• Title/Summary/Keyword: Mobile Utilization

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A Dynamical Hybrid CAC Scheme and Its Performance Analysis for Mobile Cellular Network with Multi-Service

  • Li, Jiping;Wu, Shixun;Liu, Shouyin
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.6 no.6
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    • pp.1522-1545
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    • 2012
  • Call admission control (CAC) plays an important role in mobile cellular network to guarantee the quality of service (QoS). In this paper, a dynamic hybrid CAC scheme with integrated cutoff priority and handoff queue for mobile cellular network is proposed and some performance metrics are derived. The unique characteristic of the proposed CAC scheme is that it can support any number of service types and that the cutoff thresholds for handoff calls are dynamically adjusted according to the number of service types and service priority index. Moreover, timeouts of handoff calls in queues are also considered in our scheme. By modeling the proposed CAC scheme with a one-dimensional Markov chain (1DMC), some performance metrics are derived, which include new call blocking probability ($P_{nb}$), forced termination probability (PF), average queue length, average waiting time in queue, offered traffic utilization, wireless channel utilization and system performance which is defined as the ratio of channel utilization to Grade of Service (GoS) cost function. In order to validate the correctness of the derived analytical performance metrics, simulation is performed. It is shown that simulation results match closely with the derived analytic results in terms of $P_{nb}$ and PF. And then, to show the advantage of 1DMC modeling for the performance analysis of our proposed CAC scheme, the computing complexity of multi-dimensional Markov chain (MDMC) modeling in performance analysis is analyzed in detail. It is indicated that state-space cardinality, which reflects the computing complexity of MDMC, increases exponentially with the number of service types and total channels in a cell. However, the state-space cardinality of our 1DMC model for performance analysis is unrelated to the number of service types and is determined by total number of channels and queue capacity of the highest priority service in a cell. At last, the performance comparison between our CAC scheme and Mahmoud ASH's scheme is carried out. The results show that our CAC scheme performs well to some extend.

A Study On BI Module Implementation Based Hybrid App For Smart Mobile Office (중소기업 SMO를 위한 하이브리드 앱 기반의 BI 모듈 구축 및 활용방안)

  • Kim, Yeong-Real;Park, Geon-Wan
    • Journal of Korea Society of Industrial Information Systems
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    • v.19 no.5
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    • pp.103-115
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    • 2014
  • Mobile-Office is the IT office that enables people handle their business anywhere and anytime without going to head office. It has propagated rapidly in domestic and foreign companies as the users who use mobile terminal such as smartphone have increased sharply. Mobile-Office is emerging as a new way of conducting business. It requires business environment to be changed to improve business efficiency, as fast-growing mobile-based economies emerges. Small and medium-sized companies's utilization ability for advanced IT technology is insufficient, and limitations exist on capacity of building and investment. They need different development methodologies and utilization methods. The purpose of this study is not only to consider the previous business environment problem on accessibility, mobility, effectiveness, complexity and consolidation, but to search more efficient methods for introducing applications to utilize various smart devices and websites with minimum investment in R&D.

The Strategic Collaborative Plans for Mobile Game : Focused on The Case of Collaboration (모바일 게임에서의 문화융합 사례 연구 - 콜라보레이션 활용 사례를 중심으로 -)

  • Baek, Jae-Yong;Kim, Young-Mann
    • Cartoon and Animation Studies
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    • s.39
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    • pp.365-391
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    • 2015
  • The purpose of this study is to comprehend the characteristics of collaborative examples in mobile games by analyzing the types of cultural fusion and their utilization in mobile game industry. The major examples of collaborations include the collaborative works utilizing artists, characters, and products by examining the practical collaborations within international mobile games between the years 2010 to 2014. The most typical kind of collaboration among them is the utilization of characters, composed of using characters between games, applying animation characters, borrowing cartoon or web-cartoon characters, hiring famous celebrities, or even including great men in their games. Therefore, the characteristics of mobile game's collaborative types are confirmed as below by studying the above examples. (1) There are many examples of collaborating between different types of businesses defined as 'conversion type fusion.' (2) The character utilization is the most sought after type of collaboration. (3) The applied content's target audience seems to share the same age groups of the game's audience. (4) The game industry always adopts the components that could be recognized instantly. (5) The status and influence of mobile game have risen greatly. Consequently, this research has important role in establishing the strategic collaborative plans for mobile game business by expanding the prospects of game related researches and industrial and academic theories.

A Study on the Information Security Control and Management Process in Mobile Banking Systems

  • Kim, So Young;Kim, Myong Hee;Park, Man-Gon
    • Journal of Korea Multimedia Society
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    • v.18 no.2
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    • pp.218-232
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    • 2015
  • According to the development of information processing technology and mobile communication technology, the utilization of mobile banking systems is drastically increasing in banking system. In the foreseeable future, it is expected to increase rapidly the demands of mobile banking in bank systems with the prevalence of smart devices and technologies. However, the keeping 'security' is very important in banking systems that handles personal information and financial assets. But it is very difficult to improve the security of banking systems only with the vulnerabilities and faults analysis methods of information security. Hence, in this paper, we accomplish the analysis of security risk factor and security vulnerability that occur in mobile banking system. With analyzed results, we propose the information security control and management processes for assessing and improving security based on the mechanisms which composes mobile banking system.

A study on the utilization methods of educational content based on the analysis of mobile games (모바일 게임의 분석으로 바라본 교육용 콘텐츠로의 활용방법에 관한 연구)

  • Seo, Gapyuel
    • Journal of Digital Contents Society
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    • v.14 no.2
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    • pp.125-134
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    • 2013
  • The mobile device users have been increasing significantly because of the development of Social network system and network technologies. Because of this popularity, there are various games in market based on the combination of the mobile device with social networks. It will be the potential market within the mobile games with the growth of popularity in various users. This paper proposes the possibilities for the development of mobile game in educational contents through the case study of the popular mobile games.

Overcoming the Digital Divide in Rural Areas: Focusing on the Mobile Divide

  • Lee, Jongtae;Park, Myeong-Cheol
    • Agribusiness and Information Management
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    • v.3 no.2
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    • pp.33-42
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    • 2011
  • Although the diffusion of mobile services appears to be occurring much more rapidly than the spread of wired services, there are risks of a new type of digital divide: the mobile divide. The mobile divide, which refers to a specific digital divide that involves the unbalanced diffusion of mobile technologies, must be concretely studied. Thus, this study focuses on the mobile divide with respect to disadvantaged populations. Although various studies suggest that the diffusion of mobile devices may reduce the digital divide, somestudies argue against the positive effect of mobile devices in addressing traditional digital devices. Low and O'Connell (2006) insisted that equity of access to mobile technologies should be considered in the contextof the traditional digital divide; they argued that there may be socio-economic barriers to accessing mobile devices and the mobile Internet that are similar to the socio-economic barriers to accessing stationary computers and the stationary use of the Internet. Focusing on the smartphone divide, this study suggests that emphasizing utilization is an appropriate manner in which to bridge the mobile divide rather than focusing on other factors, such as accessibility and capability, thatprevious studies have used to measure the traditional digital divide.

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An Empirical Study on the Acceptance-Resistance Motivation to Use A Mobile Payment Service : Applying Multivariate Discriminant Analysis (모바일 결제 서비스의 수용-저항 동기에 대한 실증연구: 다변인 판별분석을 중심으로)

  • Jung, Jee-Young;Jeong, Ha-Yeong;Jo, Hyeon
    • The Journal of Information Systems
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    • v.27 no.2
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    • pp.115-134
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    • 2018
  • Purpose In recent years, mobile payment service users have been rapidly increasing. Previous researchers focused on the mobile usage situation such as the elements of mobile payment service, usage pattern, and user behaviors, and the research that is approached from the viewpoint of the user is still insufficient. The aim of this study is to suggest a acceptance-resistance motivation model of choosing a mobile payment service based on the Herzbergs Two-Factor Theory by investigating users' motivation and hygiene factors. Design/methodology/approach For the purpose, literature reviews on factors of choosing a mobile payment service were conducted and classified motivation and hygiene factors. Two hypotheses were set as follows: Hypothesis I is that motivation factors have a positive impact on the choice of mobile payment service, and Hypothesis II is that hygiene factors have a negative impact on the choice of mobile payment service. To test two hypotheses, this study conducted an online questionnaire survey and a multivariate discriminant analysis. Findings The result found that mobile payment service is more likely to be replaced with mobile by improving convenience, simplicity, and ease of use that affect the acceptance motivation of mobile payment service. This result supported the Hypothesis I but not Hypothesis II and contributed to provide implications for future mobile payment service development and marketing utilization.

Prediction Research on Cyber Learners' Course Satisfaction and Learning Persistence

  • JOO, Young Ju;JOUNG, Sunyoung;KIM, Hae Jin
    • Educational Technology International
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    • v.16 no.2
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    • pp.85-110
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    • 2015
  • This study investigated whether college students' self-efficacy, learning strategy utilization, academic burnout, and school support predict course satisfaction and learning persistence. To this end, self-efficacy, learning strategy utilization, academic burnout, and school support were used as prediction variables; and course satisfaction and learning persistence, as criterion variables. The subjects were 178 students who registered for online and mobile "Culture and Art History" courses at K online university. They participated in an online survey. Multiple regression analysis revealed that self-efficacy and learning strategy utilization positively predicted course satisfaction and learning persistence, academic burnout negatively predicted them, and school support predicted neither. Accordingly, we suggest that raising self-efficacy and learning strategy utilization, and reducing academic burnout in the learning environment will improve the course satisfaction and learning persistence of online learners.

A Study on Inventory of Cut-Slope using the Mobile PC (Mobile PC를 이용한 절토사면 현황조사에 관한 연구)

  • Rhee, Jong-Hyun;Kim, Seung-Hee;Kim, Seung-Hyun;Koo, Ho-Bon
    • Proceedings of the Korean Geotechical Society Conference
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    • 2008.03a
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    • pp.813-820
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    • 2008
  • We have developed inventory database program which is available in the mobile PC. The mobile PC is convenient in terms of portability, data input, modification, practicality of various program and data confirmation in site. By utilizing the inventory database program in mobile PC, we are able to complete database in site. Then, database is converted into the Hangul document and Excel worksheet. Also, based on the above procedure, effective management and utilization of inventory on cut-slope can be achieved.

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Small Cell Communication Analysis based on Machine Learning in 5G Mobile Communication

  • Kim, Yoon-Hwan
    • Journal of Integrative Natural Science
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    • v.14 no.2
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    • pp.50-56
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    • 2021
  • Due to the recent increase in the mobile streaming market, mobile traffic is increasing exponentially. IMT-2020, named as the next generation mobile communication standard by ITU, is called the 5th generation mobile communication (5G), and is a technology that satisfies the data traffic capacity, low latency, high energy efficiency, and economic efficiency compared to the existing LTE (Long Term Evolution) system. 5G implements this technology by utilizing a high frequency band, but there is a problem of path loss due to the use of a high frequency band, which is greatly affected by system performance. In this paper, small cell technology was presented as a solution to the high frequency utilization of 5G mobile communication system, and furthermore, the system performance was improved by applying machine learning technology to macro communication and small cell communication method decision. It was found that the system performance was improved due to the technical application and the application of machine learning techniques.