• Title/Summary/Keyword: Mobile content

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Study of Multiple Interface Control and Dynamic Delivery Model for Seamless Mobile Transportation

  • Lee, Seon-Ung;Moon, Il-Young
    • Journal of information and communication convergence engineering
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    • v.8 no.4
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    • pp.399-404
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    • 2010
  • We propose a seamless IPTV transport technology of mobile device. This technology uses multiple interfaces of wireless communication on mobile device. This proposal for transportation of mobile IPTV contents is more mobile and adaptable than other wireless technologies that are currently being used. Algorithm of proposed technology is as follow. When the signal strength of the connected wireless network interface of mobile device is getting lower than specified level, another wireless network interface is connected to continue downloading the IPTV contents in advance. Another connection is maintained until the signal strength of the first connected interface is stable or the interface is connected to another base station (or AP) that have good signal strength. For more seamless services, we consider classifying the packets of mobile IPTV and using dynamic content quality select techniques. Dynamic content quality selection is based on notifying transfer rate to the content delivery network (CDN) server. The proposed technology is expected to use efficiently with both mobile IPTV and the transportation of mobile P2P/P4P.

Design Evaluation System with Visualization and Interaction of Mobile Devices Based on Virtual Reality Prototypes

  • Jo, Dong-Sik;Yang, Ung-Yeon;Son, Wook-Ho
    • ETRI Journal
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    • v.30 no.6
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    • pp.757-764
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    • 2008
  • In this paper, we present a design evaluation system with visualization and interaction of mobile devices using virtual-reality-based prototypes which can be used to easily change design parameters and simulate embedded software. To evaluate and predict affective-engineering-based design preferences for mobile devices under a virtual environment, we have developed a high quality visualization platform which creates images that look similar to real mobile devices in addition to real-time simulation of realistic motions and functions of mobile devices. To support a quantitative usability test scenario for external design shape, we also have built a system which consists of a mixed-reality-based testing platform for measuring hand load.

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Design and Implementation of Key Frame Sharing Application in Android Using Chord Protocol

  • Kim, Kang Wook
    • Journal of Korea Multimedia Society
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    • v.17 no.4
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    • pp.405-412
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    • 2014
  • Due to the popularity of mobile phones, Peer-to-Peer (P2P) content sharing in mobile phones is highly desirable, especially in a mobile data connection. In addition, there has been an increasing demand for content sharing applications for P2P communication in Android-based smartphones as ubiquitous mobile devices. However, due to wireless network limits, unstable characteristic and restricted storage space, mobile users confront challenges in establishing connections and sharing video frames with other users. To solve this issue, we propose an architectural design and implementation of key frame sharing application that uses Chord, a distributed lookup protocol to establish a content sharing platform for mobile devices, combined with the Chord SDK based on Android. Our proposed system enables users easily to share key information on video data in real-time over a wireless network without manual processing of devices which join or leave the group and cost associated with the 3G/4G network.

Experimental Study on the Flue Gas Phenomena in Infrared Mobile Heaters (이동식 적외선 가스히터의 배기가스현상에 대한 실험적 연구)

  • 김영규;류근준
    • Journal of the Korean Society of Safety
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    • v.11 no.3
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    • pp.119-125
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    • 1996
  • The experimental work is performed to obtain content levels and characteristics of flue gas in infrared mobile heaters for butane gas with varying the chamber size and its room temperature. The results showed that the oxygen depletion sensor device is operated at 18.3% of oxygen content. And the relation of oxygen content and carbon dioxide content in an enclosed space show linear aspect, but the content rate of carbon monoxide occurs at random without the level of oxygen content and carbon dioxide content.

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CAMAR Companion : Context-aware Mobile AR System for supporting the Personalization of Augmented Content in Smart Space (CAMAR Companion : 스마트 공간에서 증강 콘텐츠의 개인화를 위한 맥락 인식 모바일 증강 현실 시스템)

  • Oh, Se-Jin;Woo, Woon-Tack
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.673-676
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    • 2009
  • In this paper, we describe CAMAR Companoin, a context-aware mobile AR system that provides a user-adaptive assistance with an augmented picture according to the user's context in smart space. It recognizes physical objects and tracks the movement of those objects with a camera embodied to a mobile device. CAMAR Companion observes a mobile user's context, which is sensed by various kinds of sensors in environments, and infers user preference for the content in the situation. It recommends multimedia content relevant to the user's context. It overlays selected content over associated physical objects and enables the user to experience the content in a user-centric manner. Furthermore, we have developed the prototype to illustrate how our system could be used for a mobile user's well-being care applications in smart home environments. In this application, we found that our system could perceive a user preference even though a user's context is changed dynamically, and then adapt the multimedia content with respect to the user's context effectively. As such, the proposed user-adaptive system has the potential to play an important role in developing customized user interfaces in mobile devices.

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A Unit of Information-Based Content Adaptation Method for Improving Web Content Accessibility in the Mobile Internet

  • Yang, Stephen J.H.;Zhang, Jia;Chen, Rick C.S.;Shao, Norman W.Y.
    • ETRI Journal
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    • v.29 no.6
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    • pp.794-807
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    • 2007
  • In the mobile Internet, users generally work with handheld devices with limited computing power and small screens. Their access conditions also change frequently. In this paper, we present a novel method supporting intelligent content adaptation to better suit handheld devices. The underpinning is a unit of information (UOI)-based content adaptation method, which automatically detects semantic relationships among the components of Web contents and then reorganizes page layout to fit handheld devices based on identified UOIs. Experimental results demonstrate that our method enables more sensitive content adaptation.

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High Quality Network and Device Aware Multimedia Content Delivery for Mobile Cloud

  • Saleem, Muhammad;Saleem, Yasir
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.13 no.10
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    • pp.4886-4907
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    • 2019
  • The use of mobile devices is increasing in multimedia applications. The multimedia contents are delivered to mobile users over heterogeneous networks. Due to fluctuation in bandwidth and user mobility, the service providers are facing difficulties in providing Quality of Service (QoS) guaranteed delivery for multimedia applications. Multimedia applications depend on QoS parameters such as delay, bandwidth, and jitter to offer better user experience. The existing schemes use the single source and multisource delivery but are unable to balance between stream quality and network congestion for mobile users. We proposed a Quality Oriented Multimedia Content Delivery Scheme (QOMCDS) for the mobile cloud to deliver better quality multimedia contents for the mobile user. The multimedia contents are delivered to the mobile device based on the device's parameters and network environment. The objective video quality assessment models like Peak Signal-to-Noise Ratio (PSNR), Structural Similarity (SSIM), and Video Quality Measurement (VQM) are used to measure the quality of the video. The client side Quality of Experience metric such as Startup delay, Rebuffering events, and Bitrate switch count was used for evaluation. The proposed scheme is evaluated using dash.js and is compared to existing schemes. The results show significant improvement over existing multimedia content delivery schemes.

Analyzing Crowdsourced Mobile Content: Do Games Make a Difference?

  • Pe-Than, Ei Pa Pa;Goh, Dion Hoe-Lian;Lee, Chei Sian
    • Journal of Information Science Theory and Practice
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    • v.5 no.2
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    • pp.6-16
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    • 2017
  • Populating information-rich online environments through crowdsourcing is increasingly becoming popular. One approach to motivate participation is via games. That is, a crowdsourcing game offers entertainment while generating useful outputs as byproducts of gameplay. A gap in current research is that actual usage patterns of crowdsourcing games have not been investigated thoroughly. We thus compare content creation patterns in a game for crowdsourcing mobile content against a non-game version. Our analysis of 3,323 contributions in both apps reveal 10 categories including those that conform to the traditional notion of mobile content created to describe locations of interest, and those that are social in nature. We contend that both types of content are potentially useful as they meet different needs. Further, the distribution of categories varied across the apps suggests that games shape behavior differently from non-game-based approaches to crowdsourcing.

Analysis of usability factors for Educational Mobile application (모바일 교육 콘텐츠의 사용성 평가요인 분석: 사이버대학을 중심으로)

  • Choi, Eun-Young
    • Cartoon and Animation Studies
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    • s.50
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    • pp.453-478
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    • 2018
  • Mobile learning, which provides educational services with a mobile platform, has been greatly expanding with the increasing spread of digital devices. The transition from PC-based online education to mobile-based education enables users to access online education anytime and anywhere. Despite this expansion of mobile learning, there is a lack of user-oriented content design. Therefore, this study intends to derive a measure to evaluate usefulness of the content design. We conducted a literature survey to reflect characteristics of existing measures, which evaluate usefulness and content of mobile learning. As educational mobile applications have both educational service and mobile device features, they can be representative of pedagogical usability criterion and can be divided into system and content areas to further develop effectiveness of learning. We conducted questionnaires on the use of these applications on 15 experts using the del phi technique. The analysis suggests the ease of use, learning efficiency, aesthetics, and ease of learning to be criteria of pedagogical usability. This study expects to serve as a basis to improve the usability of mobile learning users.

Extending the OMA DRM Framework for Supporting an Active Content (능동형 콘텐츠 지원을 위한 OMA DRM 프레임워크의 확장)

  • Kim, Hoo-Jong;Jung, Eun-Su;Lim, Jae-Bong
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.16 no.5
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    • pp.93-106
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    • 2006
  • With the rapid growth of the wireless Internet communication, a new generation of mobile devices have made possible the broad distribution of mobile digital contents, such as image, music, video, games and applications over the wireless Internet. Mobile devices are rapidly becoming the major means to extend communication channels without copy Protection, usage rule controlling and authentication. As a result, mobile digital contents may be illegally altered, copied and distributed among unauthorized mobile devices. In this paper, we take a look at Open Mobile Alliance (OMA) DRM v2.0 in general, its purpose and function. The OMA is uniquely the focal point for development of an open standard for mobile DRM. Next we introduces features for an active content and illustrates the difference between an active content and an inactive content. Enabling fast rendering of an active content, we propose an OMA-based DRM framework. This framework include the following: 1) Extending DCF Header for supporting an selective encryption, 2) Content encryption key management, 3) Rendering API for an active content. Experimental results show that the proposed framework is able to render an active content fast enough to satisfy Quality of Experience. %is framework has been proposed for a mobile device environment, but it is also applicable to other devices, such as portable media players, set-top boxes, or personal computer.