• Title/Summary/Keyword: 시장기기

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Mhealth apps: The current status of usage and the factors of continuous use (건강 어플리케이션 이용현황 및 지속적 사용요인 - 서울대학교 대학생 및 대학원생을 중심으로)

  • Suh, Hyojung;Hong, Hyeonseok;Kim, Minjeong;Yoon, Wonjung;Lee, Taehoon;Jung, Jiyun;Hwang, Shinha;Cho, Youngtae
    • Journal of the HCI Society of Korea
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    • v.10 no.1
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    • pp.19-27
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    • 2015
  • As the mobile content industry is growing, mobile health (m-health) market is expanding based on various contents. It has developed in the way of utilizing health contents through mobile device such as smart phone among young people. This study aims to examine the usage of m-health application and factors of continuous usage among students in Seoul National University. The result is expected to provide a foundation for future health promotion programs utilizing m-health. The study analyzes the difference of application usage tendency based on demographic characteristic and the continuous usage, and compared the level of knowledge, attitude, belief, and practice (KABP) of mobile health application. 28% of the total sample population uses the application continuously, and their KABP level was higher than that of users that stopped using. This study goes beyond the previous studies of service satisfaction and acceptance analysis on the marketing level, and is meaningful in that it has analyzed the m-health application usage from the public health point of view.

A Study of consumer's behavior and classifications by advertising techniques of mobile character (모바일 캐릭터의 광고기법에 따른 타켓별 유형분류와 소비자 반응 연구)

  • 강대인;주효정
    • Archives of design research
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    • v.17 no.2
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    • pp.393-402
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    • 2004
  • The mobile advertisement has varied on lifestyle of people, who live aninformation-oriented society with portable equipment such as web phone and PDA(Personal Digital Assistant). Also, the advertising has expended mobile techniques and its application field unpredictably. The intrinsic characteristic of misdistribution, reach, and convenience in mobile advertisement add up the capacity of a location, information and individualize. This market condition leads the basic audio focused formal mobile advertisement to the new mobile Internet environment with an additional able of data communication. Moreover, the type of SMS (Short Message Service), Graphic, Wep Push, and ridchmedia, which based on music, basic graphic, voice, and letters transfer by mobile terminal and the mobile character is present inevitably correlation with pixel art and animation in 2D(Two Dimensions) techniques. Thus, this research appoints the importance and its role of mobile advertisement that is core of the business marketing in new media era. To activate mobile market, the mobile companies classify the characteristic of consumers with developed commercial use of mobile character and research their behavior to meet optimal mobile character in business.

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Accelerating OpenVG and SVG Tiny with Multimedia Processors (멀티미디어 프로세서를 이용한 OpenVG 및 SVG Tiny의 가속)

  • Lee, Hwan-Yong;Baek, Nak-Hoon
    • Journal of the Korea Computer Graphics Society
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    • v.17 no.2
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    • pp.37-43
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    • 2011
  • OpenVG and SVG Tiny are the most widely used 2D vector graphics technologies for outputs in the various embedded environments including smart phones. Especially, to show high refresh rates on the high resolution screens, it is necessary to effectively accelerate them. Until now, OpenVG and SVG Tiny are available as hardware implementations such as the fully-dedicated graphics chips or full software implementations. Currently available vector graphics silicon chips are relatively expensive and require high power consumption. In contrast, previous full software implementations show lower performance even with almost 100% CPU usages, which would disrupt other multi-threaded applications, In this paper, we present a cost-effective way of accelerating both of OpenVG and SVG Tiny, based on the multimedia-processing hardware, which is wide-spread on the media devices and mobile phones. Through the effective use of these multimedia processors, we successfully accelerated OpenVG and SVG Tiny at least 3.5 times to at most 30 times, even with lower power consumption and lower CPU usage.

A Design and Implementation of In/Out Bound Call Flow Module for SOHO CTI (SOHO CTI용 인/아웃바운드 콜 플로우 모듈 설계 및 구현)

  • Park Chan Il;Moon Seung-Jin
    • Journal of Internet Computing and Services
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    • v.6 no.3
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    • pp.71-84
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    • 2005
  • Recently, the expert call center solution has become the center of interest, since finance and tele-marketing system, which is focused on a communication industry, have been increasing, Specially, the call center market is growing up with a supporting Caller-ID for a cellular phone in Korea, In the present, although large size companies are developing expensive solutions and instruments to service only for the big companies, there little solutions for SOHO markets, Therefore, in this paper we have shown a design and an implementation of a CTI system which is capable of in/outbound call processing by using CTI, and providing stable services by linking the customer's DB. And these functionalities have become possible by integrating functions of PBX and the computer control of the PBX. First, we have constructed call flows and analyzed packets for the standard communication through the PBX in call. Then, we have designed and implemented a middleware which linked a call between a client and a customer. Finally, we have constructed a database module for applying the CRM technology to the management of customer's contents.

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Smartphone Real Time Streaming Service using Parallel TCP Transmission (병렬 TCP 통신을 이용한 스마트폰 실시간 스트리밍 서비스)

  • Kim, Jang-Young
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.20 no.5
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    • pp.937-941
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    • 2016
  • This paper proposed an efficient multiple TCP mechanism using Android smartphones for remote control video Wi-Fi stream transmission via network communications in real time. The wireless video stream transmission mechanism can be applied in various area such as real time server stream transmissions, movable drones, disaster robotics and real time security monitoring systems. Moreover, we urgently need to transmit data in timely fashion such as medical emergency, security surveillance and disaster prevention. Our parallel TCP transmission system can play an important role in several area such as real time server stream transmissions, movable drones, disaster robotics and real time security monitoring systems as mentioned in the previous sentence. Therefore, we designed and implemented a parallel TCP transmission (parallel stream) for an efficient real time video streaming services. In conclusion, we evaluated proposed mechanism using parallel TCP transmission under various environments with performance analysis.

A Development Of Multi-sensor System For Location Determination Of Fixed-path Movement Attractions (고정경로 이동 어트랙션의 위치 판단을 위한 다중 센서 시스템의 개발)

  • You, Eun-Jae;Jeong, Hwi-Sang;Lee, Hyoun-Sup;Kim, Jin-deog
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.22 no.5
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    • pp.709-714
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    • 2018
  • Visual Reality technology is becoming more and more interesting as it attracts people's interest. VR technology is used in various markets such as games, animation, and education. However, there were many people experiencing motion sickness such as dizziness and headache due to the delay time between hardware such as a device for sending a video after experiencing a VR image and an HMD for reproducing an image. The system proposed in this paper focuses on the environment rather than the movement of the attraction and detects the dividing line existing on the path by the proximity sensor and accurately calculates the position on the path according to the user 's motion. Since the position of the user is synchronized with the VR image, the position error of the user is improved to 0.2%.

A Policy Study on Business Incubating Center for Arts and Humanities Majors (인문학 전공자를 위한 창업보육센터 설립 및 운영에 관한 정책연구)

  • 김학민;육영수;이영관
    • Proceedings of the KAIS Fall Conference
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    • 2002.11a
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    • pp.300-302
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    • 2002
  • This study develops a model fer establishing and operating "Arts and Humanities Business Incubators (AHBI)" to improve the productivity in the field of arts and humanities, the major resource of the knowledge-based society. The AHBI is a center that provides general assistance to those who want to start a new business in the area of arts and humanities and continue to provide managerial consultation to those who graduated from the AHBI. This research provides systematically how to provide the hardwares such as of office space and furniture, and how to supply the softwares such as management skills, financing, and marketing. This research indicates that the Ministry of Small and Medium-sized Industry should develop AHBIs, and suggests that the Ministry of Culture and Tourism establish AHBIs in its Cultural Industry Incubation Centers. This research expects that a government research institute or professional institute operates AHBI to create job opportunities for arts and humanities majors, to add the academic value of arts and humanities, and to vitalize the local economy.

이동통신 기술혁신의 경제적 효과 - 이동전화 단말기 창의 컬러화에 대한 경제적 가치산정을 중심으로 -

  • 이종수;변상규;이정동;김태유
    • Proceedings of the Technology Innovation Conference
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    • 2003.02a
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    • pp.81-100
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    • 2003
  • 최근 이동통신기술이 급속히 발달함에 따라 국내는 물론 전세계 이동통신업계는 제 3세대 이동통신서비스의 성공여부에 많은 관심을 쏟고 있다. 지금까지의 이동통신산업의 성장이 빠른 기술개발에 의존한 기술추동적(technology-push) 성격을 지녔다면, 이동통신시장이 포화상태에 근접하고 있는 최근에는 서비스 및 장비 양면에서의 경쟁이 치열해 짐으로써 소비자의 기술에 대한 선택이 더욱 중요해짐에 따라 수요견인적(demand-pull) 기술혁신이 예상된다. 따라서, 이동통신서비스의 확대에 따른 특정기술에 대한 소비자의 선호에 대한 올바른 판단이 향후 산업의 기술진화방향을 예측하는데 핵심적인 역할을 할 것으로 생각된다. 현재 이동통신기술의 진보의 키워드는 '멀티미디어화'이다 향후 VOD (Video On Demand) 등 비디오 스트리밍(video streaming) 기술을 이용한 동영상 서비스, 화상전화, 타 디지털기기(예를 들어 PDA, 디지털 카메라 등)와의 융합 등의 서비스가 본격화되고 차세대 이동통신망의 구축이 가시화됨에 따라 이동통신의 멀티미디어 기능은 더욱 주목받게 될 것이다. 따라서 이동전화 단말기 창의 컬러화는 이러한 이동통신기술의 새로운 패러다임을 떠받치고 있는 가장 중요한 이정표로서의 의미를 지니고 있다. 본 연구에서는 표시1창의 컬러화로 실현되는 기술혁신요소에 대해서 소비자가 부여하는 가치를 분석하고자 한다. 하지만, 컬러 단말기의 보급이 초기단계에 머무르고 있는 연구시점의 특성상 현시자료가 가용하지 않았기 때문에, 소비자에게 가상의 품질특성을 지닌 제품 조합을 제시하고 이에 대해 소비자가 순위를 매기게 함으로써 소비자의 선호를 측정하는 컨조인트(conjoint) 방법론을 사용하였으며, 소비자의 진술선호(stated preference)에 기초하여 이동통신단말기의 개별 특성에 대한 부분가치와 보상잉여를 측정하였다. 또한, 이를 통해 창의 컬러화로 인해 기대되는 초과이윤의 가능성 등 경제적인 효과들을 정량적으로 분석하고, 브랜드 가치 등 기존의 단말기 경쟁력 요소들과의 비교를 통하여 컬러화가 가져다 줄 경쟁요소들을 추정함으로서, 기술확산 메커니즘을 확인하고자 한다.

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도금법을 사용한 주석 나노와이어 배터리 음극재료의 제작 및 전기화학적 특성 분석

  • Song, Yeong-Hak;O, Min-Seop;Hyeon, Seung-Min;Lee, Hu-Jeong
    • Proceedings of the Korean Vacuum Society Conference
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    • 2013.02a
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    • pp.677-677
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    • 2013
  • 최근 석유에너지의 고갈과 휴대용 전자기기의 사용의 증가로 고효율의 배터리의 개발이 요구되고 있다. 생체칩에서 부터 전기자동차, 에너지 저장체까지 광범위한 산업군에 걸처 배터리의 개발이 되고 있어 시장규모의 계속적인 성장이 있을 것으로 전망하고 있다. 현재 상용되고 있는 음극 재료는 카본재료(이론 용량 372 mAh/g)이다. 이 카본재료의 특징은 값이 싸고, 표준 환원전위가 낮아 비교적 높은 전압을 낼 수 있다. 그러나 낮은 에너지밀도를 갖으므로 높은 에너지를 필요로 하는 차세대 산업군인 전기자동차 등에는 적합하지 않은 것으로 평가되고 있다. 그래서 더 높은 에너지 밀도를 갖는 다른 재료들에 대한 연구들이 활발히 이루어지고 있다. 본 연구에서는 음극 재료로서 주석을 선택해서 연구를 하였다. 카본계열의 음극재료의 질량당 이론 에너지 밀도는 372 mAh/g임에 반해 주석같은 경우는 약 991 mAh/g 정도의 비교적 큰 이론용량을 갖고 있다. 하지만, 주석 등 금속, 혹은 금속 합금을 음극재료로 사용할 경우 많은 양의 리튬이 삽입/탈착되면서 약 300% 이상의 부피변화가 있게 된다. 그러한 과정에서 주석이 분쇄되어 떨어지거나 전자를 제공받는 집전체로부터 떨어지게 되고, 이 과정에서 심각한 에너지 밀도의 손실이 일어나게 된다. 이러한 문제점들을 극복하기 위해 다음과 같은 구조들을 고안하여 도금 공정을 사용하여 음극재료를 제작하여 실험을 진행하게 되었다. 도금법은 대면적을 싼 가격으로 할 수 있으며 원하는 두께 및 모폴로지까지 쉽게 조절할 수 있다. 부피팽창에 의한 스트레스를 최소화하기 위해 도금법을 사용하여 나노구조를 만들어 그에 따른 전기화학적 특성 변화를 측정하였다. 다공성 필름인 AAO 디스크의 한 면에 구리를 sputtering 공정을 사용하여 0.5 um 두께의 seed layer 구리 박막을 형성하고 형성된 구리 박막 위에 도금공정을 이용하여 두껍게 구리를 증착함으로 구리 음극 집전체를 형성한다. 그 후 AAO 구조 안에 주석을 도금하면 AAO의 구조를 따라 주석 나노와이어가 형성이 된다. 마지막으로 NaOH로 AAO를 제거해주면 직경 200 nm, 길이 2 um 정도의 주석 나노와이어를 구리 집전체위에 만들 수 있었다. 배터리의 용량을 측정한 결과 안정한 싸이클 특성과 약 400 mAh/g의 에너지 밀도를 갖는 것으로 나타났다.

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Crowd-funding between the Movie Content Prodution through the Analysis of the Relationship or the Successful Funding Case Research (크라우드 펀딩과 영화영상미디어 콘텐츠 제작과의 관계분석을 통한 성공적인 펀딩 연구)

  • Jin, Seung-Hyun
    • The Journal of the Korea Contents Association
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    • v.13 no.12
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    • pp.81-91
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    • 2013
  • Social Media has been vitalized according to development of technology, it make the crowd-funding which have a form of new donation culture. The crowd-funding has been known as form that is supported for getting investments of ongoing or new project by much public in area of cultural art. Nowadays it receive attention from the movie content production. There are so many successful case such as , in abroad while it is hard to find distinct case in Korea' the movie content production market. Since the movie <26 years> informed public of 'the crowd-funding', recently was successfully complete first and second fund-raising and third fund-raising is in progress. It is upraised as a representative successful case.