation, economic inequality, educational environment change, church crisis) and actively reflect its contents in education. In addition, while operating a mobile(or online) church school that combines offline and online, there is an urgent need for an innovative transition to a core church school where certain church schools and churches cooperate with each other, a church school that guarantees a safe learning space, and an ecological church school that is interested in education dealing with climate change and ecology.

The Characteristics and Future Trends of Short-Form Animation (숏폼 애니메이션의 특성과 발전방향에 관한 연구)

  • Lee, Sun-Ju;Han, Je-Sung
    • Cartoon and Animation Studies
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    • s.38
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    • pp.29-51
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    • 2015
  • With the progress in high speed internet networks, mobile devices and social networking, the eco-system of the media has shifted from that where the flow of content was one-way from the producer to the consumer. A so-called 'prosumer' culture has taken root where the consumer himself produces media content. Along with these trends, various video-sharing platforms such as youtube has a method of allocating advertisement profit to the content producer, offering a win-win platform for content pro-sumers. This allows the channels to attract several tens of millions of subscribers and raise an annual income of over 10 billion Won, marking a revolutionary change in the content industry. This paper seeks to analyze video distribution channels and short-form media content that are showing continuous growth to identify new markets where animated content can make progress in an era of online video media platforms, as well as provide a future direction for small teams of creators of animated films to survive and thrive in this environment.