• Title/Summary/Keyword: 이어폰

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Study on the fintech activation and O2O service (O2O서비스와 핀테크 활성화에 관한 연구)

  • Lee, Young-hwan
    • Journal of Venture Innovation
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    • v.1 no.1
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    • pp.15-27
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    • 2018
  • Interest in Fintech is extremely growing as O2O which means the binding of online and offline appears. The scale of private consumption in South korea reached about 700 trillion won, however, the online trading is only about 60 trillion won, which means 640 trillion won is still trading in offline. The reason the Fintech industry comes into the spotlight is because the foundation of related industries such as the rise of mobile traffic and the fast growth of the financial transaction through the mobile channel is forming. Especially, the introduction of payment systems among these Fintech industries offers convenience to the consumer. Mobile payment has been generalized in daily life such as utility bills and taxi fares. Use of O2O service in various industrial fields in commerce gives convenience to consumers and increase in sales to business in recent commercial transaction which is moving to on-demand channel services. People in smartphone life are supposed to find more convenient services for saving time using their phone, and this kind of environment makes the ordering goods and services through Fintech payments increase. The emergence of O2O services influences the development of Fintech industry and the emergence of convenient and reliable Fintech service through the deregulation of Fintech also affects the activation of O2O services. The complementary relationships between O2O services and Fintech would contribute to economic activation. From the standpoint of the researchers, I would like to further study the methods that can lead to a new paradigm of the financial payments industry through the development of Fintech and the drafts for the market expansion of the current offline commerce making it online in the advent of O2O services in variety industries.

Image Quality Assessment Considering both Computing Speed and Robustness to Distortions (계산 속도와 왜곡 강인성을 동시 고려한 이미지 품질 평가)

  • Kim, Suk-Won;Hong, Seongwoo;Jin, Jeong-Chan;Kim, Young-Jin
    • Journal of KIISE
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    • v.44 no.9
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    • pp.992-1004
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    • 2017
  • To assess image quality accurately, an image quality assessment (IQA) metric is required to reflect the human visual system (HVS) properly. In other words, the structure, color, and contrast ratio of the image should be evaluated in consideration of various factors. In addition, as mobile embedded devices such as smartphone become popular, a fast computing speed is important. In this paper, the proposed IQA metric combines color similarity, gradient similarity, and phase similarity synergistically to satisfy the HVS and is designed by using optimized pooling and quantization for fast computation. The proposed IQA metric is compared against existing 13 methods using 4 kinds of evaluation methods. The experimental results show that the proposed IQA metric ranks the first on 3 evaluation methods and the first on the remaining method, next to VSI which is the most remarkable IQA metric. Its computing speed is on average about 20% faster than VSI's. In addition, we find that the proposed IQA metric has a bigger amount of correlation with the HVS than existing IQA metrics.

Analysis on Playing Pattern of Mobile RPG's Combat Contents - Focus on - (모바일 역할수행 게임 전투 콘텐츠의 플레이 패턴 연구 - <세븐 나이츠>를 중심으로 -)

  • Lyou, Chul-Gyun;Kim, HwaHyun
    • Journal of Korea Game Society
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    • v.16 no.5
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    • pp.69-78
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    • 2016
  • A sense of oneness between a player and an avatar is more emphasized than role-playing itself in Korean RPG playing. Because of this tendency, the main contents of smart phone-based mobile RPG are mainly focus on combat. As PvP occurs more frequently in mobile RPG, playing experiences are diversified from sensitive control to simple repetition. Also, the auto-combat function offered in game system ingenerates funs from testing a mental model that a player statistically sets before playing. This paper analyzes the process of generating fun in mobile RPG based on Ralph Koster's Game Grammar theory. is selected as subject of this analysis. The pattern of mobile RPG playing is dichotomized : automation of producing materials and concentration on raid and PvP contents.

Exploiting Quality Scalability in Scalable Video Coding (SVC) for Effective Power Management in Video Playback (계층적 비디오 코딩의 품질확장성을 활용한 전력 관리 기법)

  • Jeong, Hyunmi;Song, Minseok
    • KIISE Transactions on Computing Practices
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    • v.20 no.11
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    • pp.604-609
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    • 2014
  • Decoding processes in portable media players have a high computational cost, resulting in high power consumption by the CPU. If decoding computations are reduced, the power consumed by the CPU is also be reduced, but such a choice generally results in a degradation of the video quality for the users, so it is essential to address this tradeoff. We proposed a new CPU power management scheme that can make use of the scalability property available in the H.164/SVC standard. We first proposed a new video quality model that makes use of a video quality metric(VQM) in order to efficiently take into account the different quantization factors in the SVC. We then propose a new dynamic voltage scaling(DVS) scheme that can selectively combine the previous decoding times and frame sizes in order to accurately predict the next decoding time. We then implemented a scheme on a commercial smartphone and performed a user test in order to examine how users react to the VQM difference. Real measurements show that the proposed scheme uses up to 34% fewer energy than the Linux DVFS governor, and user tests confirm that the degradation in the quality is quite tolerable.

Analytical Approach of Cross-Layer-Based Handoff Scheme in Heterogeneous Mobile Networks (이종의 모바일 네트워크에서 크로스 레이어 기반 핸드오버 기법의 분석적 접근법)

  • Kim, DongHwi;Jeong, Jongpil
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.13 no.6
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    • pp.1-16
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    • 2013
  • Smartphones and tablets including phone, calendar are the necessities of modern man. They are one of the MN(Mobile Node), each with wireless network capabilities. Necessities of modern human MNs are almost included cellular module available in LTE/3G and Wi-Fi module for high-speed Internet. Until now, MN mobility management is handled, but using network-based mobility management in this paper. Then, carriers can manage and maintain the network for low-cost. In addition, it was considered that use a lot of modern people with Wi-Fi and LTE/3G, and using Cross-Layer-Based handoff.

Mobile Phone based Asthma Management System (이동전화를 이용한 천식질환 원격관리시스템)

  • Park, Kyung-Soon;Park, Min-Ho;Kim, Kyoung-Oak;Park, Se-Jin;Kim, Seong-Sik;Lee, In-Kwang;Lee, Hye-Ran;Kim, Kyung-Ah;Cha, Eun-Jong
    • The Journal of the Korea Contents Association
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    • v.12 no.1
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    • pp.369-378
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    • 2012
  • Asthma requires continuous long-term management with at least 5% outcome of general population as well as being the second cause of death and disability after cancer. The present study developed an efficient self management system based on the commercial mobile phone network. The spirometric test results are input to the mobile phone through the communication line connected to the portable spirometer. The doctor or the care-giver can search, identify, and review the data accumulated daily by the patient, and feedback to the patient necessary recommendations by short message and color mail services. Patient can also send an emergency call to the doctor and/or the care-giver. User interface was designed as convenient as possible for maximum efficiency of these operations. The present system provides a desired remote medical services, thus would enhance health management of chronic diseased patients.

A Relational Geography of Consumption and Ethical Geography Education (소비의 관계적 지리와 윤리적 지리교육)

  • Kim, Byungyeon
    • Journal of the Korean Geographical Society
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    • v.50 no.2
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    • pp.239-254
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    • 2015
  • The purpose of this study is to explore the possibility of ethical geography education, based on the 'relational turn' of understanding of human/non-humans and place in the context of the student's daily consumption. To do this, first and foremost, due to the de-localization of product networks that students consume, it has been discussed the situation that the ethics of responsibility and care is reduced. Then, this paper suggests an understanding of place and human/non-humans in a relational view, as a basis for the student's ability to look at matters of consumption and ethics through the viewpoint of relational ethics of responsibility and care. Finally, this research examined relation of commodity consumption, relational geographies and ethics of responsibility and care through 'mobile phone connection'. It is argued in the paper that the role of ethical geography education lies also in allowing students to feel connected to various humans/non-humans as a absent presence in his own life and to acquire cognitive and practical skills to provide more responsibility and care for their socio-ecological environment, thus making a better world.

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A Study on Preference for Graphic Basic Elements of the UI/UX Design of Game Application (게임 어플리케이션의 UI/UX 디자인의 그래픽 기본요소 선호도 연구)

  • Cho, Hyun seung
    • Journal of Digital Convergence
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    • v.15 no.12
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    • pp.573-579
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    • 2017
  • The game industry using Smart phones and related market is rapidly growing every year and a graphical view of the game fun and games player is in a diverse environment improvement. Game visuals in the design of the application of the user's perspective, very simple tricks, unlike such as the game's environment is pc, but more sophisticated and to improve the quality of the game, planning is required. Ranking the top rankings, game downloads this study, therefore, has recently structured questionnaire based on the case in existing research conducted a survey. The surveyed more than 200 million people downloaded the Onmyoji game users in China was limited to the preferences of each gui survey analyzed. Preference shown in graphic identify success factors should be improved to lighting of the basic elements of design / ux ui and applications should be taken into account when designing the game. A Study on Design Factors for research purposes. The results verification the importance of visual elements, information elements, manipulation, and rapid response.

Implementation of Secure Keypads based on Tetris-Form Protection for Touch Position in the Fintech (핀테크에서 터치 위치 차단을 위한 테트리스 모양의 보안 키패드의 구현)

  • Mun, Hyung-Jin;Kang, Sin-Young;Shin, ChwaCheol
    • Journal of Convergence for Information Technology
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    • v.10 no.8
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    • pp.144-151
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    • 2020
  • User-authentication process is necessary in Fintech Service. Especially, authentication on smartphones are carried out through PIN which is inputted through virtual keypads on touch screen. Attacker can analogize password by watching touched letter and position over the shoulder or using high definition cameras. To prevent password spill, various research of virtual keypad techniques are ongoing. It is hard to design secure keypad which assures safety by fluctuative keypad and enhance convenience at once. Also, to reconfirm user whether password is wrongly pressed, the inputted information is shown on screen. This makes the password easily exposed through high definition cameras or Google Class during recording. This research analyzed QWERTY based secure keypad's merits and demerits. And through these features, creating Tetris shaped keypad and piece them together on Android environment, and showing inputted words as Tetris shape to users through smart-screen is suggested for the ways to prevent password spill by recording.

Design of an Infrared Multi-touch Screen Controller using Stereo Vision (스테레오 비전을 이용한 저전력 적외선 멀티 터치스크린 컨트롤러의 설계)

  • Jung, Sung-Wan;Kwon, Oh-Jun;Jeong, Yong-Jin
    • Journal of the Institute of Electronics Engineers of Korea SD
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    • v.47 no.2
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    • pp.68-76
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    • 2010
  • Touch-enabled technology is increasingly being accepted as a main communication interface between human and computers. However, conventional touchscreen technologies, such as resistive overlay, capacitive overlay, and SAW(Surface Acoustic Wave), are not cost-effective for large screens. As an alternative to the conventional methods, we introduce a newly emerging method, an optical imaging touchscreen which is much simpler and more cost-effective. Despite its attractive benefits, optical imaging touchscreen has to overcome some problems, such as heavy computational complexity, intermittent ghost points, and over-sensitivity, to be commercially used. Therefore, we designed a hardware controller for signal processing and multi-coordinate computation, and proposed Infrared-blocked DA(Dark Area) manipulation as a solution. While the entire optical touch control took 34ms with a 32-bit microprocessor, the designed hardware controller can manage 2 valid coordinates at 200fps and also reduce energy consumption of infrared diodes from 1.8Wh to 0.0072Wh.