• Title/Summary/Keyword: MP3Player

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The software configuration management system for image processing algorithm development (영상처리 알고리즘 개발을 위한 소프트웨어형상관리시스템)

  • Lee Jeong-Heon;Chae Ok-Sam
    • The KIPS Transactions:PartB
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    • v.12B no.1 s.97
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    • pp.1-8
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    • 2005
  • The importance of software is getting high in development of the digital device (digital camcoder, digital camera, mp3 player, ....). And because the sire of software becomes larger and complicated, the necessity of software configuration management (to solves a software crisis) is increased. The general software configuration management system shows lack of the property and features of software development environment for image processing algorithm due to its wide range to be covered. Image processing algorithm development environment has properties like repetitive analysis and simulation using visual programming environment where, beside support of elementary development functions. component(or library) can be combined and tested interactively. Moreover, the method to look fast and effectively for component having similar function is required. In this paper, we present the system which supports the software configuration management method for a simulation tool and the property in the visual programming environment. And we relate our system to real simulation tool so as to check its ability as the software configuration management system for image processing algorithm development environment.

Evaluation of Static Error Signal for Super Slim Optical Pick-up (초소형 광 픽업의 정적 오차 신호 검출)

  • Kang, S.M.;Cho, E.H.;Sohn, J.S.;Kim, W.C.;Park, N.C.;Park, Y.P.
    • Transactions of the Society of Information Storage Systems
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    • v.1 no.2
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    • pp.115-120
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    • 2005
  • As a popularity of a portable digital device such as a cellular phone, a digital camera and a MP3 player is spreading, the demand of the mobile storage device increases rapidly. A bluray technology using 405nm laser diode and objective lens having high NA(Numerical Aperture), 0.85, satisfies a miniaturization and a high capacity which are the requirements of the portable device. To develop SFFOP(small form factor optical pickup), it is prerequisite to minimize the number of optical components and establish evaluation and assembly method of micro optical pickup system as well as mass production method of micro optical component. To minimize optical elements of optical pickup, there have been many researches to use P-HOE(Polarized Holographic Optical Element) due to its extremely small size and versatile function. However, P-HOE is handled and assembled very accurately in SFFOP. In this paper, static error signal detection method is developed for an alignment of P-HOE in SFFOP. Using developed static error signal detection method, P-HOE can be aligned very accurately with real time result of static error signals of pickup such as FES(focusing error signal) and TES(Tracking Error Signal). The developed static error signal detection method is verified by the evaluation of commercialized DVD Pickup. And finally. developed static error signal detection method is applied for the assembly of P-HOE in SFFOP system satisfies specification of BD(Blu-ray Disk).

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Effect of Flexible Cable and Friction Force of Small Form Factor Hard Disk Drive (소형 하드디스크 드라이브의 유연 케이블과 마찰력에 의한 영향에 대한 연구)

  • Kim, Seok-Hwan;Lee, Yong-Hyun;Kim, Ki-Hoon;Lee, Sang-Jik;Park, Young-Pil;Park, No-Cheol;Park, Kyoung-Su;Jung, Moon-Gyo
    • Transactions of the Society of Information Storage Systems
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    • v.5 no.2
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    • pp.96-101
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    • 2009
  • In recent years, the demand for portable digital devices such as cellular phone, digital camera, and MP3 player has been largely increased. To meet the requirements of such portable applications the information storage devices with smaller size, higher capacity, and lower power consumption are needed. A small form factor (SFF) HDD using a load/unload (L/UL) system is one of the appropriate alternatives to satisfy these requirements. Due to complexity of L/UL process and mechanism, it is required to investigate for better understanding the effects of design parameters. Among the various design parameters, flexible cable and friction force on the L/UL ramp become important to the dynamic characteristics of L/UL process as the system is miniaturized. The program for L/UL simulation which considers the effect of flexible cable and L/UL ramp is needed. Unfortunately, there is hardly any commercial program for the L/UL simulation except the Computer Mechanics Laboratory (CML) air bearing design program and the CML L/UL simulation code. Furthermore, the design parameters such as flexible cable and the L/UL ramp are not considered in the CML L/UL simulation code. So we embody the L/UL simulation considering flexible cable and an L/UL ramp by using the ANSYS/LS-DYNA. In this thesis, the effects of flexible cable and friction force on the dynamic characteristics and the performances of the L/UL process are studied. Numerical simulation and related experiments are carried out and compared each other.

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The Effect of Features and Motivators of Mobile Phone on Repurchasing Intention: Focusing on Difference Between Korea and Indonesia (휴대폰의 재구매 동기에 관한 국가간 비교 연구 : 한국과 인도네시아를 중심으로)

  • Lee, Jong-Oh;Whang, Jae-Hoon
    • Journal of Information Technology Applications and Management
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    • v.14 no.4
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    • pp.159-174
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    • 2007
  • The purpose of this research is to investigate the relationships among the perceived satisfaction, the perceived the trust, the commitment, the key features for mobile phone, the brand image, the switching cost and the repurchasing intention. We also examine the differences between Korean and Indonesian markets concerning the relationships of these key successfactors. The structural model is tested with the data form each of the sub-samples (i. e. Korean and Indonesian users taken separately). Properties of the casual paths, including standardized path coefficients, the significance of difference, and variance explained for trust, satisfaction, commitment and repurchasing in the hypothesized model, are presented. This study indicated that hardware (sound quality, LCD display, design) user interface (GUI, Menu, Key pad) and extra functions (camera phone, wireless internet, MP3 player) are the three important factors effecting the trust and the satisfaction. The proposed model has been newly tested from the technological prospective in order to get the more practical result. Following the model test, we conduct a test of the differences in path coefficients between Korean and Indonesian users. MSEM show that, compared to Korean market, Indonesian had more emphasized on extra-function for the mobile phone as well as giving more influence to the satisfaction from the brand image. It means Korean market consider the extra-function as basic or no-premium points. And the satisfaction has been effected by switching-cost in Korea but the trust in Indonesia. Other interesting result from the structural weight invariance indicate that, compared to Korean market, the brand-image has effected the satisfaction in addition to placing more the trust on determining the commitment in Indonesia.

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An Exploratory Study on the Possibility of Creative Quality Management (창조적 품질경영의 가능성에 대한 탐색적 연구)

  • Oh, Hyung-Sool;Seong, Baek-Seo;Kim, Seon-Min
    • Journal of the Korea Safety Management & Science
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    • v.11 no.1
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    • pp.103-113
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    • 2009
  • Motorola which had developed and commercialized wireless telephone and mobile phone for the first time in the world made a decision on the separation of the mobile unit from the Motorola due to the continuous bad performance turn. In addition, the Korean company named Raincom which had developed and commercialized MP3 player have been disappeared since Raincom failed to compete with iPod of Apples. What is the main cause the companies that have been top of the world level weed out of IT product market? For less product life cycle and globalization of market, the company's competitiveness tends to be determined based on company's creative capability, rather than process implementation capability. Thus, companies spent a great amount of time and effort in the introduction of creativity management and R&D activities. However, as company's continuous investment on R&D and innovation activities did not lead to business performance, they starts to pay much attention on the effective R&D and innovation activities. Therefore, this paper tries to solve the limitation of the effectiveness of R&D activities by introducing the concept of 'creative quality'. The creative quality is executed by the creative process, which is designed for getting over the limitation of the traditional brainstorming method. This paper presents the concept so called 'creative quality management' and expects it to be an alternative to conquest the limitation of six sigma management.

Development of Flash Memory Management Algorithm (플래쉬 메모리 관리 알고리즘 개발)

  • Park, In-Gyu
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.38 no.1
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    • pp.26-45
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    • 2001
  • The Flash memory market: is an exciting market that has quickly over the last 10 years. Recently Flash memory provides a high-density. truly non-volatile, high performance read write memory solutions, also is characterized by low power consumption, extreme ruggedness and high reliability. Flash memory is an optimum solution for large nonvolitilc storage operations such as solid file storage, digital video recorder, digital still camera, The MP3 player and other portable multimedia communication applications requiring non-volatility. Regardless of the type of Flash memory, Flash media management software is always required to manage the larger Flash memory block partitions. This is true, since Flash memory cannot be erased on the byte level common to memory, but must be erased on a block granularity. The management of a Flash memory manager requires a keen understanding of a Flash technology and data management methods. Though Flash memory's write performance is relatively slow, the suggested algorithm offers a higher maximum write performance. Algorithms so far developed is not suitable for applications which is requiring more fast and frequent accesses. But, the proposed algorithm is focused on the justifiable operation even in the circumstance of fast and frequent accesses.

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An Empirical Study on How the Moderating Effects of Individual Cultural Characteristics towards a Specific Target Affects User Experience: Based on the Survey Results of Four Types of Digital Device Users in the US, Germany, and Russia (특정 대상에 대한 개인 수준의 문화적 성향이 사용자 경험에 미치는 조절효과에 대한 실증적 연구: 미국, 독일, 러시아의 4개 디지털 기기 사용자를 대상으로)

  • Lee, In-Seong;Choi, Gi-Woong;Kim, So-Lyung;Lee, Ki-Ho;Kim, Jin-Woo
    • Asia pacific journal of information systems
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    • v.19 no.1
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    • pp.113-145
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    • 2009
  • Recently, due to the globalization of the IT(Information Technology) market, devices and systems designed in one country are used in other countries as well. This phenomenon is becoming the key factor for increased interest on cross-cultural, or cross-national, research within the IT area. However, as the IT market is becoming bigger and more globalized, a great number of IT practitioners are having difficulty in designing and developing devices or systems which can provide optimal experience. This is because not only tangible factors such as language and a country's economic or industrial power affect the user experience of a certain device or system but also invisible and intangible factors as well. Among such invisible and intangible factors, the cultural characteristics of users from different countries may affect the user experience of certain devices or systems because cultural characteristics affect how they understand and interpret the devices or systems. In other words, when users evaluate the quality of overall user experience, the cultural characteristics of each user act as a perceptual lens that leads the user to focus on a certain elements of experience. Therefore, there is a need within the IT field to consider cultural characteristics when designing or developing certain devices or systems and plan a strategy for localization. In such an environment, existing IS studies identify the culture with the country, emphasize the importance of culture in a national level perspective, and hypothesize that users within the same country have same cultural characteristics. Under such assumptions, these studies focus on the moderating effects of cultural characteristics on a national level within a certain theoretical framework. This has already been suggested by cross-cultural studies conducted by scholars such as Hofstede(1980) in providing numerical research results and measurement items for cultural characteristics and using such results or items as they increase the efficiency of studies. However, such national level culture has its limitations in forecasting and explaining individual-level behaviors such as voluntary device or system usage. This is because individual cultural characteristics are the outcome of not only the national culture but also the culture of a race, company, local area, family, and other groups that are formulated through interaction within the group. Therefore, national or nationally dominant cultural characteristics may have its limitations in forecasting and explaining the cultural characteristics of an individual. Moreover, past studies in psychology suggest a possibility that there exist different cultural characteristics within a single individual depending on the subject being measured or its context. For example, in relation to individual vs. collective characteristics, which is one of the major cultural characteristics, an individual may show collectivistic characteristics when he or she is with family or friends but show individualistic characteristics in his or her workplace. Therefore, this study acknowledged such limitations of past studies and conducted a research within the framework of 'theoretically integrated model of user satisfaction and emotional attachment', which was developed through a former study, on how the effects of different experience elements on emotional attachment or user satisfaction are differentiated depending on the individual cultural characteristics related to a system or device usage. In order to do this, this study hypothesized the moderating effects of four cultural dimensions (uncertainty avoidance, individualism vs, collectivism, masculinity vs. femininity, and power distance) as suggested by Hofstede(1980) within the theoretically integrated model of emotional attachment and user satisfaction. Statistical tests were then implemented on these moderating effects through conducting surveys with users of four digital devices (mobile phone, MP3 player, LCD TV, and refrigerator) in three countries (US, Germany, and Russia). In order to explain and forecast the behavior of personal device or system users, individual cultural characteristics must be measured, and depending on the target device or system, measurements must be measured independently. Through this suggestion, this study hopes to provide new and useful perspectives for future IS research.

Perceptional Change of a New Product, DMB Phone

  • Kim, Ju-Young;Ko, Deok-Im
    • Journal of Global Scholars of Marketing Science
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    • v.18 no.3
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    • pp.59-88
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    • 2008
  • Digital Convergence means integration between industry, technology, and contents, and in marketing, it usually comes with creation of new types of product and service under the base of digital technology as digitalization progress in electro-communication industries including telecommunication, home appliance, and computer industries. One can see digital convergence not only in instruments such as PC, AV appliances, cellular phone, but also in contents, network, service that are required in production, modification, distribution, re-production of information. Convergence in contents started around 1990. Convergence in network and service begins as broadcasting and telecommunication integrates and DMB(digital multimedia broadcasting), born in May, 2005 is the symbolic icon in this trend. There are some positive and negative expectations about DMB. The reason why two opposite expectations exist is that DMB does not come out from customer's need but from technology development. Therefore, customers might have hard time to interpret the real meaning of DMB. Time is quite critical to a high tech product, like DMB because another product with same function from different technology can replace the existing product within short period of time. If DMB does not positioning well to customer's mind quickly, another products like Wibro, IPTV, or HSPDA could replace it before it even spreads out. Therefore, positioning strategy is critical for success of DMB product. To make correct positioning strategy, one needs to understand how consumer interprets DMB and how consumer's interpretation can be changed via communication strategy. In this study, we try to investigate how consumer perceives a new product, like DMB and how AD strategy change consumer's perception. More specifically, the paper segment consumers into sub-groups based on their DMB perceptions and compare their characteristics in order to understand how they perceive DMB. And, expose them different printed ADs that have messages guiding consumer think DMB in specific ways, either cellular phone or personal TV. Research Question 1: Segment consumers according to perceptions about DMB and compare characteristics of segmentations. Research Question 2: Compare perceptions about DMB after AD that induces categorization of DMB in direction for each segment. If one understand and predict a direction in which consumer perceive a new product, firm can select target customers easily. We segment consumers according to their perception and analyze characteristics in order to find some variables that can influence perceptions, like prior experience, usage, or habit. And then, marketing people can use this variables to identify target customers and predict their perceptions. If one knows how customer's perception is changed via AD message, communication strategy could be constructed properly. Specially, information from segmented customers helps to develop efficient AD strategy for segment who has prior perception. Research framework consists of two measurements and one treatment, O1 X O2. First observation is for collecting information about consumer's perception and their characteristics. Based on first observation, the paper segment consumers into two groups, one group perceives DMB similar to Cellular phone and the other group perceives DMB similar to TV. And compare characteristics of two segments in order to find reason why they perceive DMB differently. Next, we expose two kinds of AD to subjects. One AD describes DMB as Cellular phone and the other Ad describes DMB as personal TV. When two ADs are exposed to subjects, consumers don't know their prior perception of DMB, in other words, which subject belongs 'similar-to-Cellular phone' segment or 'similar-to-TV' segment? However, we analyze the AD's effect differently for each segment. In research design, final observation is for investigating AD effect. Perception before AD is compared with perception after AD. Comparisons are made for each segment and for each AD. For the segment who perceives DMB similar to TV, AD that describes DMB as cellular phone could change the prior perception. And AD that describes DMB as personal TV, could enforce the prior perception. For data collection, subjects are selected from undergraduate students because they have basic knowledge about most digital equipments and have open attitude about a new product and media. Total number of subjects is 240. In order to measure perception about DMB, we use indirect measurement, comparison with other similar digital products. To select similar digital products, we pre-survey students and then finally select PDA, Car-TV, Cellular Phone, MP3 player, TV, and PSP. Quasi experiment is done at several classes under instructor's allowance. After brief introduction, prior knowledge, awareness, and usage about DMB as well as other digital instruments is asked and their similarities and perceived characteristics are measured. And then, two kinds of manipulated color-printed AD are distributed and similarities and perceived characteristics for DMB are re-measured. Finally purchase intension, AD attitude, manipulation check, and demographic variables are asked. Subjects are given small gift for participation. Stimuli are color-printed advertising. Their actual size is A4 and made after several pre-test from AD professionals and students. As results, consumers are segmented into two subgroups based on their perceptions of DMB. Similarity measure between DMB and cellular phone and similarity measure between DMB and TV are used to classify consumers. If subject whose first measure is less than the second measure, she is classified into segment A and segment A is characterized as they perceive DMB like TV. Otherwise, they are classified as segment B, who perceives DMB like cellular phone. Discriminant analysis on these groups with their characteristics of usage and attitude shows that Segment A knows much about DMB and uses a lot of digital instrument. Segment B, who thinks DMB as cellular phone doesn't know well about DMB and not familiar with other digital instruments. So, consumers with higher knowledge perceive DMB similar to TV because launching DMB advertising lead consumer think DMB as TV. Consumers with less interest on digital products don't know well about DMB AD and then think DMB as cellular phone. In order to investigate perceptions of DMB as well as other digital instruments, we apply Proxscal analysis, Multidimensional Scaling technique at SPSS statistical package. At first step, subjects are presented 21 pairs of 7 digital instruments and evaluate similarity judgments on 7 point scale. And for each segment, their similarity judgments are averaged and similarity matrix is made. Secondly, Proxscal analysis of segment A and B are done. At third stage, get similarity judgment between DMB and other digital instruments after AD exposure. Lastly, similarity judgments of group A-1, A-2, B-1, and B-2 are named as 'after DMB' and put them into matrix made at the first stage. Then apply Proxscal analysis on these matrixes and check the positional difference of DMB and after DMB. The results show that map of segment A, who perceives DMB similar as TV, shows that DMB position closer to TV than to Cellular phone as expected. Map of segment B, who perceive DMB similar as cellular phone shows that DMB position closer to Cellular phone than to TV as expected. Stress value and R-square is acceptable. And, change results after stimuli, manipulated Advertising show that AD makes DMB perception bent toward Cellular phone when Cellular phone-like AD is exposed, and that DMB positioning move towards Car-TV which is more personalized one when TV-like AD is exposed. It is true for both segment, A and B, consistently. Furthermore, the paper apply correspondence analysis to the same data and find almost the same results. The paper answers two main research questions. The first one is that perception about a new product is made mainly from prior experience. And the second one is that AD is effective in changing and enforcing perception. In addition to above, we extend perception change to purchase intention. Purchase intention is high when AD enforces original perception. AD that shows DMB like TV makes worst intention. This paper has limitations and issues to be pursed in near future. Methodologically, current methodology can't provide statistical test on the perceptual change, since classical MDS models, like Proxscal and correspondence analysis are not probability models. So, a new probability MDS model for testing hypothesis about configuration needs to be developed. Next, advertising message needs to be developed more rigorously from theoretical and managerial perspective. Also experimental procedure could be improved for more realistic data collection. For example, web-based experiment and real product stimuli and multimedia presentation could be employed. Or, one can display products together in simulated shop. In addition, demand and social desirability threats of internal validity could influence on the results. In order to handle the threats, results of the model-intended advertising and other "pseudo" advertising could be compared. Furthermore, one can try various level of innovativeness in order to check whether it make any different results (cf. Moon 2006). In addition, if one can create hypothetical product that is really innovative and new for research, it helps to make a vacant impression status and then to study how to form impression in more rigorous way.

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