• Title/Summary/Keyword: Device & Contents

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Design and Implementation of Wireless standby Power Control System for Energy Saving (에너지 절감을 위한 무선 대기전력 제어 시스템 설계 및 구현)

  • Sim, Gab-Sig;Jang, Jae-Hyuk
    • The Journal of the Korea Contents Association
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    • v.13 no.5
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    • pp.19-27
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    • 2013
  • This paper implements the standby power control system composed of a master device and slave devices. The standby power is managed by cutting power supply after controlling the relay of a slave device based on the authentication of master device's RFID card. RFID interface and wireless communication module are embedded in a master device, and one master device is linked with many slave devices in wireless. Each slave device executes the operation needed in power control independently. We implements the function of manual power on/off system in a slave device, and the function of user ID enrollment by switch manipulation in a master device. Also this system can communicate bidirectionally in wireless and runs on TinyOS. The result of experiment shows that the user authentication is executed in a master device and this authenticated information is transmitted to a slave device in wireless, and standby power is cutted by controlling the relay of a slave device. Installing this system in a building or an office, we can expect energy saving.

A Study on trend Analysis and Future Prospects of Cloud Game Industry - Focus on Device, Platform, Contents - (클라우드 게임산업 동향분석 및 전망에 관한 연구 - 디바이스, 플랫폼, 콘텐츠를 중심으로 -)

  • Doo, Ill Chul;Baek, Jae Yong;Shin, Hyun Wook
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.10 no.4
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    • pp.181-195
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    • 2014
  • The game Industry has been a major leader in business world with its size and volume in terms of profit and culture contents, and ever increasing at the moment. Cloud Game has appeared as a new, combined game format, playable on smart TV and smart phone with its upgraded storage size and fast spreading N-screen. This research studies the present reality of the cloud industry by focusing on three categories which are device type, Platform, and game contents consequently in order to determine the future prospect of cloud games. First, the cloud game business will thrive as devices such as smart TV and smart phone are used widely. Second, the cloud game industry will have a new era when OS systems of Platform are united effectively. Third, the previous platform holders will have to face new challenges brought up by cloud games' service providers. Forth, the gamer, developer, and service provider need each other in order to widen the spectrum of business in cloud game industry.

Device Performance Analysis Method for Hybrid Rendering (하이브리드 렌더링을 위한 단말기 성능분석 방법)

  • Kim, Hak-Ran;Park, Hwa-Jin
    • Journal of Digital Contents Society
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    • v.9 no.4
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    • pp.771-778
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    • 2008
  • A Device performance analyzing method for appropriate level in hybrid rendering model is suggested. In recent research, we proposed a hybrid rendering model which is applying a proper shading method to each of polygons consisting of an object. The number of polygon for Gouraud shading and that for flat shading should be considered according to a current device performance and system environments. Therefore, this paper suggests the method to calculate automatically a proper resolution of a mesh of object and a proper level of mixture between Gouraud and a flat shading, considering a current device performance and a preference of end-user. The rendering model is so simple that it can be an efficient replacement to reduce a real-time rendering time since it provides automatically multi-level of rendering resolution to an executing environments. Moreover, it can be adopted in real-time adaptive service for 3D graphic contents like a graphic game under various device environments.

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Effects of Modality and Smart Device on Learner's Interaction Experience in Online Learning (스마트 기기를 활용한 온라인 토론학습에서 모달리티가 학습자의 상호작용경험에 미치는 영향)

  • Park, Seyoung;Shin, Dong-Hee;Kim, Tae-Yang;Shin, Jae-Eun
    • The Journal of the Korea Contents Association
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    • v.15 no.2
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    • pp.507-519
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    • 2015
  • Along with the rapid diffusion of smart devices, smart learning has been taking place as a main pedagogy in education. Under these drastic changing circumstances, social presence and interaction between learners have been highlighted as key factors in educational research. In this light of rising importance, this study examined the effects of modality and smart device on users' perceived social presence and interaction experience in a smart learning environment. It conducted 2(text based interface vs. audio/video based interface) by 2(smartphone vs. tablet PC) between-subjects experiment. 80 participants were systematically recruited and randomly assigned to four conditions. The findings showed that social presence was higher in audio/video based interface condition than in text based interface condition. Modality also had a positive effect on learner's interaction experience. On the other hand, the effect of smart device is found to be statistically insignificant. Instead, interaction effect existed between modality and device on social presence. The result of this study suggests that the modality and characteristics of device should be considered seriously when designing interface of smart learning contents. The findings in this study provide future studies with heuristic implications by highlighting users' perceived cognition and experience.

Device Caching Strategy Maximizing Expected Content Quality

  • Choi, Minseok
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.1
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    • pp.111-118
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    • 2021
  • This paper proposes a novel method of caching contents that can be encoded into multiple quality levels in device-to-device (D2D)-assisted caching networks. Different from the existing caching schemes, the author allows caching fractions of an individual file and considers the self cache hit event, which the user can find the desired content in its device. The author analyzes the tradeoff between the quality of cached contents and the cache hit rate, and proposes the device caching method maximizing the expected quality that the user can enjoy. Depending on the parameter of the relationship between the quality and the file size, the optimal caching method can be obtained by solving the convex optimization problem and the DC programming problem. If the file size increases faster than the quality, the cached fractions of the contents continuously increase as the popularity grows. Meanwhile, if the file size increases slower than the quality, some of the high-popularity files are entirely cached but others are not cached at all.

IPTV Evolution and Extension of Customer Needs (IPTV의 진화와 고객니즈의 확장에 대한 연구)

  • Sim, Jin-Bo;Jung, Duk-Hwa
    • The Journal of the Korea Contents Association
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    • v.9 no.3
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    • pp.215-224
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    • 2009
  • This study includes literature research and empirical study with the subject of experts in order to anticipate the direction of IPTV evolution, the extension of customer needs, and the technology related to needs themselves. According to the results of the study, it is expected that IPTV will evolve as a converged media platform that integrates the demands of communication, information, and entertainment; and the customer needs for IPTV will be extended from the basic needs for previous TV(high quality and low cost) to 4A(Any Time, Any Where, Any Contents, Any Device) needs. In particular, as the IPTV evolves, the needs for customization(Any Contents needs) will be regarded most importantly among the 4A needs; this implies that what matters is how contents are created and distributed in order for the IPTV to take priority in competition afterwards.

The Application and Developement of 3D GUI Tool Frame for the Mobile Devices (Mobile Device를 위한 3D GUI Tool Frame 개발 및 적용)

  • Song, Young-Han;Lee, Kyung-Sook
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.635-641
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    • 2009
  • 본 논문에서는 다양한 휴대형 단말기기의 플랫폼 친화적이며 컨텐츠 개발의 신속성, 확장성 및 용이성이 고려된 3D 컨텐츠 플랫폼 엔진과 Application Frame 기술을 Convergence하였으며, Mobile Device에 탑재 가능한 3D 그래픽 사용자 인터페이스(GUI)의 시제품을 제작 및 응용하고, Mobile Game 등 컨텐츠의 개발을 효과적으로 빠르고 쉽게 구현할 수 있는데 필요한 3D GUI 객체(widget) 및 툴킷을 포함하는 Frame을 표준화 하는데 기본이 되는 연구를 하였다.

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Electro-optical Characterization of OLED Device

  • Lee Soon-Seok;Kim Ki-Seok;Lim Sung-Kyoo
    • International Journal of Contents
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    • v.2 no.3
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    • pp.6-10
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    • 2006
  • Small molecule OLED devices were fabricated and the electro-optical characteristics were analyzed. The luminance and color coordinate of the fabricated OLED device were $24,390cd/m^2$ and (x=0.15, y=0.22), respectively. Current efficiency of 6.8 cd/A and power efficiency of 2.4 lm/W were also obtained under DC operating condition. Transient light intensity was also measured by using Si photodiode.

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A Hybrid Blockchain-based Identity Management Framework for Devices in Microgrid (마이크로그리드에서 장치들을 위한 하이브리드 블록 체인 기반 식별 관리 프레임워크)

  • Cabacas, Regin A.;Ra, In-Ho
    • Proceedings of the Korea Contents Association Conference
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    • 2019.05a
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    • pp.7-8
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    • 2019
  • This paper presents a hybrid blockchain-based Identity Management Framework for devices in Microgrid. It incorporates the use of a Public and Private Blockchain platform to store and authenticate Microgrid device identities. It also emphasizes the shared responsibility of the manufacturers to provide the first layer of authentication for the devices they produce. Identities of each device are stored in the private and public Blockchain and authenticated using physically unclonable functions (PUF) and cryptographic functions.

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