• Title/Summary/Keyword: Mobile Demonstration

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Design and Implementation of A Mobile-based Demonstration System 'Smart Demo' (모바일 기반 시연 시스템 '스마트 데모'의 설계 및 구현)

  • Lim, Choong-Gyoo
    • The Journal of the Korea Contents Association
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    • v.11 no.12
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    • pp.1-11
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    • 2011
  • An application's demonstration takes much time because there are a number of interactions involved. When a demonstration is indeed necessary, a separate session of demonstration is commonly carried out besides a presentation. If one can control the application wirelessly using mobile devices, he can present his messages effectively by having a live self-paced demonstration. This method of demonstration has not been possible to implement due to the limitations on performance and/or screen size of feature phones. Lately commercialized smartphones, however, are equipped with better performance and various features so that they can be utilized to implement the new demonstration method. With these smartphones, one can view the application images right on mobile devices to control applications directly. This paper describes the issues of design and implementation of a mobile-based demonstration system, 'Smart Demo'.

THE USE OF MOBILE COMPUTERS FOR CONSTRUCTION PROJECTS

  • Chul S. Kim
    • International conference on construction engineering and project management
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    • 2009.05a
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    • pp.956-961
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    • 2009
  • When construction engineers perform their work in the jobsite, they have to record as-built conditions in the project log (Data Collection). On the other hand, the engineers often have to refer to the construction documents when necessary at the job faces (Data Access). The practice of Data Collection and Data Access in the jobsite can be greatly enhanced by utilizing mobile computing with wireless communications. In this paper, two cases of mobile computing applications for construction field management are presented; Mobile Specifications System and Mobile Data Collection System. The demonstration of the process for developing two mobile applications is the primary purpose of the paper. The problems and issues involved with adopting mobile computing for construction field are also presented. The simple information framework for mobile computing has been also proposed as an outcome of the research. As for development tools, readily available relational database and wireless network have been used. The use of commercial mobile broadband was examined for data communication where local area network is not available.

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OverIT: An Interactive Overlay for Touchscreen-based UI Customization by Demonstration

  • Lee, Kyungyeon;Chung, SeungA;Oh, Uran
    • International journal of advanced smart convergence
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    • v.10 no.3
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    • pp.143-148
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    • 2021
  • Smartphones have been widely used for various purposes and stay connected with people at all times. However, the use of such touchscreen devices can be physically restricted depending on users' context where only one hand is available to interact with the device. Even major smartphone manufacturers (e.g., Apple, Samsung) offer one handed mode, they still lack functions in the third-party applications, and the process is also complicated. We propose OverIT, a system that enables users to customize interfaces by adding new buttons on an interactive overlay which can be positioned anywhere on the touchscreen where each button serves the same functionality as an existing one. It is designed to support users to map a certain button event freely and easily to a newly created button by performing a demonstration of a button tap. We expect our system to improve the overall user experience of one-handed interaction with touchscreen devices.

Demonstration of Mobile Fronthaul Test Bed Based on RoF Technology Supporting Two Frequency Assignments and 2 × 2 MIMO Antennas

  • Cho, Seung-Hyun;Han, Changyo;Chung, Hwan Seok;Lee, Jong Hyun
    • ETRI Journal
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    • v.37 no.6
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    • pp.1055-1064
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    • 2015
  • We demonstrate a next-generation high-capacity mobile fronthaul based on radio over fiber (RoF) technology, which links between a digital unit and a radio unit supporting two frequency assignments and $2{\times}2$ multiple input, multiple output antennas. To confirm the technical feasibility of a mobile fronthaul, we experimentally investigate its down- and uplink end-to-end performances including the optical and radio frequency (RF) signal path. Frequency-dependent performance deviations, error vector magnitude variations, overall system performance variations caused by optical to electrical conversion, and intermediate frequency to RF conversions are examined. Experimental verifications on multiple LTE uplink signals are performed for the first time. We also demonstrate several commercial mobile Internet services, YouTube video streaming, and file transfers using off-the-shelf mobile devices, through a mobile fronthaul based on RoF.

Accelerometer-based Mobile Game Using the Gestures and Postures (제스처와 자세를 이용한 가속도센서 기반 모바일 게임)

  • Baek, Jong-Hun;Jang, Ik-Jin;Yun, Byoung-Ju
    • Proceedings of the IEEK Conference
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    • 2006.06a
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    • pp.379-380
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    • 2006
  • As a result of growth sensor-enabled mobile devices such as PDA, cellular phone and other computing devices, in recent years, users can utilize the diverse digital contents everywhere and anytime. However, the interfaces of mobile applications are often unnatural due to limited resources and miniaturized input/output. Especially, users may feel this problem in some applications such as the mobile game. Therefore, Novel interaction forms have been developed in order to complement the poor user interface of the mobile device and to increase the interest for the mobile game. In this paper, we describe the demonstration of the gesture and posture input supported by an accelerometer. The application example we created are AM-Fishing game on the mobile device that employs the accelerometer as the main interaction modality. The demos show the usability for the gesture and posture interaction.

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Roles of Socio-cultural Dimensions on Metropolitan Teenagers' Mobile Phone Purchases and Mobile Content Uses (수도권 청소년들의 이동전화 구매와 모바일 콘텐츠 이용에 영향을 미치는 사회 문화적 차원의 역할)

  • Jun, Jong-Woo;Jung, Jai-Jin;Jung, Soo-Joo
    • Journal of Korea Multimedia Society
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    • v.13 no.9
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    • pp.1399-1411
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    • 2010
  • Mobile media have become independent media formats in a current media environment. This study explores mobile media uses of metropolitan Korean teenagers focusing on demographic elements and socio-cultural dimensions. The findings of this study show that demographic variables and socio-cultural variables influenced mobile media purchases and mobile content uses. Specifically, demographic variables explain mobile media purchases more, and socio-cultural variables explain mobile content uses of Korean teenagers. Among significant variables, conformity and self demonstration are core elements explaining teenagers' consumer behaviors. These findings could provide implications to both academicians and practitioners.

Function verification and demonstration of mobile Gallery-Auction using NFC-based 2-Factor electronic payment (NFC 기반 2 Factor 전자결제를 이용한 모바일 갤러리-옥션의 기능 검증 및 시현)

  • Cha, Yoon Seok;Oh, Soo Hee;Kim, YongIl;Noh, SunKuk
    • Smart Media Journal
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    • v.7 no.1
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    • pp.24-30
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    • 2018
  • Acquisition of the FIDO authentication technology in pursuit of improved security function of the NFC-based 2 factor electronic payment system enabled GenoTech Ch., Ltd. to develop its new service, Gallery-Auction, demoed at Daegu Exhibition. The demonstration was followed by the improvement requests in banner creation & installation, changes in UI, changes in order of operation, etc, which were taken into account for the succeeding update. During the second demonstration held at 'Art: Gwangju: 17,' it analyzed and visualized the number of visitors per hour there.

A Study on Analysis of Operation Data Monitoring Based on Demonstration of Hydrogen Refueling Station (수소 복합스테이션 실증기반 운영데이터 모니터링 분석 연구)

  • KIM, DONG-HWAN;PARK, SONG-HYUN;KU, YEON-JIN;KIM, PIL-JONG;HUH, YUN-SIL
    • Transactions of the Korean hydrogen and new energy society
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    • v.30 no.6
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    • pp.505-512
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    • 2019
  • According to the "hydrogen economy roadmap" announced recently by the government, fuel cell electric vehicle diffusion and hydrogen refueling station construction are actively being carried out to prepare for the hydrogen economy era. The station will be expanded by introducing various charging station models such as hydrogen complex charging station, package, and mobile. Accordingly, the study on the safety demonstration of the charging station and related regulations should be compromised. The purpose of this study is to collect monitoring data during charging according to the distinct four seasons in Korea, and to use it as safety demonstration data by analyzing the charging status, charging rate and charging time during charging.

Experimental Demonstration of 4×4 MIMO Wireless Visible Light Communication Using a Commercial CCD Image Sensor

  • Kim, Sung-Man;Jeon, Jong-Bae
    • Journal of information and communication convergence engineering
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    • v.10 no.3
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    • pp.220-224
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    • 2012
  • We report an experimental demonstration of $4{\times}4$ multiple-input multiple-output (MIMO) wireless visible light communications (VLC) using a charge-coupled device image sensor receiver instead of a photodiode receiver. An image sensor is a kind of digital camera, which is used in most mobile devices such as smart phones or laptop computers and a promising commercial candidate for a VLC receiver. The transmission distance of the experimental result is over 10 m, enough for most indoor communication applications. We expect that the MIMO VLC technique based on image sensor receivers can be widely used with the development of high-speed image sensors.

A Design and Implementation of a Digital TV Interactive Game Using a Touchpad Mobile Device (터치패드 이동 단말기를 이용하는 디지털 TV 인터랙티브 게임의 설계 및 구현)

  • Kang, Jung-Gu;Hwang, Joo-Yeon;Paik, Doo-Won
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.236-239
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    • 2008
  • In this paper, we developed digital TV interactive game using mobile device. This enables a TV viewer to participate in the game using mobile devices. Recently, advanced interface is adopted in the mobile devices, especially touchpad type interface is favorable. Such type interface has the advantage of more familiar interface for users, and the user can input various type of action. Using a mobile phone enables many users can participate in the TV game, and provides a private screen. In this paper, we describe contributions of the program in detail, and we present the architecture and a demonstration of the proposed program in a similar broadcasting environment.

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