• Title/Summary/Keyword: Application(App)

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Multi-Modal Controller Usability for Smart TV Control

  • Yu, Jeongil;Kim, Seongmin;Choe, Jaeho;Jung, Eui S.
    • Journal of the Ergonomics Society of Korea
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    • v.32 no.6
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    • pp.517-528
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    • 2013
  • Objective: The objective of this study was to suggest a multi-modal controller type for Smart TV Control. Background: Recently, many issues regarding the Smart TV are arising due to the rising complexity of features in a Smart TV. One of the specific issues involves what type of controller must be utilized in order to perform regulated tasks. This study examines the ongoing trend of the controller. Method: The selected participants had experiences with the Smart TV and were 20 to 30 years of age. A pre-survey determined the first independent variable of five tasks(Live TV, Record, Share, Web, App Store). The second independent variable was the type of controllers(Conventional, Mouse, Voice-Based Remote Controllers). The dependent variables were preference, task completion time, and error rate. The experiment consist a series of three experiments. The first experiment utilized a uni-modal Controller for tasks; the second experiment utilized a dual-modal Controller, while the third experiment utilized a triple-modal Controller. Results: The first experiment revealed that the uni-modal Controller (Conventional, Voice Controller) showed the best results for the Live TV task. The second experiment revealed that the dual-modal Controller(Conventional-Voice, Conventional-Mouse combinations) showed the best results for the Share, Web, App Store tasks. The third experiment revealed that the triple-modal Controller among all the level had not effective compared with dual-modal Controller. Conclusion: In order to control simple tasks in a smart TV, our results showed that a uni-modal Controller was more effective than a dual-modal controller. However, the control of complex tasks was better suited to the dual-modal Controller. User preference for a controller differs according the Smart TV functions. For instance, there was a high user preference for the uni-Controller for simple functions while high user preference appeared for Dual-Controllers when the task was complex. Additionally, in accordance with task characteristics, there was a high user preference for the Voice Controller for channel and volume adjustment. Furthermore, there was a high user preference for the Conventional Controller for menu selection. In situations where the user had to input text, the Voice Controller had the highest preference among users while the Mouse Type, Voice Controller had the highest user preference for performing a search or selecting items on the menu. Application: The results of this study may be utilized in the design of a controller which can effectively carry out the various tasks of the Smart TV.

Development and Application of a Turtle Ship Model Based on Physical Computing Platform for Students of Industrial Specialized High School (공업계 특성화고 학생을 위한 피지컬 컴퓨팅 플랫폼 기반의 모형 거북선 개발 및 적용)

  • Kim, Won-Woong;Choi, Jun-Seop
    • 대한공업교육학회지
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    • v.41 no.2
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    • pp.89-118
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    • 2016
  • In this study, the model of Turtle Ship, which is evaluated as one of the world's first ironclad ship in battle as well as the traditional scientific and technological heritage in Korea, was combined with the Physical Computing Platform(Arduino and App Inventor) that enables students to learn the basic concepts of IT in an easy and fun way. Thus, this study contrived the Physical Computing Platform-based Turtle Ship model which will make the students of Industrial Specialized High School develop the technological literacy and humanities-based knowledge through flexible education out of stereotype and single subject as well as enhance the potential of creative convergence education. The following is a summary of the main results obtained through this study: First, Arduino-based Main-controller design and making is helpful to learn of the hardware and software knowledge about EEC(Electron Electronics Control) and to confirm the basic characteristics and performance of interaction of Arduino and actuators. Second, The fundamental Instructional environments of abilities such as implementing EEC systems, thinking logically, and problem-solving skills were provided by designing of pattern diagram, designing an actuator circuit and making, the creation of sketches as technical programming and developing of mobile app. Thirdly, This is physical computing platform based Turtle ship model that will enable students to bring up their technological literacy and interest in the cultural heritage.

A Frame Stress and Integration Monitoring System based on Continuous Track Type for Multipurpose Application of Electric Wheelchair (전동휠체어의 다목적 활용을 위한 무한궤도형 기반의 프레임 응력 및 통합 모니터링 시스템)

  • Jo, Kyeong-Ho;Jung, Se-Hoon;Park, Jae-Sung;Yoo, Seung-Hyun;Sim, Chun-Bo
    • The Journal of the Korea institute of electronic communication sciences
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    • v.13 no.5
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    • pp.1135-1144
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    • 2018
  • An electric wheelchair used to be utilized as a piece of equipment for the disabled and the elderly in the past, but the recent changes to its functions and forms have made it available across various fields and purposes. In this paper, we propose a continuous track type of electric wheelchair prototype to be used in various fields and environments and a monitoring system to control it. A frame stress design was applied to improve its stability during driving compared with the previous wheelchairs. In addition, we provide a convenience for free and easy operation of them using the App. based on android. A monitoring system based on C# was also added to control a large number of electric wheelchairs. As a result of the implementation and performance evaluation, the von Mises stress value was measured 4.401% within the normal range through five times of stress interpretations, and its accuracy of communication for system manipulation was recorded about 98.75%, which means that it has been proven to be safer than the previous wheelchairs.

Technical problems of Li-Fi wireless network (무선 네트워크 기술 Li-Fi의 문제점)

  • Park, Hyun Uk;Kim, Hyun Ho;Lee, Hoon Jae
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.10a
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    • pp.186-188
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    • 2014
  • In recent years, domestic as well as LTE wireless network of Wi-Fi and most used. In addition, mobile-intensive services that used mainly in our society makes it easier, SNS, application (APP), and file downloads. As such, the amount of data requested, while living at the time of mobile users will want to be safe from the earliest. And the wireless network communications mortality (3G, 4G (LTE), LTE-A) and Wi-Fi (802.11 n-2.4 G H z z H a c-5, 802.11 G), and users are mainly used in the death 4G (LTE), communication Wi-Fi, 802.11 n-2.4 GHz are used most frequently. As above, use the wireless network in order to safely and quickly developed the technology of the Li-Fi. Li-Fi light (visible light) technology to communicate with, and Wi-Fi (802.11 n-2.4 G z H) 100 times faster, LTE-A 66 times faster. However, the current Li-Fi to commercialise the big issue exists. In this paper, there are a lot of existing problems in the commercialization of Li-Fi being used in Wi-Fi, and a comparative analysis.

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Study on Establishment of Deoksugung Palace, Tourist Information Services using Augmented Reality(AR) Technology (증강현실(AR) 기술을 이용한 덕수궁 관광안내서비스 구축방안 연구)

  • Oh, Sung-hwan;Kim, Ki-duk
    • Korean Journal of Heritage: History & Science
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    • v.46 no.2
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    • pp.26-45
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    • 2013
  • Sudden increase exceeding 30million in the number of smart phone users, and rising interest in the technology of augmented reality, is now trying to combine it with AR technology in other areas very much. The field of cultural heritage, which has been constructed by the Internet and 3D technology, is not unusual and this field is now rapidly changing thanks to the AR technology which can make users experience cultural heritage with high reality. The Palaces in Seoul, however, use fragmentary tools of information - lack of heritage commentators, leaflet, etc, even though the number of visitors is gradually increasing. Therefore, three-dimensional and comprehensive cultural heritage information service is needed with the guidance in the mobile era. This study utilizes the AR technology for building the Deoksugung Tourist Information Service Application(App.) applying the markerless-based recognition technology which is a more advanced tool than the location-based AR technology. This new AR technology can switch perceived real images such as the tablet of the King in the Palace of in the real world, patterns and pedestals into virtual world, which can reproduce the damaged cultural assets as 3D. This also composes photos of the past with the current buildings, which can increase people's interest and absorption of the contents, and helps them understand and be aware of Korean traditional culture and cultural heritage effectively. In addition, convergence between IT new technology, Augmented Reality(AR) and humanities through storytelling based implementation of cultural heritage in smart phone is attempted to demonstrate that there is strength in which augmented reality technique exerts infinite creativity based on actual reality world.

Development of IoT Searching System Missing Children by utilizing Open Source Hardware (오픈소스 하드웨어를 이용한 IoT 미아찾기 시스템)

  • Heo, Seong-Mu;Kim, Cha-Jong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.10a
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    • pp.277-280
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    • 2016
  • Currently, systems for finding missing children are composed of using communication between a QR code and RFID chip, as the use of a smartphone. However, the current systems for finding missing children have limitations in that children can only be found if there are people in the surrounding area; there is an economic burden on parents required to purchase a smartphone for their children; along with difficulties in finding the missing children without the assistance of those in the surrounding area in critical situations such as a kidnapping, due to the limited duration of the battery life. In order to solve such problems, approaches need to be made from two perspectives: having someone in the surrounding area; and absence of anyone in the surrounding area. This thesis is centered on the development of a IoT (Internet of Things) system for finding missing children that combines two methods, namely, the method of finding missing children without a guardian in the surrounding area -within the limited space in which AP is installed by using a beacon and open source hardware being highlighted as the IoT technology - and the method of finding missing children with the smartphone application in which each individual becomes the Access Point (AP). The Main purpose is to provide accurate information of missing children's location for the 2situations and it is found that the accuracy of smartphones APP is 97.7% and security device AP is 91.1%.

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Effect of Using Home Training App on Quality of Life in the Untact Era (홈 트레이닝 앱 사용이 언택트 시대의 삶의 질에 미치는 영향)

  • Chen, Qiuying;Lee, Sang-Joon
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.22 no.6
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    • pp.155-163
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    • 2022
  • In order to avoid the spread of Covid-19, outdoor activities are decreasing worldwide and the time spent at home is increasing. As physical activity declines, the number of people who feel bored, restless and immune deficient is increasing. As indoor life becomes more permanent, multiple approaches to home workout are becoming active. This paper examines how the Covid blue (boredom and social anxiety) produced in the no-touch era affects quality of life through the use of home training applications. Questionnaires were collected from Chinese people using a website dedicated to Chinese questionnaires, and finally 383 appropriate data were analyzed using SPSS24.0 and AMOS24.0. The research results showed that the actual experience of using home workout had a positive impact on quality of life. The higher the user's sense of social unease about being late in the untact, It was found that the higher the social anxiety perceived by users about the untact era, the higher the interactivity and exercise satisfaction with the home workout app. Home workout application can improve exercise satisfaction and quality of life, which are more positive effects beyond the result of resolving consumers' boredom. Therefore, it can be used as a channel for digital services.

Measuring Similarity of Android Applications Using Method Reference Frequency and Manifest Information (메소드 참조 빈도와 매니페스트 정보를 이용한 안드로이드 애플리케이션들의 유사도 측정)

  • Kim, Gyoosik;Hamedani, Masoud Reyhani;Cho, Seong-je;Kim, Seong Baeg
    • The Journal of Korean Institute of Next Generation Computing
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    • v.13 no.3
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    • pp.15-25
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    • 2017
  • As the value and importance of softwares are growing up, software theft and piracy become a much larger problem. To tackle this problem, it is highly required to provide an accurate method for detecting software theft and piracy. Especially, while software theft is relatively easy in the case of Android applications (apps), screening illegal apps has not been properly performed in Android markets. In this paper, we propose a method to effectively measure the similarity between Android apps for detecting software theft at the executable file level. Our proposed method extracts method reference frequency and manifest information through static analysis of executable Android apps as the main features for similarity measurement. Each app is represented as an n-dimensional vectors with the features, and then cosine similarity is utilized as the similarity measure. We demonstrate the effectiveness of our proposed method by evaluating its accuracy in comparison with typical source code-based similarity measurement methods. As a result of the experiments for the Android apps whose source file and executable file are available side by side, we found that our similarity degree measured at the executable file level is almost equivalent to the existing well-known similarity degree measured at the source file level.

Supporting Measures for Mobile Application Development Activation (모바일 애플리케이션 개발 활성화 지원에 관한 연구)

  • Sim, Myungsik;Bae, Junseong;Lee, Sangjoon
    • Information Systems Review
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    • v.15 no.1
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    • pp.91-104
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    • 2013
  • As coming smart computing era, the government and leading telecommunication companies have actively supported the development of mobile applications. However, since it is processed apart from the characteristics of small businesses, policy problems and support ways have continuously been pointed out. In this study, we selected priority of support project for the activation of the mobile application development, then proposed support ways for the success of small development business. Firstly, we researched the mobile business literatures, support projects and policy trends of the Korean government, academia and private sector. Next, we developed the activation model for small development business by synthesizing of support projects, literatures and expert group interviews. Based on this model, we selected priority of support projects according to AHP (Analytic Hierarchy Process) analysis results. In conclusion, we categorize the five support ways for the activation of mobile application development. We are expecting that these support ways will be useful to the development of effective policies and selection of detail tasks for the support of small business or developers.

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The Smart Phone Taxi Application Using State, Value Perception and Satisfaction among Chinese Consumers (중국 소비자들의 스마트폰 택시 앱 이용실태, 가치속성에 대한 지각과 만족도)

  • Yang, Zhen;Wang, Da Woon;Choi, Hye Kyong
    • International Area Studies Review
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    • v.22 no.1
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    • pp.141-159
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    • 2018
  • The study aims to explore the factors that affect the value perception, satisfaction, and frequency of smart phone taxi applications in Shanghai, China, and commuters. According to a survey conducted on the actual use of taxi application, the majority of the customers responded that they have been using taxi apps for more than one or two years, and the results showed that they use taxi apps once or twice a week. It also showed that the actual use of taxi apps varies depending on their age and academic background. Among the value attributes of smart phone taxi applications, the respondents perceived ease of use as the highest at 4.41 points out of 5 point scale, while the risk perception was the lowest at 3.34 points. Finally, when social demographic characteristics and the nature of taxi app use were controlled, the value perception variables had a significant influence on taxi application satisfaction. The higher the perception of service quality, usefulness, and system usability, the higher the satisfaction levels were. In particular, the impact of perceived usefulness and system usability perception was high.