• Title/Summary/Keyword: Mobile Pattern

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Mobile Web User Interface Patterns for Screen Usage and User Input (화면 활용과 사용자 입력을 위한 모바일 웹 사용자 인터페이스 패턴)

  • Choi, Jong Myung;Lee, Young Ho;Cho, Yong Yun
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.8 no.1
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    • pp.183-190
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    • 2012
  • Mobile web applications are different from desktop web applications because of their small screen size and small user input devices. Therefore user interface designers have spent their effort and time to re-design the user interface of mobile web applications to meet these differences. In this paper, we introduce five user interface patterns for mobile web applications to reduce their effort and time. Two of them are for utilizing small screen size efficiently, and they are space overloading pattern and data filtering pattern. These patterns enable designers to reduce screen usage. The other three patterns - data suggestion pattern, input reuse pattern, and incremental data input pattern - are for helping users' data input on mobile devices. These three patterns enable users to reduce direct data input. Our work will help user interface designers develop mobile web interface to utilize screen space efficiently and get data with less errors and less efforts from users.

Study of the effective use pattern using Data Mining in a mobile grid (모바일 그리드에서 데이터마이닝을 이용한 효율적인 사용자 패턴 연구)

  • Kim, Hyu Chan;Kim, Mi Jung
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.9 no.2
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    • pp.23-32
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    • 2013
  • The purpose of this study is to make effective mobile grid considered general environment, which can be summarized as irregular mobility, service exploration, data sharing, variety of machines, limit to the battery duration, etc. The data was extracted from the Dartmouth College. We analysed mobile use pattern of a specific group and applied pattern using hybrid method. As a result, we could adjust infra usage effectively and appropriately and cost cutting and increase satisfaction of user. In this study, by applying weighting method based on access time interval, we analysed use pattern added time variation with association rule during users in mobile grid environment. We proposed more stable way to manage patterns in a mobile grid environment that is being used as a hybrid form to process the data value received from the server in real time. Further studies are needed to get appropriate use pattern by group using use patterns of various groups.

Mobile User Behavior Pattern Analysis by Associated Tree in Web Service Environment

  • Mohbey, Krishna K.;Thakur, G.S.
    • Journal of Information Science Theory and Practice
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    • v.2 no.2
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    • pp.33-47
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    • 2014
  • Mobile devices are the most important equipment for accessing various kinds of services. These services are accessed using wireless signals, the same used for mobile calls. Today mobile services provide a fast and excellent way to access all kinds of information via mobile phones. Mobile service providers are interested to know the access behavior pattern of the users from different locations at different timings. In this paper, we have introduced an associated tree for analyzing user behavior patterns while moving from one location to another. We have used four different parameters, namely user, location, dwell time, and services. These parameters provide stronger frequent accessing patterns by matching joins. These generated patterns are valuable for improving web services, recommending new services, and predicting useful services for individuals or groups of users. In addition, an experimental evaluation has been conducted on simulated data. Finally, performance of the proposed approach has been measured in terms of efficiency and scalability. The proposed approach produces excellent results.

Performance Analysis of Mobile Station with Built-in Antenna for PCS Band (PCS 대역용 안테나 내장형 단말기의 성능 분석)

  • Kong, Sung-Shin;Oh, Jong-Dae;Yang, Woon-Geun
    • Proceedings of the Korea Electromagnetic Engineering Society Conference
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    • 2003.11a
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    • pp.560-564
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    • 2003
  • In this paper, we carried out performance analysis of mobile station with built-in antenna for PCS(Personal Communication System) band. The radiation patterns for antenna and mobile phone were simulated by using 3D simulation program, HFSS(High Frequency Structure Simulator) and SEMCAD(Simulation Platform for Electromagnetic Compatibility Antenna Design Dosimetry). We observed radiation pattern variation according to installation of LED(Light Emitting Diode) circuit and ground pattern. The radiation pattern of prototype mobile phone was measured, and the radio sensitivity was measured by using Agilent E5515C and chamber. The measured maximum antenna gain at 1.87GHz was 0.21dBi. The measured radio sensitivity of prototype mobile phone shows proper performances comparable to other models with external antennas.

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Mobile Arduino Embedded Platform Design (모바일 아두이노 임베디드 플랫폼 설계)

  • Lee, Ah Ri;Hong, Sun Hag
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.9 no.4
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    • pp.33-41
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    • 2013
  • In this paper, we implemented the pattern matching with the Arduino and App Inventor platform under the bluetooth mobile environment between Android phone and Arduino Platform. The combination between Arduino and App Inventor makes the feasibility of Android programming easy by wireless communications and provides the opportunity to broaden the functionality for mobile device. We used the softwares which were Arduino IDE, VC++, OpenCV, Processing and App Inventor. And also compared the performance of mobile Arduino platform with LabView GUI programming, we reduced the usage of libraries that compiled and executed the pattern matching programming. We experimented the mobile embedded platform performance under bluetooth communication and verified the functionality of the mobile Arduino platform design for identifying the pattern matching.

A Study For Gamers' Experience Patterns in mobile Games (모바일 게임에서 나타나는 게이머의 경험 패턴에 대한 연구)

  • Gwak, E Sac
    • Journal of Digital Contents Society
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    • v.19 no.6
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    • pp.1033-1041
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    • 2018
  • This study presents an investigation into game patterns prominent in mobile games. The term "pattern" used in this study is inherited by the concept used in "A study for user experience of the game : based on the pattern type and the pattern type attribute of the game space" by Gwak E Sac(2016). There is, however, a difference between them. While the previous study limited the gamers' experience patterns to "game spaces" in the use of "pattern," the present study expanded the scope of gamers' experience patterns to the "mobile game market." Although the mobile game market is growing rapidly, there is a tendency of uniformity in mobile games due to the reduction of development time and the destruction of genres in the development of mobile games. Recognizing this situation, the investigator summarized experience patterns in the current mobile game market into: repeat familiar game play, valuable game action, value and consumption of time and preference and selection of game.

A Study on the Demand Pattern Analysis of Fixed Mobile Convergence Telecommunication Service (유.무선 컨버전스 서비스 수요 Pattern에 관한 연구)

  • Bae, Khee-Su;Sawng, Yeong-Wha
    • Korean Management Science Review
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    • v.23 no.3
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    • pp.1-11
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    • 2006
  • This study investigates empirically on the business analysis of fixed mobile convergence telecommunication service. As for the stage of empirical analysis, the process was carried out in the order elaboration of a test model, selection of sample, empirical analysis and interpretation of result. We report our Preliminary results on the fixed mobile convergence telecommunication service demand pattern forecasting by Bass model. The results show that the fixed mobile convergence telecommunication service may sustain profitability over the next ten years in the market. In conclusion, the practical implication of the result attained by this study is that in order to create a fixed mobile convergence in the korean business world, practical tools such as WiBro service is no less important than fixed service and Mobile service, and that users may be rightfully encouraged to adopt WiBro service.

A Hand-off Technique Using Mobility Pattern in Mobile Internet (모바일 인터넷에서 이동성 패턴을 이용한 핸드오프 기법)

  • Kim, Hwang-Rae
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.7 no.5
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    • pp.919-925
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    • 2006
  • Mobile IPv6 generates the loss of packets and out of sequencing when hand off, In this paper, We propose a improved hand off techniques using the mobility pattern of mobile nodes. As making group by presetting the moving range of mobile nodes, and putting buffer server in the group, the packet loss and out of packet sequence can be reduced. The proposed method prevents the out of packet sequence in If level which can be happened in the stable state, minimizes the packet re-send in TCP level. In the simulation, the proposed hand off techniques transmits packets efficiently by using the mobility pattern of mobile nodes.

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EKF-based Simultaneous Localization and Mapping of Mobile Robot using Laser Corner Pattern Matching (레이저 코너 패턴의 매칭을 이용한 이동 로봇의 EKF 기반 SLAM)

  • Kim, Tae-Hyeong;Park, Tae-Hyoung
    • The Transactions of The Korean Institute of Electrical Engineers
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    • v.65 no.12
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    • pp.2094-2102
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    • 2016
  • In this paper, we propose an extended Kalman filter(EKF)-based simultaneous localization and mapping(SLAM) method using laser corner pattern matching for mobile robots. SLAM is one of the most important problems of mobile robot. However, existing method has the disadvantage of increasing the computation time, depending on the number of landmarks. To improve computation time, we produce the corner pattern using classified and detected corner points. After producing the corner patterns, it is estimated that mobile robot's global position by matching them. The estimated position is used as measurement model in the EKF. To evaluated proposed method, we preformed the experiments in the indoor environments. Experimental results of proposed method are shown to maintain an accuracy and decrease the computation time.

Application of Traditional Chinese Pattern Elements in Mobile Game UI (중국 전통 문양 요소의 모바일 게임 UI에서의 응용)

  • Wang, Jun;Ryu, Seuc Ho
    • Journal of Digital Convergence
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    • v.19 no.4
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    • pp.285-289
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    • 2021
  • Traditional Chinese patterns are known for their unusual and attractive visual symbols with unique artistic characteristics and practical values.In mobile game UI design, traditional Chinese pattern has important meaning and value in interface design.The research aims to extract elements of traditional Chinese patterns and apply them to the design of mobile game UI, and better fuse traditional patterns into the design of mobile phone UI.Through literature analysis on traditional Chinese patterns and mobile UI interface case analysis, we learned the design principles and design methods of traditional Chinese pattern elements in mobile game UI.