• 제목/요약/키워드: One-Phone Service

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Image Transfer Using Cellular Phones and Wireless Internet Service

  • Shin, Dong-Ah;Doo, Tae-Hoon;Kim, Hyo-Jun;Kim, Hyoung-Ihl
    • Journal of Korean Neurosurgical Society
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    • 제39권6호
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    • pp.471-474
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    • 2006
  • Objective : Neuroimaging data are of paramount importance in making correct diagnosis. We herein evaluate the clinical usefulness of image transfer using cellular phones to facilitate neurological diagnosis and decision-making. Methods : Selected images from CT, MRI scans, and plain films obtained from 50 neurosurgical patients were transferred by cellular phones. A cellular phone with a built-in 1,300,000-pixel digital camera was used to capture and send the images. A cellular phone with a 262,000 color thin-film transistor liquid crystal display was used to receive the images. Communication between both cellular phones was operated by the same wireless protocol and the same wireless internet service. We compared the concordance of diagnoses and treatment plans between a house staff who could review full-scale original films and a consultant who could only review transferred images. These finding were later analyzed by a third observer. Results : The mean time of complete transfer was $2{\sim}3\;minutes$. The quality of all images received was good enough to make precise diagnosis and to select treatment options. Transferred images were helpful in making correct diagnosis and decision making in 49/50 [98%] cases. Discordant result was caused in one patient by improper selection of images by the house staff. Conclusion : The cellular phone system was useful for image transfer and delivery patient's information, leading to earlier diagnosis and initiation of treatment. This usefulness was due to sufficient resolution of the built-in camera and the TFT-LCD, the user-friendly features of the devices, and their low cost.

센서 및 카메라 기술을 적용한 스마트폰 파노라마 사진 지원 시스템 설계 (Design of a Smart Phone Panoramic Photograph Support System Using Sensor and Camera Technology)

  • 김봉현;오상영
    • 한국산학기술학회논문지
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    • 제15권12호
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    • pp.7187-7192
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    • 2014
  • 최근 들어, 위치 기반의 서비스 분야는 다양한 사업 영역으로 확대되면서 많은 수익원을 창출하고 있다. 특히, 지도 서비스는 대중 교통, 길 찾기 등과 연동하여 다양한 정보를 제공하고 있다. 따라서, 본 논문에서는 지도 서비스의 핵심기술 중 하나로 사용되고 있는 스트리트뷰, 로드뷰의 파노라마 사진 지원 서비스를 스마트폰에서 지원할 수 있는 시스템을 설계하기 위한 연구를 수행하고자 한다. 이를 위해 스마트폰의 센서들을 활용하여 사용자들이 쉽게 파노라마 사진을 제작할 수 있도록 사진 촬영 가이드를 제공하고 여러 장의 사진에서 불필요한 부분을 제거하여 사진 연결 부분의 자연스러움 등을 처리하는 알고리즘을 적용하여 한 장의 사진으로 제공할 수 있는 기술을 설계하고자 한다. 최종적으로, 6개월 동안 스마트폰 파노라마 사진과 연동할 수 있는 시스템을 구성하고 스마트폰 파노라마 사진 어플을 운영할 수 있는 시스템을 설계하고자 한다.

음성 인식을 이용한 지능망 기반 일기예보 서비스 개발 (Development of a Weather Forecast Service Based on AIN Using Speech Recognition)

  • 박성준;김재인;구명완;전주식
    • 대한음성학회지:말소리
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    • 제51호
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    • pp.137-149
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    • 2004
  • A weather forecast service with speech recognition is described. This service allows users to get the weather information of all the cities by saying the city names with just one phone call, which was not provided in the previous weather forecast service. Speech recognition is implemented in the intelligent peripheral (IP) of the advanced intelligent network (AIN). The AIN is a telephone network architecture that separates service logic from switching equipment, allowing new services to be added without having to redesign switches to support new services. Experiments in speech recognition show that the recognition accuracy is 90.06% for the general users' speech database. For the laboratory members' speech database, the accuracies are 95.04% and 93.81%, respectively in simulation and in the test on the developed system.

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혁신채택 및 확산이론의 통신방송융합(위성DMB) 서비스 수요추정 응용 (Applications of Innovation Adoption and Diffusion Theory to Demand Estimation for Communications and Media Converging (DMB) Services)

  • 송영화;한현수
    • 경영과학
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    • 제22권1호
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    • pp.179-197
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    • 2005
  • This study examines market acceptance for DMB service, one of the touted new business models in Korea's next-generation mobile communications service market, using adoption end diffusion of innovation as the theoretical framework. Market acceptance for DMB service was assessed by predicting the demand for the service using the Bass model, and the demand variability over time was then analyzed by integrating the innovation adoption model proposed by Rogers (2003). In our estimation of the Bass model, we derived the coefficient of innovation and coefficient of imitation, using actual diffusion data from the mobile telephone service market. The maximum number of subscribers was estimated based on the result of a survey on satellite DMB service. Furthermore, to test the difference in diffusion pattern between mobile phone service and satellite DMB service, we reorganized the demand data along the diffusion timeline according to Rogers' innovation adoption model, using the responses by survey subjects concerning their respective projected time of adoption. The comparison of the two demand prediction models revealed that diffusion for both took place forming a classical S-curve. Concerning variability in demand for DMB service, our findings, much in agreement with Rogers' view, indicated that demand was highly variable over time and depending on the adopter group. In distinguishing adopters into different groups by time of adoption of innovation, we found that income and lifestyle (opinion leadership, novelty seeking tendency and independent decision-making) were variables with measurable impact. Among the managerial variables, price of reception device, contents type, subscription fees were the variables resulting in statistically significant differences. This study, as an attempt to measure the market acceptance for satellite DMB service, a leading next-generation mobile communications service product, stands out from related studies in that it estimates the nature and level of acceptance for specific customer categories, using theories of innovation adoption and diffusion and based on the result of a survey conducted through one-to-one interviews. The authors of this paper believe that the theoretical framework elaborated in this study and its findings can be fruitfully reused in future attempts to predict demand for new mobile communications service products.

다목적 시각 언어 시스템을 이용한 원스텝 모바일 쇼핑 (The One-step Mobile Shopping using Multipurpose Visual Language System)

  • 김영종
    • 한국산학기술학회논문지
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    • 제10권4호
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    • pp.759-764
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    • 2009
  • 본 논문에서는 다목적 시각 언어 시스템을 이용한 원스텝 모바일 쇼핑 시스템을 설계하였다. 다목적 시각언어 시스템은 점자에 그 기반을 두고 있으며, 이를 정방형 색상표로 나열하여 시각화시킴으로써, 사용의 편리성과 기본적인 개인 정보의 암호화를 동시에 이룰 수 있으며, 주고받는 정보의 양이 극히 미비하여 보다 빠른 시간에 통신이 가능한 이점도 가지고 있다. 설계된 원스텝 쇼핑 시스템은 이러한 다목적 시각 언어와 국내 성인의 대부분이 보유하고 있는 핸드폰을 접목시켜 이를-쇼핑에 적응시킨 것이다. 사용자는 TV나 PC 모니터, 인쇄물 등에 나타난 코드를 핸드폰의 카메라로 촬영한 후, 내장시킨 프로그램을 이용하여 접속 버튼을 누름으로써 원하는 쇼핑을 한 번에 끝낼 수 있도록 설계된 본 시스템을 이용하면 보다 빠르고 편하며 안전하게 원하는 상품을 구매할 수 있을 것이다.

제조업의 지속 가능한 제품-서비스 시스템 개발 전략 연구 (Development Strategies of Sustainable PSS in Manufacturing)

  • 손종민;이현찬
    • 한국CDE학회논문집
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    • 제16권1호
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    • pp.31-40
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    • 2011
  • Product-service system (PSS) is a system of products and service, supporting networks and infrastructure that is designed to be competitive. PSSs satisfy customers' needs more effectively and have a lower environmental impact than traditional business models. Therefore, many companies and governmental institutes are eager to implement the PSSs as a new business model. In this paper, we focus on industrial practices as new business models for the company. PSS, especially, is popular in electronic industry, so one can often observe such examples as iPod, iPhone, e-Book and etc in the field. We first thoroughly investigate the current practices of PSS in Korean electronic industry. The examples are surveyed and projected directions are given. Then, non-electronic PSSs are surveyed. Especially mechanical PSSs are intensively discussed. Based on the survey results, we propose several major development strategies of Sustainable PSS (SPSS). SPSS will bring a competitive edge for company as realization of sustainable development of PSS considering economy, society, and environment.

GAMEVIL'S GLOBAL STRATEGY : IMPLICATIONS FOR MOBILE GAME INDUSTRY

  • Yoo, Byung-Joon;Jeon, Seong-Min
    • 벤처창업연구
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    • 제5권4호
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    • pp.113-128
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    • 2010
  • Moblie games are getting popular in that more mobile handsets are available. The mobile phone is expected to be the dominant platform the way the PC turned out to be the dominant platform of desktop computing. Ubiquity enables the mobile phone users interact socially with other users. Mobile game developers are now competing globally on the Apple Appstore, where any developers in the world are able to publish their own games easily. This study reviews the case of Gamevil, one of the leading mobile game service providers, from its foundation to the current global competition in order to draw implications for mobile game industry.

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인터넷 커뮤니티를 위한 JAVA 기반의 네트워크 게임 환경 설계 및 구현 (A design and implementation of Java based network game environments design and implementation for Internet community)

  • 김종수;김태석;최길림;김삼룡
    • 한국정보처리학회:학술대회논문집
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    • 한국정보처리학회 2003년도 춘계학술발표논문집 (중)
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    • pp.1071-1074
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    • 2003
  • Now internet is very popular. Many company services various contents in Web. One of the best way for internet community is network game service for internet member. There are some company to service high quality network game for gathering members. Those company make success for getting fee from their member. Global on-line game market is small but stability growing. Thus Microsoft invest on line game. On this paper, one of a java network turn game system called by "Hoola" is designed and implemented. This Application consist of Client/Server and Database module and multi-tier Architecture, because of easily translation to PDA or mobile phone.

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방송통신융합 서비스를 위한 3D 모델별 고유 코드에 관한 연구 (Study on unique code by each 3D model for broadcast communication harmony service.)

  • 박인규;박준열;김준원
    • 대한전자공학회:학술대회논문집
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    • 대한전자공학회 2007년도 하계종합학술대회 논문집
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    • pp.49-50
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    • 2007
  • We are now using separate ID Database, Permission System, OS and Standard Data Format in PC, Cell phone, IPTV service and these are not good in many kind of usage, data sharing, contents servicing and supervising efficiency To merge these multiple services into one system we need to make a single ID systems for all and this paper will gide you to the new ID system that was much better than the old one. This new type of ID system is made with 3D Data and this will give fantastic visual effect & rich information data to the ID users in 3D way which is much better than 2D image & Text information technology.

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신분증 분실에 따른 피해 및 대응책에 관한 연구 (A Study of the Damage and the Countermeasure by Identification Card Loss)

  • 이영교;안정희
    • 디지털산업정보학회논문지
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    • 제13권3호
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    • pp.53-64
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    • 2017
  • Korean Identification card or driver license is usually used to verify one's identity in Korea. These are also used as an adult certification. Since the form of these ID card is an analog and it needs to be checked with naked eyes, it might be used maliciously. Someone who's got someone else's ID card can do other things. Therefore, it must be reported rapidly when ID card is lost or stolen. The most serious problem might be occurred when they do not recognize and report the loss. They might suffer from pecuniary or mental damage such as opening a mobile phone service, providing loan or credit card, opening a personal checking account, etc. Thus, this study suggests and compares the ways of avoiding these problems. First, the most effective way is to send the authorization code via mobile phones in consideration of build-up period and cost. The person in charge of business processing department using ID card sends the authorization code via registered mobile phone. The owners submits it to the person and their identifications are confirmed. Next effective way is that the person in charge of business processing department using ID card sends text messages via registered mobile phone. Lastly, the most ineffective way is to introduce and implement the electronic ID card ultimately even though it is expensive and takes a long time to build up the system.