• Title/Summary/Keyword: Mobile Library

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Design of Pipelined Floating-Point Arithmetic Unit for Mobile 3D Graphics Applications

  • Choi, Byeong-Yoon;Ha, Chang-Soo;Lee, Jong-Hyoung;Salclc, Zoran;Lee, Duck-Myung
    • Journal of Korea Multimedia Society
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    • v.11 no.6
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    • pp.816-827
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    • 2008
  • In this paper, two-stage pipelined floating-point arithmetic unit (FP-AU) is designed. The FP-AU processor supports seventeen operations to apply 3D graphics processor and has area-efficient and low-latency architecture that makes use of modified dual-path computation scheme, new normalization circuit, and modified compound adder based on flagged prefix adder. The FP-AU has about 4-ns delay time at logic synthesis condition using $0.18{\mu}m$ CMOS standard cell library and consists of about 5,930 gates. Because it has 250 MFLOPS execution rate and supports saturated arithmetic including a number of graphics-oriented operations, it is applicable to mobile 3D graphics accelerator efficiently.

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A Study on the Internet of Things Services in University Libraries focused on S University Library (사물인터넷(IoT) 기반의 대학도서관 서비스에 관한 연구 - S대학교 도서관의 사례를 중심으로 -)

  • Noh, Dong-Jo;Son, Tae-Ik
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.27 no.4
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    • pp.301-320
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    • 2016
  • Internet of Things is a future technology driven the fourth industrial revolution. Internet of Things is expected to bring revolutionary changes in all sectors of society thanks to the data and service that is generated by connecting objects to human and other objects. However, while many different cases of the Internet of Things have introduced considerable innovations to various industries and public sectors, little cases and research have been devoted to library service innovation. The purpose of this study is to provide a review of relevant literature relating to the Internet of Things and Libraries and to briefly explain what the Internet of Things is and how it might be useful for libraries. It also analyze S university library case for Internet of Things services and suggest further steps and way for developing IoT services in university libraries.

A Study on Evaluating Digital Illusion Level of Public Library (공공도서관의 디지털 통합 수준 평가에 관한 연구)

  • Noh, Younghee
    • Journal of the Korean Society for information Management
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    • v.32 no.4
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    • pp.167-203
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    • 2015
  • This study tends to apprehend how much public library contributes to a role of upbuilder of digital integrated local society through a survey. For this, I performed the survey on 935 organization of public library in the whole country registered in national library statistical system. As a result, firstly, it's apprehended that equipment infra, Internet infra, etc like computer, laptop, scanner, tablet PC, etc are in relatively high level. Secondly, service or resource like electronic book, digital and virtual reference service, library service mobile App, etc that users can use are in relatively high level but software supporting cooperation and group task, fusibility of participating space, etc are shown very low level. Thirdly, the rate of literacy training relating to technology were only 22.4%, education subject focused on resource searching subject and somewhat future-oriented technical education like directions of video conference technique, cloud computing application education, etc wasn't conducted. Finally, we should consider expansion of providing technology and equipment and provision of future-oriented service and education according to a flow of the time that needs to seek change in various roles of library as enjoying culture space or creative space.

A Case Study on the Experience of Using a Cloud-based Library Systems (클라우드 기반 도서관 시스템의 사용경험에 대한 사례연구)

  • Lee, Soosang
    • Journal of the Korean Society for Library and Information Science
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    • v.55 no.1
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    • pp.343-364
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    • 2021
  • In this study, as examples of domestic libraries currently using the cloud-based library system, the main characteristics and issues that appeared in the experience of use divided into the processes of introduction, conversion, and operation of each system were investigated, and the results are as follows. First, it is said that new systems were introduced as alternatives to problems caused by the operation of the existing system, and the current products were selected because they were cost-effective. Second, the main issues in the conversion process were data migration work, implementation of existing service functions, and linking problems of internal and external systems in the library. Third, the main advantages identified in the operation process were cost reduction, simple installation and automatic management and maintenance, and convenient use in mobile devices. The main drawbacks were the difficulty of customizing that reflects the characteristics of the library, and the need for stability of the network. The disappeared role of the information technology librarian is the regular system inspection and maintenance support, and various new roles have been suggested. The responses of librarians and users to the new system were generally satisfied rather than dissatisfied.

Design and Implementation of Library Information System Using Collective Intelligence and Cloud Computing (집단지성과 클라우드 컴퓨팅을 활용한 도서관 정보시스템 설계 및 구현)

  • Min, Byoung-Won
    • The Journal of the Korea Contents Association
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    • v.11 no.11
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    • pp.49-61
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    • 2011
  • In recent, library is considered as an integrated knowledge convergence center that can respond to various requests about information service of users. Therefor it is necessary to establish a novel information system based on information communications technologies of the era. In other words, it is currently required to develop mobile information service available in portable devices such as smart phones or tablet PCs, and to establish information system reflecting cloud computing, SaaS, Annotation, and Library 2.0 etc. In this paper we design and implement a library information system using collective intelligence and cloud computing. This information system can be adapted for the varieties of mobile service paradigm and abruptly increasing amount of electronic materials. Advantages of this concept model are resource sharing, multi-tenant supporting, configuration, and meta-data supporting etc. In addition it can offer software on-demand type user services. In order to test the performance of our system, we perform an effectiveness analysis and TTA authentication test. The average response time corresponding to variance of data reveals 0.692 seconds which is very good performance in timing effectiveness point of view. And we detect maturity level-3 or 4 authentication in TTA tests such as SaaS maturity, performance, and application programs.

Dynamic storage management for mobile platform based on the characteristics of mobile applications (응용프로그램 특성을 고려한 모바일 플랫폼의 동적 메모리 관리기법)

  • You, Yong-Duck;Park, Sang-Hyun;Choi, Hoon
    • The KIPS Transactions:PartA
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    • v.13A no.7 s.104
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    • pp.561-572
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    • 2006
  • Performance of the mobile devices greatly depends on the efficient resource management because they are usually resource-restricted. In particular, the dynamic storage allocation algorithms very important part of the mobile device's operating system and OS-like software platform. The existing dynamic storage allocation algorithms did not consider application's execution style and the type, life-time, and characteristics of memory objects that the application uses. Those algorithms, as a result, could not manage memory efficiently Therefore, this Paper analyzes the mobile application's execution characteristics and proposes anew dynamic storage allocation algorithm which saves the memory space and improves mobile application's execution speed. The test result shows that the proposed algorithm works 6.5 times faster than the linked-list algorithm[11], 2.5 times faster better than the Doug. Lea's algorithm[12] and 10.5 times faster than the Brent algorithm[14].

A Study on Method to Develop Mobile Contents for G-learning Using the Presidential Archives Based on Digital Storytelling Method (디지털 스토리텔링 기반 대통령기록물을 활용한 G-learning 모바일 콘텐츠 개발방법론에 관한 연구)

  • Choi, Min Hui;Choi, Jung Won;Han, Hye Won;Kim, Yong
    • Journal of the Korean Society for Library and Information Science
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    • v.50 no.1
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    • pp.261-284
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    • 2016
  • Presidential archives have higher historical value than other public documentaries. It is a reliable documentary reflecting aspects of contemporary life and has high value and availability in the education field. This study suggests how to intensify the role as an intelligence service of presidential archives and how to develop the utilized-Presidential Archives mobile education contents in G-learning environments to lead the positive awareness on Presidential archives. After suggesting the 7 levels methods about the development of mobile education contents using presidential archives in G-learning environments, This study shows the case of the applied educational contents on the subject of $5^{th}$ grade at the elementary school. 7 levels methods include pre-planning, pre-design, selecting presidential records, presidential records story-telling, making the storyboard, implementing a game, sharing and assess.

A Study of Structural Relationship on Intention to Accept Technology of Potential Users in University Library Mobile Self Check-Out Service (대학도서관 이용자의 모바일 자가대출서비스 수용의도에 관한 구조적 관계 연구)

  • Park, Tae-Yeon;Nam, Jae-woo
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.28 no.4
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    • pp.341-362
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    • 2017
  • This study is to analyze the applicability of new technologies to be applied to the foreseeable future's library. For this purpose, we measured the users' intention to accept the service by using the NFC based self-check out service as a new technology applicable to the library. Based on the Unified Theory of Acceptance Use of Technology (UTAUT), research models were derived, and the structural relationships between performance expectations, effort expectations, facilitation conditions, and perceived risks were analyzed. As a result of the analysis, perceived threats in the library did not affect the intention to use, and the performance expectation, effort expectation, and facilitation condition partially affected the intention to use. The gender of the moderator variable, there were some significant difference in promoting conditions.

A Study on the Library Activation Plan Using Autonomous Objects (자율사물을 활용한 도서관 활성화 방안 연구)

  • Noh, Younghee;Shin, Youngji
    • Journal of Korean Library and Information Science Society
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    • v.52 no.1
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    • pp.27-54
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    • 2021
  • This study examines the overall contents of robots, drones, and autonomous driving that can be applied to libraries among autonomous objects, and proposes a plan that can be introduced and applied to libraries in the future based on this. As a result of the study, in the case of the building, robots and drones can be used to apply from collection inspection, collection transport, collection arrangement, collection classification, book location guidance, book recommendation, loan/return, library general guidance, and reference information service. Outside of the building, robots, drones, and autonomous vehicles can be used for book delivery service, book return service, and unmanned mobile libraries. This study is a basic research for the introduction and application of autonomous objects in the library, and follow-up studies such as perception survey and application model development for systematic introduction should be conducted in the future.

Translation Techniques for Mobile Games (모바일 게임을 위한 번역 기법)

  • Park, Ji-Woo;Oh, Se-Man
    • Journal of KIISE:Computing Practices and Letters
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    • v.16 no.9
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    • pp.936-947
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    • 2010
  • In the mobile gaming market, it is desirable for a specific content to be served on various platforms. Recently, it is a very important issue in the market for mobile games. This problem incurs extra cost, because we need to redevelop existing contents to be executed on another platforms. Moreover, the release of a new platform has spent much more effort and cost developing many contents in short period of time. Therefore, we need to research about translation techniques that enable the existing contents to run on a different platform. In this paper, we propose translation techniques for mobile games. The techniques can be applied on converting mobile contents to runnable contents on a new platform. To realize it, we design and implement a source-level contents translator which is targeting Android platform using the suggested techniques. Our source-level contents translator is implemented systematically by applying compiler theory. Also, we solve partially translation problems between different programming languages. The translator has been implemented separately divided into three tasks such as kernel porting, library mapping as well as language translation. We expect these techniques to increase utilization of existing mobile games and contribute to vitalizations of mobile contents industry.