In the first quarter of 2004, there were about 1 billion 348 million mobile phone users worldwide with a penetration rate of only 29%. Korea ranks among the highest in the use of mobile communication, having over 36 million mobile phone subscribers with a mobile phone penetration rate of 75% as of May 2004. Since the introduction of wireless Internet service in May 1999, the number of subscribers rose to 34.5 million with 95.3% of the total mobile phone subscribers using wireless Internet services in May 2004, largely due to continued investments by telecommunication service providers, improvement of mobile handsets (color and digital camera phones) and implementation of policies on mobile number portability. In the Korean wireless Internet market, there are many user complaints since the service providers are competing with each other through TV commercial sales and phone discounts rather than improving their call quality, services and billing systems. therefore there is a growing need to improve the billing systems through means such as the implementation of reasonable payment plans according to consumer use, development of a wireless Internet billing system that can predict the number of users and establishment of pricing standards for controlled data (head, tail, etc...) as well as menu information by testing the texts. multimedia, video and other types of content provided by the three major mobile communication companies. The purpose of this study is to promote wireless Internet services and protect user rights by proposing a reasonable way to improve the billing systems for wireless Internet services after conducting a comparative analysis of file size and billing data of each of the service providers through a verification test on a packet billing system for wireless Internet services.
This study examines children's responses on Audie music activity based on Gordon's Music Learning Method. Subjects of study were 3 five year old children(2 boys, 1 girl) in kindergarten. Data collection drew from participatory observation, researcher journal, the classroom teacher interview. Where more specific data were necessary, video and digital camera recorded. The data were described, analyzed, and interpreted. The main findings in this study are as follows : The children who participated in Audie music activity showed desirable changes in many ways. Their music listening attitude was the one that changed most remarkably. At the beginning activity application, the children were not naturally and could not listen attentively while researcher was singing song without words. Gradually children could listen attentively to the researcher's singing without words. Through the Audie music activity, the children began to think carefully the tone and rhythm of music and to express themselves freely and creatively. At the beginning activity application, the children who showed negative responses and blocked up activity became gradually able to show positive aptitude and to amuse. Also the children who showed passive attitude and no responses became gradually able to react spontaneously.
Journal of the Korea Society of Computer and Information
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v.11
no.2
s.40
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pp.187-199
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2006
This paper proposes the design of user centric pavilion information guide system based on mobile device such as PDA. which is composed of system interface factors as user wants. The suggested information guide system is convenient for user carrying because it is based on PDA mobile device and the used liquid browser system makes all data information displayed on a small screen in contrast with the other browser system. Indeed, factors of system interface can be re-composed by user interaction. And this system can effectively provide the detail information about the exhibited objects as various media data such as text, image, voice, music, video etc. The proposed system is made up of media database server. mobile system control server and mobile system interface which accepts user interaction and displays the information. Each system is networked based on TCP/IP and uses XML (extensible Markup Language) and JAVA 2 micro edition to be able to update data. This feature enhances a wide use to be able to load this system on the any mobile device.
The purpose of this study was to compare GRF characteristics during walking wearing jogging and roller shoes. Twelve male middle school students (age: $15.0{\pm}0.0\;yrs$, height: $173.6{\pm}5.0\;cm$, weight: $587.6{\pm}89.3\;N$) who have no known musculoskeletal disorders were recruited as the subjects. Kinematic data from six S-VHS camcorders(Panasonic AG456, 60 fields/s) and GRF data from two force platform; (AMII OR6-5) were collected while subjects walked wearing roller and jogging shoes in random order at a speed of 1.1 m/s. An event sync unit with a bright LED light was used to synchronize the video and GRF recordings. GRF data were filtered using a 20 Hz low pass Butterworth. digital filter and further normalized to the subject's body weight. For each trial being analyzed, five critical instants and four phases were identified from the recording. Temporal parameters, GRFs, displacement of center of pressure (DCP), and loading and decay rates were determined for each trial. For each dependent variable, paired t-test was performed to test if significant difference existed between shoe conditions (p <.05). Vertical GRFs at heel contact increased and braking forces at the end of initial double limb stance reduced significantly when going from jogging shoe to roller shoe condition. Robbins and Waked (1997) reported that balance and vertical GRF are closely related It seems that the ankle and knee joints are locked in an awkward fashion at the heel contact to compensate for the imbalance. The DCP in the antero-posterior direction for the roller shoe condition was significantly less than the corresponding value for the jogging shoe condition. Because the subjects tried to keep their upper body weight in front of the hip to prevent falling backward, the DCP for the roller shoe condition was restricted The results indicate that walking with roller shoes had little effect on temporal parameters, and loading and decay rates. It seems that there are differences in GRF characteristics between roller shoe and jogging shoe conditions. The differences in GRF pattern may be caused primarily by the altered position of ankle, knee, and center of mass throughout the walking cycle. Future studies should examine muscle activation patterns and joint kinematics during walking with roller shoes.
Since the third generation (3G) mobile communication service has been launched by most mobile communication operators in Korea, the portion of data service in mobile communication service becomes one of the most important factors in mobile communication service market. In past mobile communication market, most mobile communication operators made their profit mostly from voice communication service. However, the portion of profit from data service has gradually increased based on both video phone call and mobile Internet service. In this situation, LG telecom launched the full browsing mobile Internet service. This service provides a new type of mobile Internet service platform which enables to access the World Wide Web using mobile browsers, so we generally access the Web using web browsers in the desktop computer. Under the open network structure of mobile Internet like situation, it is very important to analyze the factors which can affect the competition between mobile communication service companies. So, in this paper, we first present the current state of full browsing service, followed by the expectation of its growth potentials and barriers. Then, we analyze the advantages and disadvantage of LG telecom as a first-mover and SK telecom/KTF as followers. Finally, based on this analysis, we predict the future competition among these companies and the market.
This study investigates the dominant degree of product design factors through the process of change of design factors. The previous research suggested a concrete measurement method of dominant designs, but it did not investigate empirically the degree of dominance due to the limited data for changes of designs. In this research, thus, after collecting design data of mobile phones and we measured the dominance and structure change of the designs by year. The analyses showed the following two things. First, in design factors of mobile phone the dominance on the body form and the edge grows more and both of them as dominant design factors tend to converge into the rectangular body form and the round edge, respectively. Second, the dominance on other design factors(e.g. the button type, the open type, whether or not to have digital multimedia broadcasting(DMB) and video telephony functions, the combination of colors and the body color) increases and decreases; and hence, design levels tend to diverge. In conclusion, the measurement of dominance on product design factors contributes to marketing managers and designers who are required to establish a strategy for products under the rapidly changing circumstances of market. This research aims to provide those managers and designers with a guide line for a successful development of new product to prepare for the dominant design from this empirical study.
The computer hardware development has provided many chances of emergence between art and technology. In many cases today's interactive artworks cannot be completed without audience's participation. The interactive production process with technical supplementation can be celled feedback. Mr. Nam Jun Paik showed 'Participant TV' that interacts with audience's response in real time. It means artwork changes with the constantly changing value from the data set from human visual perception. Dan Graham showed another feedback related work, which delays 5second playback in mirror that implies consequence of time. Today's media art has to sublimate coincidence, time ant audience into philosophical artwork through consonance that comes with video and sound as we can see from Bill Viola. Stelarc produced artworks. That use input data that is weak signals from brain, muscles. Through a terminal display with player, body expanded meaning of media. Jeffrey Shaw's 'Legible City' provided a fabrication of the reality with the interaction of bicycle's pedal speed and steering direction that is controlled by 4river. RE:MARK used microphone as input device as Edmond Couchot's 'Je same a la vent' and Nam Jun Paik's 'Participant TV' did. There is no communication without feedback between human being. The reality makes audience involved into artworks. That is the reason why feedback has to be natural. Through the feedback process, the originality of the idea is altered by audience. The feedback is not just part of flesh of artwork rather skeleton of it. Technological showoff cannot be art itself The perfection of technological application plan helps feedback that interacts with audience naturally in order that audience hoes not feel the feedback as artificial plan. Interactive media art has to be evolved into new media form with new integration feedback technology.
Journal of the Korea Institute of Information and Communication Engineering
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v.26
no.11
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pp.1577-1585
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2022
As the interest in the 4th industrial revolution and metaverse increases, metaverse with multi edge structure is proposed and noted. Metaverse is a structure that can create digital doctor-like system through a large amount of image processing and data transmission in a multi edge system. Since metaverse application requires calculating performance, which can reconstruct 3-D space, edge hardware's insufficient calculating performance has been a problem. To provide streamable AI software in runtime, image processing, and data transmission, which is edge's loads, needs to be lightweight. Also lightweight at the edge leads to power consumption reduction of the entire metaverse application system. In this paper, we propose collaborative edge-cloud image processing with remote image processing method and Region of Interest (ROI) to overcome edge's power performance and build streamable and runtime executable AI software. The proposed structure was implemented using a PC and an embedded board, and the reduction of time, power, and network communications were verified.
Objective : The purpose of this study was to conduct biomechanical analysis of varying backpack loads on the lower limb movements during downhill walking over $-20^{\circ}$ ramp. Method : Thirteen male university students (age: $23.5{\pm}2.1yrs$, height: $175.7{\pm}4.6cm$, weight: $651.9{\pm}55.5N$) who have no musculoskeletal disorder were recruited as the subjects. Each subject walked over $20^{\circ}$ ramp with four different backpack weights (0%, 10%, 20% and 30% of body weight) in random order at a speed of $1.0{\pm}0.1m/s$. Five digital camcorders and two force plates were used to obtain 3-d data and kinetics of the lower extremity. For each trial being analyzed, five critical instants were identified from the video recordings. Ground reaction force, loading rate, decay rate, and resultant joint moment of the ankle and the knee were determined by the inverse dynamics analysis. For each dependent variable, one-way ANOVA with repeated measures was used to determine whether there were significant differences among four different backpack weight conditions (p<.05). When a significant difference was found, post hoc analyses were performed using the contrast procedure. Results : The results of this study showed that the medio-lateral GRFs at RHC in 20% and 30% body weight were significantly greater than the corresponding value in 0% of body weight. A consistent increase in the vertical GRFs as backpack loads increased was observed. The valgus joint movement of the knee at RTO in 30% body weight was significantly greater than the corresponding values in 0% and 10% body weight. The increased valgus moment of 30% body weight observed in this phase was associated with decelerating and stabilizing effects on the knee joint. The results also showed that the extension and valgus joint moments of the knee were systematically affected by the backpack load during downhill walking. Conclusion : Since downhill walking while carrying heavy external loads in a backpack may lead to excessive knee joint moment, damage can occur to the joint structures such as joint capsule and ligaments. Therefore, excessive repetitions of downhill walking should be avoided if the lower extremity is subjected to abnormally high levels of load over an extended period of time.
The aim of this study was to provide fundamental data in training to improve athletes' competitiveness through the comparative analysis of kinematic variables according to the types of stance. For this study, the subjects selected 4 Junior Weight lifters. Subjects performed two type(8-type and 11-type) Dead-lift and their performance was sampled at 60frame/sec. using four high-speed digital video cameras. After digitizing images from four cameras, the two-dimensional coordinates were used to produce three-dimensional coordinates of the 15 body segments(20 joint makers and 2 bar makers). And the results were as follows. 1. As for the time required for stances, 8-type motion was faster than 11-type motion. 2. As for the body-center shift in stances, 8-type motion was bigger than 11-type motion in back and forth motion shift, and 11-type motion was bigger than 8-type motion in right and left, up and down motion shift. 3. As for the speed of a body-center and a babel, 8-type motion was faster than 11-type motion. 4. As for the motion-trace of a babel in stances, 8-type motion was bigger than 11-type in back and forth, right and left motion and 11-type motion was bigger than 8-type in up and down motion. 5. As for the body-angles in stances, 8-type motion was bigger than 11-type in the stance angle, and 11-type motion is bigger than 8-type in the angles of a coxa, a knee and an ankle. As a result of the comparative analysis between 8-type and 11-type stance of Junior Weight lifters dead-lift, both were generally similar in variables, but 8-type motion was more stable than 11-type in aspects of time, speed, center shift, angle change.
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