• Title/Summary/Keyword: Mobile Money

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SURF based Hair Matching and VR Hair Cutting

  • Sung, Changjo;Park, Kyoungsoo;Chin, Seongah
    • International journal of advanced smart convergence
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    • v.11 no.3
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    • pp.49-55
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    • 2022
  • Hair styling has a significant influence on human social perception. An increasing number of people are learning hair styling and obtaining hair designer licenses. However, it takes a considerable amount of money and time to learn professional hairstyle and beauty techniques for hair styling. Since COVID-19, there has been a growing need for offline and video lectures due to the decline in onsite training opportunities. This study provides a field practice environment in which real hair beauty is performed in a virtual space. Further, the hairstyle that is most similar to the user's hair taken with a webcam or mobile phone is determined through an image matching system using the speeded up robust features (SURF) method. The matching hairstyle was created into a three-dimensional (3D) hair model. The created 3D hair model uses a head-mounted display (HMD) and a controller that enables finger tracking through mapping to reproduce the haircutting scissors' motion while providing a feeling of real hair beauty.

Predictive Analysis of Financial Fraud Detection using Azure and Spark ML

  • Priyanka Purushu;Niklas Melcher;Bhagyashree Bhagwat;Jongwook Woo
    • Asia pacific journal of information systems
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    • v.28 no.4
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    • pp.308-319
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    • 2018
  • This paper aims at providing valuable insights on Financial Fraud Detection on a mobile money transactional activity. We have predicted and classified the transaction as normal or fraud with a small sample and massive data set using Azure and Spark ML, which are traditional systems and Big Data respectively. Experimenting with sample dataset in Azure, we found that the Decision Forest model is the most accurate to proceed in terms of the recall value. For the massive data set using Spark ML, it is found that the Random Forest classifier algorithm of the classification model proves to be the best algorithm. It is presented that the Spark cluster gets much faster to build and evaluate models as adding more servers to the cluster with the same accuracy, which proves that the large scale data set can be predictable using Big Data platform. Finally, we reached a recall score with 0.73, which implies a satisfying prediction quality in predicting fraudulent transactions.

The political economy analysis of the mobile phone subsidy (이동통신 보조금의 정치 경제학적 분석)

  • Shin, Jin;Park, Dea-Woo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.10a
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    • pp.933-936
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    • 2014
  • The government has the duty to prevent abuses of monopoly and promote competition in order to maximize consumer welfare. In order to promote competition we have to address the asymmetry in the information as possible and to ensure consumer choice. The subsidy seems to reduce the burden on the consumer service charges and handset prices but it virtually distort the market through price discrimination. The government caused the principal-agent problem by avoiding their appropriate role to prevent distortion of the mobile telecom market. The money used as subsidy could be transferred to down the price of cell phone and charges and it would be a benefit to consumers. Separate notice of subsidies by Mobile Communications Terminal Distribution Structure Improvement Act is a developed policy but it was too late. It, the market price close to that from perfect competition structure, is plausible, ultimately.

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The Analysis for Web-board Game Policy in China : The Case Study for 'Bianfeng' Game (중국 웹보드 게임 정책 분석: '비엔펑' 게임사례를 중심으로)

  • Song, Seung-Keun
    • The Journal of the Korea Contents Association
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    • v.17 no.1
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    • pp.436-443
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    • 2017
  • This research aims to inquiry the present state of online game industry and related laws and investigate the nature and feature of the web-board game policy through the case of web-board game operation in China. We reviewed China local literature of online mobile game industry and inspected foreign entry, copyright protection, safety audit, distribution, and shop in China laws related to online game. We examined the game operation of the most famous 'Bianfeng' game company among China web-board game and considered how the charge and exchange for game money is made at issue. The result was revealed that money exchange was made in twilight zone neither legal nor illegal due to dual feature of China law. It is an ambiguous judgment that did not take a strong prohibition. However, we found that minium regulation was gone just in case social trouble happened. The result of this research will expect to help Korea regulation authorities and game company that have plans to enter China market the guideline for game operation policy.

A study on User experience of Fintech Application Service -Focused on Toss and Kakaobank- (핀테크 애플리케이션의 사용자 경험 연구 -토스와 카카오뱅크를 중심으로-)

  • Kim, Hyun-Woo;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.18 no.1
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    • pp.287-293
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    • 2020
  • This study is about comparing and analyzing the representative fintech application service, Toss, and Kakaobank from the user's point of view and suggest development according to the main factors of user experience. The experimental group who have used both mobile application was recruited to do a task about deposit and withdrawal service. After the task, an in-depth interview was conducted by reorganizing the "Creating Pleasurable Interface model" by Stephen P. Anderson. Interview questionnaire is based on propensity and feature of generation 2030. As a result of the experiment, the user showed satisfaction with usability and showed different application usage experience depend on financial transaction propensity and money management. Therefore, the application needs features that could grasp the propensity and also service to manage money in everyday life. Based on this study, it is expected to develop be user-based fintech application service in related fields.

Dutch Touch : Mobile Application with Easy Dutch Pay (더치 터치: 더치페이를 쉽게 해주는 모바일 어플리케이션 구현)

  • Song, Yoojeong;Moon, Yeeun;Eom, Jiyeon;Lee, Jongwoo
    • Journal of Digital Contents Society
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    • v.19 no.1
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    • pp.11-18
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    • 2018
  • The Dutch treat culture, which pays for the cost of having meetings with a large number of people, is located in the daily life of many modern people. In particular, the execution of Kim Young-ran is a more active Dutch treat. However, when going dutch, there is a case where the amount of money to be paid per person is not divided equitably and there is an ambiguous situation about who should pay more. Also if one person have to pay all of the payments because of the different payment method such as a cash or card, there is inconvenience to keep a record of the financial relationship each time. In this paper, we introduce an application that allows several people to easily calculate the amount of money to pay per person when eating together or calculating something. From our service, you can easily access with web-based service, manage the user's debts more conveniently through forming the group. In addition, we focused on convenient calculation of cost by setting remaining unit and reserve function which is a function to overcome the disadvantages of existing application. Also, we maintain fairness through games in situations where the users need to make a choice.

Analysis of Educational Elements of Educational Online Games - Focused on Real Farm Games - (교육용 온라인 게임의 교육적 요소 분석 - 레알팜 게임을 중심으로 -)

  • Jung, Mi-A;Jung, Hyung-Won
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.3
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    • pp.173-180
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    • 2020
  • According to KISA, many people play smartphone games. stress relieving, time is the reason to beat. Attempts to combine mobile games and education in the Korean game market are continuing. Studies have shown that using commercial games for education can be effective. Also, researches for activation educational games are increasing. Creating educational games requires a lot of time and money. Due to the nature of mobile games, the service is often terminated without updating. If you are able to acquire a naturally educational part while playing mobile games, you will see the effect of one pair of fun and education, both at once. We analyzed the education factors of the game with 'Real Farm' which is a simulation farm game. We focused on analyzing information acquisition and utilization part through indirect experience which is characteristic of simulation and examined educational factors based on design elements of educational game. This can signal the positive aspects of the game and the educational content of existing games. If you use smartphones as a pedagogy, you can expect a positive perception of games and an increase in the average life expectancy of mobile games.

The Design and Implementation of the Data Link System based on the Off-the-shelf Ultra Mobile Personal Computer for Network Centric Warfare(NCW) (네트워크중심전(NCW)을 위한 UMPC 기반 데이터 링크 시스템 설계 및 구축)

  • Sim, Dong-Sub;Kim, Ki-Hyung
    • Journal of the Korea Institute of Military Science and Technology
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    • v.12 no.2
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    • pp.175-181
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    • 2009
  • All of the military aircrafts in Korea Air Force are administered and operated together in the same system regardless of whether they are equipped with the data communication capability or not. The absence of the data communication capability in some of the aircrafts might increase whole kill chain hour at the point of the Network Centric Warfare achievement. Network synergy effects cannot also be desired if the section which is not connected to the network influences to the whole tactical network. Equipping aircrafts with the data communication capability could be done by upgrading the aircrafts, but resulting in high costs and long updating time. This paper is a research about the design and implementation of the UMPC based Data Link System to aircrafts that do not have the data communication capability. The proposed system grafts the UHF-based wireless modem technology and the aircraft flight mission support software onto the off-the-shelf UMPC and GPS system. The employed UHF radio equipment allows communicating tactic data with another aircrafts on the air, the ground control point, and even the Tactical Air Control Party(TACP) control vehicle that achieve missions with aircrafts. It thereby increases such capabilities as navigation aid, situation awareness, quick target identification and attack. We also applied Closed Air Support(CAS) scenarios, which is very close to the real environment, to the experiments of the proposed system. The experimental results show that the proposed system could support the data communication capability effectively and the flight mission at low costs of money and time.

Design and Implementation for Presentation Animation Contents Based on the Mobile (모바일 기반의 표현 애니메이션 컨텐츠의 설계 및 구현)

  • Hong, Sung-Soo;Kim, Woo-Sung
    • Journal of Korea Multimedia Society
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    • v.7 no.7
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    • pp.956-966
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    • 2004
  • The Korean animation has enjoyed the brisk formation and establishment of its world-class infra for the last several years without unified titles or concepts, under the name of a national strategic project in the age of digital image. It also enjoys its new evaluation as digital animation that it's one of the greatest money making business in the non-education and frivolous culture and has the closest relations with the modern time. A great portion of popular image media has been taken by animation for the last 30 years. In this paper we propose a motion algorithm using an animation technology. It was developed for education purposed and accessible through the internet. For instance, in Cyber Clam Museum, 1000 gesture contents, the visual processes were used to design a screen with a realistic image and create an animation that makes possible show at 360 and every such transformation as translation, rotation, and scaling can be applied in the image interactively for the convenient and effective viewing.

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Research on Consumer Protection of Carrier Billing Services (통신과금서비스 소비자 보호 방안 연구)

  • Yoo, Soon-Duck;Kim, Jong-Ihl
    • Journal of Digital Convergence
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    • v.13 no.3
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    • pp.1-10
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    • 2015
  • Carrier billing services market is growing according to the technical development. This study investigated the limiting factor in carrier billing services and suggested the improvement factor for it using the Delphi Method. The amount money to use in carrier billing charges should be provided in their credit based and the accumulated payment using a text message is displayed and also telecommunications carriers and carrier billing firms are the least responsible for consumer harm. It also provides administrative responsibility for communications carriers and billing services company for non recognition and payment. The service provider to prove negligence not proven by consumer and telecommunications billing service delinquency rate is applied at a rate such as a credit card and it also should integrate retail payment and service fee. This study will contribute to the communication billing services market growth through improved communication billing service. Further research is needed to continue the study of the factors that emerged from communication and billing services due to emerging technologies and services.