• Title/Summary/Keyword: MOBILE PC

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The Effect of PC Software Piracy Attitude and Habit on Illegal Use of Smartphone App (PC소프트웨어 불법사용에 대한 태도와 습관이 스마트폰 앱 불법복제에 미치는 영향)

  • Kim, Joong-Han
    • Journal of Korea Society of Industrial Information Systems
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    • v.22 no.3
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    • pp.49-61
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    • 2017
  • Due to Proliferation of Mobile Devices, the Global Mobile Application (App) Market is Set to Continue its Impressive Growth Trajectory. However, like other Digital Contents, Prevalent Piracy of Smartphone Apps has Become One of the Major Obstacles to the Growth of the Newborn App Industry. The Objective of this Study is to Examine and Better Understand the Effects of Factors Which has been Known to Influence PC Software Piracy. A Research Model Explaining the Impact of Various Factors to Smartphone App Piracy Attitude and Intention is Constructed Based on Theories of Ethical Behavior. A Survey of College Students was Conducted to Test the Research Model. Findings Show that PC Software Piracy Habit and Attitude have Significant Effects on Smartphone Piracy Attitude and Intention. Beliefs Concerning Judicial and Performance Risks Due to Piracy have Little Effects on Smartphone App Piracy Attitude.

PDA-based Text Extraction System using Client/Server Architecture (Client/Server구조를 이용한 PDA기반의 문자 추출 시스템)

  • Park Anjin;Jung Keechul
    • Journal of KIISE:Software and Applications
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    • v.32 no.2
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    • pp.85-98
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    • 2005
  • Recently, a lot of researches about mobile vision using Personal Digital Assistant(PDA) has been attempted. Many CPUs for PDA are integer CPUs, which have no floating-computation component. It results in slow computation of the algorithms peformed by vision system or image processing, which have much floating-computation. In this paper, in order to resolve this weakness, we propose the Client(PDA)/server(PC) architecture which is connected to each other with a wireless LAN, and we construct the system with pipelining processing using two CPUs of the Client(PDA) and the Server(PC) in image sequence. The Client(PDA) extracts tentative text regions using Edge Density(ED). The Server(PC) uses both the Multi-1.aver Perceptron(MLP)-based texture classifier and Connected Component(CC)-based filtering for a definite text extraction based on the Client(PDA)'s tentativel99-y extracted results. The proposed method leads to not only efficient text extraction by using both the MLP and the CC, but also fast running time using Client(PDA)/server(PC) architecture with the pipelining processing.

A Research for Digital Literacy Education Methodlogies based on Mobile Devices (모바일 기기 기반의 디지털 리터러시 교육 방안에 대한 연구)

  • Hong, Myunghui;Lee, Soonyoung
    • Journal of The Korean Association of Information Education
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    • v.24 no.1
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    • pp.107-115
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    • 2020
  • The computing environment is rapidly changing to mobile device base, with the development of computer technology. Until now, digital literacy education has been based on desktop PC education, but it is time to change it into literacy education suitable for mobile environment. In this paper, we propose a mobile-based digital literacy MoDL (Mobile Device Digital Literacy). MoDL proposes three phases. One is Mobile Based Digital Environment (MoDE), which builds a mobile digital environment, seconds is Bring Your Own Devices (BYOD) class method when using it for education. Finally, MoDLI (MoDL Instruction) for learning mobile literacy is presented step by step. To verify the validity of the proposed, eight experts were surveyed so that the Content Validity Ratio was calculated. As a result, CVR was ensured in all items except for the applicability of MoDLI.

Development of Puzzle-type Mobile Game Contents for Computer Education (컴퓨터 학습을 위한 퍼즐형 모바일 게임 콘텐츠 개발)

  • Park, Min-Kyung;Han, Keun-Woo;Lee, YoungJun
    • The Journal of Korean Association of Computer Education
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    • v.8 no.4
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    • pp.87-95
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    • 2005
  • A large part of the wireless Internet contents which the young people access through their mobile phones is mobile games. However, mobile games currently available in the market are mostly simple entertainment packages, and there are hardly any educational game contents. This research divided the middle school computer education curriculum into five parts-common PC knowledge, operating systems, word processor, Internet, and multimedia-and designed and implemented a crossword puzzles mobile game. The mobile game designed in this research was given an emphasis to allow access of school lesson contents anywhere and anytime through actual mobile telecommunication networks, so that the students may experience less barrier to more fun and entertaining educational contents. The developed educational mobile game was applied on 2nd year middle school students. The mobile game had positive educational effects.

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An Empirical Study of Factors Influencing Use of Tablet-PC and Task Performance and Moderating Effects of Innovative Culture of Organization (조직의 태블릿 PC 이용 및 업무성과에 영향을 미치는 조직필요성 요인과 조직혁신문화의 조절효과에 대한 연구)

  • Kim, Sang-Hyun;Park, Hyun-Sun
    • The Journal of Information Systems
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    • v.21 no.4
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    • pp.81-108
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    • 2012
  • Growth in the device field is driven by various emerging devices, tablet PC are among the most recognizable. Tablet PC are mobile computing devices enabled with touch screens or pen inputs and provide the functions of various other devices. Firms are interested in utilization of tablet PC on task. Many of firms is considering accepting of tablet PC and is looking forward to performance of tablet PC. Thus, this study propose to discuss strategies for the usage of tablet PC from organizational needs perspective. The goal of this study is to identify factors influencing use of tablet PC and task performance. The results of this study showed that the proposed factors of organizational needs with a exception of Service Flexibility had a positive impact on perceived usefulness that then positively affected Usage of Tablet PC and Task Performance. In addition, perceived task-technology fit had a positive impact on perceived usefulness and Usage of Tablet PC. Finally, Innovative Culture of Organization as a moderating effect significantly influenced the relationship between perceived usefulness, perceived Task-Technology Fit and Usage of Tablet PC. This study is expected to be a reference for a subsequent study associated with Tablet PC at organizational viewpoints.

EPOB Based Transcode Scheduling Method of a Multimedia Presentation for Mobile Terminals in a Mobile Internet (이동 단말기에서 멀티미디어 프리젠테이션을 재생하기 위한 EPOB 기반의 트랜스코드 스케줄링 기법)

  • 홍마리아;윤준성;임영환
    • Journal of Korea Multimedia Society
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    • v.7 no.4
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    • pp.496-504
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    • 2004
  • This paper preposes a various policies and experiment results to select streams in a presentation to be transcoded for mobileterminals after distinguishing the characteristics of streams in the presentation. This applies to the presentation composed of various data streams on a PC server. The rationale of the research is that the stream selection polices for transcoding enhances the speed of presentation in mobile terminals considerably faster than in the case when every stream has to be transcoded. Thus, the thesis suggests a stream selection polices for transcoding based on EPOB (End Point of Over Bandwidth) and aims to lower the requiring bandwidth of the presentation to the network bandwidth as well as to minimize early delay time for the presentation to be played in mobile terminals.

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The One-step Mobile Shopping using Multipurpose Visual Language System (다목적 시각 언어 시스템을 이용한 원스텝 모바일 쇼핑)

  • Kim, Young-Jong
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.10 no.4
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    • pp.759-764
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    • 2009
  • In this paper designed One-Step mobile shopping system using Multipurpose Visual Language System(MVLS). MVLS is based on braille system, and list this to a square color box. This is can accomplish convenience of use and encipherment of fundamental personal information. Also, this system has advantage to fast communication speed because that has little size packets. Planed system does and fit this in shopping to graft together mobile-phone that the such MVLS and most of internal adult are possessing. User can more fast finish shopping just photographing and press the button that show on TV or PC monitor and printed materials etc. by camera of mobile phone.

Design and Implementation of Wireless Network based On-line Realtime Game Contents (무선 네트워크 기반의 온라인 실시간 게임 콘텐츠 설계 및 구현)

  • Kim, Yu-Doo;Moon, Il-Young;Cho, Sung-Joon
    • Journal of Advanced Navigation Technology
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    • v.11 no.2
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    • pp.217-222
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    • 2007
  • Recently PC games are trending toward online. But, mobile games are not using network actively. Because there are two problems that low speed of mobile network and low specification of mobile device in wireless internet environment. But, solving problems by these started HSDPA services and increased performance of devices. In this paper, we implement mobile on-line real time game for develop mobile network in wireless internet environment.

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The method of Deciding PC Web Important Image for Mobile Web Service (모바일 웹 서비스를 위한 PC 웹에서의 중요 이미지 결정 방법)

  • Park, Dae-Hyuck;Hong, Maria;Seo, Jeong-Man;Lee, Keun-Soo;Lim, Young-Hwan
    • Journal of the Korea Society of Computer and Information
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    • v.11 no.1 s.39
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    • pp.63-69
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    • 2006
  • There are many new studies on the contents for mobile devices that are all connected to networks in a seemingly ubiquitous environment. The purpose of this paper is to propose a framework for obtaining Internet content intended for computers on mobile devices. In other words, the primary concern of this paper is to select the best images for optimal performance and convert them into images that can be effectively reproduced on mobile devices. For this, the performance of the server is to be optimized through selecting high-priority images among the many available images and converting them while considering the display pixel rates (DPR) and the image distribution areas.

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Motion-Capture-Based Animation in Mobile Embedded Systems Using Motion Capture Database Reduction Technique (데이터베이스 축소기법을 사용한 모바일 임베디드 시스템에서의 모션 캡쳐 기반 애니메이션)

  • Han, Young-Mo
    • The KIPS Transactions:PartB
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    • v.14B no.6
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    • pp.437-444
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    • 2007
  • The objective of this paper is to accommodate the existing motion-capture-based animation to small memories and low computing powers of mobile embedded systems. To use efficiently memories, we propose a paradigm in which a motion capture database is compressed on a PC and so-compressed motion capture database is decompressed little by little on mobile embedded systems and the decompressed data are eliminated right after used. As a compression method for this paradigm we propose an approach that compresses captured motion rendering parameters using a polynomial function fitting method. To enhance its performance we also propose an optimization method for the degree of the polynomial fitting function. Using so-obtained compression method we demonstrate motion-capture-based animation on commercial mobile embedded systems.