• Title/Summary/Keyword: PhoneGap

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Mobile web application game using smart phone sensor (스마트폰 센서를 활용한 모바일 웹 어플리케이션 게임)

  • Lim, Seongho;Park, Sangwon
    • Proceedings of the Korea Information Processing Society Conference
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    • 2010.11a
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    • pp.1446-1449
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    • 2010
  • 닌텐도 위 출시 이후 가속센서를 활용한 체감형 게임기에 관한 관심이 급증하고 있다. 닌텐도의 경우 위 리모트에 가속센서를 탑재하여 사용자가 라켓이나 배트를 휘두르는 것과 같은 조작이 가능하게 한다. 스마트폰 또한 가속센서를 내장해 출시되고 있기 때문에 스마트폰의 가속센서를 활용해 게임을 개발할 수 있다. 하지만 스마트폰 플랫폼은 다양하기 때문에 한 플랫폼에서 개발을 완료하였다 하더라도 다른 플랫폼에서 동작하려면 대상 플랫폼에 맞게 프로그램을 재작성 해야 하는 단점이 있다. 해결책으로 웹 어플리케이션이 제안되어 왔다. 그러나 웹 어플리케이션은 자바스크립트 보안 정책 때문에 파일시스템, 센서 등 로컬 자원에 대한 접근이 불가능하다. 이러한 단점을 극복하고자 웹 어플리케이션이 센서를 조작하고 파일시스템에 접근할 수 있도록 지원하는 PhoneGap, BONDI 등의 솔루션이 개발되었다. 본 논문은 센서를 사용한 웹 게임의 구현을 통해 센서를 이용한 웹 게임 개발 방법을 제시한다.

Performance Evaluation of Magnetic Abrasive Polishing by Design of Experiments (평면과 경사면의 자기연마가공에서 공정변수가 표면거칠기에 미치는 영향)

  • Kim, Sang-Oh;You, Man-Hee;Kwak, Jae-Seob
    • Transactions of the Korean Society of Machine Tool Engineers
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    • v.17 no.4
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    • pp.35-41
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    • 2008
  • R/In order to satisfy the customer's variant needs for a product quality in recent years, a demand for developing higher precision machining technologies in a lot of application areas such as automobile, cellular phone and semiconductor has been increased more and more. Magnetic abrasive polishing(MAP) process is one of these precision technologies. In this study, to verify the parameters' effect of the MAP process on the surface roughness improvement of the plane and the inclined workpiece, well planned experiments which was called the design of experiments were carried out. Considered polishing factors were spindle speed, supplied current, abrasive type and working gap between the workpiece and the solid tool. As a result, it was seen that the supplied current and the working gap greatly affected the surface roughness improvement.

Design and Implementation of the Smart Virtual Machine for Smart Cross Platform (스마트 크로스 플랫폼을 위한 스마트 가상기계의 설계 및 구현)

  • Han, Seong-Min;Son, Yun-Sik;Lee, Yang-Sun
    • Journal of Korea Multimedia Society
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    • v.16 no.2
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    • pp.190-197
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    • 2013
  • Since domestic and foreign platform companies and mobile carriers adopt and use different kinds of smart platforms, developers should develop or convert contents according to each smart platform to provide a single smart content for customers. It takes long time and a lot of money to convert the conventional smart contents in order to serve other smart platforms. For the reason, more attention has been paid on Smart Cross Platform or Hybrid Platform, the core technologies of OSMU(One Source Multi Use) in which, once a program is coded, it can be executed in any platforms regardless of development languages. As a result, PhoneGap and HTML5 based Sencha Touch have been introduced. In this paper, we developed the smart virtual machine, which is built in smart cross platform based smart devices, unlike Android, iOS, Windows Phone devices being dependent of platforms, and helps to download and execute applications, being independent of platforms. the smart virtual machine supports C/C++, and Java language, being differentiated from JVM by sun microsystems that supports only Java language and .NET framework by microsoft that supports only C, C++ and C#. Therefore, it provides contents developers with the environment where they can get a wide range of options in choosing a language and develop smart contents.

A Study on the Perlormance Variations of the Mobile Phone Speaker Verification System According to the Various Background Speaker Properties (휴대폰음성을 이용한 화자인증시스템에서 배경화자에 따른 성능변화에 관한 연구)

  • Choi, Hong-Sub
    • Speech Sciences
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    • v.12 no.3
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    • pp.105-114
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    • 2005
  • It was verified that a speaker verification system improved its performances of EER by regularizing log likelihood ratio, using background speaker models. Recently the wireless mobile phones are becoming more dominant communication terminals than wired phones. So the need for building a speaker verification system on mobile phone is increasing abruptly. Therefore in this paper, we had some experiments to examine the performance of speaker verification based on mobile phone's voices. Especially we are focused on the performance variations in EER(Equal Error Rate) according to several background speaker's characteristics, such as selecting methods(MSC, MIX), number of background speakers, aging factor of speech database. For this, we constructed a speaker verification system that uses GMM(Gaussin Mixture Model) and found that the MIX method is generally superior to another method by about 1.0% EER. In aspect of number of background speakers, EER is decreasing in proportion to the background speakers populations. As the number is increasing as 6, 10 and 16, the EERs are recorded as 13.0%, 12.2%, and 11.6%. An unexpected results are happened in aging effects of the speech database on the performance. EERs are measured as 4%, 12% and 19% for each seasonally recorded databases from session 1 to session 3, respectively, where duration gap between sessions is set by 3 months. Although seasons speech database has 10 speakers and 10 sentences per each, which gives less statistical confidence to results, we confirmed that enrolled speaker models in speaker verification system should be regularly updated using the ongoing claimant's utterances.

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Implementation of Quadrifilar Helical Antenna Using Phase Difference with PCB Feeding Line (PCB 피딩 라인에 의한 위상차를 이용한 Quadrifilar Helical Antenna의 제작)

  • Park, Sang-Jo
    • Journal of the Korea Society of Computer and Information
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    • v.13 no.6
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    • pp.211-216
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    • 2008
  • Gap fillar antennas are needed for serving the high quality of DMB through the cellular phone by eliminating the shadow regions among buildings or underground. We implement Quadrifilar Helical Antenna using phase difference with PCB feeding lines without coaxial cables and four impedance matching circuits. It is shown that the antenna characteristics is affected by the size and diameter through the simulation process using MicroWave Studio and it is applied for implementing QHA. Experiment results confirm that the performance can be gained as same as the simulation data by using the phase difference with PCB feeding lines without additional impedance matching circuits.

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Differences in self-regulation motivation between social network service and gaming groups in the use of youth mobile phones

  • Seo, Gang Hun
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.3
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    • pp.163-168
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    • 2020
  • In this paper we propose a The purpose of this study was to examine the psychological characteristics of youth mobile phone use. Internally, we want to find out about self-regulation, interpersonal relationship, pleasure, and desire to achieve reality. For the research, the Korea Information Society Agency utilized 568 data based on self-control and user motivation among long-term tracking data of Internet and mobile phone addiction in 2018. The SPSS window 23 version was used for data analysis, and the data collected were analyses to identify the subject's demographic characteristics. In addition, the correlation of variables between groups was investigated by analyzing dummy variables, and the results of the study were as follows. First, the addiction was slightly higher in mobile phone game groups than in social network service (SNS) groups, but in the same period of use, social network service (SNS) groups showed a higher desire for interpersonal relationships. In the desire to avoid reality, mobile phone game groups showed a higher gap than social network service (SNS) However, there was no difference between groups in terms of pleasure and desire to achieve. The results of this study indicated that the content of mobile phone use differed in factors affecting mobile phone overuse, and suggestions for follow-up research were discussed.

Application of Fashion Design to Mobile-Phone Game Character's Dress Design (모바일폰 게임 캐릭터 의상 디자인을 위한 패션 디자인 활용연구)

  • Lee, Min-Sun
    • Journal of the Korean Society of Costume
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    • v.57 no.3 s.112
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    • pp.63-77
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    • 2007
  • The purpose of this study is to apply fashion design to developing dress design of mobile-phone game characters. As for the research methodology, first, market research has been carried out to extract main images from dress designs of game characters and to understand their socio-cultural meanings. Second, the fashion design, which ran be compared to the extracted images of game characters were selected. Third, analyses were done to find out the gap between the game character's dress designs and the fashion designs. The main images of game characters are revealed as erotic, romantic, heroic, grotesque. These images have been formed by psychological and socio-cultural effects such as stimulation, empathy, compensation, increase of female game player. The differences between the game character's dresses and the fashion designs are as follows; With regard to style, game dresses have silhouette distinguished from background, but fashion collection have blurred silhouette. In the aspect of color, while strong colors are mainly used in game dress, neutral rotors are preferred in fashion collection. As for texture, the expression of 'textures in game character's dress is so far limited due to the insufficient level of the concerned technology. However, the fashion design applying drape of fabrics are well-developed. Mobile-phone game players want reality in game design. Therefore, the effort to overcome the gaps between game dress and fashion design can contribute to the growth of game character design.

Assessment on magnetic abrasive finishing of inclined surface and prediction model for surface roughness (경사면의 자기연마가공 특성평가 및 표면거칠기 예측모델)

  • Lee, Jung-In;Kim, Sang-Oh;Kwak, Jae-Seob
    • Design & Manufacturing
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    • v.2 no.6
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    • pp.11-16
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    • 2008
  • In order to satisfy the customer's variant needs for a product quality in recent years, a demand for developing higher precision machining technologies in a lot of application areas such as automobile, cellular phone and semiconductor has been increased more and more. Micro-magnetic induced polishing(${\mu}-MIP$) process is one of these precision technologies. In this study, to verify the parameters' effect of the ${\mu}-MIP$ process on the surface roughness improvement of the inclined workpiece, well planned experiment which was called the design of experiments was carried out. Considered parameters were spindle speed, inductor current, abrasive configuration and working gap between the workpiece and the solid tool. As a result, it was seen that the inductor current and the working gap greatly affected the surface roughness improvement. And to predict the surface roughness of the inclined workpiece, S/N ratio and first-order response surface model was developed.

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A Design of the Multiband Small Chip Antenna Using the Branch Structure and Gap Feeding for Mobile Phone (가지 구조와 간극 급전을 사용한 휴대 단말기용 소형 유전체 다중 대역 칩 안테나)

  • Kim, Min-Chan;Kim, Hyung-Hoon;Park, Jong-Il;Kim, Hyeong-Dong
    • The Journal of Korean Institute of Electromagnetic Engineering and Science
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    • v.18 no.3 s.118
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    • pp.298-304
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    • 2007
  • In this paper, the antenna which has a multiband operation (GSM850, EGSM, DCS1800, USPCS, W-CDMA) is proposed. This antenna was designed by the commercial software HFSS 3-D EM simulator, and it is organized by using a meander branch structure which has a via and lines on FR-4$(\varepsilon_r=4.4)$ substrate. Especially, it has a gap feeding structure which makes good operation at overall bandwidth. The designed antenna is manufactured by PCB processing, and measured by using a network analyzer and a test chamber. The manufactured antenna with the dimension of 8 mm width, 20 mm height and 3.2 mm thickness is able to applied as an internal antenna for multiband mobile phones.

Prospects and Analysis of Technological Trend To Smart Glasses Evolution (스마트안경의 기술동향 분석과 전망)

  • Park, Jong-Man;Hwang, Jae-Ryong;Kim, Ha-Jine
    • Journal of the Korea Safety Management & Science
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    • v.15 no.3
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    • pp.163-170
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    • 2013
  • There are many pros and cons for whether smart glasses and watch would be further going technology or not beyond smart phone. What have to do domestically is to find acting ways to catch up with technological gap in short term basis through analyses and investigations in technological issues, patents profile, market forecast. In this paper, firstly we investigate and review technological issues and form factors of smart glasses and HMD, and secondly analyze technological tendency and identify their core technology and intension from global key player's patents analyses connected with smart glasses, and conclusively suggest technological prospects and it's countermeasures.