• Title/Summary/Keyword: 3G휴대폰

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A Study on the Fabrication Method of Micro-Mold using 2.2inch LGP by the SCS Micro-Lens Pattern (SCS Micro-lens 패턴 적용 휴대폰 도광판 제작용 미세금형 제작에 대한 연구)

  • Oh, J.G.;Kim, J.S.;Yoon, K.H.;Hwang, C.J.
    • Transactions of Materials Processing
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    • v.20 no.1
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    • pp.60-63
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    • 2011
  • BLU(back light unit) is one of kernel parts of LCD(liquid crystal display) unit. New 3-D micro-lens pattern for LGP(light guide plate), one of the most important parts of LCD-BLU, had been researched. Instead of dot pattern made by chemical etching or laser ablation, SCS(slanted curved surface) micro-lens pattern was designed with optical CAE simulation. This study introduce the method of design using optical CAE simulation for SCS micro-lens, the new fabrication method of micro-mold with SCS micro-lens pattern.

A Needs Assessment of People with Hearing Impairment for Hearing Augmentation Technology Development: Focusing on Risk Context Awareness Communication (청각증강 기술 개발을 위한 청각장애인의 욕구조사: 위험상황 인식 및 의사소통 분야를 중심으로)

  • Lee, Jun Woo;Lee, Hyuna;Bach, Jong Mie
    • 재활복지
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    • v.22 no.3
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    • pp.225-257
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    • 2018
  • The purpose of this study is to find the application point of hearing augmentation technology development through examining the risk context experience of people with hearing impairment and the use of assistive device used as an alternative technology. Data of 355 people with hearing impairment with official disability grading was analyzed. The results of this study are first, research participants had no experience of recognizing any sound or vibration in situations highest in the order of means of transportation, material, and nature. Especially the ratio of being unable to recognize the sound and vibration of means of transportation was high, which implies the high possibility of people with hearing impairment experiencing risk. Secondly, the risk context that people with hearing impairment will most likely to experience are highest in the order of traffic accident, pedestrian accident, and daily life at home. Thirdly, the recognition of 2G phone/smart phone, vibrating digital alarm clock, light bar, vibrating wrist watch as assistive device for risk context awareness and notification was high and the satisfaction level of 2G phone/smart phone was the highest. Fourthly, the research participants had high recognition of assistive device for communication in the order of hearing aid, smart phone, videophone, cochlear implant and 2G phone and it was found that the satisfaction level and communication improvement level was the highest using the smart phone. Lastly, for the development of hearing augmentation technology the research participants recognized the importance of portable/wear convenience, price, and motion accuracy and for notification delivery means they preferred the method of using sight(text and light). Based on the results of this study policy and practical plans for hearing augmentation technology development for people with hearing impairment in risk context are proposed.

A Prepaid System Promotion Policy for the 3G MVNO - Carrier Selection, Interconnection, Number Portability, Prepay, Wholesale Provision - (3G MVNO를 통한 선불요금제 활성화 정책 - 선불요금, 상호접속, 사업자선택, 도매제공 및 번호이동 -)

  • Kim, Byung-Woon
    • Informatization Policy
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    • v.18 no.3
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    • pp.88-107
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    • 2011
  • This paper proposes a prepaid system promotion policy for the 3G(WCDMA) MVNO with regard to the newly included paragraphs 3, 4 and 5 of Article 32 (User Protection) and Article 38 (Provision of Wholesale Telecommunications Services) of the Telecommunication Business Act, which was revised on March 22, 2010. As of June 2011, there are only a few prepaid system subscribers to the mobile communications service due to various limitations, including prepay, interconnection, carrier selection, the MVNO policy, and number portability. However, overseas communications service regulatory agencies and service providers are increasingly presenting policies and strategies for mobile prepaid plans, in order to accommodate the various customer demands that are increasing the use of smart phones and data. This paper advances various proposals concerning promotion of the prepaid system by the 3G MVNO under the current Telecommunication Business Act, including separation of the prepaid data system and the mobile network; introduction of a monthly fixed-rate hybrid prepaid system, a top-up system and USIM system; introduction of mobile network carrier selection; differentiated retail discounts between prepaid and post-paid prices; revision of the retail discount policy for wholesale provision; increase in the number of mandatory service providers; and in-depth consideration of the introduction of a number portability policy for the prepaid and post-paid systems.

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Analysis of Friction Signals Based on Sliding Tests with Finger for Tactile Sensibility (촉감 감성 해석을 위한 미끄럼 마찰 시험과 신호 분석)

  • Park, JinHwak;Park, SeMin;Sesaldo, May Grace;Lee, YoungZe
    • Tribology and Lubricants
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    • v.29 no.3
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    • pp.167-170
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    • 2013
  • The friction behavior of human skin is determined by the complex interplay of the material and surface properties of the skin, as well as the contacting material, and strongly depends on the contact parameters (e.g., pressure and sliding velocity) and the presence of substances such as water, sweat, or skin surface lipids at the interface. Including a study on the effect of a surface's physical roughness for skin sliding over the surface, various studies have been conducted to understand human tactile sensibility. However, to investigate products in relation to human tactile sensibility, more objective research is needed. This study performed sliding experiments between the skin and the surfaces of phone cases to understand how the texture, friction, and stick-slip characteristics are related. Eight phone case surfaces with different topologies and chemical (or mechanical) compatibilities with skin were prepared and tested multiple times.

트래픽 규격화를 통한 효율적 망관리성 제고

  • Park, Jae-Hyeong;Kim, Hyo-Sil
    • Information and Communications Magazine
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    • v.30 no.7
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    • pp.50-57
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    • 2013
  • 망관리성이란 다수의 이용자가 네트워크를 효율적으로 이용할 수 있도록 하기 위해 통신사업자가 네트워크를 합리적으로 관리할 수 있어야 한다는 것을 의미한다. 본고에서는 최근 증가하고 있는 대용량 비디오 트래픽에 대한 최적의 이용환경을 제공하고 망관리성을 제고하는 방안으로서 비디오 트래픽 대역폭 최적화 동향을 살펴보고 향후 방향을 제시하고자 한다. 비디오 트래픽 대역폭 최적화란 네트워크(3G/ LTE 등), 단말(휴대폰/태블릿 등), 콘텐츠(스포츠/드라마/영화 등) 유형별로 이용자의 동영상 품질 만족도와 네트워크 품질을 동시에 만족하는 최적 대역폭(비트레이트)의 비디오 트래픽을 전송하는 것이다. 비디오 트래픽 최적화에 있어서 최적대역폭 선정 기준의 정립은 다음과 같은 두 가지의 연구 결과를 기반으로 진행된다. 첫째, 일반적으로 동영상 대역폭이 증가할수록 영상 품질도 정비례로 증가할 것이라는 예상과는 달리, 무선 단말 이용자는 영상화질의 일정 임계치 이상에서 품질의 차이를 거의 느낄 수 없다. 둘째, 다량의 비디오 트래픽이 네트워크 총 대역폭의 일정 비율 이상을 차지하게 될 경우 네트워크 품질저하 요소가 발생하여 네트워크 품질이 급격히 악화된다. 비디오 트래픽 최적화는 이러한 요소를 고려하여 이용자의 영상 품질 만족도를 최대화하면서 네트워크 품질 유지비용을 최소화하고 트래픽 전송품질을 확보할 수 있는 최적대역폭을 설정하는 것이다. 비디오 트래픽 최적화의 목적은 트래픽을 통제하거나 차단하는 것이 아니며 최적대역폭에 대한 가이드라인을 제시하여 콘텐츠사업자(이하 CP)와 Over-The-Top 사업자(이하 OTT)가 자발적으로 준수하도록 유도하고자 하는 것이다. 비디오 트래픽 최적화는 ICT생태계 모든 이해관계자에게 편익을 제고할 것으로 기대된다. 첫째, 이용자에 대해서는 통신품질 안정화로 전체적인 이용자 만족도를 향상시킨다. 둘째, CP/OTT는 멀티미디어 서비스의 대중화와 서버 및 전송장비 비용을 절감할 수 있다. 마지막으로 통신사는 네트워크 품질저하 및 비용 급증을 방지할 수 있다.

IT KOREA 미래전략의 성공적 추진을 위한 R&D 발전방향

  • Kim, Heung-Nam
    • Information and Communications Magazine
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    • v.27 no.1
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    • pp.21-27
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    • 2009
  • IT KOREA 미래전략 '5대 핵심과제'의 전략분야별 주요 이슈와 현재 R&D현장에서 추진 중이거나 추진 예정으로 있는 연구개발 방향과 유망기술에 대해 간략히 살펴보고자 한다. IT융합 부문은 IT와 상호 Win-Win 가능한 자동차 조선 의료 등 비(非)IT산업의 IT융합을 촉진하고, 시스템반도체 스마트SOC Green IT 등을 고도화한다는 전략을 토대로 4개 전략분야에서 23개의 유망기술을 발굴 제시하였다. SW 부문은 IT 분야 중 가장 취약한 것으로 평가되고 있는 SW산업을 하드웨어 인프라 등과 연계하여 세계시장 진출이 가능한 수준으로 동반성장 시킨다는 전략을 기반으로 R&D 연관성이 높은 2개 전략분야에서 11개의 유망기술을 발굴 제시하였다. 주력 IT기기 부문은 반도체 디스플레이 휴대폰 등 이미 세계 시장에서 독자적 위치를 차지하고 있는 하드웨어산업의 글로벌 주도권을 더욱 확고히 한다는 전략에 따라 5개 전략분야에서 유망기술 10개를 발굴 제시하였다. 방송통신 부문은 WiBro DMB 등 세계적 수준의 방송통신기술을 바탕으로 4G 3DTV 등 차세대 방송통신기술의 핵심원천기술을 개발하고, 국제표준을 확보한다는 전략을 기반으로 4개 전략분야에서 유망기술 8개를 발굴 제시하였다. 인터넷 부문은 UBcN 미래인터넷 정보보안 등을 대상으로 하고 있으며, 특히 미래인터넷의 경우, 초기 개발단계부터 핵심원천기술 확보를 목표로 시스코 구글 등과 같은 세계적인 기업들을 배출할 수 있는 여건을 조성한다는 전략에 따라 4개 전략분야에서 유망기술 8개를 발굴 제시하였다.

Social Physical Super Connecting Layer of 4th Industrial Revolution for Jeju Goendam-Goendang (제주 괸담-괸당에 대한 4차산업혁명의 사회·물리적 초연결층)

  • Lee, Moon-Ho
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.17 no.3
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    • pp.71-85
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    • 2017
  • The $4^{th}$ industrial revolution is a super connection society. It connects all things between things and things, PC and mobile phone, human and human and human and things. In Jeju island, 'Batdam' and 'Sandam' are conneted like 'black dragon ten thousand Li', and stone walls are connected to each other as the stone network, which is called as the 'Goendam' (and conventionally is told as the 'Goendang') and is related to the Family network. Also, IoT(Internet of Things) makes the connection between the stone network and people. The Jeju's fourth industrial revolution is a its testbed. 'Goendang' connection in 4G industrial revolution is shown to be important Node and Link in socially and mathematically. In this paper, we review the historical background of the Goendang and find combinations of stones on the various types of stone field using the algebraic geometry.

Morphological Characteristics Optimizing Pocketability and Text Readability for Mobile Information Devices (모바일 정보기기의 소지용이성과 텍스트 가독성을 최적화하기 위한 형태적 특성)

  • Kim, Yeon-Ji;Lee, Woo-Hun
    • Archives of design research
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    • v.19 no.2 s.64
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    • pp.323-332
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    • 2006
  • Information devices such as a cellular phone, smart phone, and PDA become smaller to such an extent that people put them into their pockets without any difficulties. This drastic miniaturization causes to deteriorate the readability of text-based contents. The morphological characteristics of size and proportion are supposed to have close relationships with the pocketability and text readability of mobile information devices. This research was aimed to investigate the optimal morphological characteristics to satisfy the two usability factors together. For this purpose, we conducted an controlled experiment, which was designed to evaluate the pocketability according to $size(4000mm^2/8000mm^2)$, proportion(1:1/2:1/3:1), and weight(100g/200g) of information devices as well as participants' pose and carrying method. In the case of male participants putting the models of information device into their pockets, 2:1 morphological proportion was preferred. On the other hand, the female participants carrying the models in their hands preferred 2:1 proportion$(size:4000mm^2{\times}2mm)$ and 3:1 proportion$(size:8000mm^2{\times}20mm)$. For the device in the size of $4000mm^2$, it was found that the weight of device has an significant effect on pocketability. In consequence, 2:1 proportion is optimal to achieve better pocketability. The second experiment was about how text readability is affected by size $(2000mm^2/4000mm^2/8000mm^2)$ and proportion(1:1/2:1/3:1) of information devices as well as interlinear space of displayed text(135%/200%). From this experiment result, it was found that reading speed was increased as line length increased. Regarding the subjective assessment on reading task, 2:1 proportion was strongly preferred. Based on these results, we suggest 2:l proportion as an optimal proportion that satisfy pocketability of mobile information devices and text readability displayed on the screen together. To apply these research outputs to a practical design work efficiently, it is important to take into account the fact that the space for input devices is also required in addition to a display screen.

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gABC: A Text Entry Framework using Gamepad (gABC: 게임패드를 이용한 문자 입력 방법)

  • Min, Kyung-Ha
    • Journal of Korea Game Society
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    • v.7 no.3
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    • pp.67-76
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    • 2007
  • As the performance of game consoles is so highly progressed that services such as internet browsing become available on the consoles, the need for text input schemes on game consoles is rapidly raised. In this paper, we present a text input method of alphabet characters and several symbols using a gamepad, which is a widely used input device for most game consoles. Just like other text input methods using gamepad, our method allows users to enter texts by manipulating the gamepad with a user interface displayed on the screen of the console. A key idea of this paper is to present the user interface that is similar to the $4{\times}3$ keypad on mobile phones. The motivation of this idea is a principle that the experience of using a text input tool can be transferred to another tool that has similar interface. Another motivation is that the keyboard-based interface is too complex to be easily manipulated by simple input from a keypad, which is four orthogonal directions and several fire signals. Since most of keys on keypad of $4{\times}3$ keys are represented by a combination of two orthogonal directions, users feel easier in entering texts using keypad-based interface. We prove this argument in this paper by a user test of ten subjects. After about two experiment sessions, subjects reach 13 WPM in average, which proves that the proposed text input method enables much faster text input than the existing keyboard-based text input methods.

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A Feasibility Study on the Infrastructure Project of PCB Industrial Technology (PCB 산업기술 기반구축 사업의 타당성 분석 연구)

  • Kim, Dae Ho
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.8 no.4
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    • pp.57-66
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    • 2013
  • Domestic PCB industry formed by orders of demand companies is extremely vulnerable in its innovation infrastructure including high value-added technology development and information exchange. The majority of PCB products produced in the country relies on the imports from abroad and it causes its vulnerability to external market changes. Due to the negative perceptions about the industry (e.g., 3D job), low treatment (especially SMEs) and expertise employment avoidance in PCB industry, the job market conditions of PCB industry is not so good. In these circumstances, the PCB industry is completely dependent on the demand market such as cellular phones, and tablet PC, and as a result the responsiveness of PCB industry to the changes in demand market is also vulnerable. In this PCB industry, Korean government is trying to build the research infrastructure for PCB industry that realizes the sharing of information among companiesthrough the operation of the PCB industry innovation forum (information innovation), builds SME suppot platform and supports quality improvement (technology innovation), and supports enterprise collaboration processes (material-process-equipment) utilizing PCM open laboratory. The PCB industry technology infratstructure project is going to be promoted by the government(1.3 billion won, each year) and the private investmen(434 million won each year) from 2013 to 2017(5 years project)(table 1). This study analyzes the feasibility of the project, by using the AHP analysis and the results shows that this project is considered feasible because the AHP overall score is evaluated as 0.841, the overall score is greater than or equal to 0.55.

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