• Title/Summary/Keyword: 휴대기기

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An Efficient Location Encoding Method Based on Hierarchical Administrative District (계층적 행정 구역에 기반한 효율적인 위치 정보 표현 방식)

  • Lee Sang-Yoon;Park Sang-Hyun;Kim Woo-Cheol;Lee Dong-Won
    • Journal of KIISE:Databases
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    • v.33 no.3
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    • pp.299-309
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    • 2006
  • Due to the rapid development in mobile communication technologies, the usage of mobile devices such as cell phone or PDA becomes increasingly popular. As different devices require different applications, various new services are being developed to satisfy the needs. One of the popular services under heavy demand is the Location-based Service (LBS) that exploits the spatial information of moving objects per temporal changes. In order to support LBS efficiently, it is necessary to be able to index and query well a large amount of spatio-temporal information of moving objects. Therefore, in this paper, we investigate how such location information of moving objects can be efficiently stored and indexed. In particular, we propose a novel location encoding method based on hierarchical administrative district information. Our proposal is different from conventional approaches where moving objects are often expressed as geometric points in two dimensional space, (x,y). Instead, in ours, moving objects are encoded as one dimensional points by both administrative district as well as road information. Our method is especially useful for monitoring traffic situation or tracing location of moving objects through approximate spatial queries.

정전용량방식 터치패널용 ITO 투명전도막 제조 및 특성

  • Son, Yeong-Ho;Park, Jung-Jin;Lee, Jang-Hui;Choe, Seung-Hun;Choe, Jeong-Gyu;Kim, Jin-Ha;Lee, Dong-Min;Jeong, Ui-Cheon;Chae, Jin-Gyeong;Lee, Jong-Geun;Jeong, Myeong-Hyo
    • Proceedings of the Korean Vacuum Society Conference
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    • 2013.02a
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    • pp.362-362
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    • 2013
  • 터치패널은 키보드나 마우스와 같은 입력장치를 사용하지 않고, 스크린에 손가락, 펜 등을 접촉하여 입력하는 방식이다. 누구나 쉽게 입력할 수 있는 장점으로 인해 기존에는 현금인출기, 키오스크 등 공공분야에 주로 많이 사용되어 왔으나, 최근의 터치스크린은 휴대폰, 게임기, 네비게이션, 노트북 모니터 등 개인정보기기의 입력장치로 활용분야가 넓어져가고 있다. 기존 터치패널은 유리 기판 위에 ITO박막(투명전도막)을 진공코팅하여 사용하여 왔지만, 최근 터치패널은 경량화를 고려하여 PET 필름 기판 위에 ITO 박막을 진공코팅하여 사용하고 있다. PET 필름의 유연성 때문에 ITO 코팅된 필름을 PC 혹은 강화유리 위에 OCA 물질을 이용하여 다시 고정하여야 한다. 이때 터치패널 제작시 생산공정이 늘어나 생산성이 떨어지고, 터치패녈의 광투과율도 떨어지는 2차적인 문제가 발생한다. 이를 해결코자하는 터치페널 업체의 Needs가 있고, 최근에 이를 해결하기 위하여 강화유리와 플라스틱 기판 위에 ITO 박막을 직접 진공코팅 하는 공정개발이 진행되고 있다. ITO 박막은 진공코팅 중에 열을 가하여 결정화를 이루어야 하는데, 강화유리와 플라스틱은 기판의 열에 약한 특성을 고려하여, 열을 가하지 않고 ITO 박막을 진공 코팅하여야 한다. 이러한 ITO 박막의 진공코팅 공정에는 In-line magnetron sputtering system이 사용된다. 본 연구에서는 In-line magnetron sputtering system을 사용하여 강화유리와 플라스틱 기판 위에 정전용량방식 터치패널용 패턴 인비저블 ITO 투명전도막을 제작하고 그 특성을 조사하였다. ITO 박막의 면저항은 150 Ohm/cm2, 최고 광투과율은 90.56% (@583), 그리고 550 nm에서 광투과율은 90.46%로 ITO 박막 코팅 전후에 투과율 차이가 0.4임을 확인하였다. 정전용량방식의 터치패널에서는 ITO 박막 코팅 전후에 투과율 차이가 1이하의 특성, 즉 패턴 인비저블의 특성을 필요로 하는데, 이는 ITO 박막 패턴후에 패턴이 보이지 않게 하기 위해서이며, 이러한 시장의 Needs를 고려하면 본 연구에서 매우 중요한 연구 성과를 얻었다고 말할 수 있다. 그리고 강화유리와 플라스틱 기판 위에 여러 종류의 ITO 투명전도막을 제작하고, 또한 감성터치에 적용되는 ITO 투명전도막을 제작하여, 그 특성을 조사하여 이를 논하고자한다.

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The Mobile Cartoons Authoring Method Using Scene Flow Mode (Scene flow 방식을 이용한 모바일 만화 저작 기법)

  • Cho, Eun-Ae;Koh, Hee-Chang;Mo, Hae-Gyu
    • Cartoon and Animation Studies
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    • s.19
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    • pp.113-126
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    • 2010
  • The digital cartoons market is looking for a new growth momentum as the radical increases of the demands and markets about the mobile contents with portable instrument popularization. The conventional digital cartoons markets which are based on web-toon, page viewer cartoons and e-paper cartoons have been studied various fields to overcome some limitations such as the traditional cartoons had. The mobile cartoons which have been changed more and more, have some canvas limitations due to the mobile screen size. These limitations lead to the communication problems between the cartoonists and the subscribers and resulting some obstacles of mobile cartoons activations. In this paper, we developed a authoring tool applied the Screen Flow method to overcome inefficiency of conventional authoring methods. This proposed method can reflect the cartoonists' during the process of authoring mobile cartoons, thereafter we studied about the authoring method of mobile cartoons and its effects. For the convenience of users creating and distributing content in a way has been studied.

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A Study Analyzing Y Generation Users' Needs for Next Generation Digital Library Service (차세대디지털도서관서비스에 대한 Y세대 이용자의 요구분석 연구)

  • Noh, Younghee
    • Journal of the Korean Society for information Management
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    • v.31 no.3
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    • pp.29-63
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    • 2014
  • This study attempted to reveal the characteristics of the Y generation, to derive the services of the next generation digital library, and to compare differences between the demands of the baby boom generation and the Y generation to some extent. As a result, first, it is shown that the digital device the Y generation uses the most, was a cell phone or smartphone, followed by desktop PC, notebook PC, and digital camera. Although there were some differences, the Y generation's use ratio of digital devices was substantially similar to the baby boomers'. Second, there was a significant difference between the Y generation and baby boom generation in terms of using digital services. While the Y generation used internet portals the most, the baby boom generation used e-mail service the most. Third, we surveyed the services which the Y generation and baby boom generation require for the next generation digital libraries, by grouping as follows: the cloud service, infinite creative space (maker space), big data, augmented reality, Google Glass, context-aware technologies, semantic services, SNS service, digital textbook service, RFID and QRCode service, library space configuration, a state-of-the-art display technology, and other innovative services. While the most demanded service by the Y generation was big data service, the baby boom generation most demanded digital textbook service.

HIMIPv6: An Efficient IP Mobility Management Protocol for Broadband Wireless Networks (HIMIPv6: 광대역 무선 통신 네트워크를 위한 효율적인 IP 이동성 관리 프로토콜)

  • Jeong Hyeon-Gu;Kim Young-Tak;Maeng Seung-Ryoul;Chae Young-Su
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.31 no.4B
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    • pp.291-302
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    • 2006
  • With the increasing deployment of mobile devices and the advent of broadband wireless access systems such as WiBro, WiMAX, and HSDPA, an efficient IP mobility management protocol becomes one of the most important technical issues for the successful deployment of the broadband wireless data networking service. IETF has proposed the Mobile IPv6(MIPv6) as the basic mobilitymanagement protocol for IPv6 networks. To enhance the performance of the basic MIPv6, researchers have been actively working on HMIPv6 and FMIPv6 protocols. In this paper, we propose a new mobility management protocol, HIMIPv6 (Highly Integrated MIPv6), which tightly integrates the hierarchical mobility management mechanism of the HMIPv6 and the proactive handover support of the FMIPv6 to enhance the handover performance especially for the cellular networking environment with high frequent handover activities. We have performed extensive simulation study using ns-2 and the results show that the proposed HIMIPv6 outperforms MIPv6, FMIPv6 and HMIPv6 in terms of signaling overhead, service interruption and packet lost during handovers.

Effect of Mobile Devices on the Use Intention and Use of Mobile Banking Service in Myanmar (미얀마에서의 모바일기기 특성이 모바일 뱅킹 서비스 사용의도와 실제 사용에 미치는 영향 연구)

  • Myo, Salai Thar Kei;Hwang, Gee-Hyun
    • Journal of Digital Convergence
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    • v.15 no.6
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    • pp.71-82
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    • 2017
  • Most banks in Myanmar have begun to provide their services via mobile phones. However, few studies investigated the factors that may help to set mobile services from a customer perspective. So, this study aims to propose and test a conceptual research model to predict the user's intention to use and actual use level of mobile banking service by combining UTAUT and DeLone-Mclean IS model. Data were collected from 206 citizens who had experienced mobile banking in various regions of Myanmar. The study found that performance expectancy, effort expectancy, information quality and service quality influence the user 's intention to adopt mobile banking services which directly affects the user's actual use of them. However, social influence, facilitating condition and system quality don't influence the user's intention. The study results contribute to meeting customer's needs and reducing customer risk in Myanmar's mobile banking industry, suggesting to seamlessly provide the necessary resources like technology improvements, organizational infrastructure and service centers. Another future study are required to include service's security and trust factors so that the service providers could gain their customers' reliability and trust.

A Study on the Types and Usages of PDA Users (PDA사용자의 유형 및 사용방법에 관한 연구)

  • Shon Young-Woo;Kim Jeong-Han
    • Journal of Digital Contents Society
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    • v.3 no.2
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    • pp.211-220
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    • 2002
  • It has not been long since the current form of PDA began to be used widely. The PDA, which first came out in a recognizable form in the market a decade ago, multiplying the number of users, has recently been developed in various forms. It began to make cutting-edge technology available in PDA, and to be subdivided into various forms appropriate for special purposes, which reflected the recent intense competition in the market. It included the function of mobile phone, in tandem with the original function of PDA, by which it brought about other synergy effects and corresponded with the purpose more solidly. Due to these recent changes, PDA has had a dramatically increasing number of users, as well as the wider scope of usage and practical application by introducing new technology. However, research is required in the fields of basic usage and interface. It is important to recognize that PDA is an apparatus that stores for the users contents and information suitable for them, and that responds to them in case of need. PDA therefore needs to convey what the users require more easily and speedily without errors, and to provide them with appropriate information and contents. This paper examined the extent to which the interface of PDA including the input of contents required by the user would be efficient by questionnaires. In addition, alternatives concerning a general application environment of PDA were suggested based on the result of this survey.

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Monopole Antenna with a Triangular Patch Structure for Penta-Band Service (5중 대역 서비스를 위한 삼각 패치 결합 구조의 모노폴 안테나)

  • Park, Jin-Won;Cho, rae-June;Moon, Byong-In;Lee, Hong-Min
    • The Journal of Korean Institute of Electromagnetic Engineering and Science
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    • v.21 no.2
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    • pp.136-142
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    • 2010
  • In this paper, the microstrip antenna for penta-band service is proposed. It is designed for a wide band characteristic based on a monopole line combined with a triangular patch structure which has two slits. Total antenna size is $35\;mm{\times}20\;mm$ and it was fabricated on FR-4 substrate($\varepsilon_r=4.4$) which has $35\;mm{\times}75\;mm{\times}1\;mm$ size and a microstrip line with impedance 50 ohm is used. Experimental result shows the impedance bandwidth($VSWR{\leq}3$) of the proposed antenna operated within GSM/DCS/USPCS/UMTS/Bluetooth frequency band. The resonance frequency of the proposed antenna is 0.92, 1.97, 2.45 GHz and the average gain is -2.18, -0.66, -0.58 dBi. Also, the radiation efficiency is 60, 85, 87%. The fabricated antenna is satisfied with the aimed impedance bandwidth ($VSWR{\leq}3$) in GSM/DCS/ USPCS/UMTS/Bluetooth frequency band.

Development of Mobile Tour Game for Site-specific Cultural & Historical Tour Information Service (위치 기반 역사 문화 관광 정보 서비스를 위한 모바일 투어게임 개발에 관한 연구)

  • Kim, Hyun-Jeong;Schliesser, John;Kim, Min-Soo;Chung, Han-Kyung;Park, Jung-Hyun;Park, Young-Je;Shim, Jung-Wha;Kim, Young-Hee;Kim, Min-Jung;Cho, Shin-A
    • 한국HCI학회:학술대회논문집
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    • 2007.02b
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    • pp.70-77
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    • 2007
  • 모바일 IT와 무선인터넷의 발달에 따라 디지털 컨텐츠를 담는 뉴미디어로서의 휴대폰의 가능성은 점차 확대되고 있으며, 모바일 컨텐츠 시장도 급속도로 성장하고 있다. 무선인터넷의 발달은 유선 인터넷 컨텐츠를 무선으로 확장하게 하였으며, 장소기반 관광 정보 (Location Based Information) 서비스가 우선적으로 구축되고 있다. 그러나, 현재 모바일 기기로 서비스되고 있는 대부분의 관광정보는 관광지에 대한 간단한 설명, 교통편, 숙박, 음식점 등 매우 실용적이고 일반적이어서 편리하긴 하지만, 그다지 사용하고 싶은 매력은 없는 정보에 그치고 있다. 본 연구는 기술적으로 진화하고 있는 유비쿼터스 도시 환경에서 모바일을 활용하여 어떠한 새로운 형태의 관광 컨텐츠가 가능해질 수 있을까 하는 질문에서 출발하였다. 본 논문은 정보통신연구 진흥원의 지원을 받아 진행했던 지역의 역사, 문화 정보 전달을 위한 모바일 투어 게임 "타임트렉" 프로토타입 개발에 관한 리서치, 컨셉, 프로세스를 정리한 것이다. "타임트렉" 프로젝트에서 추구했던 방향은 문화적, 역사적으로 중요한 장소를 투어하면서 모바일 미디어를 활용하여 보다 깊은 역사, 문화 정보를 새롭고 재미있는 방법으로 전달하고자 하는 것이었다. 특히, 사용자의 보다 적극적인 참여와 흥미유발을 위해 시간여행 능력을 가진 탐정이 과거로 시간여행을 통해 사건을 해결하는 롤플레잉 스토리 기반 게임과 물리적 장소에서 답을 찾아야 하는 오프라인 퀘스트 게임의 형식을 포함하는 모바일 투어 게임형태로 구축하였다. 이렇게 함으로써 관광객들에게 보다 그 장소에 대해 알고 싶어 하는 흥미를 유도하고 투어를 완료하게 유도함으로써 만족스럽고 새로운 관광 경험을 제공하는 것을 목적으로 하였다. 새로운 타입의 모바일 관광서비스의 프로토타입 개발에 있어 중점을 두었던 부분은 역사적으로 중요한 장소를 워킹 트레일로 구성하고 그 장소가 가지는 기본적인 문화, 역사적 정보에 오락적 요소(스토리와 게임 요소)를 자연스럽게 혼합하여 흥미로운 컨텐츠를 만들는 것이었으며, 또한 모바일이 가진 위치기반 서비스 기능을 활용하여 효과적으로 컨텐츠를 적재적소에 제시하는 인터페이스 구현에 중점을 두었다. 논문에서는 먼저, 기존의 국내외 모바일 관광정보서비스의 사례 및 연구 동향을 분석하고, 이에 따라 설정한 "타임트렉" 프로젝트의 방향성과, "타임트렉" 프로젝트에서 개발했던 프로토타입에 대하여 요약, 설명하였으며, 사용자 테스트 과정을 기술하였다. 그리고 마지막으로, 시장 세분화에 따른 관광 정보 서비스의 엔터테인먼트화 전략에 대해 논의하였다. 본 연구에서 시도했던 지역의 역사, 문화 관광을 위한 LBS 모바일 기술과 스토리, 게임 등 엔터테인먼트 요소의 결합은 관광객들에게 새로운 형태의 즐거운 관광 경험을 창출할 수 있으며, 관광 산업과 모바일 컨텐츠 산업의 결합이라는 새로운 접근의 장을 개척할 수 있을 것이다.

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Human-Powered Generator designed for Sustainable Driving (고출력 지속이 가능한 인체 구동 방식의 자가 발전기 개발)

  • Lim, Yoon-Ho;Yang, Yoonseok
    • Journal of the Institute of Electronics and Information Engineers
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    • v.52 no.7
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    • pp.135-142
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    • 2015
  • Human-powered self-generating devices have been attractive with its operation characteristic independent from outer environment such as weather condition and wind speed. However, conventional self-generators have low electric power output due to their weakly-coupled electromagnetic structure. More importantly, rotary crank motion which is usually adopted by conventional self-generator to generate electricity requires specific skeletal muscles to maintain large torque circular motion and consequently, causes fatigue on those muscles before it can generate enough amount of electricity for any practical application. Without improvement in electric power output and usability, the human-powered self-generator could not be used in everyday life. This study aims to develop a human-powered self-generator which realized a strong electromagnetic coupling in a closed-loop tubular structure (hula-hoop shape) for easy and steady long-term driving as well as larger electric output. The performance and usability of the developed human-powered generator is verified through experimental comparison with a commercial one. Additionally, human workload which is a key element of a human-powered generator but not often considered elsewhere, is estimated based on metabolic energy expenditure measured respiratory gas analyzer. Further study will focus on output and portability enhancement, which can contribute to the continuous power supply of mobile equipments.