• Title/Summary/Keyword: Mobile Content Design

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Hierarchical Service Binding and Resource Allocation Design for Context-based IoT Service in MEC Networks (상황인지 기반 IoT-MEC 서비스를 위한 계층적 서비스 바인딩 및 자원관리 구조 설계)

  • Noh, Wonjong
    • Journal of IKEEE
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    • v.25 no.4
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    • pp.598-606
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    • 2021
  • In this paper, we presents a new service binding and resource management model for context based services in mobile edge computing (MEC) networks. The proposed control is composed of two layers: MEC service bindng control layer (MCL) and user context control layer (UCL). The MCL manages service binding construction, resource allocation, and service policy construction from a system point of view; and the UCL manages real-time service adaptation using meta-objects. Through simulations, we confirmed that the proposed control offers enhanced throughput and content transfer time when it is compared to the legacy computing and control models. The proposed control model can be employed as a key component for the context based various internet-of-things (IoT) services in MEC environments.

Healthcare coaching program for youth with type 1 diabetes in South Korea: a pilot study

  • Dae Eun Lee;Haejung Lee;Chong Kun Cheon;Ju Young Yoon
    • Child Health Nursing Research
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    • v.30 no.1
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    • pp.17-30
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    • 2024
  • Purpose: This pilot study aimed to assess the feasibility, preliminary efficacy, and effects of a mobile app healthcare coaching program developed based on self-regulation theory among youths with type 1 diabetes. Methods: A mixed-method design was utilized. Participants were randomly assigned into intervention (n=23, 12-week coaching program) or control groups (n=16, usual care). Pre- and post-intervention assessments included self-efficacy, diabetes management behavior, and health outcomes (quality of life, depression, and HbA1c). Quantitative data were analyzed with SPSS/WIN ver. 26.0. The narrative information from the participants in the healthcare coaching program underwent content analyzed. Results: The intervention group had significantly lower depression scores (t=2.57, p=.014) than the control group. No significant differences were observed in self-efficacy, diabetes management behavior, and health outcomes between the two groups. The average frequency of health behavior monitoring per week among the participants was 1.86±1.60. The qualitative findings indicated that participants perceived improved diabetes self-management with the intervention; however, challenges during vacations, dietary control difficulties, and a lack of disease awareness were identified. Conclusion: The healthcare coaching program improved psychological aspects for youth with type 1 diabetes. Further research is needed to develop and implement mobile app interventions aimed at enhancing compliance with diabetes management in pediatric and adolescent populations.

A Study on the User Experience of the Mobile Application of Cultural Contents in Seoul (서울시 문화콘텐츠 모바일 애플리케이션 사용자 경험 연구)

  • Shim, Hyo-Bin;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.18 no.9
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    • pp.357-362
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    • 2020
  • The purpose of this study is to propose an efficient user experience of integrated applications by comparing and analyzing the usability of existing cultural content applications in Seoul. The study method was based on seven components of the honeycom model to conduct an interview and analyze for user experience measurements of existing applications. The results of the study summarized them in three ways. First, we need to organize a wide variety of information into categories in an easy-to-understand way. Second, making it easy to purchase tickets within the application. Finally, it is necessary to recommend cultural content that is suitable for me. This research is expected to be used as a basis for the user experience of the Seoul City Cultural Content Integration application.

Design and implementation of Jini-based secure event service using SPKI/SDSI certificate (SPKI/SDSI 인증서를 이용한 Jini 기반의 안전한 이벤트 서비스 설계 및 구현)

  • Park, Hee-Man;Kim, In-Su;Lee, Young-Lok;Lee, Hyung-Hyo;Noh, Bong-Nam
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.16 no.5
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    • pp.3-13
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    • 2006
  • As computing devices become ubiquitous and increasingly mobile, it becomes obvious that a synchronous and direct peer-to-peer communication model is not sufficient in distributed computing environment. Using an indirect event service instead of other traditional communication model has an advantage of decreasing the coupling of applications in a distributed environment and removing the need for many static dependencies. In this paper, we design and implement the secure event service for providing secure ubiquitous computing environment. The Secure Event Service implemented enables users to perform content-based event retrieval, and supports only eligible event comsumer and event producer can publish and receive events through the secure event service. SPKI/SDSI certificate is used for supporting authentication and authorization in the secure event service. In order to provide a content-based event retrieval, an asynchronous communication between event producers and consumers, and a disconnectedness support for mobile devices, we modify and expand the Javaspace package.

An Injection Molding Process Management System based on Mobile Augmented Reality (모바일 증강현실 기반 사출성형공정 관리시스템)

  • Hong, Won-Pyo;Song, Jun-Yeob
    • Journal of the Korean Society for Precision Engineering
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    • v.31 no.7
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    • pp.591-596
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    • 2014
  • Augmented reality is a novel human-machine interaction that overlays virtual computer-generated information on a real world environment. It has found good potential applications in many fields, such as training, surgery, entertainment, maintenance, assembly, product design and other manufacturing operations. In this study, a smartphone-based augmented reality system was developed for the purpose of monitoring and managing injection molding production lines. Required management items were drawn from a management content analysis, and then the items were divided into two broad management categories: line management and equipment management. Effective work management was enabled by providing those working on the shop floor with management content information combined with the actual images of an injection molding production line through augmented reality.

A Study on Cross-Association between UCI Identification System and Content-based Identifier for Copyright Identification and Management of Broadcasting Content (방송콘텐츠 저작권 식별관리를 위한 UCI 표준식별체계와 내용기반 식별정보의 상호연계 연구)

  • Kim, Joo-Sub;Nam, Je-Ho
    • Journal of Broadcast Engineering
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    • v.14 no.3
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    • pp.288-298
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    • 2009
  • In this paper, we propose a scheme to associate content-based video signature with Universal Content Identifier (UCI) system of broadcast content for copyright identification and management. Note that content-based video signature can identify a previously distributed content since it is directly extracted from content itself without allocation process of identifier such as UCI. Thus, we design the schema of UCI application metadata, which provides a video signature in order to consistently maintain a systemic link between UCI and the video signature. Also, we present the scenarios of copyright identification, management and additional service, which are based on transmission and management mechanism of video signature with UCI identification system.

Trends and Future Directions of Corporate e-learning Contents (기업교육 이러닝 콘텐츠의 동향과 발전 방향)

  • Jung, Hyojung
    • The Journal of Industrial Distribution & Business
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    • v.9 no.2
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    • pp.65-72
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    • 2018
  • Purpose - One of the biggest problems in the e-learning distribution process is the lack of quality content and learners' discredit in e-learning content. In order to respond to the various demands of the corporate education field appropriately, it is necessary to search for directions of new e-learning models that are out of traditional e-learning contents. The purpose of this study is to identify recent trend issues related to corporate e-learning and to suggest directions for development. Research design, data, and methodology - Based on the literature review, trend issues that should be considered important in corporate e-learning were derived. Online survey was conducted to evaluate the importance-feasibility of each issue to 13 experts on e-learning and corporate education. The contents of the questionnaire are as follows: 1) recognition of importance and feasibility of trend issues to be considered important in the future corporate education field; 2) factors to be considered in developing future e-learning contents. Results - Six trends derived from a comprehensive literature review. The most important e-learning trends for corporate education field were 'mobile learning', 'micro learning', 'blended learning', 'social learning', 'adaptive learning', 'engaged learning'. As a result of evaluating the importance and feasibility of each issue, experts point out that 'mobile learning' and 'micro learning' should be actively considered for introduction and utilization at present. In addition, 'social learning' and 'blended learning' need to be actively considered in the near future. On the other hand, experts recognized that 'adaptive learning' and 'engaged learning' need to be prepared from a long-term perspective. Conclusions - There are two main reasons for this result. First, in corporate e-learning, it is important to 1) be able to update on time, 2) the connection with the workplace is important. Second, it requires realistic verification of the expected performance of the learning model. To be considered part of the future are as follows: First, the value and effectiveness of the new e-learning type should be studied. Seconds, e-learning contents should be developed through adopting SAM or Agile methodology. Through this process, we would be able to enhance the quality in e-learning content.

A Study of Current Tendency of Universal Design (유니버설 디자인의 최근 성향 분석 연구)

  • 황주희
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 1999.04a
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    • pp.23-26
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    • 1999
  • The purpose of this study was to scrutinize the current tendency of Universal Design. The analysis unit was presentation in the proceeding of "The first International Universal Design Conference" which was held at New York in June, 1998. Sixty the presentations in the conference were analyzed using Content Analysis technique. The analysis criteria were academic vs. practical, themes, subjects, levels of UD concepts, design principles applied, and type of disability. The results were as follows. Compared with its early characteristics such as practical approach, architectural living environment, barrier free for the disabled, especially for person with mobile disability using wheelchair, and the emphasis of accessibility, UD characteristics shown in the conference evidenced a dramatic shift from them toward the new century : Its subjects became a wide range of people including the disabled departing from 'the disabled' only; The range of disability was expanded to include visual and audial disability departing from mobility only; Themes appeared very diverse such as both small and large scale environments, products, dissemination, and theory from the 'architectural environment'; Various design principles were added to early accessibility ; Commercialism was added to early Welfarism. Therefore, this conference provided empirical evidence that UD changed considerably from its early development in many aspects. It indicated the potential of UD as a big wave in the 21st century design.

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Design and Implement of BACnet based Intelligent Building Automation Control System (모바일 카메라를 이용한 방송 시스템 설계 및 구현)

  • Park, Youngha;Seong, Kiyoung;Jung, Hoekyung
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.25 no.10
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    • pp.1330-1336
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    • 2021
  • Media sharing platform such as YouTube have grown significantly in the mobile environment. This is a platform that allows users to select and view broadcast programs that are only available on TV through network-connected PCs and mobiles, and share their media content to communicate. Currently, in the era where mobile and TV broadcasts can be viewed equally, there is a time difference between the video and real-time screen transmitted to TV and mobile, different from the actual situation.We want this time difference to be realized in the same way as the real time, and there is a need for a system that can broadcast in a free environment at any time. Therefore, in this paper, a broadcasting system was designed and implemented in a mobile environment. The result of reducing the delay time difference due to the improvement of the processing method was obtained.

Augmented Reality Based Interactive Tourism Content Development Case Study (증강현실 기반 인터랙티브 관광 콘텐츠 발전사례연구 - 중국 지역도시 구랑위를 중심으로)

  • Zhou, Zhihua;Lee, Tae-Hoon
    • Journal of Digital Convergence
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    • v.19 no.2
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    • pp.379-386
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    • 2021
  • The tourism industry and AR act as important factors to diversify the tourism industry by combining them with one another. Currently, the advent of mobile smartphones and AR interactive is expected to play a major role in improving tourists' experiences and promoting tourism. AR's high entertainment characteristics, realism and strong interaction can be actively used as a major advantage in promoting tourism. This paper presents some appropriate examples of how AR interactive design is used in tourism marketing through various use cases where AR interactive design is used in tourism. Furthermore, a detailed analysis of the Magical Gulangyu verifies the descriptions listed in the text and presents the direction of future research.