• Title/Summary/Keyword: Mobile Device Application

Search Result 567, Processing Time 0.032 seconds

An Analysis of the Public Data for Making the Ambient Intelligent Service (공간지능화서비스 구현을 위한 공공데이터 분석)

  • Kim, Mi-Yun;Seo, Dong-Jo
    • Journal of Digital Convergence
    • /
    • v.12 no.12
    • /
    • pp.313-321
    • /
    • 2014
  • In current society, the digital era that makes enormous amount of data, and the diversified city, the smart space, which has characteristics of creating, collecting and representing data, is appeared. After 2012, in the social media environment called hyper-connected society with wide-spread smart phone, people started to get interested in public data and big data by generalized mobile device and SNS. At first, development of forming platform of data was focused, but now, many different idea from diverse area have been suggested about data analysis and usage to visualize the space intellectualization service. To focus on the visualization process to increase the usage of this public data for ordinary people more than specialized people, this research grasps the present condition of open data and public data service from the current public data portal and considers the applicability of them. As the result of research, the analysis and application of data to ordinary people decrease the use of paper documents, and this research will help to develop the application which is fast and accurate about individual behavior and demand to utilize public data service in intellectual space.

Multimedia Application and Ubiquitous English Education Environment (멀티미디어 기기 활용과 유비쿼터스 영어 교육환경)

  • Choi, Michelle Mi-Hee
    • Journal of Digital Contents Society
    • /
    • v.13 no.3
    • /
    • pp.393-399
    • /
    • 2012
  • New and creative skills must be developed, and adapted into a lesson, to motivate learners to acquire a second language easily and enjoyment, Multimedia tools which are of interest to learners, such as; smart phones, computers, and notebooks with wireless internet compatability, will provide learners opportunities to study, and do their work practically anywhere and anytime. Recently, podcasts, which are a type of digital media, consisting of a series of audio episodes or video files, subscribed to and downloaded through web syndication, or streamed online to a computer or mobile device, are used to facilitate ESL (English as a Second Language) learning. Development of a variety of teaching methods, using multimedia tools, is needed. There are advantages and disadvantages to using a variety of multimedia tools. The current research aims to study its characteristics and application, in order to maximize their effective use, in English education. The current study suggests a ubiquitous learning environment using multimedia content tools, internet media, video teleconferencing, cyber-learning, and one-to-one videos used in conjunction with, or as a digital textbook for the English lesson. This study also investigates future educational changes, using state-of-the-art equipment for the self-learning experience, and will present a new direction in English education, through a variety of instructional devices and a marginalized class system model.

Design of pHEMT channel structure for single-pole-double-throw MMIC switches (SPDT 단일고주파집적회로 스위치용 pHEMT 채널구조 설계)

  • Mun Jae Kyoung;Lim Jong Won;Jang Woo Jin;Ji, Hong Gu;Ahn Ho Kyun;Kim Hae Cheon;Park Chong Ook
    • Journal of the Korean Vacuum Society
    • /
    • v.14 no.4
    • /
    • pp.207-214
    • /
    • 2005
  • This paper presents a channel structure for promising high performance pseudomorphic high electron mobility transistor(pHEMT) switching device for design and fabricating of microwave control circuits, such as switches, phase shifters, attenuators, limiters, for application in personal mobile communication systems. Using the designed epitaxial channel layer structure and ETRI's $0.5\mu$m pHEMT switch process, single pole double throw (SPDT) Tx/Rx monolithic microwave integrated circuit (MMIC) switch was fabricated for 2.4 GHz and 5 GHz band wireless local area network (WLAN) systems. The SPDT switch exhibits a low insertion loss of 0.849 dB, high isolation of 32.638 dB, return loss of 11.006 dB, power transfer capability of 25dBm, and 3rd order intercept point of 42dBm at frequency of 5.8GHz and control voltage of 0/-3V These performances are enough for an application to 5 GHz band WLAN systems.

Measuring the Economic Impact of Item Descriptions on Sales Performance (온라인 상품 판매 성과에 영향을 미치는 상품 소개글 효과 측정 기법)

  • Lee, Dongwon;Park, Sung-Hyuk;Moon, Songchun
    • Journal of Intelligence and Information Systems
    • /
    • v.18 no.4
    • /
    • pp.1-17
    • /
    • 2012
  • Personalized smart devices such as smartphones and smart pads are widely used. Unlike traditional feature phones, theses smart devices allow users to choose a variety of functions, which support not only daily experiences but also business operations. Actually, there exist a huge number of applications accessible by smart device users in online and mobile application markets. Users can choose apps that fit their own tastes and needs, which is impossible for conventional phone users. With the increase in app demand, the tastes and needs of app users are becoming more diverse. To meet these requirements, numerous apps with diverse functions are being released on the market, which leads to fierce competition. Unlike offline markets, online markets have a limitation in that purchasing decisions should be made without experiencing the items. Therefore, online customers rely more on item-related information that can be seen on the item page in which online markets commonly provide details about each item. Customers can feel confident about the quality of an item through the online information and decide whether to purchase it. The same is true of online app markets. To win the sales competition against other apps that perform similar functions, app developers need to focus on writing app descriptions to attract the attention of customers. If we can measure the effect of app descriptions on sales without regard to the app's price and quality, app descriptions that facilitate the sale of apps can be identified. This study intends to provide such a quantitative result for app developers who want to promote the sales of their apps. For this purpose, we collected app details including the descriptions written in Korean from one of the largest app markets in Korea, and then extracted keywords from the descriptions. Next, the impact of the keywords on sales performance was measured through our econometric model. Through this analysis, we were able to analyze the impact of each keyword itself, apart from that of the design or quality. The keywords, comprised of the attribute and evaluation of each app, are extracted by a morpheme analyzer. Our model with the keywords as its input variables was established to analyze their impact on sales performance. A regression analysis was conducted for each category in which apps are included. This analysis was required because we found the keywords, which are emphasized in app descriptions, different category-by-category. The analysis conducted not only for free apps but also for paid apps showed which keywords have more impact on sales performance for each type of app. In the analysis of paid apps in the education category, keywords such as 'search+easy' and 'words+abundant' showed higher effectiveness. In the same category, free apps whose keywords emphasize the quality of apps showed higher sales performance. One interesting fact is that keywords describing not only the app but also the need for the app have asignificant impact. Language learning apps, regardless of whether they are sold free or paid, showed higher sales performance by including the keywords 'foreign language study+important'. This result shows that motivation for the purchase affected sales. While item reviews are widely researched in online markets, item descriptions are not very actively studied. In the case of the mobile app markets, newly introduced apps may not have many item reviews because of the low quantity sold. In such cases, item descriptions can be regarded more important when customers make a decision about purchasing items. This study is the first trial to quantitatively analyze the relationship between an item description and its impact on sales performance. The results show that our research framework successfully provides a list of the most effective sales key terms with the estimates of their effectiveness. Although this study is performed for a specified type of item (i.e., mobile apps), our model can be applied to almost all of the items traded in online markets.

A Mobile Landmarks Guide : Outdoor Augmented Reality based on LOD and Contextual Device (모바일 랜드마크 가이드 : LOD와 문맥적 장치 기반의 실외 증강현실)

  • Zhao, Bi-Cheng;Rosli, Ahmad Nurzid;Jang, Chol-Hee;Lee, Kee-Sung;Jo, Geun-Sik
    • Journal of Intelligence and Information Systems
    • /
    • v.18 no.1
    • /
    • pp.1-21
    • /
    • 2012
  • In recent years, mobile phone has experienced an extremely fast evolution. It is equipped with high-quality color displays, high resolution cameras, and real-time accelerated 3D graphics. In addition, some other features are includes GPS sensor and Digital Compass, etc. This evolution advent significantly helps the application developers to use the power of smart-phones, to create a rich environment that offers a wide range of services and exciting possibilities. To date mobile AR in outdoor research there are many popular location-based AR services, such Layar and Wikitude. These systems have big limitation the AR contents hardly overlaid on the real target. Another research is context-based AR services using image recognition and tracking. The AR contents are precisely overlaid on the real target. But the real-time performance is restricted by the retrieval time and hardly implement in large scale area. In our work, we exploit to combine advantages of location-based AR with context-based AR. The system can easily find out surrounding landmarks first and then do the recognition and tracking with them. The proposed system mainly consists of two major parts-landmark browsing module and annotation module. In landmark browsing module, user can view an augmented virtual information (information media), such as text, picture and video on their smart-phone viewfinder, when they pointing out their smart-phone to a certain building or landmark. For this, landmark recognition technique is applied in this work. SURF point-based features are used in the matching process due to their robustness. To ensure the image retrieval and matching processes is fast enough for real time tracking, we exploit the contextual device (GPS and digital compass) information. This is necessary to select the nearest and pointed orientation landmarks from the database. The queried image is only matched with this selected data. Therefore, the speed for matching will be significantly increased. Secondly is the annotation module. Instead of viewing only the augmented information media, user can create virtual annotation based on linked data. Having to know a full knowledge about the landmark, are not necessary required. They can simply look for the appropriate topic by searching it with a keyword in linked data. With this, it helps the system to find out target URI in order to generate correct AR contents. On the other hand, in order to recognize target landmarks, images of selected building or landmark are captured from different angle and distance. This procedure looks like a similar processing of building a connection between the real building and the virtual information existed in the Linked Open Data. In our experiments, search range in the database is reduced by clustering images into groups according to their coordinates. A Grid-base clustering method and user location information are used to restrict the retrieval range. Comparing the existed research using cluster and GPS information the retrieval time is around 70~80ms. Experiment results show our approach the retrieval time reduces to around 18~20ms in average. Therefore the totally processing time is reduced from 490~540ms to 438~480ms. The performance improvement will be more obvious when the database growing. It demonstrates the proposed system is efficient and robust in many cases.

The Effect of Form Factors and Control Types on Unsorted List Search for Full Touch Phone

  • Lee, Jong-Kee;Park, Jae-Kyu;Kim, Jun-Young;Choe, Jae-Ho;Jung, Eui-S.
    • Journal of the Ergonomics Society of Korea
    • /
    • v.31 no.2
    • /
    • pp.309-317
    • /
    • 2012
  • Objective: The aim of this paper is to inquire into the influences form factors and control types affect a search time and comfort at list menu of full touch phone. Background: Various studies have been proceeded that are related to the optimum touch area for enhancing usability of control and legibility in mobile touch device. In the environment of list menu which is widely used to provide various information effectively, however, not only comprehensive consideration for legibility and control is to be seek but also research for control type which is to scroll a list. Method: This study executed form factor experiment to inquire into the influence that font size, height of row and fixed area affect searching time and comfort in the while information processing even if the information on the list is unsorted in alphabetical order. Among the result of form factor experiment, control type experiment was executed by selecting shortest performance time, highest legibility comfort and control comfort. Control type experiment was implemented to figure out the influence which existing flicking type, scrolling bar type, newly established button page type and button raw types affect performance time and subjective comfort depending on location of the information. Results: Font size 12pt, height of row 7mm and fixed area 15mm was shortest performance time and got highest comfort and legibility score in form factor experiment. A Button page which was newly proposed type was shortest performance time and got highest comprehensive comfort in control type experiment. Conclusion: Form factor experiment showed similar results with the study through reading a long passage of character or controlling a grid icon type. However, height of row turned out to affect not only touch area for control but also legibility by ruling space between the lines. Button page type which was newly proposed showed shortest performance time and got highest comprehensive comfort. Because Button page type needs few finger movements than other control types and implements search in the fixed form, unlikely other type which list keeps moving. Application: This study should be applied in deciding form factors and control type for scroll when designing a list menu of full touch phone.

High Efficiency Triple Mode Boost DC-DC Converter Using Pulse-Width Modulation (펄스폭 변조를 이용한 고효율 삼중 모드 부스트 변환기)

  • Lee, Seunghyeong;Han, Sangwoo;Kim, Jongsun
    • Journal of the Institute of Electronics and Information Engineers
    • /
    • v.52 no.2
    • /
    • pp.89-96
    • /
    • 2015
  • This paper presents a high efficiency, PSM/DCM/CCM triple mode boost DC-DC converter for mobile application. This device operates at Pulse-Skipping Mode(PSM) when it enters light load, and otherwise operate the operating frequency of 1.4MHz with Pulse-Width Modulation(PWM) mode. Especially in order to improve the efficiency during the Discontinuous-Conduction Mode(DCM) operation period, the reverse current prevention circuit and oscillations caused by the inductor and the parasitic capacitor to prevent the Ringing killer circuit is added. The input voltage of the boost converter ranges from 2.5V ~ 4.2V and it generates the output of 4.8V. The measurement results show that the boost converter provides a peak efficiency of 92% on CCM and 87% on DCM. And an efficiency-improving PWM operation raises the efficiency drop because of transition from PWM to PFM. The converter has been fabricated with a 0.18um Dongbu BCDMOS technology.

Design and Implementation of Location Information System and User Mapping System using DSDV Routing Algorithm in Ad-hoc Network Environment (Ad-hoc 네트워크 환경에서 DSDV 라우팅 알고리즘을 이용한 위치 정보 시스템 및 사용자 맵핑 시스템의 설계 및 구현)

  • Kwak, Jong Wook
    • Journal of the Korea Society of Computer and Information
    • /
    • v.19 no.3
    • /
    • pp.1-9
    • /
    • 2014
  • In this paper, we design and implement location information system and user mapping system using DSDV(Destination Sequenced Distance Vector) routing algorithm in ad-hoc network environment to efficient manage a number of mobile devices. The software part in proposed system construct ad-hoc network using DSDV routing algorithm and it activate alarm system, such as vibration, when one of devices disappears in the network. The hardware system, called u_LIN (User Location Information Node) construct ad-hoc network and it helps to find a disappeared device by using warning system. When we evaluate the performance of our prototype system, we have checked a correct operation, within the range of 250m in case of 1:1 communication and within the range of 100m in case of 1:N communication. The implemented system in this paper is highly expected to flexibly use in juvenile protection system, stray-child protection system, tourist guide system and so on.

Memory-Free Skin-Detection Algorithm and Implementation of Hardware Design for Small-Sized Display Device (소형 DISPLAY 장치를 위한 비 메모리 피부 검출 알고리즘 및 HARDWARE 구현)

  • Im, Jeong-Uk;Song, Jin-Gun;Ha, Joo-Young;Kang, Bong-Soon
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.11 no.8
    • /
    • pp.1456-1464
    • /
    • 2007
  • The research of skin-tone detection has been conducting continuously to enlarge the importance in security, surveillance and administration of the information and 'Password Control System' for using face and skin recognition in airports, harbors and general companies. As well as tile rapid diffusion of the application range in image communications and an electron transaction using wide range of communication network, the importance of the accurate detection of skin color has been augmenting recently. In this paper, it will set up the boundaries of skin colors using the information of Cb and Cr in YCbCr color model of human skin color which is from hundreds compiled portrait images for each race, and suggest a efficient yet simple structure about the skin detection which has been followed by whether the comprehension of the boundaries of skin or not with adaptive skin-range set. With the possibility of the 1D Processes which does not use any memory, it is able to be applied to relatively small-sized hardware and system such as mobile apparatuses. To add the selective mode, it is not only available the improvement of tie skin detection, but also showing the correspondent results about previous face recognition technologies using complicated algorithm.

The Effect of Unstable Supporting Exercise in Young Adults with Functional Ankle Instability when Training with a Virtual Reality-Head Mounted Display System (VR-HMD를 활용한 불안정 지지면 운동이 기능적 발목 불안정성에 미치는 영향)

  • Baek, Jong-Soo;Kim, Yong-Joon;Kim, Hyung-Joo;Park, Joo-Hwan;Lee, Noo-Ri;Lee, Bo-Ra;Lim, Bo-Bae;Jung, Da-Song;Choi, Ji-Ye;Kim, Min-Hee
    • PNF and Movement
    • /
    • v.17 no.1
    • /
    • pp.81-92
    • /
    • 2019
  • Purpose: This study was an investigation of the effect of unstable supporting exercise in young adults with functional ankle instability. The study tested the use of a jumper and virtual reality (VR) training via a VR-head mounted display (HMD) system to provide functional improvement in proprioception, range of motion (ROM), ankle muscle strength, agility, and balance. Methods: The subjects comprised 61 young adults (in their twenties) with functional ankle instability to decide as less than 24 points using Cumberland ankle instability tool. The subjects were divided into three groups: VUS (VR-HMD and unstable supporting exercise, n = 20), VSS (VR-HMD and stable supporting exercise, n = 19), and NUS (non-VR-HMD and unstable supporting exercise, n = 22). The exercise program was conducted three times per week for three weeks. VR training via a VR-HMD system and a VR application on a smart mobile device were used with the VUS and VSS groups, and unstable supporting exercise was used in the VUS and NUS groups for 30 minutes. Proprioception, ROM, ankle muscle strength, agility, and balance were measured before and after training. Results: The VUS group showed significant differences in most results, including proprioception, ROM, ankle muscle strength, agility, and balance to compare before and after, and the VSS and NUS groups partially. Moreover, the VUS group had significant differences in most results when compared with the other groups. Conclusion: Unstable supporting exercise and VR training via a VR-HMD system improved functional ankle instability in terms of proprioception, ROM, ankle muscle strength, agility, and balance.