• Title/Summary/Keyword: Mobile Internet Platform

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Intelligent Distributed Platform using Mobile Agent based on Dynamic Group Binding (동적 그룹 바인딩 기반의 모바일 에이전트를 이용한 인텔리전트 분산 플랫폼)

  • Mateo, Romeo Mark A.;Lee, Jae-Wan
    • Journal of Internet Computing and Services
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    • v.8 no.3
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    • pp.131-143
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    • 2007
  • The current trends in information technology and intelligent systems use data mining techniques to discover patterns and extract rules from distributed databases. In distributed environment, the extracted rules from data mining techniques can be used in dynamic replications, adaptive load balancing and other schemes. However, transmission of large data through the system can cause errors and unreliable results. This paper proposes the intelligent distributed platform based on dynamic group binding using mobile agents which addresses the use of intelligence in distributed environment. The proposed grouping service implements classification scheme of objects. Data compressor agent and data miner agent extracts rules and compresses data, respectively, from the service node databases. The proposed algorithm performs preprocessing where it merges the less frequent dataset using neuro-fuzzy classifier before sending the data. Object group classification, data mining the service node database, data compression method, and rule extraction were simulated. Result of experiments in efficient data compression and reliable rule extraction shows that the proposed algorithm has better performance compared to other methods.

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An autoethnography on the Development and counseling Experience of Non-face-to-face Mental Health Mobile Service Platform of Mental Health Social Welfare expert (정신건강사회복지 전문가의 비대면 정신건강 모바일 서비스 플랫폼 개발 및 상담 경험에 관한 자문화기술지)

  • Lee, Sol-Ji
    • Journal of Internet of Things and Convergence
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    • v.8 no.5
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    • pp.63-70
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    • 2022
  • This study is a study that collects and analyzes data through An autoethnographyon as one of method of qualitative research, through which researcher have experienced firsthand in the process of developmenting and counseling there a new concept professional mental health mobile service platform as a mental health social welfare expert. The results of this study are as follows.First, there are people in Korea who are directly exposed to mental health issues and need to receive professional medical services, but there are also quite a few members of the public who have a desire for general mental health services, although the level of therapeutic intervention is not required. Second, considering the characteristics of modern society and especially in the pandemic situation of infectious diseases such as COVID-19, more and more people are preferring various mental health service platforms using mobile devices. Third, all generations complain of mental health issues such as family problems, stress, interpersonal relationships, and occupations, and other mental health problems such as self-harm and suicide accidents are frequently mentioned in connection with mental disorders such as depression, anxiety disorder, addiction, and post-traumatic stress disorder. Fourth, youngth s were exposed to various mental health-related issues, and above all, they were complaining of serious mental health problems such as self-harm and suicide accidents. Fifth, in delivering professional mental health services, mental health experts with the ability also to provide professional services online through mobile devices are needed as well offline. Finally, based on the results of this study, policy and practical suggestions related to the provision of mental health services in the future, and directions for follow-up studies were suggested.

Changes in the Industrial Structure caused by the IoT and AI (사물인터넷과 AI가 가져올 산업구조의 변화)

  • Kim, Jang-Hwan
    • Convergence Security Journal
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    • v.17 no.5
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    • pp.93-99
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    • 2017
  • Recently IoT(Internet of Things) service industry has grown very rapidly. In this paper, we investigated the changes in IoT service industry as well as new direction of human life in future global society. Under these changing market conditions, competition has been also changed into global and ecological competition. But compared to the platform initiatives and ecological strategies of global companies, Korean companies' vision of building ecosystems is still unclear. In addition, there is a need of internetworking between mobile and IoT services. IoT security Protocol has weakness of leaking out information from Gateway which connected wire and wireless communication. As such, we investigate the structure of IoT and AI service ecosystem in order to gain strategic implications and insights for the security industry in this paper.

A Study on the Factors Affecting Game Flow and Satisfaction in Mobile Game (모바일 게임에 대한 몰입과 만족도에 미치는 영향요인 연구)

  • Lee, Jin Hyung;Kim, Chul Soo
    • The Journal of Information Systems
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    • v.28 no.1
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    • pp.183-206
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    • 2019
  • Purpose Research purpose is extraction of the factors affecting game flow and satisfaction in mobile game. Design/methodology/approach In mobile game, the factors affecting game flow were classified into three parts: mobile game platform characteristics, user cognition characteristics, and user individual characteristics through previous studies for existing online game and mobile game. In the research we extracted the factors as follows: the connectivity, usability, network speed, pleasure, service quality, relatedness, proficiency, self-fulfillment, early adopter tendency, and competitive spirit. Using the factors, we established research model and tested hypotheses empirically. This survey was conducted five months targeting from teenagers to fifties with mobile game experience. The questionnaire items were reconstructed according to the questionnaires of the present study or those newly developed by the game experts and total 56 items in the literature of Internet game, smartphone game, and mobile game based on the existing literature study respectively. Findings According to the analysis result, this study showed that ease of use, enjoyment, self - fulfillment and competitive spirit had a significant influence on user flow and also that service quality, proficiency and competitive spirit had a significant influence on user satisfaction in mobile games.

Construction of Mobile Collaboration Environment for Ubiquitous Computing and its Application (유비쿼터스 컴퓨팅을 위한 모바일 협업 환경 구축 및 응용)

  • Jeong, Chang-Won;Shin, Chang-Sun;Joo, Su-Chong
    • Journal of Internet Computing and Services
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    • v.9 no.3
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    • pp.25-41
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    • 2008
  • In this paper, we describes a Compact Distributed Object Group Framework(CDOGF) for mobile collaboration service in ubiquitous computing. CDOGF support network connections of sensors and devices, management of mobile computing devices, and grouping of objects for mobile collaboration service according to the logical area. For this, we defined methods for detail functions and interface. And, we classified into four interactions of that sensors and a application, the CDOGF and a application, between the components of the CDOGF, the CDOGF on a mobile device and the DOGF on a server. We also defined mobile collaboration environment by analyzing existing technologies. In this environment we used the TMO scheme for interaction and the TMOSM for distributed middleware. Finally, we implemented u-hospital application that applied this environment. This application collects environment and health information by PDAs in wards. Also, It provides the information service for patient management task.

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Fast, Accurate Vehicle Detection and Distance Estimation

  • Ma, QuanMeng;Jiang, Guang;Lai, DianZhi;cui, Hua;Song, Huansheng
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.14 no.2
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    • pp.610-630
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    • 2020
  • A large number of people suffered from traffic accidents each year, so people pay more attention to traffic safety. However, the traditional methods use laser sensors to calculate the vehicle distance at a very high cost. In this paper, we propose a method based on deep learning to calculate the vehicle distance with a monocular camera. Our method is inexpensive and quite convenient to deploy on the mobile platforms. This paper makes two contributions. First, based on Light-Head RCNN, we propose a new vehicle detection framework called Light-Car Detection which can be used on the mobile platforms. Second, the planar homography of projective geometry is used to calculate the distance between the camera and the vehicles ahead. The results show that our detection system achieves 13FPS detection speed and 60.0% mAP on the Adreno 530 GPU of Samsung Galaxy S7, while only requires 7.1MB of storage space. Compared with the methods existed, the proposed method achieves a better performance.

A Self-Reconfigurable System of Contents among Smart Devices

  • Ren, Hao;Kim, Paul;Kim, Sangwook
    • Journal of Multimedia Information System
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    • v.2 no.2
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    • pp.223-232
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    • 2015
  • In this system, mobile devices are not independent, they can communicate with each other, one device's change can affect the whole system or other devices. To achieve the above mentioned A Self-Reconfigurable System of Contents, through discover the device and connect process, to establish the connection between the mobile devices. After user assigns two dimension display type, the user can select content to input the system, contents are portioning and broadcast to devices. The system can self-reconfigure contents rapidly and exactly. This technique supports contents self-reconfiguration for devices remove, addition and position exchange. In this paper, when the user uses the hand contacts device, the device sends a signal to assist the system to detection device's position. The system does not need to get accurate devices moving direction, just according to all changed devices position to judge where the devices destination is. This research develops an application according to this technique, and the real machine tests the application using Android platform. Some communication protocols and mathematical modeling methods are proposed. These methods can also be used in other Internet of Things (IoT) fields, such as Drones Navigation, Smart Home, and Informational City management.

Energy-Efficient Algorithm for Assigning Verification Tasks in Cloud Storage

  • Xu, Guangwei;Sun, Zhifeng;Yan, Cairong;Shi, Xiujin;Li, Yue
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.11 no.1
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    • pp.1-17
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    • 2017
  • Mobile Cloud Computing has become a promising computing platform. It moves users' data to the centralized large data centers for users' mobile devices to conveniently access. Since the data storage service may not be fully trusted, many public verification algorithms are proposed to check the data integrity. However, these algorithms hardly consider the huge computational burden for the verifiers with resource-constrained mobile devices to execute the verification tasks. We propose an energy-efficient algorithm for assigning verification tasks (EEAVT) to optimize the energy consumption and assign the verification tasks by elastic and customizable ways. The algorithm prioritizes verification tasks according to the expected finish time of the verification, and assigns the number of checked blocks referring to devices' residual energy and available operation time. Theoretical analysis and experiment evaluation show that our algorithm not only shortens the verification finish time, but also decreases energy consumption, thus improving the efficiency and reliability of the verification.

Real-time 3D Audio Downmixing System based on Sound Rendering for the Immersive Sound of Mobile Virtual Reality Applications

  • Hong, Dukki;Kwon, Hyuck-Joo;Kim, Cheong Ghil;Park, Woo-Chan
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.12 no.12
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    • pp.5936-5954
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    • 2018
  • Eight out of the top ten the largest technology companies in the world are involved in some way with the coming mobile VR revolution since Facebook acquired Oculus. This trend has allowed the technology related with mobile VR to achieve remarkable growth in both academic and industry. Therefore, the importance of reproducing the acoustic expression for users to experience more realistic is increasing because auditory cues can enhance the perception of the complicated surrounding environment without the visual system in VR. This paper presents a audio downmixing system for auralization based on hardware, a stage of sound rendering pipelines that can reproduce realiy-like sound but requires high computation costs. The proposed system is verified through an FPGA platform with the special focus on hardware architectural designs for low power and real-time. The results show that the proposed system on an FPGA can downmix maximum 5 sources in real-time rate (52 FPS), with 382 mW low power consumptions. Furthermore, the generated 3D sound with the proposed system was verified with satisfactory results of sound quality via the user evaluation.

Design and Performance Analysis of Multi-Swap Architectures for Mobile Devices (모바일 기기를 위한 다중 스왑 아키텍처의 설계 및 성능 분석)

  • Hyokyung Bahn;Jisun Kim
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.4
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    • pp.53-58
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    • 2023
  • As smartphones increasingly support the execution of various applications, the function of virtual memory swapping is becoming important. However, unlike traditional computer systems, mobile platforms do not basically support swapping. This is because swapping results in frequent writes to flash memory, which may degrade the performance of smartphone's storage significantly. To cope with this situation, this paper suggests two multi-swap architectures, hierarchical swapping and hybrid swapping, and compares their performance quantitatively. Specifically, this paper shows that hybrid swapping with the consideration of single-access data can reduce swapping traffic to flash memory, and improve the performance compared to traditional swapping.