• Title/Summary/Keyword: Mobile Content Design

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Research on the Design of Chinese Online Games in the Application of Cultural Content (문화 콘텐츠를 응용한 중국 온라인(MMORPG)게임 디자인 연구 -돈황벽화를 중심으로-)

Mobile Augmented Reality for Teaching Bar Placing (철근 배근 교육을 위한 증강현실 컨텐츠 개발)

  • Park, U-Yeol
    • Journal of the Korea Institute of Building Construction
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    • v.18 no.5
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    • pp.471-477
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    • 2018
  • The purpose of this study is to develop an mobile augmented reality for students to learn bar placing work, which is increasingly utilized in the construction field. In order to improve the understanding of the structural drawing, a structural drawing is used as a marker image, and an augmented reality is realized by superimposing a virtual 3D bar placing model that is placed according to the structural drawing on the screen. In addition to the 3D modeling, the contents are developed so as to help students to learn the interpretation method of 2D drawings, the development and splices of reinforcing steel, bar fabricating practice according to KCI structural concrete design code, and the process of bar placing. The results show that the augmented reality is positively evaluated in terms of interface style, perceived usefulness, perceived ease of use, perceived enjoyment, attitude toward using, and intention to use. The augmented reality is worth to be introduced because it has advantages of visualization and interaction in terms of education.

Elderly Care System in the U-Health Environment (U-Health 환경에서의 노인 Care 시스템)

  • Ban, Tae-Hak;SHI, LEI;HUA, SONG;Chae, Jung-Sik;Jung, Hoe-Kyung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.10a
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    • pp.747-749
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    • 2013
  • Aging our country is facing now is seeking qualitative and quantitative expansion of social welfare services. In particular, the rapid increase in the aging population is an urgent need to resolve the problems of inducing demand for medical care and various welfare related to the elderly, In addition, IT technology in Korea is improving daily, in particular, fields of ubiquitous have been studied actively. In this paper, U-Health Care System model technology for the elderly were studied. Existing residential and senior living environment dedicated to the Care system for the fusion of design, and content designed around the ubiquitous technology that combines the old Care system was studied. Existing community-based model that combines technology and IT systems and mobile elderly Care services in conjunction with other devices by providing an application, the existing Care and medical needs will be able to solve the problems.

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A Study on the Ontology-Based Regional User-centric convergence content design information retrieval (온톨로지 기반의 사용자 중심 융합 컨텐츠 디자인 정보 검색에 관한 연구)

  • Park, Ju-Ok;Yeom, Mi-Ryeong;Jung, Doo-Yong
    • Journal of the Korea Convergence Society
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    • v.7 no.2
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    • pp.19-24
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    • 2016
  • On a huge space of information called the Internet, users can use a smart mobile web to get information on various intellectual fields and can access to various Medias such as personal blogs and social networking sites (SNS). This is why a vast amount of information on the web has been effectively managed and researched nowadays through a technology named Semantic Web. However, it still needs for an improvement for studies on searching for intellectual information, though it is enhanced to integrate variously spread information and search for intellectual information user-oriented. Thus, this study aims to research on searching information and knowledge spread around a knowledge-filled information space, which can improve credibility according to user-oriented logic.

Design of Mobile-based Security Agent for Contents Networking in Mixed Reality (융합현실에서 콘텐츠 네트워킹을 위한 모바일 기반 보안 중계 설계)

  • Kim, Donghyun;Lim, Jaehyun;Kim, Seoksoo
    • Journal of Convergence for Information Technology
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    • v.9 no.3
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    • pp.22-29
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    • 2019
  • Due to the development of ICT technology, convergence reality contents are utilized as technology for providing services in various industrial fields by visualizing various information such as sensor information and shared information in a service platform showing only simple three-dimensional contents. Research is underway to reduce the weight of applications by transmitting the resources of the object to be enhanced to the network as the information and the contents to be provided increase. In order to provide resources through the network, servers for processing various information such as pattern information, content information, and sensor information must be constructed in a cloud environment. However, in order to authenticate data transmitted and received in real-time in a cloud environment, there is a problem in that the processing is delayed and a delay phenomenon occurs in the rendering process and QoS is lowered. In this paper, we propose a system to distribute cloud server which provides augmented contents of convergent reality service that provides various contents such as sensor information and three - dimensional model, and shorten the processing time of reliable data through distributed relay between servers Respectively.

Development and Effect of a Metabolic Syndrome Prevention Program for University Students using Mobile Application (대학생을 위한 대사증후군 예방교육프로그램 개발 및 효과-어플리케이션(Application) 매체 적용)

  • Kang, Han-Kyu;Kim, Tae-Bin;Kim, Kyu-Hyung;Kim, Min-Jin;Kim, Jin-Hyun;Kim, Hyun-Yong;Yeom, Kyung-Hoon;Lee, Ka-Hyun;Choi, Eun-Young;Kang, Kyung-Ah
    • Child Health Nursing Research
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    • v.20 no.3
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    • pp.205-214
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    • 2014
  • Purpose: The purpose of the study was to develop and evaluate the effect of a metabolic syndrome prevention program using mobile application for university students. Methods: A pretest-posttest design with content analysis as a triangulation method was used. The participants were 49 university students. Data were analyzed using descriptive statistics, $x^2$-test, t-test and Fisher's exact test with the SPSS WIN 18.0 program. Results: The application consisted of six main menus as follows: 'basic education', 'nutrition education', 'exercise education', 'meal diary', 'exercise checkup', and 'tips'. The experimental group had higher recognition about metabolic syndrome prevention than the control group (F=7.919, p=.007). Understanding of metabolic syndrome among participants was mostly related to chronic diseases such as obesity, hypertension and diabetes in relation to the importance of eating habits and exercising. Conclusion: The results indicate that metabolic syndrome prevention education using mobile application is necessary and would be useful for university students.

Effect of Information Source, Sales Promotion Type, and Impulse Buying Tendency Characteristics on Fashion Live Commerce Purchase Intention (정보원 특성, 판매촉진유형, 충동구매성향이 패션 라이브커머스 구매의도에 미치는 영향)

  • Choi, Hyun;Hwang, Sun Jin
    • Journal of Fashion Business
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    • v.26 no.4
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    • pp.52-63
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    • 2022
  • As live commerce, mobile sales platforms based on real-time content and text are drawing attention as a new marketing channel. In particular, the fashion industry also using live commerce as a new fashion distribution channel, requiring marketing strategies to utilize it efficiently. This study attempted to verify the effect of information source, sales promotion, and impulse buying tendency characteristics on fashion live commerce purchase intention. The experimental design of this study was 2(characteristics of information source: expertise vs attractiveness) × 2(sales promotion type: value-added vs price discount) × 2(impulse buying tendency: high vs low) three-way mixed analysis of variance(ANOVA). A convenience sampling of 264 women in their 20s and 50s living in Seoul and the Gyeonggi area who had purchased products through Live Commerce was conducted. For the final analysis, 240 questionnaires were used. Data were analyzed by the SPSS 26 program and three-way ANOVA. Simple main effects analysis was conducted. The results of this study follow. First, there were statistically significant differences in purchase intention according to consumers' impulse buying tendencies and sales promotions. Second, information source and sales promotion showed statistically significant interaction effects on purchase intention. Lastly, information source, sales promotion, and impulse buying tendency showed significant three-way interaction effects on fashion live commerce purchase intention. Therefore, conducting appropriate marketing analysis can result in positive attitudes regarding live commerce products and substantive increases in sales.

Design and Implementation of Mobile Platform for Personalized Media Streaming Service (사용자 맞춤형 미디어 스트리밍 서비스를 위한 모바일 플랫폼 설계 및 구현)

  • Park, Sung-Joo;Yang, Chang-Mo
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2010.07a
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    • pp.360-363
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    • 2010
  • Streaming Technology can support the real-time playback without downloading and storing multimedia data in local HDD. So, client browser or plug-in can represent multimedia data before the end of file transmission using streaming technology. Recently, the demand for efficient real-time playback and transmission of large amounts of multimedia data is growing rapidly. But most users' connections over network are not fast and stable enough to download large chunks of multimedia data. In this paper, we propose an intelligent IP streaming system based on personalized media service. The proposed IP streaming system enables users to get an intelligent recommendation of multimedia contents based on the user preference information stored on the streaming server or the home media server. The supposed intelligent IP streaming system consists of Server Metadata Agent, Pumping Server, Contents Storage Server, Client Metadata Agent and Streaming Player. And in order to implement the personalized media service, the user information, user preference information and client device information are managed under database concept. Moreover, users are assured of seamless access of streamed content event if they switch to another client device by implementing streaming system based on user identification and device information. We evaluate our approach with manufacturing home server system and simulation results.

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Methodological Issues in Nursing Research using IT Technology: A Discussion Paper

  • Im, Eun-Ok;Chee, Wonshik
    • Research in Community and Public Health Nursing
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    • v.30 no.4
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    • pp.391-399
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    • 2019
  • Purpose: Recent advances in computer and mobile technologies have brought increasing usages of IT technology in nursing research across nursing fields. Despite the increasing usages, there has been little discussion on methodological issues involved in nursing research using IT technology. This is a discussion paper to identify methodological issues in IT technology-based nursing research. Methods: An analysis was done using content analysis on research team meeting minutes and research team members' research diaries in a clinical trial that tested the efficacy of a technology-based intervention. First, several major categories of IT technology-based nursing research are concisely summarized. Then, the method that was used for this analysis is presented. Results: The findings are presented as themes reflecting methodological issues in IT technology-based research: (a) difficulties in recruitment due to necessary technology literacy; (b) facilitating recruitment through allowing the use of multiple languages; (c) participants' preferences for specific IT technology; (d) efforts needed to ensure technological security; (e) participants' preferences for design; and (f) necessary considerations on timing. Conclusion: Finally, future directions for nursing research using IT technology are proposed based on the identified issues.

A Design of Multimedia Content Recommendation for Mobile Synchronization on Distributed System(P2P) (분산 P2P 환경에서 모바일 동기화 서비스를 통한 멀티미디어 콘텐츠 추천 시스템의 설계)

  • Kim, Ryong;Kim, Byeong-Man;Kim, Young-Kuk
    • Proceedings of the Korean Information Science Society Conference
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    • 2007.10d
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    • pp.390-393
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    • 2007
  • 사용자들은 분산 P2P 환경을 통해 대량의 멀티미디어 콘텐츠를 쉽게 제공 밭을 수 있는 환경이 되었다. 또한 고용량 모바일 기기의 발전과 보급이 확산됨에 따라 사용자들은 사진, 음악, 동영상과 같은 멀티미디어 콘텐츠를 대량으로 휴대하며 이용할 수 있게 되었다. 그러나, 이러한 대량의 멀티미디어 콘텐츠 관리는 사용자 각자에게 맡겨져 있어 콘텐츠 관리를 어렵게 하고 있는 현실이다. 본 논문에서는 분산 P2P 환경에서 멀티미디어 콘텐츠의 공유와 추천을 통해 사용자에게 적합한 콘텐츠를 제공하고, 제공된 콘텐츠는 모바일 동기화 서비스를 통해 모바일 기기로 저장하고 관리되는 #분산 P2P 환경에서 모바일 동기화 서비스를 통한 멀티미디어 콘텐츠 추천 시스템#을 설계하고 실험하였다. 제안된 시스템은 사용자 선호 프로파일 정보로 협업 필터링을 통해 분산 P2P 환경에서 공유된 멀티미디어 콘텐츠 중에서 적합한 콘텐츠를 추천해 주고, 추천된 콘텐츠는 푸쉬 서비스를 통해 모바일 기기로 저장되며. 모바일 기기 사용자의 행동에 따라 모바일 동기화 서비스를 통해 사용자 모바일 기기의 콘텐츠를 관리한다. 이처럼 제안된 시스템은 콘텐츠 추천과 모바일 동기화 서비스로 능동적인 콘텐츠 관리를 제공하여 사용자에게 효율적인 콘텐츠 관리 기법과 활용 방법을 제공 할 수 있다.

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