• Title/Summary/Keyword: SKT

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A Study Animation on 3D Mobile Game -With Game [Fly to The Music]- (3D Mobile Game에서의 Animation 활용사례연구 -Game [Fly to The Music]을 중심으로-)

  • Kim, Hyeon;Lee, Nam-Kook
    • Proceedings of the Korea Contents Association Conference
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    • 2006.05a
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    • pp.302-309
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    • 2006
  • Game and Animation are considered as two different fields. The definition of animation is "moving picture" and game is a kind of animation which can be controlled by users. Actually, many principles of animation are applied to the production of games, and are even more emphasized in the mobile game contents which are becoming popular these days because of the characteristics of mobile devices such as small screen size. In this paper, we study on the application of the 12 principles of animation through the making of a mobile 3D game called "Fly to the music" and that game is going to be serviced in late 2006 by SK Telecom. Moreover, we studied the differences between 3d mobile game animation and ordinary animation.

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An Analysis on HCHO, TVOC, CO2 Concentration of Existing-Housing Indoor-Air in Summer (기존 주택의 하절기 실내 공기중 HCHO, TVOC, CO2 농도 실태 조사분석)

  • Nam, Ki-Cheul;Lee, Young-Han
    • KIEAE Journal
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    • v.16 no.6
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    • pp.115-122
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    • 2016
  • Purpose: The study is to measure indoor air pollutants concentration of existing housing and to analyze the causes and assess in accordance with the government's criteria. The research result could be used as data for public health through indoor air quality management of existing housing and more as a reference for new housing. Method: It was investigated 24 middle class housings of metropolitan area in summer which have been built for the past 30 years. Concentration of HCHO, TVOC was investigated in living room at morning and night and concentration of $CO_2$ was investigated in living room and master bedroom at morning and night. SKT100-X5 was used for concentration of HCHO, TVOC and ZGm053UK for concentration of $CO_2$. Result: Average concentration of TVOC was 1.31 times more than that of HCHO and standard deviation of that was 1.73 times higher. Average concentration of $CO_2$ was almost nearly close to 1,000ppm being criteria of the Ministry of Environment.

A case study for alternative usability evaluation method to enhance mobile user experience - With special focus on the UI enhancement for SKT mobile contents box (모바일 활용경험 향상을 위한 대안적 사용성 평가 방법 사례연구 - SK Telecom 무선 단말기 내 컨텐트 보관함 UI 고도화 사례를 중심으로)

  • Kang, Wook;Ju, Young-Min;Seo, Ji-Yun;Lim, Suk-Hyun
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.146-151
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    • 2008
  • 새로운 사용자 경험의 향상을 위해 UI 의 개선방안을 모색할 때, 기존에 수행해 오던 일반적 사용성 평가 방법만으로는 모바일과 같이 복합적 컨텍스트를 가진 서비스 이용환경을 파악하는데 적지 않은 한계가 있다. 가령 특정 Task 수행시 Lead Time 측정과 같은 계량화된 사용성 평가방법을 통해서는 실제 사용자의 컨텍스트를 고려한 사용성의 수준(혹은 오류의 수준)에 대한 분석이 어려운 반면, In-depth Interview 로 대표되는 통상의 정성적인 사용자 리서치 방법은 장애의 요인과 결과간의 논리적인 상관관계를 명확화하거나 실측적인 개선 성과로써 도출해 내는데 어려움이 있다. 본 연구에서는 정량적인 사용성 평가방법에 정성적인 사용자 리서치 수행기법 및 통계적 기법을 결합하여, 실측 가능하고 설득력을 가진 근거 데이터를 지지하는 한편 한계로 남겨져 왔던 행위결과에 대한 요인에도 적절한 인사이트를 제시할 수 있는 대안적 사용성 평가 방법을 제시하고자 한다.

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A study on the autonomic nervous system reaction by three arousal modes (3단계 각성 모드에 따른 자율신경계 반응 변화에 대한 연구)

  • Kim, Chi-Jung;Hwang, Min-Cheol;Kim, Jong-Hwa;U, Jin-Cheol;Kim, Yong-U;Kim, Ji-Hye
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2009.05a
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    • pp.153-156
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    • 2009
  • 본 연구는 3 단계 각성 모드에 따른 자율신경계 반응 모델 구현에 대한 연구이다. 정신생리학(Psycho-Physiology)에서의 각성 시스템 모델은 Boucein(1992, 2006)에 의해 제안되었다. 각성 시스템 1 은 편도체(amygdala)활동과 관계한, 무의식수준에서 주의를 집중시키는 역할을 한다. 각성 시스템 2 는 해마(hippocampus)활동과 관계한, 인지적 각성 단계로서 상황-반응(situation-reaction) 대한 연결을 담당하는 역할을 한다. 각성 시스템 3 은 기저핵(basal ganglia)활동과 관계한, 몸운동(somatomotor)활동과 관계된 뇌 영역의 준비를 활성화시킨다. 각성 시스템은 상황의 변화나 특정 자극이 일어나면, 그에 해당하는 각성 모드에 의해 자율신경계(automatic nervous system)반응이 발생한다. 따라서, 자율신경계반응의 분석을 통하여 각성 시스템의 단계를 평가할 수 있다. 본 연구는 자율신경계반응 중 GSR(galvanic skin Response)과 SKT(skin temperature)분석을 통하여 3단계 각성 모드인 직관적, 인지적, 행동적 모드를 평가하는 연구이다.

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A study on the relaxing effects of essence products (에센스 제품의 Relaxing 효과에 관한 연구)

  • Park, Se-Jin;Jeon, Byeong-Bae;Jeong, Eun-Hui;Gu, Jun-Mo;Park, Seong-Bin;Lee, Eun-Ju;Kim, Ji-Yeong;Seo, Hyeong-Je
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2009.05a
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    • pp.149-152
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    • 2009
  • 향에 대한 심리생리적 효과는 널리 알려져 있으며 다양한 연구방법을 통하여 보고되고 있다. 본 연구에서는 에센스 제품 향에 대한 심리적, 생리적 반응을 조사하고, 심리적 향 이미지와 생리적 변화간의 변화를 알아보았다. 실험은 피실험자의 EEG, ECG, SKT, GSR을 이용하였다. 실험 결과, 향 종류에 따른 중추신경반응을 뇌파로 측정하여 알파파의 활성을 비교한 결과, Relaxing Fragrance(Neuro $Fragrance^{TM}$) 및 뉴로 에센스, Grapefruit 향 조건에서 알파파의 활성 비율이 높았으며, 좌뇌보다는 우뇌에서 알파파의 활성도가 높았고 Relaxing Fragrance(Neuro $Fragrance^{TM}$)와 뉴고 에센스가 고른 알파파의 활성을 보였다. 향 종류에 따른 자율신경반응을 비교한 결과, 평균 R-R 간격은 Relaxing Fragrance(Neuro $Fragrance^{TM}$)와 뉴로 에센스 조건에서 무향에 비해서 증가하였다. 피부온도와 피부전기저항에서는 무향에 비해서 전체적으로 내려가는 경향을 띄였으며, Relaxing Fragrance(Neuro $Fragrance^{TM}$)와 뉴로 에센스 조건에서 가장 낮았다.

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Effects of Long-term Exposure to Noise on Psychophysiological Responses (소음에 장기 노출되었을 때 나타나는 심리생리적 효과)

  • Estate Sokhadze;Park, Sangsup;Lee, Kyung-Hwa;Kim, Yeon-Kyu;Sohn, Jin-Hun
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 1999.11a
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    • pp.211-215
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    • 1999
  • It is well known that a long-term exposure to a loud noise environment affects performance, since it distracts attention, and also is able to evoke stress accompanied by negative emotional states. The purpose of this study was to analyze dynamics of subjective and physiological variables during long-lasting (30 min) exposure to intensive white noise (85 dB[A]). Physiological signals on 23 college students were recorded by BIOPAC, Grass Neurodata systems and AcqKnowledge 3.5 software. Autonomic variables, namely skin conductance level (SCL), non-specific SCR number (N-SCR), inter-beat intervals in ECG (RR intervals), heart rate variability index (HF/LF ratio of HRV), respiration rate (RESP), and skin temperature (SKT) were analyzed on 5 min epoch basis. Psychological assessment (subjective rating of stress level) was also repeated on every 5 min basis. Regression and correlation analyses were employed to trace the time course of the dynamics of the subjective and autonomic physiological variables and their relationship. Results showed that intense noise evokes subjective stress with associated autonomic nervous system responses. However, it was shown that physiological variables endure specific changes in the process of exposure to loud white noise. Discussed are probable psychophysiological mechanisms mediating reactivity to long-term auditory stimulation of high intensity.

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Quality-Enhancement Technique on Video telephony over WCDMA Network (WCDMA망상에서 영상통화의 품질향상 기법)

  • Kim, Yo-Han;Kwak, Hyong-Won;Shin, Ji-Tae
    • Journal of Broadcast Engineering
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    • v.13 no.1
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    • pp.25-33
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    • 2008
  • Video telephony is a representative service in 3G mobile network. And there have been efforts to improve quality of video telephony service in different fields. In Korea, the leading mobile service provider SKTelecom and KTF service the WCDMA network as 3G mobile network. Now, more than a million people is using the network. In this paper, we study about video telephony over WCDMA network. and propose error minimizing algorithm using cross-layer adaptation between physical layer and video codec. We simulated 3G-324M protocol with MPEG-4 video codec, and simulation results show suggested algorithm improve packet transmission rate for improving quality of video telephony service.

The Study about Application of Animation 12 principles on 3D Mobile Game -With Game [Fly to The Music]- (3D Mobile Game에서의 Animation 12원칙 적용 사례 연구 -Game [Fly to The Music]을 중심으로-)

  • Kim Hyeon;Lee Nam-Kook
    • Journal of Game and Entertainment
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    • v.2 no.2
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    • pp.25-34
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    • 2006
  • Game and Animation are considered as two different fields. The definition of animation is 'moving picture' and game is a kind of animation which can be controlled by users. Actually, many principles of animation are applied to the production of games, and are even more emphasized in the mobile game contents which are becoming popular these days because of the characteristics of mobile devices such as small screen size. In this paper, we study on the application of the 12 principles of animation through the making of a mobile 3D game called 'Fly to the music' and that game is going to be serviced in late 2006 by SK Telecom. Moreover, we studied the differences between 3d mobile game animation and ordinary animation.

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A Study on the OTT Evaluation Factors Using AHP (AHP를 이용한 OTT 평가요인에 관한 연구)

  • Seo, Chang Gab
    • The Journal of Information Systems
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    • v.29 no.4
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    • pp.193-208
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    • 2020
  • Purpose Due to COVID19, the over-the-top media service (OTT) market is growing faster than expected at an annual average of 26.4%. In Korea, WAVVE, which integrated SKT's Oksusu and POOQ in September 2019, outperformed Netflix in the number of users immediately after its launch, but the number of users gradually decreased. Research on OTT investigated the spread of new media due to changes in regulations or policy, mostly in broadcasting media. On the other hand, OTT research in information systems began after the success of Netflix. It investigated consumers' satisfaction with information technology using the Information Technology Acceptance Model (TAM). This study investigates changes in consumer perceptions in the OTT market, which has grown after the Netflix's entry into Korea, the emergence of WAVVE and new OTT service providers, and the spread of COVID19. Design/methodology/approach This study selects contents, fees, service quality, and additional services as factors to evaluate consumer perception using AHP. Findings According to the 101 respondents, the content was the most important factor, followed by service quality, fees, and additional services. Contrary to previous findings that price is the determining factor in service adoption, this study reveals that consumers are willing to pay a reasonable amount for rich content and excellent service quality. Future research will use demographic analysis to reveal differences in consumer's perceptions of service selection.

Analysis of Case Study for Using Tourist Congestion: Jeju Tourism Organization's Real-Time Congestion Level Analysis System (제주관광공사의 실시간 관광지 혼잡도 분석 서비스 사례)

  • Kim, Minji;Koh, Sun-Young;Chung, Namho
    • Journal of Information Technology Services
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    • v.20 no.5
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    • pp.29-41
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    • 2021
  • The spread of COVID-19 has been changed the tourism industry. Travelers changed their traveling style and started to consider congestion of the spot for their health and safety. In Jeju, a famous tourist destination in South Korea, managing the congestion of tourists has become an important issue. This example introduces the Jeju Tourism Organization's development of a system as a smart tourism information service that manages congestion in real-time big data. Combining with congestion theory and behavior immune system, we would like to assure the necessity of the system. Also, by analyzing the system, we understand how deducing congestion information from big data and the new paradigm of the tourism industry combined with congestion theory. Data was collected by Korea's telecommunication company SKT to develop the system. The paper explains the reason for choosing the company and the pros of data quality. We expect this system to be a solution for any other city in the world under a similar situation. Finally, several suggestions for the system are included to promote and better future usage.