• Title/Summary/Keyword: Mobile platforms

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Portability Evaluation Technique of Application for Heterogeneous Mobile Platform (이기종 모바일 플랫폼에 애플리케이션 이식성 평가 기법)

  • Park, Hae-Yoon;Yoo, Hae-Young
    • The KIPS Transactions:PartD
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    • v.18D no.2
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    • pp.123-132
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    • 2011
  • However a mobile application has limited compatibility to other platforms and device. So a mobile application should be rebuilt as particular restrictions of platforms or mobile phones when the mobile application is reused for other platforms. However a mobile application has limited compatibility to other platforms and device. So a mobile application should be rebuilt as particular restrictions of platforms or mobile phones when the mobile application is reused for other platforms. This paper ascertains problems when a mobile application is transplanted for reusing into other platforms, and suggests to evaluation systems of portability's quality that we can check the portability convenience of the existing mobile application. As we confirm its grade that shows convenience of suggested portability, we are able to check problems issued when a mobile application implants to other platforms. Then it is expected that we can check capability of rebuilding and endeavor rate. Also if the method will be considered at the first step of designing a mobile application, it will be the best way to develop the better mobile application that we can easily implant many other mobile platforms.

The Effect of Game Platforms Selection of Mobile Game Firms on Value Capture: Content Qualitative Analysis (모바일 게임개발사의 게임 플랫폼 선택활동이 가치확보에 미치는 영향: 콘텐츠 질적 분석)

  • Bae, Joonheui;Koo, Dong Mo
    • Journal of Korea Game Society
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    • v.16 no.6
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    • pp.173-184
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    • 2016
  • This research explores strategy for game developers to select platforms in the game industry where are traditional two-sided market focusing on mobile game platforms. We conducted content qualitative analysis by collecting data through contents on online and offline and interviewed four CEO of game developers to secure validity and reliability as well. The results of the research are the following: First, platforms selection factors of game developers are game implementation ability and technical stability, marketing competence of platforms, and profitability creation. Second. the initiative of mobile game platforms has handed over from first generation of mobile games to second mobile games according to their value creation and value capture.

Characterization Studies on Data Access Bias in Mobile Platforms

  • Bahn, Hyokyung
    • International journal of advanced smart convergence
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    • v.10 no.4
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    • pp.52-58
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    • 2021
  • Data access bias can be observed in various types of computing systems. In this paper, we characterize the data access bias in modern mobile computing platforms. In particular, we focus on the access bias of data observed at three different subsystems based on our experiences. First, we show the access bias of file data in mobile platforms. Second, we show the access bias of memory data in mobile platforms. Third, we show the access bias of web data and web servers. We expect that the characterization study in this paper will be helpful in the efficient management of mobile computing systems.

Development of Scene Graph Library for Mobile Platforms (모바일 플랫폼을 위한 장면그래프 라이브러리 개발)

  • Kim, Jun-Ho;Seo, Jin-Seok;Park, Chang-Hoon;Hwang, Jane;Ko, Hee-Dong
    • Journal of Korea Multimedia Society
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    • v.13 no.5
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    • pp.792-801
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    • 2010
  • In this paper, we introduce a novel scene graph library for mobile platforms, called the 'Mobile OpenSceneGraph (Mobile OSG)', as a mobile graphics middleware. Our mobile scene graph library supports several nice properties, including platform-independence, extensibility, touch-based UI supports, and compatibility, by carefully adapting the OpenSceneGraph library, one of the most widely used graphics middlewares for desktop platforms, to mobile platforms. We validate the usefulness of the proposed library for mobiles with the several experimental results including real-time rendering, camera manipulations with a touch-based UI, and animations with switching geometric nodes.

Survey on work platforms of the Mobile Scaffolding (이동식비계 작업발판의 사용 실태조사)

  • Choi, Seung-Ju;Choi, Don-Heung;Shin, Woon-Chul
    • Journal of the Korea Safety Management & Science
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    • v.15 no.2
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    • pp.79-84
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    • 2013
  • According to the statistics of occupational accidents in 2009, the scaffolds and work platforms were main objects causing fall accidents in construction sites. But many workers install and use the work platforms on the mobile scaffolding without considering about safety standards. We had conducted a nationwide survey about how workers obey safety standards for the work platforms of the mobile scaffolding. As the result of a survey, no one follow a gap standard between materials of work platforms and installation of toe board. And it is a low proportion that comply with the install of safety guard rails and the use of stoppers. This is lack of consciousness for the safety certification and regulations. For safe use a mobile scaffolding, It is needed to educate a manager on the safety standards and to develop a product to install and dismantle easily.

Generating a Simplistic 3D Model for Mobile Platform Applications

  • Ahmed, Naveed;Park, Jee Woong;Morris, Brendan
    • International conference on construction engineering and project management
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    • 2022.06a
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    • pp.1093-1099
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    • 2022
  • The number of buildings is increasing day by day. The next logical footstep is tackling challenges regarding scarcity of resources and sustainability, as well as shifting focus on existing building structures to renovate and retrofit. Many existing old and heritage buildings lack documentation, such as building models, despite their necessity. Technological advances allow us to use virtual reality, augmented reality, and mixed reality on mobile platforms in various aspects of the construction industry. For these purposes, having a BIM model or high detail 3D model is not always necessary, as a simpler model can serve the purpose within many mobile platforms. This paper streamlines a framework for generating a lightweight 3D model for mobile platforms. In doing so, we use an existing structure's site survey data for the foundation data, followed by mobile VR implementation. This research conducted a pilot study on an existing building. The study provides a process of swiftly generating a lightweight 3D model of a building with relative accuracy and cost savings.

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Improving GIS Services using the GML (GML을 이용한 지리정보 서비스 향상방안에 관한 연구)

  • 전철민;고준환;장민철;김병화
    • Proceedings of the Korean Society of Surveying, Geodesy, Photogrammetry, and Cartography Conference
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    • 2004.11a
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    • pp.445-450
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    • 2004
  • Due to rapid development of If, difference types of services and platforms are being developed increasingly. With the emerging mobile technologies, Geographic Information System (GIS) is also getting more attention recently. But it is known to have some limitations in being served in different types of mobile devices and platforms. While information services are limited by data format and data exchange between platforms, the extensible Markup Language (XML) is getting focused as the most promising technology as the solution to such problem. Geographic Markup Language (GML) is based on XML technology and is being frequently mentioned recently as the solution to service problem on different mobile devices as well as the internet. In this study, we suggested the framework to use the GML in order to transfer and represent geographical data through the on-line or wireless platforms. We compared different application types which are currently used with GML and proposed to improve GIS services using the GML in geographical data transfer and description.

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Research on Efficient Game Production Methods using Digimon Series IP

  • Lee Jong Ho
    • International Journal of Advanced Culture Technology
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    • v.11 no.4
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    • pp.423-428
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    • 2023
  • Currently , the growth of various platforms is remarkable , both at home and abroad . With the growth of various platforms such as PC, console, and VR as well as mobile, the global gaming industry market size has grown to reach KRW 151 trillion . However , in order to revitalize the domestic game market , which is growing at a slower pace, improve the concentration phenomenon that is concentrated on mobile and PC platforms , and select one of the games using IP that is being discussed as a new breakthrough , and determine what form the game will take. Through this study, we would like to suggest whether multi-platform is appropriate. The Digimon series generally attracts many fans through animation , and the Digimon story Cyber Sleuth, which utilizes new scenarios to satisfy them and arouse interest at the same time , can be seen as a representative success example We believe that through this interaction, users can continue to play the main content on their PC, and create synergy by being able to play and enjoy minimal content through mobile anytime , anywhere while doing other things.

Implementation of Conversion Solution for Interoperability of Applications Developed on Different Mobile Platforms (이기종 모바일 플랫폼 간 어플리케이션의 상호 호환을 위한 변환 솔루션 구현)

  • Kang, Kyung-Bo;Kang, Dong-Hyun;Ryu, Jong-Min;Hong, Chang-Pyo;Lee, Joong-Hoon;Yoon, Jung-Han;Jwa, Jeong-Woo
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.65-69
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    • 2006
  • Cellular network evolution and development of multi-function cellular phones introduce new mobile business mode. Cellular operators provide mobile internet services using the mobile browser such as ME and WAP and the mobile multimedia platform such as WIPI, J2ME, and BREW. New mobile applications are developed using mobile platforms provided by cellular operators as cellular phones having multimedia solutions such as camera, MP3, MPEG, 3D game engine, DMB, PAN such as bluetooth, IrDA, W-LAN, and location information using GPS are developed. Content providers have problems of redevelopment of a mobile application for different mobile platforms. In this paper, we propose a conversion solution for interoperability of applications developed on different mobile platforms of WIPI and BREW. We analyze APIs of WIPI and BREW and develop conversion solutions.

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An Analysis on the Vulnerability of Secure Keypads for Mobile Devices (모바일 기기를 위한 보안 키패드의 취약점 분석)

  • Lee, Yunho
    • Journal of Internet Computing and Services
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    • v.14 no.3
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    • pp.15-21
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    • 2013
  • Due to the widespread propagation of mobile platforms such as smartphones and tablets, financial and e-commercial transactions based on these mobile platforms are growing rapidly. Unlike PCs, almost all mobile platforms do not provide physical keyboards or mice but provide virtual keypads using touchscreens. For this reason, an attacker attempts to obtain the coordinates of touches on the virtual keypad in order to get actual key values. To tackle this vulnerability, financial applications for mobile platforms use secure keypads, which change position of each key displayed on the virtual keypad. However, these secure keypads cannot protect users' private information more securely than the virtual keypads because each key has only 2 or 3 positions and moreover its probability distribution is not uniform. In this paper, we analyze secure keypads used by the most financial mobile applications, point out the limitation of the previous research, and then propose a more general and accurate attack method on the secure keypads.