• Title/Summary/Keyword: 모바일 커뮤니케이션

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m-Learning Systems in Ubiquitous Environment (유비쿼터스 환경에서의 m-Learning 시스템)

  • Kim, Hyoung-Seok;Han, Sun-Gwan
    • Proceedings of the Korea Inteligent Information System Society Conference
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    • 2005.11a
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    • pp.211-217
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    • 2005
  • This study was about design and development of the Mobile Learning Evaluation Announced Systems, which could operate the e-learning and send the result of that to the parents. From this, teachers and parent can communicate with each other dynamically. Especially, this system does not simply present results of student' learning but provide the extra learning which can make up for student' wrong questions in the base of the evaluation standard. this paper suggests this total learning solution so that parents can perceive the state of their children's learning under the mobile learning environment.

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A Course Recommendation System as Course Coordinator based on WIPI (코스 코디네이터의 역할을 하는 WIPI 기반 과목 추천 시스템)

  • Han, Yong-Jae;Lee, Young-Seok;Cho, Jung-Won;Choi, Byung-Uk
    • Annual Conference of KIPS
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    • 2004.05a
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    • pp.973-976
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    • 2004
  • IT 관련 기술의 발전은 'Any Time, Any Where, Any Service'를 사용자에게 제공할 수 있는 제반 여건을 마련하였다. 기존 웹 기반의 학사정보 시스템에서는 사용자의 이동성이 제한적이었고, 이를 해결하고자 한 무선 인터넷 기반의 학사정보 시스템은 클라이언트의 어플리케이션이 표준화된 환경에서 구축되지 않아서 모바일 기기의 플랫폼에 종속적이었다. 또한, 선택과목이 많은 학부제에서는 코스 코디네이터의 역할이 매우 중요하지만, 코스 코디네이터의 역할을 하는 지도교수와 학생 간의 커뮤니케이션의 부족으로 학생들은 도움을 받기 어렵다. 본 논문에서는 JAVA와 WIPI를 이용하여 플랫폼에 독립적이며 전공분야의 중요과목을 추천해 주는 과목 추천 시스템을 제안한다. 과목 추천 시스템은 학생들에게 수강과목에 대해 조언을 해 주는 코스 코디네이터의 역할을 대신할 수 있을 것이다. 또 학생들은 언제 어디서나 개인 휴대폰을 이용하여 수강신청에 관한 학사정보를 관리할 수 있고, 시스템의 추론에 따른 추천 과목을 수강하여 전공 분야에 대한 깊은 지식을 갖출 수 있을 것이다.

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The Impact of Metaverse Presence on Immersion and Intention to Continuous Use (메타버스 이용자의 프레즌스 경험이 몰입과 지속이용의도에 미치는 영향)

  • Mideum Choi
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.4
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    • pp.581-588
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    • 2024
  • Metaverse technology, heralded as the fourth major innovation in computing following personal computers, the internet, and mobile devices, has realized a three-dimensional virtual world where communication with others as well as social, cultural, and economic activities of the real world can take place. While platforms like Zepeto, launched in 2018, and Animal Crossing: New Horizons, released in 2020, initially became popular among younger generations, concerns about declining investment and usage rates of the metaverse have become apparent since 2023. This study examines the impact of metaverse users' sense of presence on their immersion and intention to continue using these platforms.

The Effect of Communication Media Richness on Continuous Intention to Use: The Moderating Effect of User Experience (커뮤니케이션 매체의 풍부성이 지속적인 사용 의도에 미치는 영향 - 이용경험의 조절효과)

  • Choi, Ju-Choel;Kim, Te-Gyun
    • Journal of Digital Convergence
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    • v.18 no.5
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    • pp.187-195
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    • 2020
  • Although multimedia messaging services (MMS) are becoming increasingly popular, and companies are maximizing the use of their content, few systematic studies on MMSs exist. This study examined technology acceptance factors for MMS in 398 young people aged 10 to 39 to identify MMS users' continuous intention to use (CITU) via a questionnaire and SPSS21 and PLS-Graph 3.0. The results showed that perceived media richness (PMR) had a positive effect on perceived usefulness, perceived ease of use, and most importantly, CITU. Furthermore, PMR had a positive effect on perceived ease of use as a moderating effect on experience. To increase use efficiency in MMSs based on these results, media richness, perceived ease of use, perceived usefulness, and user experience may serve as important variables affecting users' CITU and provide a basic reference and development direction for MMS users. Future studies should include more variables and examine additional factors when analyzing the structural model.

Development of unified communication for marine VoIP service (해상 VoIP 서비스를 위한 통합 커뮤니케이션 기술 개발)

  • Kang, Nam-seon;Yim, Geun-wan;Lee, Seong-haeng;Kim, Sang-yong
    • Journal of Advanced Marine Engineering and Technology
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    • v.39 no.7
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    • pp.744-753
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    • 2015
  • This paper presents the results of research on developing marine unified communications to provide VoIP service based on marine satellites. With the recent popularity of smart-phones and other mobile devices, the demand for Internet-based wired and wireless unified technology has been growing in marine environments, and increasing interest is being directed to VoIP products and service models with high price competitiveness and the ability to deliver a variety of services. In this regard, this research designed three instruments, developed their unit modules, and verified their performances. These three instruments included the following: (1) a marine VoIP module equipped with an analogue gateway that can be linked to the existing devices used in vessels, which is more than 80% smaller than that of a land system; (2) a text/voice/video engine for marine satellite communications that runs on technology that minimizes communication data usage, which is a core technology for a marine VoIP service; and (3) a unified communication service that can support multilateral cloud-based message conversations, telephone number-based call functions, and voice/video calling between a private space in a ship and shore.

A Case Study of User-Centered Design Process for Developing Mobile Contents - Focused on Occupation Simulation Game Contents for Children on the Wireless Internet (사용자 중심 디자인 프로세스를 적용한 모바일 컨텐츠 개발 사례 - 어린이를 위한 무선인터넷 기반의 직업 시뮬레이션 게임 컨텐츠 개발을 중심으로)

  • 최수의;김현정
    • Archives of design research
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    • v.17 no.1
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    • pp.309-318
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    • 2004
  • As the mobile market has been expanded and segmented, a mobile market for kids could be possibly appeared sooner or later. Then, it is necessary to develop a new contents for the new media - a mobile game hardware for kids. These days, kids are most interested in computer games, and they do not have enough time to play with peers. Therefore, in this paper, edutainment game contents based on the wireless internet, are developed. The game could supply kids' learning, fun and especially, peer interaction. In order to develop a game contents through user centered design process, the state of art in mobile hardware and contents was examined, a secondary research and interviews and survey was conducted to understand users. Then, when ideas for game contents has suggested, behavior prototype test was done to verify and modify contents. The suggested game contents in this study, is a occupation simulation game, in which kids simulate their own future career and learn related knowledge in a unintentional way. The result of the study suggests the new direction of edutainment game contents and platform. Also, this study shows the representation of user-centered contents developing process for kids, which could be helpful for the following studies.

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The Effect of Use Value and Benefit Attributes of Mobile Online Games on Use Satisfaction of Chinese Users (모바일 온라인 게임의 이용 가치 및 편익 속성이 중국 이용자의 이용 만족도에 미치는 영향)

  • Liu, Bing;Kim, Hwa-Dong
    • Journal of the Korea Convergence Society
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    • v.13 no.4
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    • pp.261-270
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    • 2022
  • For mobile online games, this study examines how use pursuit propensity, use interest, use, service quality, and system quality, which are attributes that evaluate the use value and benefit for Chinese users, have an effect on use satisfaction. Empirical analysis results; all composing factors of four attribute had a positive effect, and the degree of effect was different according to game types in use interest and use, service quality. In terms of use pursuit, there was no difference between game types, and innovation pursuit and relationship pursuit were found to be similarly important effecting factors. In terms of use interest, there was a difference between game types. Sense of solidarity in single-player game and sense of achievement in multi-player game was found to be the most important effecting factor. In terms of service quality, there was a difference between game types. Easy of game in single-player game and function of game in multi-player game was the most important effecting factor. In terms of system quality, use convenience was found the most important effecting factor without difference between game types. Based on these results, this study suggested a strategy to enhance game development and loyalty to companies in the game industry.

Portable Network Traffic Probing System using Embedded Device (임베디드 디바이스를 이용한 포터블 네트워크 트래픽 탐지 시스템)

  • Song, Jeo;Yun, Da Young;Lee, Sang Moon
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2014.01a
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    • pp.15-18
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    • 2014
  • 하루가 다르게 최신의 기술이 쏟아져 나오는 정보화 시대에 들어서면서, 세계 ITC 분야는 디지털 기술과 유무선통신에 근간을 둔 인터넷의 확산으로 반도체, 컴퓨터, 콘텐츠 미디어, 정보가전 등 다양한 산업 분야가 융합되어 새로운 부가 가치를 창출하기에 이르렀다. 특히, 스마트 시대를 살아가는 우리의 일상생활은 모바일은 물론 일반적인 PC등을 사용한 인터넷 중심의 네트워크와 커뮤니케이션이 중요시 되고 있다. 이러한 시대의 흐름은 인프라 측면에서 네트워크의 트래픽을 폭증시키고, 많은 보안적인 문제를 야기하고 있다. 이에 임베디드 디바이스를 이용하여 네트워크를 운영하는 관리자에게 큰 도움을 주고, 업무 효율성을 높일 수 있는 포터블 형태의 네트워크 트래픽 탐지 시스템을 연구하게 되었다.

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Design of Security System of UC Service based on SIP (SIP 기반 UC서비스의 보안시스템 설계)

  • Yun, Ji-Sang;Park, Seok-Cheon;Park, Jun-Sik
    • Annual Conference of KIPS
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    • 2012.04a
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    • pp.714-717
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    • 2012
  • 통신기술의 발전으로 사람과 사람의 의사소통에 있어서 IT 기술을 접목시킨 여러 기술들이 발전하고 있다. SIP 기반의 UC 서비스 또한 기업과 고객의 원활한 커뮤니케이션을 위하여 기술이 꾸준히 발전하고 있다. 그러나 UC 서비스 또한 IP 기반의 서비스이기 때문에 여러 가지 보안위협의 노출이 되어 있다. SIP 기반의 서비스는 QoS(Quality of Servic)가 보장되어야 하지만 품질에 중점을 두어 보안위협에 크게 노출 되어 있는 것이 사실이다. 이에 본 논문에서는 SIP 보안 메커니즘인 HTTP Digest 사용자 인증, TLS 홉간 보안, S/MIME을 이용한 단말간의 보안 메커니즘을 적용하고 Virtual Proxy Server를 이용한 보안 시스템을 설계 하였다.

Architecture of LCMS for Smart Learing Based on BigData (빅데이터 기반 스마트러닝을 위한 LCMS 구조)

  • Kim, Seong-Jin;Park, Seok-Cheon;Lee, Sang-Muk
    • Annual Conference of KIPS
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    • 2013.11a
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    • pp.1234-1237
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    • 2013
  • 빅데이터의 중요성이 부각되고 있는 빅데이터의 시대에 교육서비스시장은 스마트 교육이라는 새로운 변화에 따라 많은 변화가 일어나고 있다. 자기 주도적이며 개인화되고 쌍방향커뮤니케이션 등의 특징을 가진 스마트러닝 환경에서는 LMS와 LCMS의 역할이 점점 중요해지고 있다. 현재 콘텐츠의 중요성이 부각되는 정보홍수 시대이므로 LCMS가 해야 할 역할이 크다. 그러나 아직까지는 교육서비스에서 빅데이터의 아키텍쳐와 대용량 데이터 처리 기술을 활용하고 있는 사례는 그다지 많지 않다. 이에 본 논문에서는 빅데이터 기술을 활용한 LCMS에 대해 분석하고 새로운 방안을 제시하고자 한다.