• Title/Summary/Keyword: Characteristics of Mobile Platform

Search Result 136, Processing Time 0.025 seconds

An Implementation of the Mobile Communication Simulator using a Object-Oriented Simulation Platform (객체지향적 시뮬레이션플랫폼을 이용한 이동통신 시뮬레이션 구현)

  • Yoon, Young-Hyun;Kim, Sang-Bok;Lee, Jeong-Bae
    • The KIPS Transactions:PartC
    • /
    • v.11C no.5
    • /
    • pp.613-620
    • /
    • 2004
  • Traditionally, simulation method was used to test and evaluate the performance of communication protocol or functional elements for mobile communication service. In this Paper, PCSsim(Personal Communication System Simulator) was realized that can evaluate and review the call process of mobile communication service or to predict its performance by using the object-oriented simulation platform. PCSsim can simulate the base station and mobile host by considering the user's mobility, call generation rate and call duration time. In this paper, based on the simulation, presented the simulation results of hand-off generation ratio according to call generation, user's moving speed and call duration time both in residence area and commercial area, and it was confirmed that the hand-off rates in simulation and actual service environment have similar features. PCSsim can be used in adjusting the characteristics of base station fellowing the dynamic hand-off buffering or the characteristics of user's call in the design stage, and also can be used in building new mobile communication network by reflecting the characteristics of region where the base station is located and the mobility of the user.

Laser welding technology platform for automotive industry (자동차용 강판의 레이저 용접 플랫폼기술)

  • Kim, Cheol-Hee;Kang, Min-Jung;Ahn, Young-Nam
    • Laser Solutions
    • /
    • v.14 no.1
    • /
    • pp.6-13
    • /
    • 2011
  • Manufacturing technology platform for automotive and mobile industries has been constructed since 2009, for the platform technology project funded by ministry of knowledge and economics. Technology platform in laser welding has also been developed for automotive steel sheets with a strength up to 1GPa. Laser welding technology platform will provide welding characteristics for various laser sources, steel plates and welding conditions. This article shortly explains outline of laser welding technology platform and partially introduces the developed laser welding data base.

  • PDF

A Case Study of Line Friends Character TransMedia Branding ('라인 프렌즈' 캐릭터의 트랜스미디어 브랜딩 사례연구)

  • Chang, Hyo Jin;Kim, Young Jae
    • Journal of Korea Society of Digital Industry and Information Management
    • /
    • v.11 no.2
    • /
    • pp.153-166
    • /
    • 2015
  • This paper proposes a trans-media branding for the trans-media-based cultural content marketing strategy. Trans-media brand analytical framework is proposed with previous studies. And mobile messenger Character 'Line Friends' is analyzed for the text. Trans-media branding is accessible through a multi-platform in the technological environment. Consumer culture, as well as participate include business models to generate revenue also as brand equity. While the character elements that make up the story from the perspective of cultural content storytelling act as an independent cultural goods. Character is segmented elements. Therefore, trans- media branding of the characters are more meaningful. 'Line Friends' trans-media branding can be summarized as follows: First, it takes advantage of the characteristics of the existing Information-Technology-based mobile. Second, it puts consistently found the content of the attributes of Mobile Messenger 'communication' and 'friendship'. And third, while the content of each platform is constantly linked with other platforms, the brand is positioned inside the window effect.

Design and Implementation of Effective E-Learning Education Contents Considering Multi-Platform Environment (다중 플렛폼 환경을 고려한 효율적인 이러닝 교육 콘텐츠 설계 및 구현에 관한 연구)

  • Choi, Sung-Wook;Choi, Min-Seok
    • The Journal of the Korea Contents Association
    • /
    • v.12 no.4
    • /
    • pp.1-9
    • /
    • 2012
  • The purpose of this study is to present a methodology to effectively produce the e-learning contents in two platform types of PC based and mobile based platforms. Currently, the compatibility problem of flash technology widely used in the e-learning content production of existing PC based platform not supporting flash in some mobile platforms is being created while the condition of accompanying inconvenience in learning due to small screen and difference of input interface is being created in case of using the contents for PC even in case of the mobile platforms in which flash is supported. Considering this situation, this study is presenting a content development methodology that can provide services in both platform types based on standard technologies such as HTML 5. In conclusion, the methodology proposed in this study separates the content and the view of learning contents while supporting to enable content implementation using various forms of views based on the content database that has been constructed to show very efficiently characteristics in the content reuse and the multi platform support categories.

Networking Technologies for IPTV2.0 Service (IPTV2.0 서비스를 위한 네트워킹 기술)

  • Lee, Kyounghee;Yoon, Changwoo;Ryu, Won;Kim, Bongtae
    • IEMEK Journal of Embedded Systems and Applications
    • /
    • v.3 no.4
    • /
    • pp.218-228
    • /
    • 2008
  • The convergence of broadcasting and telecommunication services is being accelerated by broadband networks, digital broadcasting and Web2.0. This paper describes the definition and service characteristics of IPTV as a representative of broadcasting and telecommunication convergence services. Especially, the changes of infrastructure and technology for IPTV2.0 are addressed in terms of the service features of mobility, intelligence and participation. IPTV2.0 shall be characterized by the open IPTV service based on Web2.0 and the mobile IPTV service over the heterogeneous networks employing various wireless/wired access technologies. The IP Multimedia Subsystem (IMS) and Service Delivery Platform (SDP) technologies are increasingly considered to support the personalization and openness. The mobility management technology is being evolved to provide QoS-guaranteed mobile communication services to users at anytime and anywhere. IPTV2.0 services and platforms are also anticipated to be core components to achieve knowledge-based ubiquitous society. IPTV2.0 contents are required to be integrated with the enhanced metadata to efficiently support search, selection, convergence and delivery of the contents. Moreover, those contents shall be enhanced to provide the scalable services which is adaptable to the network status and user preferences. Therefore, the networking technologies for IPTV2.0 should tightly cooperate with application services and adaptive contents. Those technologies will be developed to construct the ubiquitous content service platform considering the evolution of networks and various converged services.

  • PDF

Fall Detection System using Smartphone for Mobile Healthcare (모바일 헬스케어 지원을 위한 스마트폰을 이용한 낙상 감지 시스템)

  • Jeong, Pil-Seong;Cho, Yang-Hyun
    • Journal of Information Technology Services
    • /
    • v.12 no.4
    • /
    • pp.435-447
    • /
    • 2013
  • If we use a smartphone to analyze and detect falling, it is a huge advantage that the person with a sensor attached to one's body is free from awareness of difference and limitation of space, unlike attaching sensors on certain fixed areas. In this paper, we suggested effective posture analysis of smartphone users, and fall detecting system. Suggested algorithm enables to detect falling accurately by using the fact that instantaneous change of acceleration sensor is different according to user's posture. Since mobile applications working on smart phones are low in compatibility according to mobile platforms, it is a constraint that new development is needed which is suitable for sensor equipment's characteristics. In this paper, we suggested posture analysis algorithm using smartphones to solve the problems related to user's inconvenience and limitation of development according to sensor equipment's characteristics. Also, we developed fall detection system with the suggested algorithm, using hybrid mobile application which is not limited to platform.

A Study on the Effect of Mobile Social Network Game Characteristics in Service Recovery - Focused on Kakaotalk Platform Game (모바일 소셜 네트워크 게임 특성이 서비스 회복에 미치는 영향에 관한 연구 : 카카오톡 플랫폼 기반 게임을 중심으로)

  • Kang, Moon-Young;Chi, Yong-Shou;Han, Kyeong-Seok
    • Journal of Korea Game Society
    • /
    • v.15 no.1
    • /
    • pp.171-184
    • /
    • 2015
  • Looking at the existing game-related research, innumerable researches such as game acceptance, user satisfaction, continuance intention, wold-of-mouse intention have been carried out. However, there was no cases that applying the concept of service recovery in game researches. The purpose of this study is to evaluate the impact on the characteristic of the mobile social network game that based on domestic mobile social network game platform which focusing on KakaoTalk games on the service recovery. In addition, the study analyzed the characteristic factors of mobile social network game on the basis of Organizational Equity Theory and Innovation Diffusion Theory to identified the causal relationship between those factors and service recovery. As a result, except the independent variable-compatibility, all of the characteristics factors of mobile social network game showed direct or indirect effects on service recovery. The results of this study are expected as a reference for presenting a new business model, reducing risk factors and enriching the related research of the gaming industry.

The Effect of Mobile e-Learning Contents Platform Characteristics on Reuse Intention

  • Na, Jun-Gyu;Kim, Dongyeon
    • Journal of the Korea Society of Computer and Information
    • /
    • v.25 no.9
    • /
    • pp.183-191
    • /
    • 2020
  • Many learners are encountering e-Learning contents with smart devices and contents provides are carefully observing learners' reuse intention and behavior. Therefore, this study investigated the effect of e-Learning content platform characteristics on reuse intention for 200 users with smartphone-based e-Learning experience. The results show that the characteristics affecting reuse intention are content quality, interactivity, and ubiquity. Moreover, for men, only interactivity affects reuse intention, and for women, ubiquity and content quality affect reuse intention. When using smartphone-based e-Learning for less than an hour a day, only content quality affects reuse intention. On the contrary, ubiquity, convenience, and interactivity influence reuse intention when learning for more than one hour. Our results suggest meaningful implications that how e-Learning companies change their smartphone-based platform business strategy and how they utilize its key factors.

UX Analysis for Mobile Devices Using MapReduce on Distributed Data Processing Platform (MapReduce 분산 데이터처리 플랫폼에 기반한 모바일 디바이스 UX 분석)

  • Kim, Sungsook;Kim, Seonggyu
    • KIPS Transactions on Software and Data Engineering
    • /
    • v.2 no.9
    • /
    • pp.589-594
    • /
    • 2013
  • As the concept of web characteristics represented by openness and mind sharing grows more and more popular, device log data generated by both users and developers have become increasingly complicated. For such reasons, a log data processing mechanism that automatically produces meaningful data set from large amount of log records have become necessary for mobile device UX(User eXperience) analysis. In this paper, we define the attributes of to-be-analyzed log data that reflect the characteristics of a mobile device and collect real log data from mobile device users. Along with the MapReduce programming paradigm in Hadoop platform, we have performed a mobile device User eXperience analysis in a distributed processing environment using the collected real log data. We have then demonstrated the effectiveness of the proposed analysis mechanism by applying the various combinations of Map and Reduce steps to produce a simple data schema from the large amount of complex log records.

A Study on the Chronotope of Mobile Game (모바일 게임의 크로노토프 연구)

  • Lee, Jin
    • Journal of the Korean Society for Computer Game
    • /
    • v.31 no.4
    • /
    • pp.29-36
    • /
    • 2018
  • The purpose of this paper is to examine the temporal and spatial characteristics of mobile games through Mikhail Bakhtin's chronotope concept in order to examine the changes of mobile games and gaming. Based on chronotope, a concept that refers to the inner relation between time and space reproduced in the novel, I examined the inner relation between the space - time experience in the mobile game platform and the reconstruction of the mobile game text. The mobile game builds the present-here world based on the player's will while superimposing the act of playing through the mixed platform of existence based on the player with the time and space of everyday life. The chronotope of a mobile game with players as platforms is created in the current space of now-here rather than connecting to the virtual world. In this paper, I review the role of chronotope reproduction in mobile games, focusing on role-playing games and location based games. In the mobile role-playing game, an unhistorical chronotope appears in which the player has a loose sense of distance around the automatic combat system, while the narrative and relational experience is weakened. In a location-based game, a chronotope of player-driven generation that generates amusing meanings through the overlap of the virtual world and the real world appears.